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  • CodePlex Daily Summary for Sunday, May 09, 2010

    CodePlex Daily Summary for Sunday, May 09, 2010New ProjectsArtificial Spy: ASPX, C#, XML, This is big project for creation application for: People Search. People connection. Background check. Crime Prevention. Socia...Chef Framework: CHEF: CSS, HTML, Events, & Functions. Is a collection of libraries to help build concerns separated websites.Crabit Full File Manger: File manager SystemEPiMVC - EPiServer CMS with ASP.NET MVC: A framework for using EPiServer CMS with ASP.NET MVC.Fimyid IX: all My projects In ONE!Hosting Folder Sizes: When you run a hosting environment with the ability to upload files, and you're charging per gigabyte per month, you need quick statistics about di...Let's Up: A tool that breaks you every 50 minutes to protect your health.MediaXenter: MediaXenterMSClub BY: Microsoft community web-site projectOrbisArca: Windows Mobile gameSpatial Gateway: A common and standardized way of accessing spatial data stored in different datastores. This also includes functionality for replication across dif...Squiggle - A Free open source Lan Messenger: Squiggle is a free lan messenger that does not require a server. Just download and run it and you're ready to talk to everyone on your lan. Squi...Video Downloader: Video Downloader makes it easier for developers to generate download links for videos from You-Tube. You'll no longer have to search through source...ViewModelSupport: This is not an MVVM framework. It is just the base class I use to reduce the friction when writing ViewModels. Making it public to share my ideas.WPF CCTV Surveillance Control with IP Cameras.: Integracion de Video IP en WPF. IP Camera. WPF dinamic Control and Events in Video System. Surveillance system. CCTV system. .NetNew Releases.NET Extensions - Extension Methods Library: Release 2010.07: Added some extension methods for ICollection<T> and IList<T> for demonstrating the differences between both interfaces: - ICollection<T>.AddRangeU...bitly.net: bitly.dll: This is a .net DLL that works with the on-line URL shortening service bit.ly Compiled using .net 4.0 but the source code should run with version 2 ...Crabit Full File Manger: Crabit V1.0: Firts file manager system previewCSharp Intellisense: V1.9: this is a major release that was focus on bug fix, tooltip support and styling.Fimyid IX: fimyid ix 1.0: New Liscence!Gherkin editor: Beta: Added support for i18n (all languages supported by Gherkin/Cucumber are suported). Removed auto-completion of statements like As a user and followi...Grunty OS: GruntyOSAlphaSC: Grunty os sourceHKGolden Express: HKGoldenExpress (Build 201005081830): New features: Users can post new message or reply to a message. Special thanks for help from members 劉佳偉 (ID: 179892) and Maize. (ID: 142974). Bu...iLove SharePoint: Lookup Field with Picker 2010: Just forget the fuc**** dropdowns! Requirements: SharePoint Foundation 2010 Features * Single- and multi-Selection Mode * Search in pick...LazyNet: LazyNet Beta 2: Refresh Network Bug fixed.LazyNet: LazyNEt_Beta3: Beta 3 Release, Better Network RefreshingLazyNet: LazyNetBeta3_SRC: Refresh NetworkLet's Up: 1.0 (Build 100509): This is the first versionLive Distributed Objects: Windows Installer r48444 (2010-05-08): current development snapshotMDownloader: MDownloader-0.15.12.58576: Fixed presenting Hotfile's captcha. Fixed FilesTube searching. Fixed determining Rapidshare postpone period. Fixed minor bugs.NSIS Autorun: NSIS Autorun 0.1.7: This release includes source code, executable binaries and example materials.SharpDevelop: SharpDevelop 3.2: Release notes: http://community.sharpdevelop.net/forums/t/11165.aspxSilverlight SDK for Bing: Silverlight SDK for Bing 1.4: Build for Visual Studio 2010 and Silverlight 4 Issues Addressed10337 10342 10367 10804 10805 10806 10807 DownloadsSilverlight SDK For B...sqwarea: Sqwarea 0.0.252.0 (alpha): This release corrects a critical bug in Persistence.GameProvider.GetNextKingId. We strongly recommend you to upgrade to this version.Stratosphere: Stratosphere 1.0.5.1: Added many features to Amazon Web Services Shell (AwsSh) Improved scalable table reader for SimpleDB multi-valued attributes Added more functio...TechEdOneNoter: TechEdOneNoter verison 2010.5.9.2010: TechEdOneNoter is a utility to create OneNote Pages based on sessions selected in the TechEd North America 2010 Session Builder. This is the first...Video Downloader: Version 1.0: Version 1.0 See Home Page for usage and more information. Please remember changes at You-Tube can prevent this software from working.Visual Studio - Lua Language Support: May 8th Update: Release NotesThis release adds collapsible functions and tables. What's new:Collapsible functions and tables Using latest version of Irony Maj...WPF CCTV Surveillance Control with IP Cameras.: Hungry Foxx CCTV Preview: Este release, corresponde a una muestra del programa completo. La idea es poder contar con una solucion para los integradores de sistemas CCTV o d...XsltDb - DotNetNuke XSLT module: 01.01.08: Bugs fixed: 17204 17203 Many new features, but undocumented yet. I'm going to update docs in a week or two, but...Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrThe Information Literacy Education Learning Environment (ILE)AJAX Control FrameworkCaliburn: An Application Framework for WPF and SilverlightMirror Testing SystemjQuery Library for SharePoint Web Servicespatterns & practices - UnityBlogEngine.NETTweetSharp

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  • Move penetrating OBB out of another OBB to resolve collision

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks Here is my OBB2D class: public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Very very slow transfer speeds between Windows 7 and samba server running on Ubuntu 11.10/12.04 minimal

    - by kuzyt
    As mentioned in the title I tried transferring files between Windows 7 and the samba server running on both Ubuntu 11.10 and 12.04 but both showed very slow transfer speeds. Can someone please guide me in the right direction to debug this problem ? wget --output-document=/dev/null http://tokyo1.linode.com/100MB-tokyo.bin --2012-08-21 22:02:17-- http://tokyo1.linode.com/100MB-tokyo.bin Resolving tokyo1.linode.com (tokyo1.linode.com)... 106.187.33.12 Connecting to tokyo1.linode.com (tokyo1.linode.com)|106.187.33.12|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 104857600 (100M) [application/octet-stream] Saving to: `/dev/null' 8% [=============> ] 8,923,980 64.8K/s eta 15m 0s wlan0 IEEE 802.11abgn ESSID:"TNET" Mode:Managed Frequency:2.462 GHz Access Point: 58:6D:8F:26:20:7A Bit Rate=117 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=57/70 Signal level=-53 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:101 Invalid misc:2448 Missed beacon:0 03:00.0 Network controller: Atheros Communications Inc. AR9300 Wireless LAN adaptor (rev 01) Subsystem: Atheros Communications Inc. Device 3112 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx+ Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 16 Region 0: Memory at fea00000 (64-bit, non-prefetchable) [size=128K] Expansion ROM at fea20000 [disabled] [size=64K] Capabilities: [40] Power Management version 3 Flags: PMEClk- DSI- D1+ D2- AuxCurrent=375mA PME(D0+,D1+,D2-,D3hot+,D3cold-) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=0 PME- Capabilities: [50] MSI: Enable- Count=1/4 Maskable+ 64bit+ Address: 0000000000000000 Data: 0000 Masking: 00000000 Pending: 00000000 Capabilities: [70] Express (v2) Endpoint, MSI 00 DevCap: MaxPayload 128 bytes, PhantFunc 0, Latency L0s <1us, L1 <8us ExtTag- AttnBtn- AttnInd- PwrInd- RBE+ FLReset- DevCtl: Report errors: Correctable- Non-Fatal- Fatal- Unsupported- RlxdOrd- ExtTag- PhantFunc- AuxPwr- NoSnoop- MaxPayload 128 bytes, MaxReadReq 512 bytes DevSta: CorrErr- UncorrErr- FatalErr- UnsuppReq- AuxPwr- TransPend- LnkCap: Port #0, Speed 2.5GT/s, Width x1, ASPM L0s L1, Latency L0 <2us, L1 <64us ClockPM- Surprise- LLActRep- BwNot- LnkCtl: ASPM Disabled; RCB 64 bytes Disabled- Retrain- CommClk+ ExtSynch- ClockPM- AutWidDis- BWInt- AutBWInt- LnkSta: Speed 2.5GT/s, Width x1, TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt- DevCap2: Completion Timeout: Not Supported, TimeoutDis+ DevCtl2: Completion Timeout: 50us to 50ms, TimeoutDis- LnkCtl2: Target Link Speed: 2.5GT/s, EnterCompliance- SpeedDis-, Selectable De-emphasis: -6dB Transmit Margin: Normal Operating Range, EnterModifiedCompliance- ComplianceSOS- Compliance De-emphasis: -6dB LnkSta2: Current De-emphasis Level: -6dB Capabilities: [100 v1] Advanced Error Reporting UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UESvrt: DLP+ SDES+ TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol- CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr+ AERCap: First Error Pointer: 00, GenCap- CGenEn- ChkCap- ChkEn- Capabilities: [140 v1] Virtual Channel Caps: LPEVC=0 RefClk=100ns PATEntryBits=1 Arb: Fixed- WRR32- WRR64- WRR128- Ctrl: ArbSelect=Fixed Status: InProgress- VC0: Caps: PATOffset=00 MaxTimeSlots=1 RejSnoopTrans- Arb: Fixed- WRR32- WRR64- WRR128- TWRR128- WRR256- Ctrl: Enable+ ID=0 ArbSelect=Fixed TC/VC=01 Status: NegoPending- InProgress- Capabilities: [300 v1] Device Serial Number 00-00-00-00-00-00-00-00 Kernel driver in use: ath9k Kernel modules: ath9k

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  • FAQ: GridView Calculation with JavaScript - Editable Price Field

