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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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  • Is it possible to repair a Cisco 3500 XL (3548) switch with POST Error messages?

    - by Alex
    I've got an old Cisco 3500 XL, and it seems to have hardware issues. I've loaded the latest IOS and cleared all config. Does anyone have any experience fixing the switch core? I'm a reasonably competent SMD solderer, can I replace/reflow some chips? I've checked the power supply voltages and it's all within tolerance, and no visible signs of any component damage. Some chips are hot to the touch. I understand that these were EOL as of 2007, but should have a lifetime warranty for the electronics. I don't have a Cisco support contract, so I can't file a ticket. What should I do? Console output: switch: dir flash: Directory of flash:/ 2 -rwx 1811584 <date> c3500xl-c3h2s-mz.120-5.WC17.bin 1799680 bytes available (1812992 bytes used) switch: boot Loading "flash:c3500xl-c3h2s-mz.120-5.WC17.bin"...################################################################################################################################################################################### File "flash:c3500xl-c3h2s-mz.120-5.WC17.bin" uncompressed and installed, entry point: 0x3000 executing... Restricted Rights Legend Use, duplication, or disclosure by the Government is subject to restrictions as set forth in subparagraph (c) of the Commercial Computer Software - Restricted Rights clause at FAR sec. 52.227-19 and subparagraph (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS sec. 252.227-7013. cisco Systems, Inc. 170 West Tasman Drive San Jose, California 95134-1706 Cisco Internetwork Operating System Software IOS (tm) C3500XL Software (C3500XL-C3H2S-M), Version 12.0(5)WC17, RELEASE SOFTWARE (fc1) Copyright (c) 1986-2007 by cisco Systems, Inc. Compiled Tue 13-Feb-07 15:04 by antonino Image text-base: 0x00003000, data-base: 0x00352924 Initializing C3500XL flash... flashfs[1]: 1 files, 1 directories flashfs[1]: 0 orphaned files, 0 orphaned directories flashfs[1]: Total bytes: 3612672 flashfs[1]: Bytes used: 1812992 flashfs[1]: Bytes available: 1799680 flashfs[1]: flashfs fsck took 3 seconds. flashfs[1]: Initialization complete. ...done Initializing C3500XL flash. C3500XL POST: System Board Test: Passed C3500XL POST: Daughter Card Test: Passed C3500XL POST: CPU Buffer Test: Passed C3500XL POST: CPU Notify RAM Test: Passed C3500XL POST: CPU Interface Test: Passed C3500XL POST: Testing Switch Core: Passed Error with Switch Core BIST test Phase 0. Returns: Test Complete Low : 0x0FFFFFFF, Test Complete High : 0xFFFFFFFE Test Phase Low : 0x00000040, Test Phase High : 0x00000000 Test Phase Third : 0x00000000, Test Complete Third : 0x000001F8 C3500XL POST FAILURE: Testing Switch Core: Failed C3500XL POST FAILURE: Testing Buffer Table: Failed C3500XL POST FAILURE: Data Buffer Test: Failed C3500XL POST FAILURE: Configuring Switch Parameters: Failed C3500XL POST FAILURE: Switch Core BIST failed. C3500XL POST FAILURE: Cannot test Modules due to failure of Switch Core POST Del Mar Failure (0th Del Mar): req system failed to init C3500XL POST FAILURE: C3500XL POST FAILURE: ATM: required system failed to init C3500XL POST: Ethernet Controller Test: Passed C3500XL POST FAILURE: MII Test: Failed C3500XL POST FAILURE: Error waiting for Ethernet Controller and SW_PARAMS C3500XL POST FAILURE: Initialization/POST failed C3500XL POST FAILURE: AT: Failing because system POST failed Exception (8192)! Debug Exception (Could be NULL pointer dereference) CPU Register Context: Vector = 0x00002000 PC = 0x000F36F4 MSR = 0x00029200 CR = 0x22000024 LR = 0x000F6964 CTR = 0x001DE46C XER = 0x00000000 R0 = 0x00000000 R1 = 0x004E2580 R2 = 0x00000000 R3 = 0x00000000 R4 = 0x00000001 R5 = 0x00000000 R6 = 0x004E2718 R7 = 0x004E2718 R8 = 0x00000008 R9 = 0x00000000 R10 = 0x0000FFFF R11 = 0x00480000 R12 = 0x42000024 R13 = 0x00000000 R14 = 0x00000000 R15 = 0x00000000 R16 = 0x00000000 R17 = 0x00000000 R18 = 0x00000000 R19 = 0x00000000 R20 = 0x00000000 R21 = 0x00000000 R22 = 0x00000000 R23 = 0x00000000 R24 = 0x00000000 R25 = 0x00000020 R26 = 0x004E2718 R27 = 0x004E2718 R28 = 0x00000020 R29 = 0x00002513 R30 = 0x00000001 R31 = 0x00000000 Stack trace: PC = 0x000F36F4, SP = 0x004E2580 Frame 00: SP = 0x004E25A0 PC = 0x40000016 Frame 01: SP = 0x004E2618 PC = 0x000F6964 Frame 02: SP = 0x004E26A8 PC = 0x000F76DC Frame 03: SP = 0x004E26C8 PC = 0x000E8114 Frame 04: SP = 0x004E26F0 PC = 0x001F5BF8 Frame 05: SP = 0x004E2710 PC = 0x001F5CF4 Frame 06: SP = 0x004E2748 PC = 0x0023F4DC Frame 07: SP = 0x004E2750 PC = 0x0023E650 Frame 08: SP = 0x004E27C8 PC = 0x0023E89C Frame 09: SP = 0x004E27E0 PC = 0x0028AF34 Frame 10: SP = 0x004E27E8 PC = 0x001E38F8 Frame 11: SP = 0x004E2808 PC = 0x001E39A8 Frame 12: SP = 0x004E2820 PC = 0x0014E220 Frame 13: SP = 0x004E28C8 PC = 0x0014E39C Frame 14: SP = 0x00000000 PC = 0x001EB510

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  • what is the best mid/high-end class audio/music creation audio sound card?

    - by Chris
    Hello, I have a computershop myself, and I repair computers. But one of the things I really don't know (yet) is the performace od audio cards for music creation with midi. I have searched and searched and came up with some good reviews, but after browsing for a couple of hours I could't see the trees trough the forrest :-D (it's a dutch expression) At one moment I thought the M-Audio - Delta 1010LT would be a good PCIe card, later on I read that this card was released years ago. (but that could be false information) Also any personal expierence would be great, but not necessairy. I have searched a few cards, and I hope someone can help me make a choice for a friend of mine. He's buget is between $100 and $350 I know there are audio cards from $ 500 - $1850,- this is just too expensive. The following specs are crucial: ASIO Midi Mic in minimal 5.1, 7.1 recommended it's not for airplay, but just to compose music at home. using Ableton and midi keyboard. 1. M-Audio - Delta 1010LT: 8 x 8 analog I/O 2 mic preamps or line inputs S/PDIF digital I/O (coaxial) with 2-channel PCM SCMS copy protection control digital I/O supports surround-encoded AC-3 and DTS pass-through 1 x 1 MIDI I/O directly drive up to 7.1 surround (bass management software included) software controlled 36-bit internal DSP digital mixing/routing +4dbu/-10dBV operation individually switched in software word clock I/O for sample accurate device synchronization 2. RME HDSP 9632: * Stereo Analog Ein- und Ausgang, symmetrisch*, 24-Bit/192kHz, > 110 dB SNR * Optionale Erweiterungsboards mit je 4 symmetrischen Ein- und Ausgängen * Alle analogen I/Os voll 192 kHz-fähig, also keine Reduzierung der Kanalzahl * 1 x ADAT Digital In/Out, 96 kHz-fähig (S/MUX) * 1 x SPDIF Digital In/Out, 192 kHz-fähig * 1 x Breakout Kabel für koaxialen SPDIF-Betrieb* * Also bis zu 16 Ein-und Ausgänge gleichzeitig nutzbar! * 1 x Stereo Kopfhörerausgang, parallel zum analogen Ausgang, aber eigene Pegelanpassung * 1 x MIDI I/O für 16 Kanäle Hi-Speed MIDI über Breakout Kabel * DIGICheck, RMEs einzigartiges Meter- und Analysetool mit Spectral Analyser, Professionelle Level Meter 2/8/16-Kanalig, Vector Audio Scope und diversen weiteren Analysefunktionen * HDSP Meter Bridge: Frei skalierbare Levelmeter mit Peak- und RMS Berechnung in Hardware * TotalMix: 512-Kanal Mischer mit 40 Bit interner Auflösung 3. EMU 1212M (1212 M) PCIe: * Top kwaliteit convertors 24-bit/192kHz convertors. * Hardware gestuurde effecten. * DSP zero-latency hardware mixen en monitoring. * Analoge en digitale I/O plus MIDI. * EMU Production Tools Software Bundle - Cakewalk SONAR , Steinberg Cubase LE, Ableton Live E-MU Edition **EMU 1212M PCI-e inputs/outputs:** * 2 balanced jack inputs. * 2 balanced jack outputs. * 24-bit/192kHz ADAT I/O. * 24-bit/192kHz Coaxiale S/PDif I/O switchable to AES/EBU. * MIDI I/O. 4. M-Audio Audiophile 192: - Up to 24-bit/192kHz audio - 2 balanced analog inputs (1/4” TRS) - 2 balanced analog outputs (1/4” TRS) - S/PDIF digital I/O (coaxial RCA connectors) with 2-channel PCM - SCMS copy protection control - Digital I/O supports surround-encoded AC-3 and DTS pass-through - Direct hardware input monitoring via separate balanced 1/4” TRS monitor outputs - Software routing of inputs and outputs - Digital I/O can be routed to/from external effects - 16-channel MIDI I/O - ASIO, WDM, GSIF 2 and Core Audio driver support for compatibility with most applications - 64-bit driver support for Windows - PCI 2.2 compatibility - Apple G5 compatible - Incompatible exceptions - Includes Ableton Live Lite music production software, so you can make music right away - Works with other Delta cards Technical Specifcations: - Compatibility - ASIO - WDM - GSIF 2 - Core Audio

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  • Installing Lubuntu 14.04.1 forcepae fails

