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  • Qt, MSVC, and /Zc:wchar_t- == I want to blow up the world

    - by Noah Roberts
    So Qt is compiled with /Zc:wchar_t- on windows. What this means is that instead of wchar_t being a typedef for some internal type (__wchar_t I think) it becomes a typedef for unsigned short. The really cool thing about this is that the default for MSVC is the opposite, which of course means that the libraries you're using are likely compiled with wchar_t being a different type than Qt's wchar_t. This doesn't become an issue of course until you try to use something like std::wstring in your code; especially when one or more libraries have functions that accept it as parameters. What effectively happens is that your code happily compiles but then fails to link because it's looking for definitions using std::wstring<unsigned short...> but they only contain definitions expecting std::wstring<__wchar_t...> (or whatever). So I did some web searching and ran into this link: http://bugreports.qt.nokia.com/browse/QTBUG-6345 Based on the statement by Thiago Macieira, "Sorry, we will not support building Qt like this," I've been worried that fixing Qt to work like everything else might cause some problem and have been trying to avoid it. We recompiled all of our support libraries with the /Zc:wchar_t- flag and have been fairly content with that until a couple days ago when we started trying to port over (we're in the process of switching from Wx to Qt) some serialization code. Because of how win32 works, and because Wx just wraps win32, we've been using std::wstring to represent string data with the intent of making our product as i18n ready as possible. We did some testing and Wx did not work with multibyte characters when trying to print special stuff (even not so special stuff like the degree symbol was an issue). I'm not so sure that Qt has this problem since QString isn't just a wrapper to the underlying _TCHAR type but is a Unicode monster of some sort. At any rate, the serialization library in boost has compiled parts. We've attempted to recompile boost with /Zc:wchar_t- but so far our attempts to tell bjam to do this have gone unheeded. We're at an impasse. From where I'm sitting I have three options: Recompile Qt and hope it works with /Zc:wchar_t. There's some evidence around the web that others have done this but I have no way of predicting what will happen. All attempts to ask Qt people on forums and such have gone unanswered. Hell, even in that very bug report someone asks why and it just sat there for a year. Keep fighting with bjam until it listens. Right now I've got someone under me doing that and I have more experience fighting with things to get what I want but I do have to admit to getting rather tired of it. I'm also concerned that I'll KEEP running into this issue just because Qt wants to be a c**t. Stop using wchar_t for anything. Unfortunately my i18n experience is pretty much 0 but it seems to me that I just need to find the right to/from function in QString (it has a BUNCH) to encode the Unicode into 8-bytes and visa-versa. UTF8 functions look promising but I really want to be sure that no data will be lost if someone from Zimbabfuckegypt starts writing in their own language and the documentation in QString frightens me a little into thinking that could happen. Of course, I could always run into some library that insists I use wchar_t and then I'm back to 1 or 2 but I rather doubt that would happen. So, what's my question... Which of these options is my best bet? Is Qt going to eventually cause me to gouge out my own eyes because I decided to compile it with /Zc:wchar_t anyway? What's the magic incantation to get boost to build with /Zc:wchar_t- and will THAT cause permanent mental damage? Can I get away with just using the standard 8-bit (well, 'common' anyway) character classes and be i18n compliant/ready? How do other Qt developers deal with this mess?

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  • Architecture for Qt SIGNAL with subclass-specific, templated argument type