    - by Vincent Maverick Durano
    Recently I wrote a series of blog posts that demonstrates how to do calculation in GridView using JavaScripts. You can check the series of posts below: FAQ: GridView Calculation with JavaScript FAQ: GridView Calculation with JavaScript - Formatting and Validation FAQ: GridView Calculation with JavaScript - Displaying Quantity Total Recently a user in the forums is asking how to calculate the total quantity, sub-totals and total amout in GridView  when a user enters the price and quantity in the TextBox field. Obviously the series of post  that I wrote will not work in this case because the price field in those examples are Label (read-only) and not TextBox fields. In this post I'm going to demonstrate how to accomplish this using the same method used in my previous examples. Basically I'm just going to modify the GridView declaration and replace the Label price field with a TextBox so that users can type on it. And finally modify the CalculateTotals() javascript function. Here are the code blocks below: <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title></title> <script type="text/javascript"> function CalculateTotals() { var gv = document.getElementById("<%= GridView1.ClientID %>"); var tb = gv.getElementsByTagName("input"); var lb = gv.getElementsByTagName("span"); var sub = 0; var total = 0; var indexQ = 1; var indexP = 0; var price = 0; var qty = 0; var totalQty = 0; var tbCount = tb.length / 2; for (var i = 0; i < tbCount; i++) { if (tb[i].type == "text") { ValidateNumber(tb[i + indexQ]); sub = parseFloat(tb[i + indexP].value) * parseFloat(tb[i + indexQ].value); if (isNaN(sub)) { lb[i].innerHTML = "0.00"; sub = 0; } else { lb[i].innerHTML = FormatToMoney(sub, "$", ",", "."); ; } if (isNaN(tb[i + indexQ].value) || tb[i + indexQ].value == "") { qty = 0; } else { qty = tb[i + indexQ].value; } totalQty += parseInt(qty); total += parseFloat(sub); indexQ++; indexP++; } } lb[lb.length - 2].innerHTML = totalQty; lb[lb.length -1].innerHTML = FormatToMoney(total, "$", ",", "."); } function ValidateNumber(o) { if (o.value.length > 0) { o.value = o.value.replace(/[^\d]+/g, ''); //Allow only whole numbers } } function isThousands(position) { if (Math.floor(position / 3) * 3 == position) return true; return false; }; function FormatToMoney(theNumber, theCurrency, theThousands, theDecimal) { var theDecimalDigits = Math.round((theNumber * 100) - (Math.floor(theNumber) * 100)); theDecimalDigits = "" + (theDecimalDigits + "0").substring(0, 2); theNumber = "" + Math.floor(theNumber); var theOutput = theCurrency; for (x = 0; x < theNumber.length; x++) { theOutput += theNumber.substring(x, x + 1); if (isThousands(theNumber.length - x - 1) && (theNumber.length - x - 1 != 0)) { theOutput += theThousands; }; }; theOutput += theDecimal + theDecimalDigits; return theOutput; } </script> </head> <body> <form id="form1" runat="server"> <asp:gridview ID="GridView1" runat="server" ShowFooter="true" AutoGenerateColumns="false"> <Columns> <asp:BoundField DataField="RowNumber" HeaderText="Row Number" /> <asp:BoundField DataField="Description" HeaderText="Item Description" /> <asp:TemplateField HeaderText="Item Price"> <ItemTemplate> <asp:TextBox ID="TXTPrice" runat="server" onkeyup="CalculateTotals();"></asp:TextBox> </ItemTemplate> <FooterTemplate> <b>Total Qty:</b> </FooterTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Quantity"> <ItemTemplate> <asp:TextBox ID="TXTQty" runat="server" onkeyup="CalculateTotals();"></asp:TextBox> </ItemTemplate> <FooterTemplate> <asp:Label ID="LBLQtyTotal" runat="server" Font-Bold="true" ForeColor="Blue" Text="0" ></asp:Label>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>Total Amount:</b> </FooterTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Sub-Total"> <ItemTemplate> <asp:Label ID="LBLSubTotal" runat="server" ForeColor="Green" Text="0.00"></asp:Label> </ItemTemplate> <FooterTemplate> <asp:Label ID="LBLTotal" runat="server" ForeColor="Green" Font-Bold="true" Text="0.00"></asp:Label> </FooterTemplate> </asp:TemplateField> </Columns> </asp:gridview> </form> </body> </html>   That's it! I hope someone find this post useful! Technorati Tags: ASP.NET,GridView,JavaScript

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  • Microphone not recognised on my TekNmotion Intruder headset?

    - by Mitch Gardner
    I own a TekNmotion Intruder headset and Ubuntu 12.04 doesn't seem to even notice that my mic exists. I just re-installed Ubuntu and that doesn't seem to help either. They are a bit of a no-name brand and I can't find drivers for them. The audio plays clearly through the head phones but my mic wont record using "Record my desktop", Works rarely with Skype, and doesn't even show up when I go to Sound Settings ---- Input. Help please!

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  • Test your internet connection - Emtel Mobile Internet

    After yesterday's report on Emtel Fixed Broadband (I'm still wondering where the 'fixed' part is), I did the same tests on Emtel Mobile Internet. For this I'm using the Huawei E169G HSDPA USB stick, connected to the same machine. Actually, this is my fail-safe internet connection and the system automatically switches between them if a problem, let's say timeout, etc. has been detected on the main line. For better comparison I used exactly the same servers on Speedtest.net. The results Following are the results of Rose Hill (hosted by Emtel) and respectively Frankfurt, Germany (hosted by Vodafone DE): Speedtest.net result of 31.05.2013 between Flic en Flac and Rose Hill, Mauritius (Emtel - Mobile Internet) Speedtest.net result of 31.05.2013 between Flic en Flac and Frankfurt, Germany (Emtel - Mobile Internet) As you might easily see, there is a big difference in speed between national and international connections. More interestingly are the results related to the download and upload ratio. I'm not sure whether connections over Emtel Mobile Internet are asymmetric or symmetric like the Fixed Broadband. Might be interesting to find out. The first test result actually might give us a clue that the connection could be asymmetric with a ratio of 3:1 but again I'm not sure. I'll find out and post an update on this. It depends on network coverage Later today I was on tour with my tablet, a Samsung Galaxy Tab 10.1 (model GT-P7500) running on Android 4.0.4 (Ice Cream Sandwich), and did some more tests using the Speedtest.net app. The results are actually as expected and in areas with better network coverage you will get better results after all. At least, as long as you stay inside the national networks. For anything abroad, it doesn't really matter. But see for yourselves: Speedtest.net result of 31.05.2013 between Cascavelle and servers in Rose Hill, Mauritius (Emtel - Mobile Internet), Port Louis, Mauritius and Kuala Lumpur, Malaysia It's rather shocking and frustrating to see how the speed on international destinations goes down. And the full capability of the tablet's integrated modem (HSDPA: 21 Mbps; HSUPA: 5.76 Mbps) isn't used, too. I guess, this demands more tests in other areas of the island, like Ebene, Pailles or Port Louis. I'll keep you updated... The question remains: Alternatives? After the publication of the test results on Fixed Broadband I had some exchange with others on Facebook. Sadly, it seems that there are really no alternatives to what Emtel is offering at the moment. There are the various internet packages by Mauritius Telecom feat. Orange, like ADSL, MyT and Mobile Internet, and there is Bharat Telecom with their Bees offer which is currently limited to Ebene and parts of Quatre Bornes.

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • 5 Lessons learnt in localization / multi language support in WPF

    - by MarkPearl
    For the last few months I have been secretly working away at the second version of an application that we initially released a few years ago. It’s called MaxCut and it is a free panel/cut optimizer for the woodwork, glass and metal industry. One of the motivations for writing MaxCut was to get an end to end experience in developing an application for general consumption. From the early days of v1 of MaxCut I would get the odd email thanking me for the software and then listing a few suggestions on how to improve it. Two of the most dominant suggestions that we received were… Support for imperial measurements (the original program only supported the metric system) Multi language support (we had someone who volunteered to translate the program into Japanese for us). I am not going to dive into the Imperial to Metric support in todays blog post, but I would like to cover a few brief lessons we learned in adding support for multi-language functionality in the software. I have sectioned them below under different lessons. Lesson 1 – Build multi-language support in from the start So the first lesson I learnt was if you know you are going to do multi language support – build it in from the very beginning! One of the power points of WPF/Silverlight is data binding in XAML and so while it wasn’t to painful to retro fit multi language support into the programing, it was still time consuming and a bit tedious to go through mounds and mounds of views and would have been a minor job to have implemented this while the form was being designed. Lesson 2 – Accommodate for varying word lengths using Grids The next lesson was a little harder to learn and was learnt a bit further down the road in the development cycle. We developed everything in English, assuming that other languages would have similar character length words for equivalent meanings… don’t!. A word that is short in your language may be of varying character lengths in other languages. Some language like Dutch and German allow for concatenation of nouns which has the potential to create really long words. We picked up a few places where our views had been structured incorrectly so that if a word was to long it would get clipped off or cut out. To get around this we began using the WPF grid extensively with column widths that would automatically expand if they needed to. Generally speaking the grid replacement got round this hurdle, and if in future you have a choice between a stack panel or a grid – think twice before going for the easier option… often the grid will be a bit more work to setup, but will be more flexible. Lesson 3 – Separate the separators Our initial run through moving the words to a resource dictionary led us to make what I thought was one potential mistake. If we had a label like the following… “length : “ In the resource dictionary we put it as a single entry. This is fine until you start using a word more than once. For instance in our scenario we used the word “length’ frequently. with different variations of the word with grammar and separators included in the resource we ended up having what I would consider a bloated dictionary. When we removed the separators from the words and put them as their own resources we saw a dramatic reduction in dictionary size… so something that looked like this… “length : “ “length. “ “length?” Was reduced to… “length” “:” “?” “.” While this may not seem like a reduction at first glance, consider that the separators “:?.” are used everywhere and suddenly you see a real reduction in bloat. Lesson 4 – Centralize the Language Dictionary This lesson was learnt at the very end of the project after we had already had a release candidate out in the wild. Because our translations would be done on a volunteer basis and remotely, we wanted it to be really simple for someone to translate our program into another language. As a common design practice we had tiered the application so that we had a business logic layer, a ui layer, etc. The problem was in several of these layers we had resource files specific for that layer. What this resulted in was us having multiple resource files that we would need to send to our translators. To add to our problems, some of the wordings were duplicated in different resource files, which would result in additional frustration from our translators as they felt they were duplicating work. Eventually the workaround was to make a separate project in VS2010 with just the language translations. We then exposed the dictionary as public within this project and made it as a reference to the other projects within the solution. This solved out problem as now we had a central dictionary and could remove any duplication's. Lesson 5 – Make a dummy translation file to test that you haven’t missed anything The final lesson learnt about multi language support in WPF was when checking if you had forgotten to translate anything in the inline code, make a test resource file with dummy data. Ideally you want the data for each word to be identical. In our instance we made one which had all the resource key values pointing to a value of test. This allowed us point the language file to our test resource file and very quickly browse through the program and see if we had missed any linking. The alternative to this approach is to have two language files and swap between the two while running the program to make sure that you haven’t missed anything, but the downside of dual language file approach is that it is much a lot harder spotting a mistake if everything is different – almost like playing Where’s Wally / Waldo. It is much easier spotting variance in uniformity – meaning when you put the “test’ keyword for everything, anything that didn’t say “test” stuck out like a sore thumb. So these are my top five lessons learnt on implementing multi language support in WPF. Feel free to make any suggestions in the comments section if you feel maybe something is more important than one of these or if I got it wrong!

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  • How to create a screencast?