    - by Rantanplan
    I tried to install Lubuntu 14.04.1 from a CD. First, I chose Try Lubuntu without installing which gave: ERROR: PAE is disabled on this Pentium M (PAE can potentially be enabled with kernel parameter "forcepae" ... Following the description on https://help.ubuntu.com/community/PAE, I used forcepae and tried Try Lubuntu without installing again. That worked fine. dmesg | grep -i pae showed: [ 0.000000] Kernel command line: file=/cdrom/preseed/lubuntu.seed boot=casper initrd=/casper/initrd.lz quiet splash -- forcepae [ 0.008118] PAE forced! On the live-CD session, I tried installing Lubuntu double clicking on the install button on the desktop. Here, the CD starts running but then stops running and nothing happens. Next, I rebooted and tried installing Lubuntu directly from the boot menu screen using forcepae again. After a while, I receive the following error message: The installer encountered an unrecoverable error. A desktop session will now be run so that you may investigate the problem or try installing again. Hitting Enter brings me to the desktop. For what errors should I search? And how? Finally, I rebooted once more and tried Check disc for defects with forcepae option; no errors have been found. Now, I am wondering how to find the error or whether it would be better to follow advice c in https://help.ubuntu.com/community/PAE: "Move the hard disk to a computer on which the processor has PAE capability and PAE flag (that is, almost everything else than a Banias). Install the system as usual but don't add restricted drivers. After the install move the disk back." Thanks for some hints! Perhaps some of the following can help: On Lubuntu 12.04: cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 13 model name : Intel(R) Pentium(R) M processor 1.50GHz stepping : 6 microcode : 0x17 cpu MHz : 600.000 cache size : 2048 KB fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr mce cx8 mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss tm pbe up bts est tm2 bogomips : 1284.76 clflush size : 64 cache_alignment : 64 address sizes : 32 bits physical, 32 bits virtual power management: uname -a Linux humboldt 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:45:51 UTC 2014 i686 i686 i386 GNU/Linux lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 12.04.5 LTS Release: 12.04 Codename: precise cpuid eax in eax ebx ecx edx 00000000 00000002 756e6547 6c65746e 49656e69 00000001 000006d6 00000816 00000180 afe9f9bf 00000002 02b3b001 000000f0 00000000 2c04307d 80000000 80000004 00000000 00000000 00000000 80000001 00000000 00000000 00000000 00000000 80000002 20202020 20202020 65746e49 2952286c 80000003 6e655020 6d756974 20295228 7270204d 80000004 7365636f 20726f73 30352e31 007a4847 Vendor ID: "GenuineIntel"; CPUID level 2 Intel-specific functions: Version 000006d6: Type 0 - Original OEM Family 6 - Pentium Pro Model 13 - Stepping 6 Reserved 0 Brand index: 22 [not in table] Extended brand string: " Intel(R) Pentium(R) M processor 1.50GHz" CLFLUSH instruction cache line size: 8 Feature flags afe9f9bf: FPU Floating Point Unit VME Virtual 8086 Mode Enhancements DE Debugging Extensions PSE Page Size Extensions TSC Time Stamp Counter MSR Model Specific Registers MCE Machine Check Exception CX8 COMPXCHG8B Instruction SEP Fast System Call MTRR Memory Type Range Registers PGE PTE Global Flag MCA Machine Check Architecture CMOV Conditional Move and Compare Instructions FGPAT Page Attribute Table CLFSH CFLUSH instruction DS Debug store ACPI Thermal Monitor and Clock Ctrl MMX MMX instruction set FXSR Fast FP/MMX Streaming SIMD Extensions save/restore SSE Streaming SIMD Extensions instruction set SSE2 SSE2 extensions SS Self Snoop TM Thermal monitor 31 reserved TLB and cache info: b0: unknown TLB/cache descriptor b3: unknown TLB/cache descriptor 02: Instruction TLB: 4MB pages, 4-way set assoc, 2 entries f0: unknown TLB/cache descriptor 7d: unknown TLB/cache descriptor 30: unknown TLB/cache descriptor 04: Data TLB: 4MB pages, 4-way set assoc, 8 entries 2c: unknown TLB/cache descriptor On Lubuntu 14.04.1 live-CD with forcepae: cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 13 model name : Intel(R) Pentium(R) M processor 1.50GHz stepping : 6 microcode : 0x17 cpu MHz : 600.000 cache size : 2048 KB physical id : 0 siblings : 1 core id : 0 cpu cores : 1 apicid : 0 initial apicid : 0 fdiv_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 2 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 sep mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss tm pbe bts est tm2 bogomips : 1284.68 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 32 bits virtual power management: uname -a Linux lubuntu 3.13.0-32-generic #57-Ubuntu SMP Tue Jul 15 03:51:12 UTC 2014 i686 i686 i686 GNU/Linux lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 14.04.1 LTS Release: 14.04 Codename: trusty cpuid CPU 0: vendor_id = "GenuineIntel" version information (1/eax): processor type = primary processor (0) family = Intel Pentium Pro/II/III/Celeron/Core/Core 2/Atom, AMD Athlon/Duron, Cyrix M2, VIA C3 (6) model = 0xd (13) stepping id = 0x6 (6) extended family = 0x0 (0) extended model = 0x0 (0) (simple synth) = Intel Pentium M (Dothan B1) / Celeron M (Dothan B1), 90nm miscellaneous (1/ebx): process local APIC physical ID = 0x0 (0) cpu count = 0x0 (0) CLFLUSH line size = 0x8 (8) brand index = 0x16 (22) brand id = 0x16 (22): Intel Pentium M, .13um feature information (1/edx): x87 FPU on chip = true virtual-8086 mode enhancement = true debugging extensions = true page size extensions = true time stamp counter = true RDMSR and WRMSR support = true physical address extensions = false machine check exception = true CMPXCHG8B inst. = true APIC on chip = false SYSENTER and SYSEXIT = true memory type range registers = true PTE global bit = true machine check architecture = true conditional move/compare instruction = true page attribute table = true page size extension = false processor serial number = false CLFLUSH instruction = true debug store = true thermal monitor and clock ctrl = true MMX Technology = true FXSAVE/FXRSTOR = true SSE extensions = true SSE2 extensions = true self snoop = true hyper-threading / multi-core supported = false therm. monitor = true IA64 = false pending break event = true feature information (1/ecx): PNI/SSE3: Prescott New Instructions = false PCLMULDQ instruction = false 64-bit debug store = false MONITOR/MWAIT = false CPL-qualified debug store = false VMX: virtual machine extensions = false SMX: safer mode extensions = false Enhanced Intel SpeedStep Technology = true thermal monitor 2 = true SSSE3 extensions = false context ID: adaptive or shared L1 data = false FMA instruction = false CMPXCHG16B instruction = false xTPR disable = false perfmon and debug = false process context identifiers = false direct cache access = false SSE4.1 extensions = false SSE4.2 extensions = false extended xAPIC support = false MOVBE instruction = false POPCNT instruction = false time stamp counter deadline = false AES instruction = false XSAVE/XSTOR states = false OS-enabled XSAVE/XSTOR = false AVX: advanced vector extensions = false F16C half-precision convert instruction = false RDRAND instruction = false hypervisor guest status = false cache and TLB information (2): 0xb0: instruction TLB: 4K, 4-way, 128 entries 0xb3: data TLB: 4K, 4-way, 128 entries 0x02: instruction TLB: 4M pages, 4-way, 2 entries 0xf0: 64 byte prefetching 0x7d: L2 cache: 2M, 8-way, sectored, 64 byte lines 0x30: L1 cache: 32K, 8-way, 64 byte lines 0x04: data TLB: 4M pages, 4-way, 8 entries 0x2c: L1 data cache: 32K, 8-way, 64 byte lines extended feature flags (0x80000001/edx): SYSCALL and SYSRET instructions = false execution disable = false 1-GB large page support = false RDTSCP = false 64-bit extensions technology available = false Intel feature flags (0x80000001/ecx): LAHF/SAHF supported in 64-bit mode = false LZCNT advanced bit manipulation = false 3DNow! PREFETCH/PREFETCHW instructions = false brand = " Intel(R) Pentium(R) M processor 1.50GHz" (multi-processing synth): none (multi-processing method): Intel leaf 1 (synth) = Intel Pentium M (Dothan B1), 90nm

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  • How to Manage Your Movies in Boxee

    - by DigitalGeekery
    Boxee is a free cross platform HTPC application that plays media locally and via the Internet. Today we’ll take a look at how to manage your local movie collection in Boxee. Note: We are using the most recent version of Boxee running on Windows 7. Your experience on an earlier version or a Mac or Linux build may vary slightly. If you are using an earlier version of Boxee, we recommend you update to the current version (0.9.21.11487). The latest update features significant improvements in file and media identification. Naming your Movie Files Proper file naming is important for Boxee to correctly identify your movie files. Before you get started you may want to take some time to name your files properly. Boxee supports the following naming conventions: Lawrence of Arabia.avi Lawrence.of.Arabia.avi Lawrence of Arabia (1962).avi Lawrence.of.Arabia(1962).avi For multi-part movies, you can use .part or .cd to identify first and second parts of the movie. Gettysburg.part1.avi Gettysburg.part2.avi If you are unsure of the correct title of the movie, check with IMDB.com. Supported File Types Boxee supports the following video file types and codecs: AVI, MPEG, WMV, ASF, FLV, MKV, MOV, MP4, M4A, AAC, NUT, Ogg, OGM, RealMedia RAM/RM/RV/RA/RMVB, 3gp, VIVO, PVA, NUV, NSV, NSA, FLI, FLC, and DVR-MS (beta support) CDs, DVDs, VCD/SVCD MPEG-1, MPEG-2, MPEG-4 (SP and ASP, including DivX, XviD, 3ivx, DV, H.263), MPEG-4 AVC (aka H.264), HuffYUV, Indeo, MJPEG, RealVideo, QuickTime, Sorenson, WMV, Cinepak Adding Movie Files to Boxee Boxee will automatically scan your default media folders and add any movie files to My Movies. Boxee will attempt to identify the media and check sources on the web to get data like cover art and other metadata. You can add as many sources to Boxee as you like from your local hard drive, external hard drives or from your network. You will need to make sure you have access to shared folders on the networked computer hosting the media you want to share. You can browse for other folders to scan by selecting Scan Media Folders.   You can also add media files by selecting Settings from the Home screen… Then select Media… and then selecting Add Sources. Browse for your directory and select Add source. Next, you’ll need to select the media type and the type of scanning. You can also change the share name if you’d like. When finished, select Add. You should see a quick notification at the top of the screen that the source was added.   Select Scan source to have Boxee to begin scanning your media files and attempt to properly identify them. Your movies may not show up instantly in My Movies. It will take Boxee some time to fully scan your sources, especially if you have a large collection. Eventually you should see My Movies begin to populate with cover art and metadata.   You can see the progress and find unidentified files by clicking on the yellow arrow to the left, or navigating to the left with your keyboard or remote and selecting Manage Sources.   Here you can see how many files (if any) Boxee failed to identify. To see which titles are unresolved, select Unidentified Files.   Here you’ll find your unresolved files. Select one of the unidentified files to search for the proper movie information. Next, select the Indentify Video icon. Boxee will fill in the title of the file or you edit the title yourself in the text box. Click Search. The results of your search will be displayed. Scroll through and select the title that fits your movie. Check the details of the film to make sure you have the correct title and select Done.   Fixing Incorrectly Indentified Files If you find a movie has been incorrectly identified you can correct it manually. Select the movie. Then search for the correct movie title from the list and select it. When you’re sure you found the correct movie, click Done. Filtering your Movies You can filter your movie collection by genre, or by whether it has been marked as watched or unwatched. When you’ve finished watching a movie, Boxee will mark it as watched.   You can also manually mark a title as watched.   Boxee also features a wide variety of genres by which you can filter the titles in your library. Playing your Movie When you’re ready to start watching a movie, simply select your title.   From here, you can select the “i” icon to read more information about the movie, add it to your queue, or add a shortcut. Click Local File to begin playing.   Now you’re ready to enjoy your movie. If you don’t have a large movie collection or just need more selection, you may want to check out the Netflix App for Boxee. Looking for a Boxee remote? Check out the iPhone App for Boxee. Links Download Boxee IMDB.com Similar Articles Productive Geek Tips Watch Netflix Instant Movies in BoxeeIntegrate Boxee with Media Center in Windows 7Customize the Background in BoxeeUse your iPhone or iPod Touch as a Boxee RemoteGetting Started with Boxee TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free