    - by Barry Wark
    I am developing a scientific data acquisition application using Qt. Since I'm not a deep expert in Qt, I'd like some architecture advise from the community on the following problem: The application supports several hardware acquisition interfaces but I would like to provide an common API on top of those interfaces. Each interface has a sample data type and a units for its data. So I'm representing a vector of samples from each device as a std::vector of Boost.Units quantities (i.e. std::vector<boost::units::quantity<unit,sample_type> >). I'd like to use a multi-cast style architecture, where each data source broadcasts newly received data to 1 or more interested parties. Qt's Signal/Slot mechanism is an obvious fit for this style. So, I'd like each data source to emit a signal like typedef std::vector<boost::units::quantity<unit,sample_type> > SampleVector signals: void samplesAcquired(SampleVector sampleVector); for the unit and sample_type appropriate for that device. Since tempalted QObject subclasses aren't supported by the meta-object compiler, there doesn't seem to be a way to have a (tempalted) base class for all data sources which defines the samplesAcquired Signal. In other words, the following won't work: template<T,U> //sample type and units class DataSource : public QObject { Q_OBJECT ... public: typedef std::vector<boost::units::quantity<U,T> > SampleVector signals: void samplesAcquired(SampleVector sampleVector); }; The best option I've been able to come up with is a two-layered approach: template<T,U> //sample type and units class IAcquiredSamples { public: typedef std::vector<boost::units::quantity<U,T> > SampleVector virtual shared_ptr<SampleVector> acquiredData(TimeStamp ts, unsigned long nsamples); }; class DataSource : public QObject { ... signals: void samplesAcquired(TimeStamp ts, unsigned long nsamples); }; The samplesAcquired signal now gives a timestamp and number of samples for the acquisition and clients must use the IAcquiredSamples API to retrieve those samples. Obviously data sources must subclass both DataSource and IAcquiredSamples. The disadvantage of this approach appears to be a loss of simplicity in the API... it would be much nicer if clients could get the acquired samples in the Slot connected. Being able to use Qt's queued connections would also make threading issues easier instead of having to manage them in the acquiredData method within each subclass. One other possibility, is to use a QVariant argument. This necessarily puts the onus on subclass to register their particular sample vector type with Q_REGISTER_METATYPE/qRegisterMetaType. Not really a big deal. Clients of the base class however, will have no way of knowing what type the QVariant value type is, unless a tag struct is also passed with the signal. I consider this solution at least as convoluted as the one above, as it forces clients of the abstract base class API to deal with some of the gnarlier aspects of type system. So, is there a way to achieve the templated signal parameter? Is there a better architecture than the one I've proposed?

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  • Problem with reading file line-by-line

    - by Maulrus
    I'm trying to complete an exercise to write a program that takes the following command line arguments: an input file, an output file, and an unspecified number of words. The program is to read the contents of the input file line by line, find for each word given which lines contain the word, and print the lines with their line number to the output file. Here's my code: #include <iostream> #include <fstream> #include <string> #include <sstream> using namespace std; int main(int argc, char* argv[]) { if (argc < 4) { cerr << "Error #1: not enough arguments provided\n"; return 1; } ifstream in(argv[1]); if (!in.is_open()) { cerr << "Error #2: input file could not be opened\n"; return 2; } ofstream out(argv[2]); if (!out.is_open()) { cerr << "Error #3: output file could not be opened\n"; return 3; } ostringstream oss; for (int i = 3; i < argc; ++i) { int k = 0; string temp; oss << argv[i] << ":\n\n"; while (getline(in, temp)) { ++k; unsigned x = temp.find(argv[i]); if (x != string::npos) oss << "Line #" << k << ": " << temp << endl; } } string copy = oss.str(); out << copy; in.close(); out.close(); return 0; } If I try to run that, I get the predicted output for the first word given, but any words following it aren't found. For example, for the source code above will give the following output: in: Line #1: #include <iostream> Line #2: #include <fstream> Line #3: #include <string> Line #4: #include <sstream> Line #5: using namespace std; Line #7: int main(int argc, char* argv[]) { Line #12: ifstream in(argv[1]); Line #13: if (!in.is_open()) { Line #14: cerr << "Error #2: input file could not be opened\n"; Line #22: ostringstream oss; Line #23: string temp; Line #24: for (int i = 3; i < argc; ++i) { Line #26: int k = 0; Line #28: while (getline(in, temp)) { Line #30: unsigned x = temp.find(argv[i]); Line #31: if (x != string::npos) Line #32: oss << "Line #" << k << ": " << temp << endl; Line #35: string copy = oss.str(); Line #37: in.close(); out: That is, it'll find all the instances of the first word given but not any following. What am I doing wrong here?