    - by Riccardo Murri
    How can I create a screencast on Ubuntu? What applications are available? The app I'm looking for has ideally all of these features: Can record in a format that can be played back easily on any platform and/or accepted by youtube or another popular video site Can record just a window (instead of the whole screen), possibly selecting it with a mouse click Can start recording after a configurable delay (e.g., I launch the app and have time to do arrangements to my desktop/window before actual recording starts)

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  • Using IIS Logs for Performance Testing with Visual Studio

    - by Tarun Arora
    In this blog post I’ll show you how you can play back the IIS Logs in Visual Studio to automatically generate the web performance tests. You can also download the sample solution I am demo-ing in the blog post. Introduction Performance testing is as important for new websites as it is for evolving websites. If you already have your website running in production you could mine the information available in IIS logs to analyse the dense zones (most used pages) and performance test those pages rather than wasting time testing & tuning the least used pages in your application. What are IIS Logs To help with server use and analysis, IIS is integrated with several types of log files. These log file formats provide information on a range of websites and specific statistics, including Internet Protocol (IP) addresses, user information and site visits as well as dates, times and queries. If you are using IIS 7 and above you will find the log files in the following directory C:\Interpub\Logs\ Walkthrough 1. Download and Install Log Parser from the Microsoft download Centre. You should see the LogParser.dll in the install folder, the default install location is C:\Program Files (x86)\Log Parser 2.2. LogParser.dll gives us a library to query the iis log files programmatically. By the way if you haven’t used Log Parser in the past, it is a is a powerful, versatile tool that provides universal query access to text-based data such as log files, XML files and CSV files, as well as key data sources on the Windows operating system such as the Event Log, the Registry, the file system, and Active Directory. More details… 2. Create a new test project in Visual Studio. Let’s call it IISLogsToWebPerfTestDemo.   3.  Delete the UnitTest1.cs class that gets created by default. Right click the solution and add a project of type class library, name it, IISLogsToWebPerfTestEngine. Delete the default class Program.cs that gets created with the project. 4. Under the IISLogsToWebPerfTestEngine project add a reference to Microsoft.VisualStudio.QualityTools.WebTestFramework – c:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\PublicAssemblies\Microsoft.VisualStudio.QualityTools.WebTestFramework.dll LogParser also called MSUtil - c:\users\tarora\documents\visual studio 2010\Projects\IisLogsToWebPerfTest\IisLogsToWebPerfTestEngine\obj\Debug\Interop.MSUtil.dll 5. Right click IISLogsToWebPerfTestEngine project and add a new classes – IISLogReader.cs The IISLogReader class queries the iis logs using the log parser. using System; using System.Collections.Generic; using System.Text; using MSUtil; using LogQuery = MSUtil.LogQueryClassClass; using IISLogInputFormat = MSUtil.COMIISW3CInputContextClassClass; using LogRecordSet = MSUtil.ILogRecordset; using Microsoft.VisualStudio.TestTools.WebTesting; using System.Diagnostics; namespace IisLogsToWebPerfTestEngine { // By making use of log parser it is possible to query the iis log using select queries public class IISLogReader { private string _iisLogPath; public IISLogReader(string iisLogPath) { _iisLogPath = iisLogPath; } public IEnumerable<WebTestRequest> GetRequests() { LogQuery logQuery = new LogQuery(); IISLogInputFormat iisInputFormat = new IISLogInputFormat(); // currently these columns give us suffient information to construct the web test requests string query = @"SELECT s-ip, s-port, cs-method, cs-uri-stem, cs-uri-query FROM " + _iisLogPath; LogRecordSet recordSet = logQuery.Execute(query, iisInputFormat); // Apply a bit of transformation while (!recordSet.atEnd()) { ILogRecord record = recordSet.getRecord(); if (record.getValueEx("cs-method").ToString() == "GET") { string server = record.getValueEx("s-ip").ToString(); string path = record.getValueEx("cs-uri-stem").ToString(); string querystring = record.getValueEx("cs-uri-query").ToString(); StringBuilder urlBuilder = new StringBuilder(); urlBuilder.Append("http://"); urlBuilder.Append(server); urlBuilder.Append(path); if (!String.IsNullOrEmpty(querystring)) { urlBuilder.Append("?"); urlBuilder.Append(querystring); } // You could make substitutions by introducing parameterized web tests. WebTestRequest request = new WebTestRequest(urlBuilder.ToString()); Debug.WriteLine(request.UrlWithQueryString); yield return request; } recordSet.moveNext(); } Console.WriteLine(" That's it! Closing the reader"); recordSet.close(); } } }   6. Connect the dots by adding the project reference ‘IisLogsToWebPerfTestEngine’ to ‘IisLogsToWebPerfTest’. Right click the ‘IisLogsToWebPerfTest’ project and add a new class ‘WebTest1Coded.cs’ The WebTest1Coded.cs inherits from the WebTest class. By overriding the GetRequestMethod we can inject the log files to the IISLogReader class which uses Log parser to query the log file and extract the web requests to generate the web test request which is yielded back for play back when the test is run. namespace IisLogsToWebPerfTest { using System; using System.Collections.Generic; using System.Text; using Microsoft.VisualStudio.TestTools.WebTesting; using Microsoft.VisualStudio.TestTools.WebTesting.Rules; using IisLogsToWebPerfTestEngine; // This class is a coded web performance test implementation, that simply passes // the path of the iis logs to the IisLogReader class which does the heavy // lifting of reading the contents of the log file and converting them to tests. // You could have multiple such classes that inherit from WebTest and implement // GetRequestEnumerator Method and pass differnt log files for different tests. public class WebTest1Coded : WebTest { public WebTest1Coded() { this.PreAuthenticate = true; } public override IEnumerator<WebTestRequest> GetRequestEnumerator() { // substitute the highlighted path with the path of the iis log file IISLogReader reader = new IISLogReader(@"C:\Demo\iisLog1.log"); foreach (WebTestRequest request in reader.GetRequests()) { yield return request; } } } }   7. Its time to fire the test off and see the iis log playback as a web performance test. From the Test menu choose Test View Window you should be able to see the WebTest1Coded test show up. Highlight the test and press Run selection (you can also debug the test in case you face any failures during test execution). 8. Optionally you can create a Load Test by keeping ‘WebTest1Coded’ as the base test. Conclusion You have just helped your testing team, you now have become the coolest developer in your organization! Jokes apart, log parser and web performance test together allow you to save a lot of time by not having to worry about what to test or even worrying about how to record the test. If you haven’t already, download the solution from here. You can take this to the next level by using LogParser to extract the log files as part of an end of day batch to a database. See the usage trends by user this solution over a longer term and have your tests consume the web requests now stored in the database to generate the web performance tests. If you like the post, don’t forget to share … Keep RocKiNg!

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  • Solving “The Select operation is not supported by .. unless the SelectMethod is specified.”

    - by anas
    In most cases, You will get that error when you are using a data source control(like ObjectDataSource) without setting it’s SelectMethod as data source for the DetailsView control. If you want to display one record in the detailsView control to allow the user to edit it, then you should set the SelectMethod for the DataSource control,otherwise the detailsView control will not be able to get the record from the underlying datasource. But what if you are only using the DetailsView for only inserting...(read more)

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  • Checking update reason after actual update

    - by KaRo
    Is there a possibility to find out the reason for at least the last automatic update? When the update-window pops up one can click on the entries and find a statement about what bug shall be fixed with a certain package, or more general why it is updated at all. I want to check for this information afterwards to check if a certain bug or functionality is claimed to be fixed already. thx - robert.

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  • How to create a screencast?

    - by Riccardo Murri
    How can I create a screencast on Ubuntu? What applications are available? The app I'm looking for has ideally all of these features: Can record in a format that can be played back easily on any platform and/or accepted by youtube or another popular video site Can record just a window (instead of the whole screen), possibly selecting it with a mouse click Can start recording after a configurable delay (e.g., I launch the app and have time to do arrangements to my desktop/window before actual recording starts)

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  • Are you reporting Visual Studio 2012 issues to Microsoft correctly?

    - by Tarun Arora
    Issues you may run into while using Visual Studio need to be reported to the Microsoft Product Team via the Microsoft connect site. The Microsoft team then tries to reproduce the issue using the details provided by you. If the information you provide isn’t sufficient to reproduce the issue the team tries to contact you for specifics, this not only increases the cycle time to resolution but the lack of communication also results in issues not being resolved. So, when I report an issue one part of me tells me to include as much detail about the issue as I can clubbing screen shots, repo steps, system information, visual studio version information,… the other half tells me this is so time consuming, leave it for now and come back to fill all these details later. Reporting a bug but not including the supporting information is an invitation to excuses like …     Microsoft has absolutely changed this experience for VS 2012. The Microsoft Visual Studio Feedback tool is designed to simplify the process of providing feedback and reporting issues to Microsoft that you may encounter while using Microsoft Visual Studio 2012. Note – The Microsoft Visual Studio 2012 Feedback client currently only works for VS 2012 and not any other versions of Visual Studio. Setting up the Microsoft Visual Studio 2012 Feedback client Open Visual Studio, from the Tools menu select Extension and Updates. In the Extension and Updates window, click Online from the left pane and search using the text ‘feedback’, download and Install Microsoft Visual Studio 2012 Feedback Tool by following the instructions from the wizard. Note - Restarting Visual Studio after the install is a must! How to report a bug for Visual Studio 2012? Click on the Help menu and choose Report a Bug You should see an icon Microsoft Visual Studio 2012 Feedback Tool come up in the system tray icon area You’ll need to accept the Privacy statement. You have the option of reporting the feedback as private or public. Microsoft works with several Partners, MVP’s and Vendors who get access to early bits of Microsoft products for valuation. This is where it becomes essential to report the feedback privately. I would choose the Public option otherwise. After all if it’s out there in the public, others can discover and add to it easily. You now have the option to report a new issue or add to an existing issue. Should you choose to add to an existing issue you should have the feedback ID of the issue available. This can be obtained from the Microsoft Connect site. For now I am going to focus on reporting a new feedback privately. Filling out the feedback details You will notice that VsInfo.xml and DxDiagOutput.txt are automatically attached as you enter this screen (more on that later).  Feedback Type Choose the feedback type from (Performance, Hang, Crash, Other) Note – The record button will only be enabled once you have enabled once you have chosen the feedback type, Bug-repro recording is not available for Windows Server 2008.     Effective Title and Description Enter a title that helps us differentiate the bug when it appears in a list, so that we can group it with any related bugs, assign it to a developer more effectively, and resolve it more quickly. Example: Imagine that you are submitting a bug because you tried to install Service Pack 1 and got a message that Visual Studio is not installed even though it is. Helpful:  Installed Visual Studio version not detected during Service Pack 1 setup. Not helpful:  Service Pack 1 problem. Tip: Write the problem description first, and then distil it to create a title. Example Description: Helpful: When I run Service Pack 1 Setup, I get the message "No Visual Studio version is detected" even though I have Visual Studio 2010 Ultimate and Visual C++ 2010 Express installed on my machine. Even though I uninstalled both editions, and then first reinstalled Ultimate and then Express, I still get the message. Record: Becoming a first class citizen Often a repro report is invaluable to describe and decipher the issue. Please use this feature to send actionable feedback. The record repro feature works differently depending on the feedback type you selected. Please find below details for each recording option. You can start recording simply by selecting a feedback type, and clicking on the “Record” button. When "Performance" is the bug type: When the Microsoft Visual Studio trace recorder starts, perform the actions that show the performance problem you want to report and then click on the "Stop Recording" button as soon as you experience the performance problem. Because the tool optimizes trace collection, you can run it for as long as it takes to show the problem, up to two hours. Note that, you need to stop recording as soon as the performance issue occurs, because the tool captures only the last couple minutes of your actions to optimize the trace collection. After you stop the recording, the tool takes up to two minutes to assemble the data and attach an ETLTrace.zip file to your bug report. The data includes information about Windows events and the Visual Studio code path. Note that, running the Microsoft Visual Studio trace recorder requires elevated user privilege. When "Crash" is the bug type: When the dialog box appears, select the running Visual Studio instance for which you want to show the steps that cause a crash. When the crash occurs, click on the "Stop Record" button. After you do this, two files are attached to your bug report - an AutomaticCrashDump.zip file that contains information about the crash and a ReproSteps.zip file that shows the repro steps. Repro steps are captured by Windows Problem Steps Recorder. Note that, you can pause the recording, and resume later, or for a specific step, you can add additional comments. When "Hang" is the bug type: The process for recording the steps that cause a hang resembles the one for crashes. The difference is, you can even collect a dump file after the VS hangs; start the VSFT either from the system tray or by starting a new instance of VS, select "Hang" as feedback type and click on the "Record" button. You will be prompted which VS to collect dump about, select the VS instance that hanged. VSFT collects a dump file regarding the hang, called MiniDump.zip, and attaches to your bug report. When "Other" is the bug type: When the problem step recorder starts, perform the actions that show the issue you want to report and then choose the "Stop” button. You can pause the recording, and resume later, or for a specific step, you can add additional comments. Once you’re done, ReproSteps.zip is added to your bug report. Pre-attached files It is essential for Microsoft to know what version of the the product are you currently using and what is the current configuration of your system. Note – The total size of all attachments in a bug report cannot exceed 2 GB, and every uncompressed attachment must be smaller than 512 MB. We recommend that you assemble all of your attachments, compress them together into a .zip file, and then attach the .zip file. Taking a screenshot Associate a screen shot by clicking the Take screenshot button, choose either the entire desktop, the specific monitor (useful if you are working in a multi monitor configuration) or the specific window in question. And finally … click Submit If you need further help, more details can be found here. You can view your feedback online by using the following URL “">https://connect.microsoft.com/VisualStudio/SearchResults.aspx?SearchQuery=<feedbackId>” Happy bug logging