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  • Use BGInfo to Build a Database of System Information of Your Network Computers

    - by Sysadmin Geek
    One of the more popular tools of the Sysinternals suite among system administrators is BGInfo which tacks real-time system information to your desktop wallpaper when you first login. For obvious reasons, having information such as system memory, available hard drive space and system up time (among others) right in front of you is very convenient when you are managing several systems. A little known feature about this handy utility is the ability to have system information automatically saved to a SQL database or some other data file. With a few minutes of setup work you can easily configure BGInfo to record system information of all your network computers in a centralized storage location. You can then use this data to monitor or report on these systems however you see fit. BGInfo Setup If you are familiar with BGInfo, you can skip this section. However, if you have never used this tool, it takes just a few minutes to setup in order to capture the data you are looking for. When you first open BGInfo, a timer will be counting down in the upper right corner. Click the countdown button to keep the interface up so we can edit the settings. Now edit the information you want to capture from the available fields on the right. Since all the output will be redirected to a central location, don’t worry about configuring the layout or formatting. Configuring the Storage Database BGInfo supports the ability to store information in several database formats: SQL Server Database, Access Database, Excel and Text File. To configure this option, open File > Database. Using a Text File The simplest, and perhaps most practical, option is to store the BGInfo data in a comma separated text file. This format allows for the file to be opened in Excel or imported into a database. To use a text file or any other file system type (Excel or MS Access), simply provide the UNC to the respective file. The account running the task to write to this file will need read/write access to both the share and NTFS file permissions. When using a text file, the only option is to have BGInfo create a new entry each time the capture process is run which will add a new line to the respective CSV text file. Using a SQL Database If you prefer to have the data dropped straight into a SQL Server database, BGInfo support this as well. This requires a bit of additional configuration, but overall it is very easy. The first step is to create a database where the information will be stored. Additionally, you will want to create a user account to fill data into this table (and this table only). For your convenience, this script creates a new database and user account (run this as Administrator on your SQL Server machine): @SET Server=%ComputerName%.@SET Database=BGInfo@SET UserName=BGInfo@SET Password=passwordSQLCMD -S “%Server%” -E -Q “Create Database [%Database%]“SQLCMD -S “%Server%” -E -Q “Create Login [%UserName%] With Password=N’%Password%’, DEFAULT_DATABASE=[%Database%], CHECK_EXPIRATION=OFF, CHECK_POLICY=OFF”SQLCMD -S “%Server%” -E -d “%Database%” -Q “Create User [%UserName%] For Login [%UserName%]“SQLCMD -S “%Server%” -E -d “%Database%” -Q “EXEC sp_addrolemember N’db_owner’, N’%UserName%’” Note the SQL user account must have ‘db_owner’ permissions on the database in order for BGInfo to work correctly. This is why you should have a SQL user account specifically for this database. Next, configure BGInfo to connect to this database by clicking on the SQL button. Fill out the connection properties according to your database settings. Select the option of whether or not to only have one entry per computer or keep a history of each system. The data will then be dropped directly into a table named “BGInfoTable” in the respective database.   Configure User Desktop Options While the primary function of BGInfo is to alter the user’s desktop by adding system info as part of the wallpaper, for our use here we want to leave the user’s wallpaper alone so this process runs without altering any of the user’s settings. Click the Desktops button. Configure the Wallpaper modifications to not alter anything.   Preparing the Deployment Now we are all set for deploying the configuration to the individual machines so we can start capturing the system data. If you have not done so already, click the Apply button to create the first entry in your data repository. If all is configured correctly, you should be able to open your data file or database and see the entry for the respective machine. Now click the File > Save As menu option and save the configuration as “BGInfoCapture.bgi”.   Deploying to Client Machines Deployment to the respective client machines is pretty straightforward. No installation is required as you just need to copy the BGInfo.exe and the BGInfoCapture.bgi to each machine and place them in the same directory. Once in place, just run the command: BGInfo.exe BGInfoCapture.bgi /Timer:0 /Silent /NoLicPrompt Of course, you probably want to schedule the capture process to run on a schedule. This command creates a Scheduled Task to run the capture process at 8 AM every morning and assumes you copied the required files to the root of your C drive: SCHTASKS /Create /SC DAILY /ST 08:00 /TN “System Info” /TR “C:\BGInfo.exe C:\BGInfoCapture.bgi /Timer:0 /Silent /NoLicPrompt” Adjust as needed, but the end result is the scheduled task command should look something like this:   Download BGInfo from Sysinternals Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? 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  • Integrate Google Wave With Your Windows Workflow

    - by Matthew Guay
    Have you given Google Wave a try, only to find it difficult to keep up with?  Here’s how you can integrate Google Wave with your desktop and workflow with some free and simple apps. Google Wave is an online web app, and unlike many Google services, it’s not easily integrated with standard desktop applications.  Instead, you’ll have to keep it open in a browser tab, and since it is one of the most intensive HTML5 webapps available today, you may notice slowdowns in many popular browsers.  Plus, it can be hard to stay on top of your Wave conversations and collaborations by just switching back and forth between the website and whatever else you’re working on.  Here we’ll look at some tools that can help you integrate Google Wave with your workflow, and make it feel more native in Windows. Use Google Wave Directly in Windows What’s one of the best ways to make a web app feel like a native application?  By making it into a native application, of course!  Waver is a free Air powered app that can make the mobile version of Google Wave feel at home on your Windows, Mac, or Linux desktop.  We found it to be a quick and easy way to keep on top of our waves and collaborate with our friends. To get started with Waver, open their homepage on the Adobe Air Marketplace (link below) and click Download From Publisher. Waver is powered by Adobe Air, so if you don’t have Adobe Air installed, you’ll need to first download and install it. After clicking the link above, Adobe Air will open a prompt asking what you wish to do with the file.  Click Open, and then install as normal. Once the installation is finished, enter your Google Account info in the window.   After a few moments, you’ll see your Wave account in miniature, running directly in Waver.  Click a Wave to view it, or click New wave to start a new Wave message.  Unfortunately, in our tests the search box didn’t seem to work, but everything else worked fine. Google Wave works great in Waver, though all of the Wave features are not available since it is running the mobile version of Wave. You can still view content from plugins, including YouTube videos, directly in Waver.   Get Wave Notifications From Your Windows Taskbar Most popular email and Twitter clients give you notifications from your system tray when new messages come in.  And with Google Wave Notifier, you can now get the same alerts when you receive a new Wave message. Head over to the Google Wave Notifier site (link below), and click the download link to get started.  Make sure to download the latest Binary zip, as this one will contain the Windows program rather than the source code. Unzip the folder, and then run GoogleWaveNotifier.exe. On first run, you can enter your Google Account information.  Notice that this is not a standard account login window; you’ll need to enter your email address in the Username field, and then your password below it. You can also change other settings from this dialog, including update frequency and whether or not to run at startup.  Click the value, and then select the setting you want from the dropdown menu. Now, you’ll have a new Wave icon in your system tray.  When it detects new Waves or unread updates, it will display a popup notification with details about the unread Waves.  Additionally, the icon will change to show the number of unread Waves.  Click the popup to open Wave in your browser.  Or, if you have Waver installed, simply open the Waver window to view your latest Waves. If you ever need to change settings again in the future, right-click the icon and select Settings, and then edit as above. Get Wave Notifications in Your Email  Most of us have Outlook or Gmail open all day, and seldom leave the house without a Smartphone with push email.  And thanks to a new Wave feature, you can still keep up with your Waves without having to change your workflow. To activate email notifications from Google Wave, login to your Wave account, click the arrow beside your Inbox, and select Notifications. Select how quickly you want to receive notifications, and choose which email address you wish to receive the notifications.  Click Save when you’re finished. Now you’ll receive an email with information about new and updated Waves in your account.  If there were only small changes, you may get enough info directly in the email; otherwise, you can click the link and open that Wave in your browser. Conclusion Google Wave has great potential as a collaboration and communications platform, but by default it can be hard to keep up with what’s going on in your Waves.  These apps for Windows help you integrate Wave with your workflow, and can keep you from constantly logging in and checking for new Waves.  And since Google Wave registration is now open for everyone, it’s a great time to give it a try and see how it works for yourself. Links Signup for Google Wave (Google Account required) Download Waver from the Adobe Air Marketplace Download Google Wave Notifier Similar Articles Productive Geek Tips We Have 20 Google Wave Invites. Want One?Tired of Waiting for Google Wave? Try ShareFlow NowIntegrate Google Docs with Outlook the Easy WayAwesome Desktop Wallpapers: The Windows 7 EditionWeek in Geek: The Stupid Geek Tricks to Hide Extra Windows Edition TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer

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  • Fail to analyze core dump with GDB when main.elf is dynamically linked (uses shared libs)

    - by dscTobi
    Hi all. I'm trying to analyze core dump, but i get following result: GNU gdb 6.6.0.20070423-cvs Copyright (C) 2006 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "--host=mipsel-linux --target=mipsel-linux-uclibc". (gdb) file main.elf Reading symbols from /home/tobi/main.elf...Reading symbols from /home/tobi/main.dbg...done. done. (gdb) core-file /srv/tobi/core warning: .dynamic section for "/lib/libpthread.so.0" is not at the expected address (wrong library or version mismatch?) Error while mapping shared library sections: /lib/libdl.so.0: No such file or directory. Error while mapping shared library sections: /lib/librt.so.0: No such file or directory. Error while mapping shared library sections: /lib/libm.so.0: No such file or directory. Error while mapping shared library sections: /lib/libstdc++.so.6: No such file or directory. Error while mapping shared library sections: /lib/libc.so.0: No such file or directory. warning: .dynamic section for "/lib/libgcc_s.so.1" is not at the expected address (wrong library or version mismatch?) Error while mapping shared library sections: /lib/ld-uClibc.so.0: No such file or directory. Reading symbols from /lib/libpthread.so.0...done. Loaded symbols for /lib/libpthread.so.0 Symbol file not found for /lib/libdl.so.0 Symbol file not found for /lib/librt.so.0 Symbol file not found for /lib/libm.so.0 Symbol file not found for /lib/libstdc++.so.6 Symbol file not found for /lib/libc.so.0 Reading symbols from /lib/libgcc_s.so.1...done. Loaded symbols for /lib/libgcc_s.so.1 Symbol file not found for /lib/ld-uClibc.so.0 warning: Unable to find dynamic linker breakpoint function. GDB will be unable to debug shared library initializers and track explicitly loaded dynamic code. Core was generated by 'root/main.elf'. Program terminated with signal 11, Segmentation fault. #0 0x0046006c in NullPtr (parse_p=0x2ac9dc80, result_sym_p=0x13e3d6c "") at folder/my1.c:1624 1624 *ptr += 13; (gdb) bt #0 0x0046006c in NullPtr (parse_p=0x2ac9dc80, result_sym_p=0x13e3d6c "") at folder/my1.c:1624 #1 0x0047a31c in fn1 (line_ptr=0x2ac9dd18 "ccore_null_pointer", target_ptr=0x13e3d6c "", result_ptr=0x2ac9dd14) at folder/my2.c:980 #2 0x0047b9d0 in fn2 (macro_ptr=0x0, rtn_exp_ptr=0x0) at folder/my3.c:1483 /... some functions .../ #8 0x2aab7f9c in __nptl_setxid () from /lib/libpthread.so.0 Backtrace stopped: frame did not save the PC (gdb) thread apply all bt Thread 159 (process 1093): #0 0x2aac15dc in _Unwind_GetCFA () from /lib/libpthread.so.0 #1 0x2afdfde8 in ?? () warning: GDB cant find the start of the function at 0x2afdfde8. GDB is unable to find the start of the function at 0x2afdfde8 and thus cant determine the size of that functions stack frame. This means that GDB may be unable to access that stack frame, or the frames below it. This problem is most likely caused by an invalid program counter or stack pointer. However, if you think GDB should simply search farther back from 0x2afdfde8 for code which looks like the beginning of a function, you can increase the range of the search using the set heuristic-fence-post command. Backtrace stopped: previous frame inner to this frame (corrupt stack?) Thread 158 (process 1051): #0 0x2aac17bc in pthread_mutexattr_getprioceiling () from /lib/libpthread.so.0 #1 0x2aac17a0 in pthread_mutexattr_getprioceiling () from /lib/libpthread.so.0 Backtrace stopped: previous frame identical to this frame (corrupt stack?) Thread 157 (process 1057): #0 0x2aabf908 in ?? () from /lib/libpthread.so.0 #1 0x00000000 in ?? () Thread 156 (process 1090): #0 0x2aac17bc in pthread_mutexattr_getprioceiling () from /lib/libpthread.so.0 #1 0x2aac17a0 in pthread_mutexattr_getprioceiling () from /lib/libpthread.so.0 Backtrace stopped: previous frame identical to this frame (corrupt stack?) Thread 155 (process 1219): #0 0x2aabf908 in ?? () from /lib/libpthread.so.0 #1 0x00000000 in ?? () Thread 154 (process 1218): #0 0x2aabfb44 in connect () from /lib/libpthread.so.0 #1 0x00000000 in ?? () Thread 153 (process 1096): #0 0x2abc92b4 in ?? () warning: GDB cant find the start of the function at 0x2abc92b4. #1 0x2abc92b4 in ?? () warning: GDB cant find the start of the function at 0x2abc92b4. Backtrace stopped: previous frame identical to this frame (corrupt stack?) Thread 152 (process 1170): #0 0x2aabfb44 in connect () from /lib/libpthread.so.0 #1 0x00000000 in ?? () If i make main.elf statically linked everything is OK and i can see bt of all threads. Any ideas?

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  • Get Information to Your Blog with Microsoft Broadcaster

    - by Matthew Guay
    Do you often have people ask you for advice about technology, or do you write tech-focused blog or newsletter?  Here’s how you can get information to share with your readers about Microsoft technology with Microsoft Broadcaster. Microsoft Broadcaster is a new service from Microsoft to help publishers, bloggers, developers, and other IT professionals find relevant information and resources from Microsoft.  You can use it to help discover things to write about, or simply discover new information about the technology you use.  Broadcaster will also notify you when new resources are available about the topics that interest you.  Let’s look at how you could use this to expand your blog and help your users. Getting Started Head over to the Microsoft Broadcaster site (link below), and click Join to get started. Sign in with your Windows Live ID, or create a new account if you don’t already have one. Near the bottom of the page, add information about your blog, newsletter, or group that you want to share Broadcaster information with.  Click Add when you’re done entering information.  You can enter as many sites or groups as you wish. When you’ve entered all of your information, click the Apply button at the bottom of the page.  Broadcaster will then let you know your information has been submitted, but you’ll need to wait several days to see if you are approved or not. Our application was approved about 2 days after applying, though this may vary.  When you’re approved, you’ll receive an email letting you know.  Return to the Broadcaster website (link below), but this time, click Sign in. Accept the terms of use by clicking I Accept at the bottom of the page. Confirm that your information entered previously is correct, and then click Configure my keywords at the bottom of the page. Now you can pick the topics you want to stay informed about.  Type keywords in the textbox, and it will bring up relevant topics with IntelliSense. Here we’ve added several topics to keep up with. Next select the Microsoft Products you want to keep track of.  If the product you want to keep track of is not listed, make sure to list it in the keywords section as above. Finally, select the types of content you wish to see, including articles, eBooks, webcasts, and more. Finally, when everything’s entered, click Configure My Alerts at the bottom of the page. Broadcaster can automatically email you when new content is found.  If you would like this, click Subscribe.  Otherwise, simply click Access Dashboard to go ahead and find your personalized content. If you choose to receive emails of new content, you’ll have to configure it with Windows Live Alerts.  Click Continue to set this up. Select if you want to receive Messenger alerts, emails, and/or text messages when new content is available.  Click Save when you’re finished. Finally, select how often you want to be notified, and then click Access Dashboard to view the content currently available. Finding Content For Your Blog, Site, or Group Now you can find content specified for your interests from the dashboard.  To access the dashboard in the future, simply go to the Broadcaster site and click Sign In. Here you can see available content, and can search for different topics or customize the topics shown. You’ll see snippets of information from various Microsoft videos, articles, whitepapers, eBooks, and more, depending on your settings.  Click the link at the top of the snippet to view the content, or right-click and copy the link to use in emails or on social networks like Twitter. If you’d like to add this snippet to your website or blog, click the Download content link at the bottom.   Now you can preview what the snippet will look like on your site, and change the width or height to fit your site.  You can view and edit the source code of the snippet from the box at the bottom, and then copy it to use on your site. Copy the code, and paste it in the HTML of a blog post, email, webpage, or anywhere else you wish to share it.  Here we’re pasting it into the HTML editor in Windows Live Writer so we can post it to a blog. After adding a title and opening paragraph, we have a nice blog post that only took a few minutes to put together but should still be useful for our readers.  You can check out the blog post we created at the link below. Readers can click on the links, which will direct them to the content on Microsoft’s websites. Conclusion If you frequently need to find educational and informative content about Microsoft products and services, Broadcaster can be a great service to keep you up to date.  The service worked quite good in our tests, and generally found relevant content to our keywords.  We had difficulty embedding links to eBooks that were listed by Broadcaster, but everything else worked for us.  Now you can always have high quality content to help your customers, coworkers, friends, and more, and you just might find something that will help you, too! Link Microsoft Broadcaster (registration required) Example Post at Techinch.com with Content from Microsoft Broadcaster Similar Articles Productive Geek Tips Create An Electronic Business Card In Outlook 2007Mysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPAnnouncing the How-To Geek BlogsNew Vista Syntax for Opening Control Panel Items from the Command-lineHow To Create and Publish Blog Posts in Word 2010 & 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Fix Common Inkjet Printer Errors Dual Boot Ubuntu and Windows 7 What is HTML5? 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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • CodePlex Daily Summary for Monday, August 11, 2014

    CodePlex Daily Summary for Monday, August 11, 2014Popular ReleasesSpace Engineers Server Manager: SESM V1.15: V1.15 - Updated Quartz library - Correct a bug in the new mod managment - Added a warning if you have backup enabled on a server but no static map configuredAspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseTouchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after you install the script. First it says to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get actual version running just execute install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...babelua: 1.6.5.1: V1.6.5.1 - 2014.8.7New feature: Formatting code; Stability improvement: fix a bug that pop up error "System.Net.WebResponse EndGetResponse";New ProjectsDouDou: a little project.Dynamic MVC: Dynamically generate views from your model objects for a data centric MVC application.EasyDb - Simple Data Access: EasyDb is a simple library for data access that allows you to write less code.ExpressToAbroad: just go!!!!!Full Silverlight Web Video/Voice Conferencing: The Goal of this project is to provide complete Open Source (Voice/Video Chatting Client/Server) Modules Using SilverlightGaia: Gaia is an app for Windows plataform, Gaia is like Siri and Google Now or Betty but Gaia use only text commands.pxctest: pxctestSTACS: Career Management System for MIT by Team "STACS"StrongWorld: StrongWorld.WebSuiteXevas Tools: Xevas is a professional coders group of 'Nimbuzz'. We make all tools for worldwide users of nimbuzz at free of cost.????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ?????????