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  • Uploading image to flicker in c++

    - by Alien01
    I am creating an application in VC++ using win32,wininet to upload an image to Flickr.I am able to get Frob,Token correctly but when I try to upload the image I am getting error Post size too large. Headers are created as follows wstring wstrAddHeaders = L"Content-Type: multipart/form-data;boundary=ABCD\r\n"; wstrAddHeaders += L"Host: api.flickr.com\r\n"; wchar_t tempStr[MAX_PATH]; wsprintf(L"Content-Length: %ld\r\n",szTotalSize); wstrAddHeaders += tmpStr; wstrAddHeaders +=L"\r\n"; HINTERNET hSession = InternetConnect(hInternet, L"www.flickr.com", INTERNET_DEFAULT_HTTP_PORT, NULL,NULL, INTERNET_SERVICE_HTTP, 0, 0); if(hSession==NULL) { dwErr = GetLastError(); return; } Content of Post request are created as follows: wstring wstrBoundry = L"--ABCD\r\n"; wstring wstrContent =wstrBoundry; wstrContent +=L"Content-Disposition: form-data; name=\"api_key\"\r\n\r\n"; wstrContent +=wstrAPIKey.c_str() ; wstrContent += L"\r\n"; wstrContent +=wstrBoundry; wstrContent +=L"Content-Disposition: form-data; name=\"auth_token\"\r\n\r\n"; wstrContent +=m_wstrToken.c_str(); wstrContent += L"\r\n"; wstrContent +=wstrBoundry; wstrContent +=L"Content-Disposition: form-data; name=\"api_sig\"\r\n\r\n"; wstrContent +=wstrSig; wstrContent += L"\r\n"; wstrContent +=wstrBoundry; wstrContent +=L"Content-Disposition: form-data; name=\"photo\"; filename=\"C:\\test.jpg\""; wstrContent +=L"\r\n"; wstrContent +=L"Content-Type: image/jpeg\r\n\r\n"; wstring wstrFilePath(L"C:\\test.jpg"); CAtlFile file; HRESULT hr = S_OK; hr = file.Create(wstrFilePath.c_str(),GENERIC_READ,FILE_SHARE_READ,OPEN_EXISTING); if(FAILED(hr)) { return; } ULONGLONG nLen; hr = file.GetSize(nLen); if (nLen > (DWORD)-1) { return ; } char * fileBuf = new char[nLen]; file.Read(fileBuf,nLen); wstring wstrLastLine(L"\r\n--ABCD--\r\n"); size_t szTotalSize = sizeof(wchar_t) * (wstrContent.length()) +sizeof(wchar_t) * (wstrLastLine.length()) + nLen; unsigned char *buffer = (unsigned char *)malloc(szTotalSize); memset(buffer,0,szTotalSize); memcpy(buffer,wstrContent.c_str(),wstrContent.length() * sizeof(wchar_t)); memcpy(buffer+wstrContent.length() * sizeof(wchar_t),fileBuf,nLen); memcpy(buffer+wstrContent.length() * sizeof(wchar_t)+nLen,wstrLastLine.c_str(),wstrLastLine.length() * sizeof(wchar_t)); hRequest = HttpOpenRequest(hSession, L"POST", L"/services/upload/", L"HTTP/1.1", NULL, NULL, 0, NULL); if(hRequest) { bRet = HttpAddRequestHeaders(hRequest,wstrAddHeaders.c_str(),wstrAddHeaders.length(),HTTP_ADDREQ_FLAG_ADD | HTTP_ADDREQ_FLAG_REPLACE); if(bRet) { bRet = HttpSendRequest(hRequest,NULL,0,(void *)buffer,szTotalSize); if(bRet) { while(true) { char buffer[1024]={0}; DWORD read=0; BOOL r = InternetReadFile(hRequest,buffer,1024,&read); if(read !=0) { wstring strUploadXML =buffer; break; } } } } I am not pretty sure the way I am adding image data to the string and posting the request. Do I need to convert image data into Unicode? Any suggestions , if someone can find what I am doing wrong that would be very helpful to me.