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  • Paypal "Subscribe" button: Is it possible to let the subscriber set the amount?

    - by Šime Vidas
    I'm setting up a recurring payment option on my website. I'd like to have two options: Option 1 (for individuals): Fixed $6/mo subscription Option 2 (for organizations): A subscription where the amount is set by the subscriber PayPal's "Subscribe" button does not seem to allow that: When I leave the "Amount" field of the 2nd option empty, I get an error: So, is this not possible? Do all options require fixed amounts?

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  • How do I get Gmail to start on my second desktop window?

    - by Tom
    I've got the Compiz Place Windows plugin working for most of my apps, but I can't get Gmail to open on a specified desktop window/viewport. Under CompizConfig Settings Manager Place Windows Fixed Window Placement Windows with fixed viewport, I have class=Pidgin, x=2, y=1, and that works fine, but I can't get Gmail to place properly. I've tried class=Prism, title=Gmail, title=gmail ... The Gmail Prism config is from the prism-google-mail 1.0b3+svn20100210r62050-0ubuntu2 package. Any ideas?

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  • Lazy Processing of Streams

    - by Giorgio
    I have the following problem scenario: I have a text file and I have to read it and split it into lines. Some lines might need to be dropped (according to criteria that are not fixed). The lines that are not dropped must be parsed into some predefined records. Records that are not valid must be dropped. Duplicate records may exist and, in such a case, they are consecutive. If duplicate / multiple records exist, only one item should be kept. The remaining records should be grouped according to the value contained in one field; all records belonging to the same group appear one after another (e.g. AAAABBBBCCDEEEFF and so on). The records of each group should be numbered (1, 2, 3, 4, ...). For each group the numbering starts from 1. The records must then be saved somewhere / consumed in the same order as they were produced. I have to implement this in Java or C++. My first idea was to define functions / methods like: One method to get all the lines from the file. One method to filter out the unwanted lines. One method to parse the filtered lines into valid records. One method to remove duplicate records. One method to group records and number them. The problem is that the data I am going to read can be too big and might not fit into main memory: so I cannot just construct all these lists and apply my functions one after the other. On the other hand, I think I do not need to fit all the data in main memory at once because once a record has been consumed all its underlying data (basically the lines of text between the previous record and the current record, and the record itself) can be disposed of. With the little knowledge I have of Haskell I have immediately thought about some kind of lazy evaluation, in which instead of applying functions to lists that have been completely computed, I have different streams of data that are built on top of each other and, at each moment, only the needed portion of each stream is materialized in main memory. But I have to implement this in Java or C++. So my question is which design pattern or other technique can allow me to implement this lazy processing of streams in one of these languages.

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  • Sound recorder not responding, Ubuntu 12.10

    - by user45168
    I don't know what is causing this. I've noticed lately after upgrading the computer at church to Ubuntu 12.10, the sound recorder will not record when the record button is pressed, and when I press it again, the message to continue without saving comes up. No matter what I choose the program completely locks up, and the only way I can quit the program is by going to system monitor and ending the process, I then reopen the sound recorder and it then works properly. Any thoughts as to what can be done to fix this?

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  • Problem getting weeks in a month with NSCalendar...