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  • How should I delete a child object from within a parent's slot? Possibly boost::asio specific.

    - by kaliatech
    I have written a network server class that maintains a std::set of network clients. The network clients emit a signal to the network server on disconnect (via boost::bind). When a network client disconnects, the client instance needs to be removed from the Set and eventually deleted. I would think this is a common pattern, but I am having problems that might, or might not, be specific to ASIO. I've tried to trim down to just the relevant code: /** NetworkServer.hpp **/ class NetworkServices : private boost::noncopyable { public: NetworkServices(void); ~NetworkServices(void); private: void run(); void onNetworkClientEvent(NetworkClientEvent&); private: std::set<boost::shared_ptr<const NetworkClient>> clients; }; /** NetworkClient.cpp **/ void NetworkServices::run() { running = true; boost::asio::io_service::work work(io_service); //keeps service running even if no operations // This creates just one thread for the boost::asio async network services boost::thread iot(boost::bind(&NetworkServices::run_io_service, this)); while (running) { boost::system::error_code err; try { tcp::socket* socket = new tcp::socket(io_service); acceptor->accept(*socket, err); if (!err) { NetworkClient* networkClient = new NetworkClient(io_service, boost::shared_ptr<tcp::socket>(socket)); networkClient->networkClientEventSignal.connect(boost::bind(&NetworkServices::onNetworkClientEvent, this, _1)); clients.insert(boost::shared_ptr<NetworkClient>(networkClient)); networkClient->init(); //kicks off 1st asynch_read call } } // etc... } } void NetworkServices::onNetworkClientEvent(NetworkClientEvent& evt) { switch(evt.getType()) { case NetworkClientEvent::CLIENT_ERROR : { boost::shared_ptr<const NetworkClient> clientPtr = evt.getClient().getSharedPtr(); // ------ THIS IS THE MAGIC LINE ----- // If I keep this, the io_service hangs. If I comment it out, // everything works fine (but I never delete the disconnected NetworkClient). // If actually deleted the client here I might expect problems because it is the caller // of this method via boost::signal and bind. However, The clientPtr is a shared ptr, and a // reference is being kept in the client itself while signaling, so // I would the object is not going to be deleted from the heap here. That seems to be the case. // Never-the-less, this line makes all the difference, most likely because it controls whether or not the NetworkClient ever gets deleted. clients.erase(clientPtr); //I should probably put this socket clean-up in NetworkClient destructor. Regardless by doing this, // I would expect the ASIO socket stuff to be adequately cleaned-up after this. tcp::socket& socket = clientPtr->getSocket(); try { socket.shutdown(boost::asio::socket_base::shutdown_both); socket.close(); } catch(...) { CommServerContext::error("Error while shutting down and closing socket."); } break; } default : { break; } } } /** NetworkClient.hpp **/ class NetworkClient : public boost::enable_shared_from_this<NetworkClient>, Client { NetworkClient(boost::asio::io_service& io_service, boost::shared_ptr<tcp::socket> socket); virtual ~NetworkClient(void); inline boost::shared_ptr<const NetworkClient> getSharedPtr() const { return shared_from_this(); }; boost::signal <void (NetworkClientEvent&)> networkClientEventSignal; void onAsyncReadHeader(const boost::system::error_code& error, size_t bytes_transferred); }; /** NetworkClient.cpp - onAsyncReadHeader method called from io_service.run() thread as result of an async_read operation. Error condition usually result of an unexpected client disconnect.**/ void NetworkClient::onAsyncReadHeader( const boost::system::error_code& error, size_t bytes_transferred) { if (error) { //Make sure this instance doesn't get deleted from parent/slot deferencing //Alternatively, somehow schedule for future delete? boost::shared_ptr<const NetworkClient> clientPtr = getSharedPtr(); //Signal to service that this client is disconnecting NetworkClientEvent evt(*this, NetworkClientEvent::CLIENT_ERROR); networkClientEventSignal(evt); networkClientEventSignal.disconnect_all_slots(); return; } I believe it's not safe to delete the client from within the slot handler because the function return would be ... undefined? (Interestingly, it doesn't seem to blow up on me though.) So I've used boost:shared_ptr along with shared_from_this to make sure the client doesn't get deleted until all slots have been signaled. It doesn't seem to really matter though. I believe this question is not specific to ASIO, but the problem manifests in a peculiar way when using ASIO. I have one thread executing io_service.run(). All ASIO read/write operations are performed asynchronously. Everything works fine with multiple clients connecting/disconnecting UNLESS I delete my client object from the Set per the code above. If I delete my client object, the io_service seemingly deadlocks internally and no further asynchronous operations are performed unless I start another thread. I have try/catches around the io_service.run() call and have not been able to detect any errors. Questions: Are there best practices for deleting child objects, that are also signal emitters, from within parent slots? Any ideas as to why the io_service is hanging when I delete my network client object?

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  • May be my example site may answer my question about ajax call... Help me

    - by booota
    Okay I have this ajax call $('.updatecom .registercomplaint').click(function(){ updatecomplaints(); }); This calls the function updatecomplaints() function updatecomplaints() { var tno = $(".updatecom #tno").val(); var status = $(".updatecom #status").val(); if(status=='DONE') { $(".updatecom #con").val(''); } var tname = $(".updatecom #tname").val(); var rg11 = $(".updatecom #crg11").val(); var rg06 = $(".updatecom #crg06").val(); var tvpins = $(".updatecom #tvpins").val(); var jointer = $(".updatecom #jointer").val(); var cquantity = $(".updatecom #conqty").val(); var nooftv = $(".updatecom #tvno").val(); var misc = $(".updatecom #misc").val(); var tcomments = $(".updatecom #tcomments").val(); var con = $(".updatecom #con").val(); //alert(tno+status+tname+rg11+rg06+tvpins+jointer+cquantity+nooftv+misc+tcomments+con); $.ajax( { type: "POST", url: "up_functions.php", data: "ticket="+ tno +"& opt=upcom" +"& status="+ status +"& tname="+ tname +"& rg11="+ rg11 +"& rg06="+ rg06 +"& tvpins="+ tvpins +"& jointer="+ jointer +"& cquantity="+ cquantity +"& nooftv="+ nooftv +"& misc="+ misc +"& tcomments="+ tcomments +"& con="+ con, success: function(response) { alert(response); } }); } here is my up_functions.php $tno = htmlspecialchars(trim($_REQUEST['ticket'])); $status = htmlspecialchars(trim($_REQUEST['status'])); $tname = htmlspecialchars(trim($_REQUEST['tname'])); $rg11 = htmlspecialchars(trim($_REQUEST['rg11'])); $rg06 = htmlspecialchars(trim($_REQUEST['rg06'])); $tvpins = htmlspecialchars(trim($_REQUEST['tvpins'])); $jointer = htmlspecialchars(trim($_REQUEST['jointer'])); $cquantity = htmlspecialchars(trim($_REQUEST['cquantity'])); $nooftv = htmlspecialchars(trim($_REQUEST['nooftv'])); $misc = htmlspecialchars(trim($_REQUEST['misc'])); $tcomments = htmlspecialchars(trim($_REQUEST['tcomments'])); $con = htmlspecialchars(trim($_REQUEST['con'])); $result=$ptr-upcomticketinfo($tno,$status,$tname,$rg11,$rg06,$tvpins,$jointer,$cquantity,$nooftv,$misc,$tcomments,$con); echo $result; and here is my upconticketinfo() php function function upcomticketinfo($tno,$status,$tname,$rg11,$rg06,$tvpins,$jointer,$cquantity,$nooftv,$misc,$tcomments,$con) { if($con!='' || $con!=NULL) { $this-query = "update booking discription set STATUS='$status',CLOSED ON='$con' where TICKET NO='$tno'"; $this-q_result = mysql_query($this-query,$this-conn) or die(mysql_error()); if($this-q_result) { $query = "update tech detail set TECH NAME='$tname',CABLE RG11='$rg11',CABLE RG06='$rg06',TV PINS USED='$tvpins',JOINTER USED='$jointer',CONNECTOR QTY='$cquantity',NO OF TV='$nooftv',MISC='$misc',TECH COMMENTS='$tcomments' where BOOKING='$tno'"; $q_result = mysql_query($query,$this-conn) or die(mysql_error()); if($q_result) { $response = "updated"; } else { $response = "error"; } } else { $response = "error"; } } else { $this-query = "update booking discription set STATUS='$status' where TICKET NO='$tno'"; $this-q_result = mysql_query($this-query,$this-conn) or die(mysql_error()); if($this-q_result) { $query = "update tech detail set TECH NAME='$tname',CABLE RG11='$rg11',CABLE RG06='$rg06',TV PINS USED='$tvpins',JOINTER USED='$jointer',CONNECTOR QTY='$cquantity',NO OF TV='$nooftv',MISC='$misc',TECH COMMENTS='$tcomments' where BOOKING='$tno'"; $q_result = mysql_query($query,$this-conn) or die(mysql_error()); if($q_result) { $response = "updated"; } else { $response = "error"; } } else { $response = "error"; } } return $response; } Question is that, this code is working just fine in IE8 i.e i am using... but it is not working in FF 3.6.3... I have checked each n everything... One thing is that the code works fine on FF too only when i debug the page with firebug debugger. Otherwise the alert in ajax success shows itself with nothing in it... Help me... Goto link text Enter 6628 in the Ticket No. box under Update Complaint Status section... A new form will open. In that form press update... Try it in FF and IE... IE8 shows the results as needed but FF does not...

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  • ???Flashback Log???????Redo Log?