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  • Fastest way to read data from a lot of ASCII files

    - by Alsenes
    Hi guys, for a college exercise that I've already submitted I needed to read a .txt file wich contained a lot of names of images(1 in each line). Then I needed to open each image as an ascii file, and read their data(images where in ppm format), and do a series of things with them. The things is, I noticed my program was taking 70% of the time in the reading the data from the file part, instead of in the other calculations that I was doing (finding number of repetitions of each pixel with a hash table, finding diferents pixels beetween 2 images etc..), which I found quite odd to say the least. This is how the ppm format looks like: P3 //This value can be ignored when reading the file, because all image will be correctly formatted 4 4 255 //This value can be also ignored, will be always 255. 0 0 0 0 0 0 0 0 0 15 0 15 0 0 0 0 15 7 0 0 0 0 0 0 0 0 0 0 0 0 0 15 7 0 0 0 15 0 15 0 0 0 0 0 0 0 0 0 This is how I was reading the data from the files: ifstream fdatos; fdatos.open(argv[1]); //Open file with the name of all the images const int size = 128; char file[size]; //Where I'll get the image name Image *img; while (fdatos >> file) { //While there's still images anmes left, continue ifstream fimagen; fimagen.open(file); //Open image file img = new Image(fimagen); //Create new image object with it's data file ……… //Rest of the calculations whith that image ……… delete img; //Delete image object after done fimagen.close(); //Close image file after done } fdatos.close(); And inside the image object read the data like this: const int tallafirma = 100; char firma[tallafirma]; fich_in >> std::setw(100) >> firma; // Read the P3 part, can be ignored int maxvalue, numpixels; fich_in >> height >> width >> maxvalue; // Read the next three values numpixels = height*width; datos = new Pixel[numpixels]; int r,g,b; //Don't need to be ints, max value is 256, so an unsigned char would be ok. for (int i=0; i<numpixels; i++) { fich_in >> r >> g >> b; datos[i] = Pixel( r, g ,b); } //This last part is the slow one, //I thing I should be able to read all this data in one single read //to buffer or something which would be stored in an array of unsigned chars, //and then I'd only need to to do: //buffer[0] -> //Pixel 1 - Red data //buffer[1] -> //Pixel 1 - Green data //buffer[2] -> //Pixel 1 - Blue data So, any Ideas? I think I can improve it quite a bit reading all to an array in one single call, I just don't know how that is done. Also, is it posible to know how many images will be in the "index file"? Is it posiible to know the number of lines a file has?(because there's one file name per line..) Thanks!!

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  • Is there a library available which easily can record and replay results of API calls?

    - by Billy ONeal
    I'm working on writing various things that call relatively complicated Win32 API functions. Here's an example: //Encapsulates calling NtQuerySystemInformation buffer management. WindowsApi::AutoArray NtDll::NtQuerySystemInformation( SystemInformationClass toGet ) const { AutoArray result; ULONG allocationSize = 1024; ULONG previousSize; NTSTATUS errorCheck; do { previousSize = allocationSize; result.Allocate(allocationSize); errorCheck = WinQuerySystemInformation(toGet, result.GetAs<void>(), allocationSize, &allocationSize); if (allocationSize <= previousSize) allocationSize = previousSize * 2; } while (errorCheck == 0xC0000004L); if (errorCheck != 0) { THROW_MANUAL_WINDOWS_ERROR(WinRtlNtStatusToDosError(errorCheck)); } return result; } //Client of the above. ProcessSnapshot::ProcessSnapshot() { using Dll::NtDll; NtDll ntdll; AutoArray systemInfoBuffer = ntdll.NtQuerySystemInformation( NtDll::SystemProcessInformation); BYTE * currentPtr = systemInfoBuffer.GetAs<BYTE>(); //Loop through the results, creating Process objects. SYSTEM_PROCESSES * asSysInfo; do { // Loop book keeping asSysInfo = reinterpret_cast<SYSTEM_PROCESSES *>(currentPtr); currentPtr += asSysInfo->NextEntryDelta; //Create the process for the current iteration and fill it with data. std::auto_ptr<ProcImpl> currentProc(ProcFactory( static_cast<unsigned __int32>(asSysInfo->ProcessId), this)); NormalProcess* nptr = dynamic_cast<NormalProcess*>(currentProc.get()); if (nptr) { nptr->SetProcessName(asSysInfo->ProcessName); } // Populate process threads for(ULONG idx = 0; idx < asSysInfo->ThreadCount; ++idx) { SYSTEM_THREADS& sysThread = asSysInfo->Threads[idx]; Thread thread( currentProc.get(), static_cast<unsigned __int32>(sysThread.ClientId.UniqueThread), sysThread.StartAddress); currentProc->AddThread(thread); } processes.push_back(currentProc); } while(asSysInfo->NextEntryDelta != 0); } My problem is in mocking out the NtDll::NtQuerySystemInformation method -- namely, that the data structure returned is complicated (Well, here it's actually relatively simple but it can be complicated), and writing a test which builds the data structure like the API call does can take 5-6 times as long as writing the code that uses the API. What I'd like to do is take a call to the API, and record it somehow, so that I can return that recorded value to the code under test without actually calling the API. The returned structures cannot simply be memcpy'd, because they often contain inner pointers (pointers to other locations in the same buffer). The library in question would need to check for these kinds of things, and be able to restore pointer values to a similar buffer upon replay. (i.e. check each pointer sized value if it could be interpreted as a pointer within the buffer, change that to an offset, and remember to change it back to a pointer on replay -- a false positive rate here is acceptable) Is there anything out there that does anything like this?