    - by AngrySpade
    I am creating a calendar control of sorts... One thing I need to know is how many weeks are there in a Month... So NSCalendar rangeOfUnit:inUnit:forDate Seems to be exactly what I need... Except I am noticing something that seems off and I can't quite figure out why this is happening... The following code... NSCalendar *calendar = [NSCalendar currentCalendar]; NSDateComponents *dateComponents = [[NSDateComponents alloc] init]; [dateComponents setYear: 2010]; [dateComponents setDay: 1]; for (int x=1; x<=12; x++) { [dateComponents setMonth: x]; NSDate *date = [calendar dateFromComponents:dateComponents]; NSLog(@"Date: %@", date); NSRange range = [calendar rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate:date]; NSLog(@"%d Weeks in Month %d", range.length, [dateComponents month]); } Is returning the following debug messages... 2010-03-14 13:08:10.350 Scrap[4256:207] Date: 2010-01-01 00:00:00 -0500 2010-03-14 13:08:10.351 Scrap[4256:207] 5 Weeks in Month 1 2010-03-14 13:08:10.352 Scrap[4256:207] Date: 2010-02-01 00:00:00 -0500 2010-03-14 13:08:10.352 Scrap[4256:207] 4 Weeks in Month 2 2010-03-14 13:08:10.353 Scrap[4256:207] Date: 2010-03-01 00:00:00 -0500 2010-03-14 13:08:10.353 Scrap[4256:207] 5 Weeks in Month 3 2010-03-14 13:08:10.354 Scrap[4256:207] Date: 2010-04-01 00:00:00 -0400 2010-03-14 13:08:10.355 Scrap[4256:207] 5 Weeks in Month 4 2010-03-14 13:08:10.356 Scrap[4256:207] Date: 2010-05-01 00:00:00 -0400 2010-03-14 13:08:10.357 Scrap[4256:207] 5 Weeks in Month 5 2010-03-14 13:08:10.358 Scrap[4256:207] Date: 2010-06-01 00:00:00 -0400 2010-03-14 13:08:10.358 Scrap[4256:207] 5 Weeks in Month 6 2010-03-14 13:08:10.359 Scrap[4256:207] Date: 2010-07-01 00:00:00 -0400 2010-03-14 13:08:10.360 Scrap[4256:207] 5 Weeks in Month 7 2010-03-14 13:08:10.361 Scrap[4256:207] Date: 2010-08-01 00:00:00 -0400 2010-03-14 13:08:10.364 Scrap[4256:207] 5 Weeks in Month 8 2010-03-14 13:08:10.364 Scrap[4256:207] Date: 2010-09-01 00:00:00 -0400 2010-03-14 13:08:10.365 Scrap[4256:207] 5 Weeks in Month 9 2010-03-14 13:08:10.366 Scrap[4256:207] Date: 2010-10-01 00:00:00 -0400 2010-03-14 13:08:10.366 Scrap[4256:207] 5 Weeks in Month 10 2010-03-14 13:08:10.367 Scrap[4256:207] Date: 2010-11-01 00:00:00 -0400 2010-03-14 13:08:10.367 Scrap[4256:207] 5 Weeks in Month 11 2010-03-14 13:08:10.369 Scrap[4256:207] Date: 2010-12-01 00:00:00 -0500 2010-03-14 13:08:10.369 Scrap[4256:207] 52 Weeks in Month 12 I cant quite figure out why I get 52 weeks in month 12. Any clues? Edit on 3/20/2010: Seeing as how I couldnt use rangeOfUnit:inUnit:forDate to calculate the number of weeks in a month. I decided to figure out a different way of calculating the same value. I figured I should do this in a non-Gregorian localized way, so I attempted to start with getting the number of days in a week, but I got the result of 28 days in a week. So I started writing more code to figure out why... I wanted to make sure that the type of NSCalendar that I was playing with was in fact what I was supposed to be getting... And that led me to finding some differences... NSCalendar *currentCalendar = [NSCalendar currentCalendar]; NSLog(@"Calendar with 'currentCalendar' Identifier: %@", [currentCalendar calendarIdentifier]); NSCalendar *calendarWithIdentifier = [[[NSCalendar alloc] initWithCalendarIdentifier: NSGregorianCalendar] autorelease]; NSLog(@"Calendar created with identifier Identifier: %@", [calendarWithIdentifier calendarIdentifier]); NSDate *now = [[NSDate alloc] init]; NSDateComponents *currentMonth = [currentCalendar components: NSMonthCalendarUnit | NSYearCalendarUnit fromDate: now]; NSDate *currentMonthDate = [currentCalendar dateFromComponents: currentMonth]; NSRange daysInWeekRange = [currentCalendar rangeOfUnit: NSDayCalendarUnit inUnit: NSWeekCalendarUnit forDate: currentMonthDate]; NSLog(@"CurrentCalendar: Length:%u Location:%u", daysInWeekRange.length, daysInWeekRange.location); currentMonth = [calendarWithIdentifier components: NSMonthCalendarUnit | NSYearCalendarUnit fromDate: now]; currentMonthDate = [calendarWithIdentifier dateFromComponents: currentMonth]; daysInWeekRange = [calendarWithIdentifier rangeOfUnit: NSDayCalendarUnit inUnit: NSWeekCalendarUnit forDate: currentMonthDate]; NSLog(@"GregorianCalendar: Length:%u Location:%u", daysInWeekRange.length, daysInWeekRange.location); And that got me the following log results... 2010-03-20 21:02:27.245 Scrap[52189:207] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:02:27.246 Scrap[52189:207] Calendar created with identifier Identifier: gregorian 2010-03-20 21:02:27.248 Scrap[52189:207] CurrentCalendar: Length:28 Location:1 2010-03-20 21:02:27.249 Scrap[52189:207] GregorianCalendar: Length:7 Location:1 Taking direction from @CarlNorum's experience, I compiled the code snippet as a 10.6 Cocoa application, and I got the following... 2010-03-20 21:05:35.636 ScrapCocoa[52238:a0f] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:05:35.636 ScrapCocoa[52238:a0f] Calendar created with identifier Identifier: gregorian 2010-03-20 21:05:35.637 ScrapCocoa[52238:a0f] CurrentCalendar: Length:6 Location:1 2010-03-20 21:05:35.638 ScrapCocoa[52238:a0f] GregorianCalendar: Length:7 Location:1 I saw hope in that creating a NSCalendar Instance explicitly as a Gregorian Calendar would lead to better results in my original problem... So I modified that original code NSCalendar *currentCalendar = [NSCalendar currentCalendar]; NSLog(@"Calendar with 'currentCalendar' Identifier: %@", [currentCalendar calendarIdentifier]); NSCalendar *calendarWithIdentifier = [[[NSCalendar alloc] initWithCalendarIdentifier: NSGregorianCalendar] autorelease]; NSLog(@"Calendar created with identifier Identifier: %@", [calendarWithIdentifier calendarIdentifier]); NSDateComponents *dateComponents = [[[NSDateComponents alloc] init] autorelease]; [dateComponents setYear: 2010]; [dateComponents setDay: 1]; for (int x=1; x<=12; x++) { [dateComponents setMonth: x]; NSDate *date = [currentCalendar dateFromComponents: dateComponents]; NSRange range = [currentCalendar rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate: date]; NSLog(@"CurrentCalendar Date: %@", date); NSLog(@"CurrentCalendar: %d Weeks in Month %d", range.length, [dateComponents month]); date = [calendarWithIdentifier dateFromComponents: dateComponents]; range = [calendarWithIdentifier rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate: date]; NSLog(@"GregorianCalendar Date: %@", date); NSLog(@"GregorianCalendar: %d Weeks in Month %d", range.length, [dateComponents month]); } Unfortunately using a calendar created that way did not return a different result. 2010-03-20 21:15:40.465 Scrap[52367:207] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:15:40.466 Scrap[52367:207] Calendar created with identifier Identifier: gregorian 2010-03-20 21:15:40.468 Scrap[52367:207] CurrentCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:15:40.468 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 1 2010-03-20 21:15:40.469 Scrap[52367:207] GregorianCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:15:40.470 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 1 2010-03-20 21:15:40.471 Scrap[52367:207] CurrentCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:15:40.471 Scrap[52367:207] CurrentCalendar: 4 Weeks in Month 2 2010-03-20 21:15:40.472 Scrap[52367:207] GregorianCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:15:40.473 Scrap[52367:207] GregorianCalendar: 4 Weeks in Month 2 2010-03-20 21:15:40.473 Scrap[52367:207] CurrentCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:15:40.474 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 3 2010-03-20 21:15:40.475 Scrap[52367:207] GregorianCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:15:40.475 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 3 2010-03-20 21:15:40.476 Scrap[52367:207] CurrentCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:15:40.477 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 4 2010-03-20 21:15:40.478 Scrap[52367:207] GregorianCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:15:40.479 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 4 2010-03-20 21:15:40.480 Scrap[52367:207] CurrentCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:15:40.480 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 5 2010-03-20 21:15:40.482 Scrap[52367:207] GregorianCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:15:40.482 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 5 2010-03-20 21:15:40.483 Scrap[52367:207] CurrentCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:15:40.483 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 6 2010-03-20 21:15:40.484 Scrap[52367:207] GregorianCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:15:40.485 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 6 2010-03-20 21:15:40.485 Scrap[52367:207] CurrentCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:15:40.486 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 7 2010-03-20 21:15:40.486 Scrap[52367:207] GregorianCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:15:40.487 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 7 2010-03-20 21:15:40.488 Scrap[52367:207] CurrentCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:15:40.488 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 8 2010-03-20 21:15:40.489 Scrap[52367:207] GregorianCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:15:40.489 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 8 2010-03-20 21:15:40.490 Scrap[52367:207] CurrentCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:15:40.491 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 9 2010-03-20 21:15:40.491 Scrap[52367:207] GregorianCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:15:40.492 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 9 2010-03-20 21:15:40.493 Scrap[52367:207] CurrentCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:15:40.493 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 10 2010-03-20 21:15:40.494 Scrap[52367:207] GregorianCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:15:40.494 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 10 2010-03-20 21:15:40.495 Scrap[52367:207] CurrentCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:15:40.496 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 11 2010-03-20 21:15:40.496 Scrap[52367:207] GregorianCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:15:40.497 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 11 2010-03-20 21:15:40.498 Scrap[52367:207] CurrentCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:15:40.498 Scrap[52367:207] CurrentCalendar: 52 Weeks in Month 12 2010-03-20 21:15:40.499 Scrap[52367:207] GregorianCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:15:40.500 Scrap[52367:207] GregorianCalendar: 52 Weeks in Month 12 Compiling the code for Cocoa just for kicks, was actually amusing... As the results are really really different 2010-03-20 21:11:24.610 ScrapCocoa[52313:a0f] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:11:24.611 ScrapCocoa[52313:a0f] Calendar created with identifier Identifier: gregorian 2010-03-20 21:11:24.613 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:11:24.613 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 1 2010-03-20 21:11:24.614 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:11:24.615 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 1 2010-03-20 21:11:24.616 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:11:24.616 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 2 2010-03-20 21:11:24.617 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:11:24.618 ScrapCocoa[52313:a0f] GregorianCalendar: 4 Weeks in Month 2 2010-03-20 21:11:24.619 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:11:24.619 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 3 2010-03-20 21:11:24.620 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:11:24.621 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 3 2010-03-20 21:11:24.622 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:11:24.622 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 4 2010-03-20 21:11:24.623 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:11:24.623 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 4 2010-03-20 21:11:24.624 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:11:24.625 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 5 2010-03-20 21:11:24.625 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:11:24.626 ScrapCocoa[52313:a0f] GregorianCalendar: 6 Weeks in Month 5 2010-03-20 21:11:24.627 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:11:24.627 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 6 2010-03-20 21:11:24.628 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:11:24.628 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 6 2010-03-20 21:11:24.629 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:11:24.630 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 7 2010-03-20 21:11:24.630 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:11:24.631 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 7 2010-03-20 21:11:24.632 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:11:24.632 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 8 2010-03-20 21:11:24.633 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:11:24.633 ScrapCocoa[52313:a0f] GregorianCalendar: 6 Weeks in Month 8 2010-03-20 21:11:24.634 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:11:24.635 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 9 2010-03-20 21:11:24.636 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:11:24.636 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 9 2010-03-20 21:11:24.637 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:11:24.637 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 10 2010-03-20 21:11:24.638 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:11:24.639 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 10 2010-03-20 21:11:24.640 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:11:24.640 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 11 2010-03-20 21:11:24.641 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:11:24.641 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 11 2010-03-20 21:11:24.642 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:11:24.642 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 12 2010-03-20 21:11:24.643 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:11:24.644 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 12 I think this is when I give up...

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  • Problem getting weeks in a month...