    - by Liu Maclean(???)
    ????????????????????redo log?   RVWR( Recovery Writer)?3s??flashback generate buffer??block before image?????????? ?????block change???RVWR??block before image ?flashback log? ?????????,Oracle???????????before image????????,????????flashback database logs?????   ???????????,????? ??????????????????,???????????before image?????shared pool??flashback log buffer?,RVWR??????flashback log buffer??????????? ?DBWR???????????????,DBWR?????buffer header??FBA(Flashback Byte Address)?flashback log buffer?????????? ???? ?????? ??? ????????????? , RVWR???????????(flashback markers)?flashback database logs?? ????(flashback markers)?????????????Oracle??flashback ??????????  ??????????, Oracle ??????(flashback markers)????????????flashback database log???????????block image; ??Oracle ???????(forward recovery)?????????????????SCN?????? flashback markers for example: **** Record at fba: (lno 1 thr 1 seq 1 bno 4 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 8132 RECORD DATA (Skip): **** Record at fba: (lno 1 thr 1 seq 1 bno 4 bof 52) **** RECORD HEADER: Type: 7 (Begin Crash Recovery Record) Size: 36 RECORD DATA (Begin Crash Recovery Record): Previous logical record fba: (lno 1 thr 1 seq 1 bno 3 bof 316) Record scn: 0x0000.00000000 [0.0] **** Record at fba: (lno 1 thr 1 seq 1 bno 3 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 7868 RECORD DATA (Skip): **** Record at fba: (lno 1 thr 1 seq 1 bno 3 bof 316) **** RECORD HEADER: Type: 2 (Marker) Size: 300 RECORD DATA (Marker): Previous logical record fba: (lno 0 thr 0 seq 0 bno 0 bof 0) Record scn: 0x0000.00000000 [0.0] Marker scn: 0x0000.0060e024 [0.6348836] 06/13/2012 15:56:35 Flag 0x0 Flashback threads: 1, Enabled redo threads 1 Recovery Start Checkpoint: scn: 0x0000.0060e024 [0.6348836] 06/13/2012 15:56:12 thread:1 rba:(0x80.180.10) Flashback thread Markers: Thread:1 status:0 fba: (lno 1 thr 1 seq 1 bno 2 bof 8184) Redo Thread Checkpoint Info: Thread:1 rba:(0x80.180.10) **** Record at fba: (lno 1 thr 1 seq 1 bno 2 bof 8184) **** RECORD HEADER: Type: 3 (Skip) Size: 8168 RECORD DATA (Skip): End-Of-Thread reached ????????????????block change ????before image????????flashback log?? ?????block change???flashback log record ????????? redo log???!????flashback log ???????before image ? redo log??? change vector ?  Oracle?????????????????????????????????????,??????I/O??????????????: ??hot block??,Oracle???????????block image?????; Oracle ?????????(flashback barriers)???????????????,flashback barriers???????(???15??),??????????(flashback barriers)????(flashback markers)????????? ????, ??????change?????, ???????????????????????????, ?15????????????????????flashback log????????before image?????????????,?????????????????????,?????????????? ????????,??????????????(flashback barriers), flashback barriers???????,?????15????? ?????flashback barriers????????(flashback markers)???????????????,???????????????????(????barriers?????)??????block image ,????????????????????????????????? ??????????flashback log????redo log????! ????,????????????????, ?????????? SQL> select * from v$version; BANNER -------------------------------------------------------------------------------- Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production PL/SQL Release 11.2.0.3.0 - Production CORE 11.2.0.3.0 Production TNS for Linux: Version 11.2.0.3.0 - Production NLSRTL Version 11.2.0.3.0 - Production SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com SQL> create table flash_maclean (t1 varchar2(200)) tablespace users; Table created. SQL> insert into flash_maclean values('MACLEAN LOVE HANNA'); 1 row created. SQL> commit; Commit complete. SQL> startup force; ORACLE instance started. Total System Global Area 939495424 bytes Fixed Size 2233960 bytes Variable Size 713034136 bytes Database Buffers 218103808 bytes Redo Buffers 6123520 bytes Database mounted. Database opened. SQL> update flash_maclean set t1='HANNA LOVE MACLEAN'; 1 row updated. commit; Commit complete. SQL> alter system checkpoint; System altered. SQL> select dbms_rowid.rowid_block_number(rowid),dbms_rowid.rowid_relative_fno(rowid) from flash_maclean; DBMS_ROWID.ROWID_BLOCK_NUMBER(ROWID) DBMS_ROWID.ROWID_RELATIVE_FNO(ROWID) ------------------------------------ ------------------------------------ 140431 4 datafile 4 block 140431 ??RDBA rdba: 0x0102248f (4/140431) SQL> ! ps -ef|grep rvwr|grep -v grep oracle 26695 1 0 15:56 ? 00:00:00 ora_rvwr_G11R23 SQL> oradebug setospid 26695 Oracle pid: 20, Unix process pid: 26695, image: [email protected] (RVWR) SQL> ORADEBUG DUMP FBTAIL 1; Statement processed. To dump the last 2000 flashback records , ??ORADEBUG DUMP FBTAIL 1????????2000?????? SQL> oradebug tracefile_name /s01/orabase/diag/rdbms/g11r23/G11R23/trace/G11R23_rvwr_26695.trc ? TRACE?????????block? before image **** Record at fba: (lno 1 thr 1 seq 1 bno 55 bof 2564) **** RECORD HEADER: Type: 1 (Block Image) Size: 28 RECORD DATA (Block Image): file#: 4 rdba: 0x0102248f Next scn: 0x0000.00000000 [0.0] Flag: 0x0 Block Size: 8192 BLOCK IMAGE: buffer rdba: 0x0102248f scn: 0x0000.00609044 seq: 0x01 flg: 0x06 tail: 0x90440601 frmt: 0x02 chkval: 0xc626 type: 0x06=trans data Hex dump of block: st=0, typ_found=1 Dump of memory from 0x00002B1D94183C00 to 0x00002B1D94185C00 2B1D94183C00 0000A206 0102248F 00609044 06010000 [.....$..D.`.....] 2B1D94183C10 0000C626 00000001 00014AD4 0060903A [&........J..:.`.] 2B1D94183C20 00000000 00320002 01022488 00090006 [......2..$......] 2B1D94183C30 00000CC8 00C00340 000D0542 00008000 [[email protected].......] 2B1D94183C40 006040BC 000F000A 00000920 00C002E4 [.@`..... .......] 2B1D94183C50 0017048F 00002001 00609044 00000000 [..... ..D.`.....] 2B1D94183C60 00000000 00010100 0014FFFF 1F6E1F77 [............w.n.] 2B1D94183C70 00001F6E 1F770001 00000000 00000000 [n.....w.........] 2B1D94183C80 00000000 00000000 00000000 00000000 [................] Repeat 500 times 2B1D94185BD0 00000000 00000000 2C000000 4D120102 [...........,...M] 2B1D94185BE0 454C4341 4C204E41 2045564F 4E4E4148 [ACLEAN LOVE HANN] 2B1D94185BF0 01002C41 43414D07 4E41454C 90440601 [A,...MACLEAN..D.] Block header dump: 0x0102248f Object id on Block? Y seg/obj: 0x14ad4 csc: 0x00.60903a itc: 2 flg: E typ: 1 - DATA brn: 0 bdba: 0x1022488 ver: 0x01 opc: 0 inc: 0 exflg: 0 Itl Xid Uba Flag Lck Scn/Fsc 0x01 0x0006.009.00000cc8 0x00c00340.0542.0d C--- 0 scn 0x0000.006040bc 0x02 0x000a.00f.00000920 0x00c002e4.048f.17 --U- 1 fsc 0x0000.00609044 bdba: 0x0102248f data_block_dump,data header at 0x2b1d94183c64 =============== tsiz: 0x1f98 hsiz: 0x14 pbl: 0x2b1d94183c64 76543210 flag=-------- ntab=1 nrow=1 frre=-1 fsbo=0x14 fseo=0x1f77 avsp=0x1f6e tosp=0x1f6e 0xe:pti[0] nrow=1 offs=0 0x12:pri[0] offs=0x1f77 block_row_dump: tab 0, row 0, @0x1f77 tl: 22 fb: --H-FL-- lb: 0x2 cc: 1 col 0: [18] 4d 41 43 4c 45 41 4e 20 4c 4f 56 45 20 48 41 4e 4e 41 end_of_block_dump SQL> select dump('MACLEAN LOVE HANNA',16) from dual; DUMP('MACLEANLOVEHANNA',16) -------------------------------------------------------------------- Typ=96 Len=18: 4d,41,43,4c,45,41,4e,20,4c,4f,56,45,20,48,41,4e,4e,41 ???????????????????????,??flashback log??before image????????? create table flash_maclean1 (t1 int) tablespace users; SQL> select vs.name, ms.value 2 from v$mystat ms, v$sysstat vs 3 where vs.statistic# = ms.statistic# 4 and vs.name in ('redo size','db block changes'); NAME VALUE ---------------------------------------------------------------- ---------- db block changes 0 redo size 0 SQL> select name,value from v$sysstat where name like 'flashback log%'; NAME VALUE ---------------------------------------------------------------- ---------- flashback log writes 49 flashback log write bytes 9306112 SQL> begin 2 for i in 1..5000 loop 3 update flash_maclean1 set t1=t1+1; 4 commit; 5 end loop; 6 end; 7 / PL/SQL procedure successfully completed. SQL> select vs.name, ms.value 2 from v$mystat ms, v$sysstat vs 3 where vs.statistic# = ms.statistic# 4 and vs.name in ('redo size','db block changes'); NAME VALUE ---------------------------------------------------------------- ---------- db block changes 20006 redo size 3071288 SQL> select name,value from v$sysstat where name like 'flashback log%'; NAME VALUE ---------------------------------------------------------------- ---------- flashback log writes 52 flashback log write bytes 10338304 ??????????? ??hot block,???20006 ?block changes???? ??? 3000k ?redo log ? ??1000k? flashback log ?

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  • How to decrypt an encrypted Apple iTunes iPhone backup?