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  • Code only runs properly if debugging step-by-step

    - by Cornwell
    Hello, I'm making a webserver and I've come up with some very strange problems. My server was running as expected yesterday when I turned off my laptop, but today it only sends the http headers (I didn't change anything) When a user requests a file, if I send them using the following code, it works perfectly: while ((n = fread(data, 1, sizeof(data), file)) > 0) send(ts, data, n, 0); but if I change it to this, it only sends ~2% of the file. And that's not a random number, it actually only sends about 2% of the file. while ((n = fread(data, 1, sizeof(data), file)) > 0) web.Send(data); int WEB::Send(string data) { return send(TempSocket, data.c_str(), data.size(), 0); } changing string to char* doesn't solve the problem. I'm using visual studio2010. If I run my code step-by-step, I am able to solve problem #1, everything gets sent. And that is my main problem. I do not understand why it happens. Hopefully someone can explain it to me. Thanks in advance. EDIT: int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrev, LPSTR lpCmd,int nShow) { SOCKET MainSocket=0; MSG msg; RedirectIOToConsole(); CreateThread(NULL, NULL, ListenThread, NULL, NULL, NULL); while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } WSACleanup(); closesocket(MainSocket); MainSocket = INVALID_SOCKET; return msg.wParam; } DWORD WINAPI ListenThread(LPVOID lparam) { SOCKET MainSocket; WSADATA wsaData; SOCKET tmpsock; struct sockaddr_in local, from; int fromlen=sizeof(from); WSAStartup(MAKEWORD(2, 2), &wsaData); local.sin_family=AF_INET; local.sin_addr.s_addr=INADDR_ANY; local.sin_port=htons(PORT); MainSocket=socket(AF_INET,SOCK_STREAM,0); if(MainSocket==INVALID_SOCKET) { return 0; } if(bind(MainSocket,(struct sockaddr*)&local,sizeof(local))!=0) { return 0; } if(listen(MainSocket,10)!=0) { return 0; } while(1) { tmpsock = accept(MainSocket,(struct sockaddr*)&from,&fromlen); CreateThread(NULL, NULL, SlaveThread, (LPVOID)tmpsock, NULL, NULL); } } DWORD WINAPI SlaveThread(LPVOID lparam) { SOCKET ts = (SOCKET)lparam;//temporary socket ...... char data[4096]; int n; unsigned long int length = statbuf.st_size; web.SendHeaders(200, "OK", format("Content-Disposition: attachment; filename=\"%s\"", FileName.c_str()).c_str(), web.GetMimeType(ReqPath.c_str()), length, statbuf.st_mtime); unsigned long int i=0,d=0; while ((n = fread(data, 1, sizeof(data), file)) > 0) { d+=send(ts, data, n, 0); i+=n; } printf("%i=%i=%i\n", length,i,d); fclose(file);

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  • Getting value of LSB from Hex (C code)