    - by AngrySpade
    I am creating a calendar control of sorts... One thing I need to know is how many weeks are there in a Month... So NSCalendar rangeOfUnit:inUnit:forDate Seems to be exactly what I need... Except I am noticing something that seems off and I can't quite figure out why this is happening... The following code... NSCalendar *calendar = [NSCalendar currentCalendar]; NSDateComponents *dateComponents = [[NSDateComponents alloc] init]; [dateComponents setYear: 2010]; [dateComponents setDay: 1]; for (int x=1; x<=12; x++) { [dateComponents setMonth: x]; NSDate *date = [calendar dateFromComponents:dateComponents]; NSLog(@"Date: %@", date); NSRange range = [calendar rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate:date]; NSLog(@"%d Weeks in Month %d", range.length, [dateComponents month]); } Is returning the following debug messages... 2010-03-14 13:08:10.350 Scrap[4256:207] Date: 2010-01-01 00:00:00 -0500 2010-03-14 13:08:10.351 Scrap[4256:207] 5 Weeks in Month 1 2010-03-14 13:08:10.352 Scrap[4256:207] Date: 2010-02-01 00:00:00 -0500 2010-03-14 13:08:10.352 Scrap[4256:207] 4 Weeks in Month 2 2010-03-14 13:08:10.353 Scrap[4256:207] Date: 2010-03-01 00:00:00 -0500 2010-03-14 13:08:10.353 Scrap[4256:207] 5 Weeks in Month 3 2010-03-14 13:08:10.354 Scrap[4256:207] Date: 2010-04-01 00:00:00 -0400 2010-03-14 13:08:10.355 Scrap[4256:207] 5 Weeks in Month 4 2010-03-14 13:08:10.356 Scrap[4256:207] Date: 2010-05-01 00:00:00 -0400 2010-03-14 13:08:10.357 Scrap[4256:207] 5 Weeks in Month 5 2010-03-14 13:08:10.358 Scrap[4256:207] Date: 2010-06-01 00:00:00 -0400 2010-03-14 13:08:10.358 Scrap[4256:207] 5 Weeks in Month 6 2010-03-14 13:08:10.359 Scrap[4256:207] Date: 2010-07-01 00:00:00 -0400 2010-03-14 13:08:10.360 Scrap[4256:207] 5 Weeks in Month 7 2010-03-14 13:08:10.361 Scrap[4256:207] Date: 2010-08-01 00:00:00 -0400 2010-03-14 13:08:10.364 Scrap[4256:207] 5 Weeks in Month 8 2010-03-14 13:08:10.364 Scrap[4256:207] Date: 2010-09-01 00:00:00 -0400 2010-03-14 13:08:10.365 Scrap[4256:207] 5 Weeks in Month 9 2010-03-14 13:08:10.366 Scrap[4256:207] Date: 2010-10-01 00:00:00 -0400 2010-03-14 13:08:10.366 Scrap[4256:207] 5 Weeks in Month 10 2010-03-14 13:08:10.367 Scrap[4256:207] Date: 2010-11-01 00:00:00 -0400 2010-03-14 13:08:10.367 Scrap[4256:207] 5 Weeks in Month 11 2010-03-14 13:08:10.369 Scrap[4256:207] Date: 2010-12-01 00:00:00 -0500 2010-03-14 13:08:10.369 Scrap[4256:207] 52 Weeks in Month 12 I cant quite figure out why I get 52 weeks in month 12. Any clues? Edit on 3/20/2010: Seeing as how I couldnt use rangeOfUnit:inUnit:forDate to calculate the number of weeks in a month. I decided to figure out a different way of calculating the same value. I figured I should do this in a non-Gregorian localized way, so I attempted to start with getting the number of days in a week, but I got the result of 28 days in a week. So I started writing more code to figure out why... I wanted to make sure that the type of NSCalendar that I was playing with was in fact what I was supposed to be getting... And that led me to finding some differences... NSCalendar *currentCalendar = [NSCalendar currentCalendar]; NSLog(@"Calendar with 'currentCalendar' Identifier: %@", [currentCalendar calendarIdentifier]); NSCalendar *calendarWithIdentifier = [[[NSCalendar alloc] initWithCalendarIdentifier: NSGregorianCalendar] autorelease]; NSLog(@"Calendar created with identifier Identifier: %@", [calendarWithIdentifier calendarIdentifier]); NSDate *now = [[NSDate alloc] init]; NSDateComponents *currentMonth = [currentCalendar components: NSMonthCalendarUnit | NSYearCalendarUnit fromDate: now]; NSDate *currentMonthDate = [currentCalendar dateFromComponents: currentMonth]; NSRange daysInWeekRange = [currentCalendar rangeOfUnit: NSDayCalendarUnit inUnit: NSWeekCalendarUnit forDate: currentMonthDate]; NSLog(@"CurrentCalendar: Length:%u Location:%u", daysInWeekRange.length, daysInWeekRange.location); currentMonth = [calendarWithIdentifier components: NSMonthCalendarUnit | NSYearCalendarUnit fromDate: now]; currentMonthDate = [calendarWithIdentifier dateFromComponents: currentMonth]; daysInWeekRange = [calendarWithIdentifier rangeOfUnit: NSDayCalendarUnit inUnit: NSWeekCalendarUnit forDate: currentMonthDate]; NSLog(@"GregorianCalendar: Length:%u Location:%u", daysInWeekRange.length, daysInWeekRange.location); And that got me the following log results... 2010-03-20 21:02:27.245 Scrap[52189:207] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:02:27.246 Scrap[52189:207] Calendar created with identifier Identifier: gregorian 2010-03-20 21:02:27.248 Scrap[52189:207] CurrentCalendar: Length:28 Location:1 2010-03-20 21:02:27.249 Scrap[52189:207] GregorianCalendar: Length:7 Location:1 Taking direction from @CarlNorum's experience, I compiled the code snippet as a 10.6 Cocoa application, and I got the following... 2010-03-20 21:05:35.636 ScrapCocoa[52238:a0f] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:05:35.636 ScrapCocoa[52238:a0f] Calendar created with identifier Identifier: gregorian 2010-03-20 21:05:35.637 ScrapCocoa[52238:a0f] CurrentCalendar: Length:6 Location:1 2010-03-20 21:05:35.638 ScrapCocoa[52238:a0f] GregorianCalendar: Length:7 Location:1 I saw hope in that creating a NSCalendar Instance explicitly as a Gregorian Calendar would lead to better results in my original problem... So I modified that original code NSCalendar *currentCalendar = [NSCalendar currentCalendar]; NSLog(@"Calendar with 'currentCalendar' Identifier: %@", [currentCalendar calendarIdentifier]); NSCalendar *calendarWithIdentifier = [[[NSCalendar alloc] initWithCalendarIdentifier: NSGregorianCalendar] autorelease]; NSLog(@"Calendar created with identifier Identifier: %@", [calendarWithIdentifier calendarIdentifier]); NSDateComponents *dateComponents = [[[NSDateComponents alloc] init] autorelease]; [dateComponents setYear: 2010]; [dateComponents setDay: 1]; for (int x=1; x<=12; x++) { [dateComponents setMonth: x]; NSDate *date = [currentCalendar dateFromComponents: dateComponents]; NSRange range = [currentCalendar rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate: date]; NSLog(@"CurrentCalendar Date: %@", date); NSLog(@"CurrentCalendar: %d Weeks in Month %d", range.length, [dateComponents month]); date = [calendarWithIdentifier dateFromComponents: dateComponents]; range = [calendarWithIdentifier rangeOfUnit: NSWeekCalendarUnit inUnit: NSMonthCalendarUnit forDate: date]; NSLog(@"GregorianCalendar Date: %@", date); NSLog(@"GregorianCalendar: %d Weeks in Month %d", range.length, [dateComponents month]); } Unfortunately using a calendar created that way did not return a different result. 2010-03-20 21:15:40.465 Scrap[52367:207] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:15:40.466 Scrap[52367:207] Calendar created with identifier Identifier: gregorian 2010-03-20 21:15:40.468 Scrap[52367:207] CurrentCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:15:40.468 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 1 2010-03-20 21:15:40.469 Scrap[52367:207] GregorianCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:15:40.470 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 1 2010-03-20 21:15:40.471 Scrap[52367:207] CurrentCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:15:40.471 Scrap[52367:207] CurrentCalendar: 4 Weeks in Month 2 2010-03-20 21:15:40.472 Scrap[52367:207] GregorianCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:15:40.473 Scrap[52367:207] GregorianCalendar: 4 Weeks in Month 2 2010-03-20 21:15:40.473 Scrap[52367:207] CurrentCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:15:40.474 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 3 2010-03-20 21:15:40.475 Scrap[52367:207] GregorianCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:15:40.475 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 3 2010-03-20 21:15:40.476 Scrap[52367:207] CurrentCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:15:40.477 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 4 2010-03-20 21:15:40.478 Scrap[52367:207] GregorianCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:15:40.479 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 4 2010-03-20 21:15:40.480 Scrap[52367:207] CurrentCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:15:40.480 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 5 2010-03-20 21:15:40.482 Scrap[52367:207] GregorianCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:15:40.482 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 5 2010-03-20 21:15:40.483 Scrap[52367:207] CurrentCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:15:40.483 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 6 2010-03-20 21:15:40.484 Scrap[52367:207] GregorianCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:15:40.485 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 6 2010-03-20 21:15:40.485 Scrap[52367:207] CurrentCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:15:40.486 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 7 2010-03-20 21:15:40.486 Scrap[52367:207] GregorianCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:15:40.487 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 7 2010-03-20 21:15:40.488 Scrap[52367:207] CurrentCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:15:40.488 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 8 2010-03-20 21:15:40.489 Scrap[52367:207] GregorianCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:15:40.489 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 8 2010-03-20 21:15:40.490 Scrap[52367:207] CurrentCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:15:40.491 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 9 2010-03-20 21:15:40.491 Scrap[52367:207] GregorianCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:15:40.492 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 9 2010-03-20 21:15:40.493 Scrap[52367:207] CurrentCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:15:40.493 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 10 2010-03-20 21:15:40.494 Scrap[52367:207] GregorianCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:15:40.494 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 10 2010-03-20 21:15:40.495 Scrap[52367:207] CurrentCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:15:40.496 Scrap[52367:207] CurrentCalendar: 5 Weeks in Month 11 2010-03-20 21:15:40.496 Scrap[52367:207] GregorianCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:15:40.497 Scrap[52367:207] GregorianCalendar: 5 Weeks in Month 11 2010-03-20 21:15:40.498 Scrap[52367:207] CurrentCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:15:40.498 Scrap[52367:207] CurrentCalendar: 52 Weeks in Month 12 2010-03-20 21:15:40.499 Scrap[52367:207] GregorianCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:15:40.500 Scrap[52367:207] GregorianCalendar: 52 Weeks in Month 12 Compiling the code for Cocoa just for kicks, was actually amusing... As the results are really really different 2010-03-20 21:11:24.610 ScrapCocoa[52313:a0f] Calendar with 'currentCalendar' Identifier: gregorian 2010-03-20 21:11:24.611 ScrapCocoa[52313:a0f] Calendar created with identifier Identifier: gregorian 2010-03-20 21:11:24.613 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:11:24.613 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 1 2010-03-20 21:11:24.614 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-01-01 00:00:00 -0500 2010-03-20 21:11:24.615 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 1 2010-03-20 21:11:24.616 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:11:24.616 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 2 2010-03-20 21:11:24.617 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-02-01 00:00:00 -0500 2010-03-20 21:11:24.618 ScrapCocoa[52313:a0f] GregorianCalendar: 4 Weeks in Month 2 2010-03-20 21:11:24.619 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:11:24.619 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 3 2010-03-20 21:11:24.620 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-03-01 00:00:00 -0500 2010-03-20 21:11:24.621 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 3 2010-03-20 21:11:24.622 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:11:24.622 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 4 2010-03-20 21:11:24.623 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-04-01 00:00:00 -0400 2010-03-20 21:11:24.623 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 4 2010-03-20 21:11:24.624 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:11:24.625 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 5 2010-03-20 21:11:24.625 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-05-01 00:00:00 -0400 2010-03-20 21:11:24.626 ScrapCocoa[52313:a0f] GregorianCalendar: 6 Weeks in Month 5 2010-03-20 21:11:24.627 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:11:24.627 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 6 2010-03-20 21:11:24.628 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-06-01 00:00:00 -0400 2010-03-20 21:11:24.628 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 6 2010-03-20 21:11:24.629 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:11:24.630 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 7 2010-03-20 21:11:24.630 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-07-01 00:00:00 -0400 2010-03-20 21:11:24.631 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 7 2010-03-20 21:11:24.632 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:11:24.632 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 8 2010-03-20 21:11:24.633 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-08-01 00:00:00 -0400 2010-03-20 21:11:24.633 ScrapCocoa[52313:a0f] GregorianCalendar: 6 Weeks in Month 8 2010-03-20 21:11:24.634 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:11:24.635 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 9 2010-03-20 21:11:24.636 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-09-01 00:00:00 -0400 2010-03-20 21:11:24.636 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 9 2010-03-20 21:11:24.637 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:11:24.637 ScrapCocoa[52313:a0f] CurrentCalendar: 6 Weeks in Month 10 2010-03-20 21:11:24.638 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-10-01 00:00:00 -0400 2010-03-20 21:11:24.639 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 10 2010-03-20 21:11:24.640 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:11:24.640 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 11 2010-03-20 21:11:24.641 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-11-01 00:00:00 -0400 2010-03-20 21:11:24.641 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 11 2010-03-20 21:11:24.642 ScrapCocoa[52313:a0f] CurrentCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:11:24.642 ScrapCocoa[52313:a0f] CurrentCalendar: 5 Weeks in Month 12 2010-03-20 21:11:24.643 ScrapCocoa[52313:a0f] GregorianCalendar Date: 2010-12-01 00:00:00 -0500 2010-03-20 21:11:24.644 ScrapCocoa[52313:a0f] GregorianCalendar: 5 Weeks in Month 12 I think this is when I give up...