    - by afit
    I've been asked by a number of unfortunate iPhone users to help them restore data from their iTunes backups. This is easy when they are unencrypted, but not when they are encrypted, whether or not the password is known. As such, I'm trying to figure out the encryption scheme used on mddata and mdinfo files when encrypted. I have no problems reading these files otherwise, and have built some robust C# libraries for doing so. (If you're able to help, I don't care which language you use. It's the principle I'm after here!) The Apple "iPhone OS Enterprise Deployment Guide" states that "Device backups can be stored in encrypted format by selecting the Encrypt iPhone Backup option in the device summary pane of iTunes. Files are encrypted using AES128 with a 256-bit key. The key is stored securely in the iPhone keychain." That's a pretty good clue, and there's some good info here on Stackoverflow on iPhone AES/Rijndael interoperability suggesting a keysize of 128 and CBC mode may be used. Aside from any other obfuscation, a key and initialisation vector (IV)/salt are required. One might assume that the key is a manipulation of the "backup password" that users are prompted to enter by iTunes and passed to "AppleMobileBackup.exe", padded in a fashion dictated by CBC. However, given the reference to the iPhone keychain, I wonder whether the "backup password" might not be used as a password on an X509 certificate or symmetric private key, and that the certificate or private key itself might be used as the key. (AES and the iTunes encrypt/decrypt process is symmetric.) The IV is another matter, and it could be a few things. Perhaps it's one of the keys hard-coded into iTunes, or into the devices themselves. Although Apple's comment above suggests the key is present on the device's keychain, I think this isn't that important. One can restore an encrypted backup to a different device, which suggests all information relevant to the decryption is present in the backup and iTunes configuration, and that anything solely on the device is irrelevant and replacable in this context. So where might be the key be? I've listed paths below from a Windows machine but it's much of a muchness whichever OS we use. The "\appdata\Roaming\Apple Computer\iTunes\itunesprefs.xml" contains a PList with a "Keychain" dict entry in it. The "\programdata\apple\Lockdown\09037027da8f4bdefdea97d706703ca034c88bab.plist" contains a PList with "DeviceCertificate", "HostCertificate", and "RootCertificate", all of which appear to be valid X509 certs. The same file also appears to contain asymmetric keys "RootPrivateKey" and "HostPrivateKey" (my reading suggests these might be PKCS #7-enveloped). Also, within each backup there are "AuthSignature" and "AuthData" values in the Manifest.plist file, although these appear to be rotated as each file gets incrementally backed up, suggested they're not that useful as a key, unless something really quite involved is being done. There's a lot of misleading stuff out there suggesting getting data from encrypted backups is easy. It's not, and to my knowledge it hasn't been done. Bypassing or disabling the backup encryption is another matter entirely, and is not what I'm looking to do. This isn't about hacking apart the iPhone or anything like that. All I'm after here is a means to extract data (photos, contacts, etc.) from encrypted iTunes backups as I can unencrypted ones. I've tried all sorts of permutations with the information I've put down above but got nowhere. I'd appreciate any thoughts or techniques I might have missed.

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  • Edit and render RichText

    - by OregonGhost
    We have an application (a custom network management tool for building automation) that supports printing labels that you can cut out and insert into the devices' front displays. In earlier versions of the tool (not developed in my company), the application just pushed the strings into an Excel file that the field technician could then manipulate (like formatting text). We didn't do this in the new version because it was hard (impossible) to keep the Excel file in sync, and to avoid a binding to an external application (let alone different versions of Excel). We're using PDFSharp for rendering the labels. It has a System.Drawing-like interface, but can output to a System.Drawing.Graphics (screen / printer) as well as to a PDF file, which is a requirement. Later, basic formatting was introduced like Font Family, Style, Size, Color which would apply to one label (i.e. to exactly one string). Now the customer wants to be able to apply these formats to single characters in a string. I think the easiest way would be to support a subset of RichText. It's not as easy as I thought though. Currently the editor just displays a TextBox for the label you want to edit, with the font set to the label's font. I thought I'd just replace it with RichTextBox, and update the formatting buttons to use the RichTextBox formatting properties. Fairly easy. However, I need to draw the text. I know you can get the RichTextBox to draw to a HDC or System.Drawing.Graphics - but as already said, I need it to use PDFSharp. Rendering to bitmaps is not an option, since the PDF must not be huge, and it's a lot of labels. Unfortunately I couldn't get the RichTextBox to tell me the layout of the text - I'm fine with doing the actual rendering by hand, as long as I know where to draw what. This is the first question: How can I get the properly layouted metrics of the rich text out of a RichTextBox? Or is there any way to convert the rich text to a vector graphics format that can be easily drawn manually? I know about NRTFTree which can be used to parse and manipulate RichText. The documentation is bad (actually I don't know, it's Spanish), but I think I can get it to work. As far as I understood, it won't provide layouting as well. Because of this, I think I'll have to write a custom edit control (remember, it's basically just one or two line labels with basic RTF formatting, not a full-fledged edit control - more like editing a textbox in PowerPoint) and write custom text layout logic that used PDFSharp rather than System.Drawing for drawing. Is there any existing, even if partial, solution available, either for the editing or for doing the layout manually (or both)? Or is there an entirely different approach I'm just not seeing? Bonus points if exporting the label texts as RTF into a CSV file, and then importing in Excel retains the formatting. For the editing part, I need it to work in Windows Forms. Other than that it's not Windows-Forms-related, I think.

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • How does a template class inherit another template class?

    - by hkBattousai
    I have a "SquareMatrix" template class which inherits "Matrix" template class, like below: SquareMatrix.h: #ifndef SQUAREMATRIX_H #define SQUAREMATRIX_H #include "Matrix.h" template <class T> class SquareMatrix : public Matrix<T> { public: T GetDeterminant(); }; template <class T> // line 49 T SquareMatrix<T>::GetDeterminant() { T t = 0; // Error: Identifier "T" is undefined // line 52 return t; // Error: Expected a declaration // line 53 } // Error: Expected a declaration // line 54 #endif I commented out all other lines, the files contents are exactly as above. I receive these error messages: LINE 49: IntelliSense: expected a declaration LINE 52: IntelliSense: expected a declaration LINE 53: IntelliSense: expected a declaration LINE 54: error C2039: 'GetDeterminant' : is not a member of 'SquareMatrix' LINE 54: IntelliSense: expected a declaration So, what is the correct way of inheriting a template class? And what is wrong with this code? The "Matrix" class: template <class T> class Matrix { public: Matrix(uint64_t unNumRows = 0, uint64_t unNumCols = 0); void GetDimensions(uint64_t & unNumRows, uint64_t & unNumCols) const; std::pair<uint64_t, uint64_t> GetDimensions() const; void SetDimensions(uint64_t unNumRows, uint64_t unNumCols); void SetDimensions(std::pair<uint64_t, uint64_t> Dimensions); uint64_t GetRowSize(); uint64_t GetColSize(); void SetElement(T dbElement, uint64_t unRow, uint64_t unCol); T & GetElement(uint64_t unRow, uint64_t unCol); //Matrix operator=(const Matrix & rhs); // Compiler generate this automatically Matrix operator+(const Matrix & rhs) const; Matrix operator-(const Matrix & rhs) const; Matrix operator*(const Matrix & rhs) const; Matrix & operator+=(const Matrix & rhs); Matrix & operator-=(const Matrix & rhs); Matrix & operator*=(const Matrix & rhs); T& operator()(uint64_t unRow, uint64_t unCol); const T& operator()(uint64_t unRow, uint64_t unCol) const; static Matrix Transpose (const Matrix & matrix); static Matrix Multiply (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Add (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Subtract (const Matrix & LeftMatrix, const Matrix & RightMatrix); static Matrix Negate (const Matrix & matrix); // TO DO: static bool IsNull(const Matrix & matrix); static bool IsSquare(const Matrix & matrix); static bool IsFullRowRank(const Matrix & matrix); static bool IsFullColRank(const Matrix & matrix); // TO DO: static uint64_t GetRowRank(const Matrix & matrix); static uint64_t GetColRank(const Matrix & matrix); protected: std::vector<T> TheMatrix; uint64_t m_unRowSize; uint64_t m_unColSize; bool DoesElementExist(uint64_t unRow, uint64_t unCol); };

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  • Is this question too hard for a seasoned C++ architect?

    - by Monomer
    Background Information We're looking to hire a seasoned C++ architect (10+years dev, of which at least 6years must be C++ ) for a high frequency trading platform. Job advert says STL, Boost proficiency is a must with preferences to modern uses of C++. The company I work for is a Fortune 500 IB (aka finance industry), it requires passes in all the standard SHL tests (numeric, vocab, spatial etc) before interviews can commence. Everyone on the team was given the task of coming up with one question to ask the candidates during a written/typed test, please note this is the second test provided to the candidates, the first being Advanced IKM C++ test, done in the offices supervised and without internet access. People passing that do the second test. After roughly 70 candidates, my question has been determined to be statistically the worst performing - aka least number of people attempted it, furthermore even less people were able to give meaningful answers. Please note, the second test is not timed, the candidate can literally take as long as they like (we've had one person take roughly 10.5hrs) My question to SO is this, after SHL and IKM adv c++ tests, backed up with at least 6+ years C++ development experience, is it still ok not to be able to even comment about let alone come up with some loose strategy for solving the following question. The Question There is a class C with methods foo, boo, boo_and_foo and foo_and_boo. Each method takes i,j,k and l clock cycles respectively, where i < j, k < i+j and l < i+j. class C { public: int foo() {...} int boo() {...} int boo_and_foo() {...} int foo_and_boo() {...} }; In code one might write: C c; . . int i = c.foo() + c.boo(); But it would be better to have: int i = c.foo_and_boo(); What changes or techniques could one make to the definition of C, that would allow similar syntax of the original usage, but instead have the compiler generate the latter. Note that foo and boo are not commutative. Possible Solution We were basically looking for an expression templates based approach, and were willing to give marks to anyone who had even hinted or used the phrase or related terminology. We got only two people that used the wording, but weren't able to properly describe how they accomplish the task in detail. We use such techniques all over the place, due to the use of various mathematical operators for matrix and vector based calculations, for example to decide when to use IPP or hand woven implementations at compile time for a particular architecture and many other things. The particular area of software development requires microsecond response times. I believe could/should be able to teach a junior such techniques, but given the assumed caliber of candidates I expected a little more. Is this really a difficult question? Should it be removed? Or are we just not seeing the right candidates?