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • Scripting with the Sun ZFS Storage 7000 Appliance

    - by Geoff Ongley
    The Sun ZFS Storage 7000 appliance has a user friendly and easy to understand graphical web based interface we call the "BUI" or "Browser User Interface".This interface is very useful for many tasks, but in some cases a script (or workflow) may be more appropriate, such as:Repetitive tasksTasks which work on (or obtain information about) a large number of shares or usersTasks which are triggered by an alert threshold (workflows)Tasks where you want a only very basic input, but a consistent output (workflows)The appliance scripting language is based on ECMAscript 3 (close to javascript). I'm not going to cover ECMAscript 3 in great depth (I'm far from an expert here), but I would like to show you some neat things you can do with the appliance, to get you started based on what I have found from my own playing around.I'm making the assumption you have some sort of programming background, and understand variables, arrays, functions to some extent - but of course if something is not clear, please let me know so I can fix it up or clarify it.Variable Declarations and ArraysVariablesECMAScript is a dynamically and weakly typed language. If you don't know what that means, google is your friend - but at a high level it means we can just declare variables with no specific type and on the fly.For example, I can declare a variable and use it straight away in the middle of my code, for example:projects=list();Which makes projects an array of values that are returned from the list(); function (which is usable in most contexts). With this kind of variable, I can do things like:projects.length (this property on array tells you how many objects are in it, good for for loops etc). Alternatively, I could say:projects=3;and now projects is just a simple number.Should we declare variables like this so loosely? In my opinion, the answer is no - I feel it is a better practice to declare variables you are going to use, before you use them - and given them an initial value. You can do so as follows:var myVariable=0;To demonstrate the ability to just randomly assign and change the type of variables, you can create a simple script at the cli as follows (bold for input):fishy10:> script("." to run)> run("cd /");("." to run)> run ("shares");("." to run)> var projects;("." to run)> projects=list();("." to run)> printf("Number of projects is: %d\n",projects.length);("." to run)> projects=152;("." to run)> printf("Value of the projects variable as an integer is now: %d\n",projects);("." to run)> .Number of projects is: 7Value of the projects variable as an integer is now: 152You can also confirm this behaviour by checking the typeof variable we are dealing with:fishy10:> script("." to run)> run("cd /");("." to run)> run ("shares");("." to run)> var projects;("." to run)> projects=list();("." to run)> printf("var projects is of type %s\n",typeof(projects));("." to run)> projects=152;("." to run)> printf("var projects is of type %s\n",typeof(projects));("." to run)> .var projects is of type objectvar projects is of type numberArraysSo you likely noticed that we have already touched on arrays, as the list(); (in the shares context) stored an array into the 'projects' variable.But what if you want to declare your own array? Easy! This is very similar to Java and other languages, we just instantiate a brand new "Array" object using the keyword new:var myArray = new Array();will create an array called "myArray".A quick example:fishy10:> script("." to run)> testArray = new Array();("." to run)> testArray[0]="This";("." to run)> testArray[1]="is";("." to run)> testArray[2]="just";("." to run)> testArray[3]="a";("." to run)> testArray[4]="test";("." to run)> for (i=0; i < testArray.length; i++)("." to run)> {("." to run)>    printf("Array element %d is %s\n",i,testArray[i]);("." to run)> }("." to run)> .Array element 0 is ThisArray element 1 is isArray element 2 is justArray element 3 is aArray element 4 is testWorking With LoopsFor LoopFor loops are very similar to those you will see in C, java and several other languages. One of the key differences here is, as you were made aware earlier, we can be a bit more sloppy with our variable declarations.The general way you would likely use a for loop is as follows:for (variable; test-case; modifier for variable){}For example, you may wish to declare a variable i as 0; and a MAX_ITERATIONS variable to determine how many times this loop should repeat:var i=0;var MAX_ITERATIONS=10;And then, use this variable to be tested against some case existing (has i reached MAX_ITERATIONS? - if not, increment i using i++);for (i=0; i < MAX_ITERATIONS; i++){ // some work to do}So lets run something like this on the appliance:fishy10:> script("." to run)> var i=0;("." to run)> var MAX_ITERATIONS=10;("." to run)> for (i=0; i < MAX_ITERATIONS; i++)("." to run)> {("." to run)>    printf("The number is %d\n",i);("." to run)> }("." to run)> .The number is 0The number is 1The number is 2The number is 3The number is 4The number is 5The number is 6The number is 7The number is 8The number is 9While LoopWhile loops again are very similar to other languages, we loop "while" a condition is met. For example:fishy10:> script("." to run)> var isTen=false;("." to run)> var counter=0;("." to run)> while(isTen==false)("." to run)> {("." to run)>    if (counter==10) ("." to run)>    { ("." to run)>            isTen=true;   ("." to run)>    } ("." to run)>    printf("Counter is %d\n",counter);("." to run)>    counter++;    ("." to run)> }("." to run)> printf("Loop has ended and Counter is %d\n",counter);("." to run)> .Counter is 0Counter is 1Counter is 2Counter is 3Counter is 4Counter is 5Counter is 6Counter is 7Counter is 8Counter is 9Counter is 10Loop has ended and Counter is 11So what do we notice here? Something has actually gone wrong - counter will technically be 11 once the loop completes... Why is this?Well, if we have a loop like this, where the 'while' condition that will end the loop may be set based on some other condition(s) existing (such as the counter has reached 10) - we must ensure that we  terminate this iteration of the loop when the condition is met - otherwise the rest of the code will be followed which may not be desirable. In other words, like in other languages, we will only ever check the loop condition once we are ready to perform the next iteration, so any other code after we set "isTen" to be true, will still be executed as we can see it was above.We can avoid this by adding a break into our loop once we know we have set the condition - this will stop the rest of the logic being processed in this iteration (and as such, counter will not be incremented). So lets try that again:fishy10:> script("." to run)> var isTen=false;("." to run)> var counter=0;("." to run)> while(isTen==false)("." to run)> {("." to run)>    if (counter==10) ("." to run)>    { ("." to run)>            isTen=true;   ("." to run)>            break;("." to run)>    } ("." to run)>    printf("Counter is %d\n",counter);("." to run)>    counter++;    ("." to run)> }("." to run)> printf("Loop has ended and Counter is %d\n", counter);("." to run)> .Counter is 0Counter is 1Counter is 2Counter is 3Counter is 4Counter is 5Counter is 6Counter is 7Counter is 8Counter is 9Loop has ended and Counter is 10Much better!Methods to Obtain and Manipulate DataGet MethodThe get method allows you to get simple properties from an object, for example a quota from a user. The syntax is fairly simple:var myVariable=get('property');An example of where you may wish to use this, is when you are getting a bunch of information about a user (such as quota information when in a shares context):var users=list();for(k=0; k < users.length; k++){     user=users[k];     run('select ' + user);     var username=get('name');     var usage=get('usage');     var quota=get('quota');...Which you can then use to your advantage - to print or manipulate infomation (you could change a user's information with a set method, based on the information returned from the get method). The set method is explained next.Set MethodThe set method can be used in a simple manner, similar to get. The syntax for set is:set('property','value'); // where value is a string, if it was a number, you don't need quotesFor example, we could set the quota on a share as follows (first observing the initial value):fishy10:shares default/test-geoff> script("." to run)> var currentQuota=get('quota');("." to run)> printf("Current Quota is: %s\n",currentQuota);("." to run)> set('quota','30G');("." to run)> run('commit');("." to run)> currentQuota=get('quota');("." to run)> printf("Current Quota is: %s\n",currentQuota);("." to run)> .Current Quota is: 0Current Quota is: 32212254720This shows us using both the get and set methods as can be used in scripts, of course when only setting an individual share, the above is overkill - it would be much easier to set it manually at the cli using 'set quota=3G' and then 'commit'.List MethodThe list method can be very powerful, especially in more complex scripts which iterate over large amounts of data and manipulate it if so desired. The general way you will use list is as follows:var myVar=list();Which will make "myVar" an array, containing all the objects in the relevant context (this could be a list of users, shares, projects, etc). You can then gather or manipulate data very easily.We could list all the shares and mountpoints in a given project for example:fishy10:shares another-project> script("." to run)> var shares=list();("." to run)> for (i=0; i < shares.length; i++)("." to run)> {("." to run)>    run('select ' + shares[i]);("." to run)>    var mountpoint=get('mountpoint');("." to run)>    printf("Share %s discovered, has mountpoint %s\n",shares[i],mountpoint);("." to run)>    run('done');("." to run)> }("." to run)> .Share and-another discovered, has mountpoint /export/another-project/and-anotherShare another-share discovered, has mountpoint /export/another-project/another-shareShare bob discovered, has mountpoint /export/another-projectShare more-shares-for-all discovered, has mountpoint /export/another-project/more-shares-for-allShare yep discovered, has mountpoint /export/another-project/yepWriting More Complex and Re-Usable CodeFunctionsThe best way to be able to write more complex code is to use functions to split up repeatable or reusable sections of your code. This also makes your more complex code easier to read and understand for other programmers.We write functions as follows:function functionName(variable1,variable2,...,variableN){}For example, we could have a function that takes a project name as input, and lists shares for that project (assuming we're already in the 'project' context - context is important!):function getShares(proj){        run('select ' + proj);        shares=list();        printf("Project: %s\n", proj);        for(j=0; j < shares.length; j++)        {                printf("Discovered share: %s\n",shares[i]);        }        run('done'); // exit selected project}Commenting your CodeLike any other language, a large part of making it readable and understandable is to comment it. You can use the same comment style as in C and Java amongst other languages.In other words, sngle line comments use://at the beginning of the comment.Multi line comments use:/*at the beginning, and:*/ at the end.For example, here we will use both:fishy10:> script("." to run)> // This is a test comment("." to run)> printf("doing some work...\n");("." to run)> /* This is a multi-line("." to run)> comment which I will span across("." to run)> three lines in total */("." to run)> printf("doing some more work...\n");("." to run)> .doing some work...doing some more work...Your comments do not have to be on their own, they can begin (particularly with single line comments this is handy) at the end of a statement, for examplevar projects=list(); // The variable projects is an array containing all projects on the system.Try and Catch StatementsYou may be used to using try and catch statements in other languages, and they can (and should) be utilised in your code to catch expected or unexpected error conditions, that you do NOT wish to stop your code from executing (if you do not catch these errors, your script will exit!):try{  // do some work}catch(err) // Catch any error that could occur{ // do something here under the error condition}For example, you may wish to only execute some code if a context can be reached. If you can't perform certain actions under certain circumstances, that may be perfectly acceptable.For example if you want to test a condition that only makes sense when looking at a SMB/NFS share, but does not make sense when you hit an iscsi or FC LUN, you don't want to stop all processing of other shares you may not have covered yet.For example we may wish to obtain quota information on all shares for all users on a share (but this makes no sense for a LUN):function getShareQuota(shar) // Get quota for each user of this share{        run('select ' + shar);        printf("  SHARE: %s\n", shar);        try        {                run('users');                printf("    %20s        %11s    %11s    %3s\n","Username","Usage(G)","Quota(G)","Quota(%)");                printf("    %20s        %11s    %11s    %4s\n","--------","--------","--------","----");                                users=list();                for(k=0; k < users.length; k++)                {                        user=users[k];                        getUserQuota(user);                }                run('done'); // exit user context        }        catch(err)        {                printf("    SKIPPING %s - This is NOT a NFS or CIFs share, not looking for users\n", shar);        }        run('done'); // done with this share}Running Scripts Remotely over SSHAs you have likely noticed, writing and running scripts for all but the simplest jobs directly on the appliance is not going to be a lot of fun.There's a couple of choices on what you can do here:Create scripts on a remote system and run them over sshCreate scripts, wrapping them in workflow code, so they are stored on the appliance and can be triggered under certain circumstances (like a threshold being reached)We'll cover the first one here, and then cover workflows later on (as these are for the most part just scripts with some wrapper information around them).Creating a SSH Public/Private SSH Key PairLog on to your handy Solaris box (You wouldn't be using any other