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  • Issue Parsing File with YAML-CPP

    - by Andrew
    In the following code, I'm having some sort of issue getting my .yaml file parsed using parser.GetNextDocument(doc);. After much gross debugging, I've found that the (main) issue here is that my for loop is not running, due to doc.size() == 0; What am I doing wrong? void BookView::load() { aBook.clear(); QString fileName = QFileDialog::getOpenFileName(this, tr("Load Address Book"), "", tr("Address Book (*.yaml);;All Files (*)")); if(fileName.isEmpty()) { return; } else { try { std::ifstream fin(fileName.toStdString().c_str()); YAML::Parser parser(fin); YAML::Node doc; std::map< std::string, std::string > entry; parser.GetNextDocument(doc); std::cout << doc.size(); for( YAML::Iterator it = doc.begin(); it != doc.end(); it++ ) { *it >> entry; aBook.push_back(entry); } } catch(YAML::ParserException &e) { std::cout << "YAML Exception caught: " << e.what() << std::endl; } } updateLayout( Navigating ); } The .yaml file being read was generated using yaml-cpp, so I assume it is correctly formed YAML, but just in case, here's the file anyways. ^@^@^@\230--- - address: ****************** comment: None. email: andrew(dot)levenson(at)gmail(dot)com name: Andrew Levenson phone: **********^@ Edit: By request, the emitting code: void BookView::save() { QString fileName = QFileDialog::getSaveFileName(this, tr("Save Address Book"), "", tr("Address Book (*.yaml);;All Files (*)")); if (fileName.isEmpty()) { return; } else { QFile file(fileName); if(!file.open(QIODevice::WriteOnly)) { QMessageBox::information(this, tr("Unable to open file"), file.errorString()); return; } std::vector< std::map< std::string, std::string > >::iterator itr; std::map< std::string, std::string >::iterator mItr; YAML::Emitter yaml; yaml << YAML::BeginSeq; for( itr = aBook.begin(); itr < aBook.end(); itr++ ) { yaml << YAML::BeginMap; for( mItr = (*itr).begin(); mItr != (*itr).end(); mItr++ ) { yaml << YAML::Key << (*mItr).first << YAML::Value << (*mItr).second; } yaml << YAML::EndMap; } yaml << YAML::EndSeq; QDataStream out(&file); out.setVersion(QDataStream::Qt_4_5); out << yaml.c_str(); } }

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  • C++ custom exceptions: run time performance and passing exceptions from C++ to C

    - by skyeagle
    I am writing a custom C++ exception class (so I can pass exceptions occuring in C++ to another language via a C API). My initial plan of attack was to proceed as follows: //C++ myClass { public: myClass(); ~myClass(); void foo() // throws myException int foo(const int i, const bool b) // throws myException } * myClassPtr; // C API #ifdef __cplusplus extern "C" { #endif myClassPtr MyClass_New(); void MyClass_Destroy(myClassPtr p); void MyClass_Foo(myClassPtr p); int MyClass_FooBar(myClassPtr p, int i, bool b); #ifdef __cplusplus }; #endif I need a way to be able to pass exceptions thrown in the C++ code to the C side. The information I want to pass to the C side is the following: (a). What (b). Where (c). Simple Stack Trace (just the sequence of error messages in order they occured, no debugging info etc) I want to modify my C API, so that the API functions take a pointer to a struct ExceptionInfo, which will contain any exception info (if an exception occured) before consuming the results of the invocation. This raises two questions: Question 1 1. Implementation of each of the C++ methods exposed in the C API needs to be enclosed in a try/catch statement. The performance implications for this seem quite serious (according to this article): "It is a mistake (with high runtime cost) to use C++ exception handling for events that occur frequently, or for events that are handled near the point of detection." At the same time, I remember reading somewhere in my C++ days, that all though exception handling is expensive, it only becmes expensive when an exception actually occurs. So, which is correct?. what to do?. Is there an alternative way that I can trap errors safely and pass the resulting error info to the C API?. Or is this a minor consideration (the article after all, is quite old, and hardware have improved a bit since then). Question 2 I wuld like to modify the exception class given in that article, so that it contains a simple stack trace, and I need some help doing that. Again, in order to make the exception class 'lightweight', I think its a good idea not to include any STL classes, like string or vector (good idea/bad idea?). Which potentially leaves me with a fixed length C string (char*) which will be stack allocated. So I can maybe just keep appending messages (delimted by a unique separator [up to maximum length of buffer])... Its been a while since I did any serious C++ coding, and I will be grateful for the help. BTW, this is what I have come up with so far (I am intentionally, not deriving from std::exception because of the performance reasons mentioned in the article, and I am instead, throwing an integral exception (based on an exception enumeration): class fast_exception { public: fast_exception(int what, char const* file=0, int line=0) : what_(what), line_(line), file_(file) {/*empty*/} int what() const { return what_; } int line() const { return line_; } char const* file() const { return file_; } private: int what_; int line_; char const[MAX_BUFFER_SIZE] file_; }

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  • Qwt plot not working , simple plot curve not appeat

    - by user1629213
    I followed the example of simple plot in qwt examples to plot a curve. The axis and the graph appear in the Qt main window user interface but the curve not. I assigned values to fit the curve but the curve not appear. Any suggestions and help how to solve the problem? Here is my code MainWindow::MainWindow( int argc, char** argv, QWidget *parent ) : QMainWindow( parent ) , qnode( argc,argv ) { ui.setupUi( this ); // Calling this incidentally connects all ui's triggers to on_...() callbacks in this class. QObject::connect( ui.actionAbout_Qt, SIGNAL( triggered( bool )), qApp, SLOT( aboutQt( ))); // qApp is a global variable for the application ReadSettings( ); setWindowIcon( QIcon( ":/images/icon.png" )); ui.tab_manager->setCurrentIndex( 0 ); // ensure the first tab is showing - qt-designer should have this already hardwired, but often loses it (settings?). QObject::connect( &qnode, SIGNAL( rosShutdown( )), this, SLOT( close( ))); /********************* ** Logging **********************/ ui.view_logging->setModel( qnode.loggingModel( )); QObject::connect( &qnode, SIGNAL( loggingUpdated( )), this, SLOT( updateLoggingView( ))); QObject::connect( &qnode, SIGNAL( graphReceived( )), this, SLOT( onGraphReceived( ))); QObject::connect( &qnode, SIGNAL( parameterReceived( )), this, SLOT( onParameterReceived( ))); /********************* ** Auto Start **********************/ if ( ui.checkbox_remember_settings->isChecked( )) { on_button_connect_clicked( true ); } ui.parameters->setAttribute( Qt::WA_NoMousePropagation ); ui.parameters->setAttribute( Qt::WA_OpaquePaintEvent ); ui.plotgraph->setAttribute( Qt::WA_NoMousePropagation ); ui.plotgraph->setAttribute( Qt::WA_OpaquePaintEvent ); p_plot = new QwtPlot(ui.plotgraph); p_plot->setTitle( "Plot LinVel" ); p_plot->setCanvasBackground( Qt::white ); // Axis p_plot->setAxisTitle( QwtPlot::xBottom, "Time(sec)" ); p_plot->setAxisTitle( QwtPlot::yLeft, "Linear Velocity (m/sec)" ); p_plot->setAxisScale( QwtPlot::yLeft, 0.0, 10.0 ); p_plot->setAxisScale( QwtPlot::xBottom, 0.0, 50.0 ); p_plot->insertLegend( new QwtLegend() ); //samplingThread.start(); QwtPlotGrid *grid = new QwtPlotGrid(); grid->attach( p_plot ); curve = new QwtPlotCurve(); curve->setTitle( "Linear velocity" ); // Set curve styles curve->setPen( Qt::blue, 4 ), curve->setRenderHint( QwtPlotItem::RenderAntialiased, true ); QwtSymbol *symbol = new QwtSymbol( QwtSymbol::Ellipse, QBrush( Qt::yellow), QPen( Qt::red, 2 ), QSize( 8, 8 ) ); curve->setSymbol( symbol); // Assign values to the curve //curve->setSamples(ui.plotgraph.get_linv_g());//yaw_g,trav_g,wall_g; curve->attach( p_plot ); p_plot->resize( 600, 400 ); p_plot->show(); void MainWindow::onGraphReceived( ) { { QMutexLocker locker( &qnode.m_mutex ); } } void MainWindow::onParameterReceived( ) { { QMutexLocker locker( &qnode.m_mutex ); std::vector<double> p_ = qnode.get_parameters(); std::cout << p_[0]<<" "<<p_[1]<<" "<<p_[2]<<" "<<p_[3]<<" "<<p_[4] << std::endl; } } Any help?

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  • Openlayers - LayerRedraw() / Feature rotation / Linestring coords

    - by Ozaki
    TLDR: I have an Openlayers map with a layer called 'track' I want to remove track and add track back in. Or figure out how to plot a triangle based off one set of coords & a heading(see below). I have an image 'imageFeature' on a layer that rotates on load to the direction being set. I want it to update this rotation that is set in 'styleMap' on a layer called 'tracking'. I set the var 'stylemap' to apply the external image & rotation. The 'imageFeature' is added to the layer at the coords specified. 'imageFeature' is removed. 'imageFeature' is added again in its new location. Rotation is not applied.. As the 'styleMap' applies to the layer I think that I have to remove the layer and add it again rather than just the 'imageFeature' Layer: var tracking = new OpenLayers.Layer.GML("Tracking", "coordinates.json", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); styleMap: var styleMap = new OpenLayers.StyleMap({ fillOpacity: 1, pointRadius: 10, rotation: heading, }); Now wrapped in a timed function the imageFeature: map.layers[3].addFeatures(new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(longitude, latitude), {rotation: heading, type: parseInt(Math.random() * 3)} )); Type refers to a lookup of 1 of 3 images.: styleMap.addUniqueValueRules("default", "type", lookup); var lookup = { 0: {externalGraphic: "Image1.png", rotation: heading}, 1: {externalGraphic: "Image2.png", rotation: heading}, 2: {externalGraphic: "Image3.png", rotation: heading} } I have tried the 'redraw()' function: but it returns "tracking is undefined" or "map.layers[2]" is undefined. tracking.redraw(true); map.layers[2].redraw(true); Heading is a variable: from a JSON feed. var heading = 13.542; But so far can't get anything to work it will only rotate the image onload. The image will move in coordinates as it should though. So what am I doing wrong with the redraw function or how can I get this image to rotate live? Thanks in advance -Ozaki Add: I managed to get map.layers[2].redraw(true); to sucessfully redraw layer 2. But it still does not update the rotation. I am thinking because the stylemap is updating. But it runs through the style map every n sec, but no updates to rotation and the variable for heading is updating correctly if i put a watch on it in firebug. If I were to draw a triangle with an array of points & linestring. How would I go about facing the triangle towards the heading. I have the Lon/lat of one point and the heading. var points = new Array( new OpenLayers.Geometry.Point(lon1, lat1), new OpenLayers.Geometry.Point(lon2, lat2), new OpenLayers.Geometry.Point(lon3, lat3) ); var line = new OpenLayers.Geometry.LineString(points); Looking for any way to solve this problem Image or Line anyone know how to do either added a 100rep bounty I am really stuck with this.

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