OS, right? :P) and use ssh-keygen to create a pair of ssh keys. I'm storing this separate to my normal key:[geoff@lightning ~] ssh-keygen -t rsa -b 1024Generating public/private rsa key pair.Enter file in which to save the key (/export/home/geoff/.ssh/id_rsa): /export/home/geoff/.ssh/nas_key_rsaEnter passphrase (empty for no passphrase): Enter same passphrase again: Your identification has been saved in /export/home/geoff/.ssh/nas_key_rsa.Your public key has been saved in /export/home/geoff/.ssh/nas_key_rsa.pub.The key fingerprint is:7f:3d:53:f0:2a:5e:8b:2d:94:2a:55:77:66:5c:9b:14 geoff@lightningInstalling the Public Key on the ApplianceOn your Solaris host, observe the public key:[geoff@lightning ~] cat .ssh/nas_key_rsa.pub ssh-rsa AAAAB3NzaC1yc2EAAAABIwAAAIEAvYfK3RIaAYmMHBOvyhKM41NaSmcgUMC3igPN5gUKJQvSnYmjuWG6CBr1CkF5UcDji7v19jG3qAD5lAMFn+L0CxgRr8TNaAU+hA4/tpAGkjm+dKYSyJgEdMIURweyyfUFXoerweR8AWW5xlovGKEWZTAfvJX9Zqvh8oMQ5UJLUUc= geoff@lightningNow, copy and paste everything after "ssh-rsa" and before "user@hostname" - in this case, geoff@lightning. That is, this bit:AAAAB3NzaC1yc2EAAAABIwAAAIEAvYfK3RIaAYmMHBOvyhKM41NaSmcgUMC3igPN5gUKJQvSnYmjuWG6CBr1CkF5UcDji7v19jG3qAD5lAMFn+L0CxgRr8TNaAU+hA4/tpAGkjm+dKYSyJgEdMIURweyyfUFXoerweR8AWW5xlovGKEWZTAfvJX9Zqvh8oMQ5UJLUUc=Logon to your appliance and get into the preferences -> keys area for this user (root):[geoff@lightning ~] ssh [email protected]: Last login: Mon Dec  6 17:13:28 2010 from 192.168.0.2fishy10:> configuration usersfishy10:configuration users> select rootfishy10:configuration users root> preferences fishy10:configuration users root preferences> keysOR do it all in one hit:fishy10:> configuration users select root preferences keysNow, we create a new public key that will be accepted for this user and set the type to RSA:fishy10:configuration users root preferences keys> createfishy10:configuration users root preferences key (uncommitted)> set type=RSASet the key itself using the string copied previously (between ssh-rsa and user@host), and set the key ensuring you put double quotes around it (eg. set key="<key>"):fishy10:configuration users root preferences key (uncommitted)> set key="AAAAB3NzaC1yc2EAAAABIwAAAIEAvYfK3RIaAYmMHBOvyhKM41NaSmcgUMC3igPN5gUKJQvSnYmjuWG6CBr1CkF5UcDji7v19jG3qAD5lAMFn+L0CxgRr8TNaAU+hA4/tpAGkjm+dKYSyJgEdMIURweyyfUFXoerweR8AWW5xlovGKEWZTAfvJX9Zqvh8oMQ5UJLUUc="Now set the comment for this key (do not use spaces):fishy10:configuration users root preferences key (uncommitted)> set comment="LightningRSAKey" Commit the new key:fishy10:configuration users root preferences key (uncommitted)> commitVerify the key is there:fishy10:configuration users root preferences keys> lsKeys:NAME     MODIFIED              TYPE   COMMENT                                  key-000  2010-10-25 20:56:42   RSA    cycloneRSAKey                           key-001  2010-12-6 17:44:53    RSA    LightningRSAKey                         As you can see, we now have my new key, and a previous key I have created on this appliance.Running your Script over SSH from a Remote SystemHere I have created a basic test script, and saved it as test.ecma3:[geoff@lightning ~] cat test.ecma3 script// This is a test script, By Geoff Ongley 2010.printf("Testing script remotely over ssh\n");.Now, we can run this script remotely with our keyless login:[geoff@lightning ~] ssh -i .ssh/nas_key_rsa root@fishy10 < test.ecma3Pseudo-terminal will not be allocated because stdin is not a terminal.Testing script remotely over sshPutting it Together - An Example Completed Quota Gathering ScriptSo now we have a lot of the basics to creating a script, let us do something useful, like, find out how much every user is using, on every share on the system (you will recognise some of the code from my previous examples): script/************************************** Quick and Dirty Quota Check script ** Written By Geoff Ongley            ** 25 October 2010                    **************************************/function getUserQuota(usr){        run('select ' + usr);        var username=get('name');        var usage=get('usage');        var quota=get('quota');        var usage_g=usage / 1073741824; // convert bytes to gigabytes        var quota_g=quota / 1073741824; // as above        var quota_percent=0        if (quota > 0)        {                quota_percent=(usage / quota)*(100/1);        }        printf("    %20s        %8.2f           %8.2f           %d%%\n",username,usage_g,quota_g,quota_percent);        run('done'); // done with this selected user}function getShareQuota(shar){        //printf("DEBUG: selecting share %s\n", shar);        run('select ' + shar);        printf("  SHARE: %s\n", shar);        try        {                run('users');                printf("    %20s        %11s    %11s    %3s\n","Username","Usage(G)","Quota(G)","Quota(%)");                printf("    %20s        %11s    %11s    %4s\n","--------","--------","--------","--------");                                users=list();                for(k=0; k < users.length; k++)                {                        user=users[k];                        getUserQuota(user);                }                run('done'); // exit user context        }        catch(err)        {                printf("    SKIPPING %s - This is NOT a NFS or CIFs share, not looking for users\n", shar);        }        run('done'); // done with this share}function getShares(proj){        //printf("DEBUG: selecting project %s\n",proj);        run('select ' + proj);        shares=list();        printf("Project: %s\n", proj);        for(j=0; j < shares.length; j++)        {                share=shares[j];                getShareQuota(share);        }        run('done'); // exit selected project}function getProjects(){        run('cd /');        run('shares');        projects=list();                for (i=0; i < projects.length; i++)        {                var project=projects[i];                getShares(project);        }        run('done'); // exit context for all projects}getProjects();.Which can be run as follows, and will print information like this:[geoff@lightning ~/FISHWORKS_SCRIPTS] ssh -i ~/.ssh/nas_key_rsa root@fishy10 < get_quota_utilisation.ecma3Pseudo-terminal will not be allocated because stdin is not a terminal.Project: another-project  SHARE: and-another                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                  nobody            0.00            0.00        0%                 geoffro            0.05            0.00        0%                   Billy            0.10            0.00        0%                    root            0.00            0.00        0%            testing-user            0.05            0.00        0%  SHARE: another-share                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                    root            0.00            0.00        0%                  nobody            0.00            0.00        0%                 geoffro            0.05            0.49        9%            testing-user            0.05            0.02        249%                   Billy            0.10            0.29        33%  SHARE: bob                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                  nobody            0.00            0.00        0%                    root            0.00            0.00        0%  SHARE: more-shares-for-all                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                   Billy            0.10            0.00        0%            testing-user            0.05            0.00        0%                  nobody            0.00            0.00        0%                    root            0.00            0.00        0%                 geoffro            0.05            0.00        0%  SHARE: yep                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                    root            0.00            0.00        0%                  nobody            0.00            0.00        0%                   Billy            0.10            0.01        999%            testing-user            0.05            0.49        9%                 geoffro            0.05            0.00        0%Project: default  SHARE: Test-LUN    SKIPPING Test-LUN - This is NOT a NFS or CIFs share, not looking for users  SHARE: test-geoff                Username           Usage(G)       Quota(G)    Quota(%)                --------           --------       --------    --------                 geoffro            0.05            0.00        0%                    root            3.18           10.00        31%                    uucp            0.00            0.00        0%                  nobody            0.59            0.49        119%^CKilled by signal 2.Creating a WorkflowWorkflows are scripts that we store on the appliance, and can have the script execute either on request (even from the BUI), or on an event such as a threshold being met.Workflow BasicsA workflow allows you to create a simple process that can be executed either via the BUI interface interactively, or by an alert being raised (for some threshold being reached, for example).The basics parameters you will have to set for your "workflow object" (notice you're creating a variable, that embodies ECMAScript) are as follows (parameters is optional):name: A name for this workflowdescription: A Description for the workflowparameters: A set of input parameters (useful when you need user input to execute the workflow)execute: The code, the script itself to execute, which will be function (parameters)With parameters, you can specify things like this (slightly modified sample taken from the System Administration Guide):          ...parameters:        variableParam1:         {                             label: 'Name of Share',                             type: 'String'                  },                  variableParam2                  {                             label: 'Share Size',                             type: 'size'                  },execute: ....};  Note the commas separating the sections of name, parameters, execute, and so on. This is important!Also - there is plenty of properties you can set on the parameters for your workflow, these are described in the Sun ZFS Storage System Administration Guide.Creating a Basic Workflow from a Basic ScriptTo make a basic script into a basic workflow, you need to wrap the following around your script to create a 'workflow' object:var workflow = {name: 'Get User Quotas',description: 'Displays Quota Utilisation for each user on each share',execute: function() {// (basic script goes here, minus the "script" at the beginning, and "." at the end)}};However, it appears (at least in my experience to date) that the workflow object may only be happy with one function in the execute parameter - either that or I'm doing something wrong. As far as I can tell, after execute: you should only have a basic one function context like so:execute: function(){}To deal with this, and to give an example similar to our script earlier, I have created another simple quota check, to show the same basic functionality, but in a workflow format:var workflow = {name: 'Get User Quotas',description: 'Displays Quota Utilisation for each user on each share',execute: function () {        run('cd /');        run('shares');        projects=list();                for (i=0; i < projects.length; i++)        {                run('select ' + projects[i]);                shares=list('filesystem');                printf("Project: %s\n", projects[i]);                for(j=0; j < shares.length; j++)                {                        run('select ' +shares[j]);                        try                        {                                run('users');                                printf("  SHARE: %s\n", shares[j]);                                printf("    %20s        %11s    %11s    %3s\n","Username","Usage(G)","Quota(G)","Quota(%)");                                printf("    %20s        %11s    %11s    %4s\n","--------","--------","--------","-------");                                users=list();                                for(k=0; k < users.length; k++)                                {                                        run('select ' + users[k]);                                        username=get('name');                                        usage=get('usage');                                        quota=get('quota');                                        usage_g=usage / 1073741824; // convert bytes to gigabytes                                        quota_g=quota / 1073741824; // as above                                        quota_percent=0                                        if (quota > 0)                                        {                                                quota_percent=(usage / quota)*(100/1);                                        }                                        printf("    %20s        %8.2f   %8.2f   %d%%\n",username,usage_g,quota_g,quota_percent);                                        run('done');                                }                                run('done'); // exit user context                        }                        catch(err)                        {                        //      printf("    %s is a LUN, Not looking for users\n", shares[j]);                        }                        run('done'); // exit selected share context                }                run('done'); // exit project context        }        }};SummaryThe Sun ZFS Storage 7000 Appliance offers lots of different and interesting features to Sun/Oracle customers, including the world renowned Analytics. Hopefully the above will help you to think of new creative things you could be doing by taking advantage of one of the other neat features, the internal scripting engine!Some references are below to help you continue learning more, I'll update this post as I do the same! Enjoy...More information on ECMAScript 3A complete reference to ECMAScript 3 which will help you learn more of the details you may be interested in, can be found here:http://www.ecma-international.org/publications/files/ECMA-ST-ARCH/ECMA-262,%203rd%20edition,%20December%201999.pdfMore Information on Administering the Sun ZFS Storage 7000The Sun ZFS Storage 7000 System Administration guide can be a useful reference point, and can be found here:http://wikis.sun.com/download/attachments/186238602/2010_Q3_2_ADMIN.pdf

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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