    - by Rjff
    Hi - first post here :) I've got a code like this in C: unsigned char const data[ ] = {0x0a, 0x1d, 0xf0, 0x07}; I need to extract it such that the final value is: 0xa1df7 I have only been able to extract and get it working if the hex values that have at least 1 zero: unsigned char const data[ ] = {0x0a, 0xd0, 0xf0, 0x07}; using the code below: for(int i = 0; i < SIZE; ++i) { tmp = data[i]; if ( (data[i] <= 0x0F) && (((data[i] & 0x0F) == 0) || (data[i] & 0xF0) == 0)) // one of the hex is zero { tmp = ((tmp << 4) >> 4) << N[i]; std::cout << "foo: " << std::hex << tmp << ":" << std::endl; } else if ((data[i] >= 0x0F) && (((data[i] & 0x0F) == 0) || (data[i] & 0xF0) == 0) ) { tmp = (tmp >> 4) << N[i]; std::cout << "bar: " << std::hex << tmp << ":" << std::endl; } else { std::cout << "result: " << std::hex << result << ":" << std::endl; std::cout << "tmp << 8: " << std::hex << (tmp << 8)<< ":" << std::endl; result = result | (tmp << 8); std::cout << "result |= (tmp << 8): " << std::hex << result << ":" << std::endl; } result |= tmp; std::cout << "boo: " << std::hex << result << ":" << std::endl; } It seems the last else {...} block is troublesome for me. Any ideas? Thanks!

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  • Trying to packetize TCP with non-blocking IO is hard! Am I doing something wrong?

    - by Ricket
    Oh how I wish TCP was packet-based like UDP is! But alas, that's not the case, so I'm trying to implement my own packet layer. Here's the chain of events so far (ignoring writing packets) Oh, and my Packets are very simply structured: two unsigned bytes for length, and then byte[length] data. (I can't imagine if they were any more complex, I'd be up to my ears in if statements!) Server is in an infinite loop, accepting connections and adding them to a list of Connections. PacketGatherer (another thread) uses a Selector to figure out which Connection.SocketChannels are ready for reading. It loops over the results and tells each Connection to read(). Each Connection has a partial IncomingPacket and a list of Packets which have been fully read and are waiting to be processed. On read(): Tell the partial IncomingPacket to read more data. (IncomingPacket.readData below) If it's done reading (IncomingPacket.complete()), make a Packet from it and stick the Packet into the list waiting to be processed and then replace it with a new IncomingPacket. There are a couple problems with this. First, only one packet is being read at a time. If the IncomingPacket needs only one more byte, then only one byte is read this pass. This can of course be fixed with a loop but it starts to get sorta complicated and I wonder if there is a better overall way. Second, the logic in IncomingPacket is a little bit crazy, to be able to read the two bytes for the length and then read the actual data. Here is the code, boiled down for quick & easy reading: int readBytes; // number of total bytes read so far byte length1, length2; // each byte in an unsigned short int (see getLength()) public int getLength() { // will be inaccurate if readBytes < 2 return (int)(length1 << 8 | length2); } public void readData(SocketChannel c) { if (readBytes < 2) { // we don't yet know the length of the actual data ByteBuffer lengthBuffer = ByteBuffer.allocate(2 - readBytes); numBytesRead = c.read(lengthBuffer); if(readBytes == 0) { if(numBytesRead >= 1) length1 = lengthBuffer.get(); if(numBytesRead == 2) length2 = lengthBuffer.get(); } else if(readBytes == 1) { if(numBytesRead == 1) length2 = lengthBuffer.get(); } readBytes += numBytesRead; } if(readBytes >= 2) { // then we know we have the entire length variable // lazily-instantiate data buffers based on getLength() // read into data buffers, increment readBytes // (does not read more than the amount of this packet, so it does not // need to handle overflow into the next packet's data) } } public boolean complete() { return (readBytes > 2 && readBytes == getLength()+2); } Basically I need feedback on my code. Please suggest any improvements. Even overhauling my entire system would be okay, if you have suggestions for how better to implement the whole thing. Book recommendations are welcome too; I love books. I just get the feeling that something isn't quite right.

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  • COM port read - Thread remains alive after timeout occurs

    - by Sna
    Hello to all. I have a dll which includes a function called ReadPort that reads data from serial COM port, written in c/c++. This function is called within an extra thread from another WINAPI function using the _beginthreadex. When COM port has data to be read, the worker thread returns the data, ends normaly, the calling thread closes the worker's thread handle and the dll works fine. However, if ReadPort is called without data pending on the COM port, when timeout occurs then WaitForSingleObject returns WAIT_TIMEOUT but the worker thread never ends. As a result, virtual memory grows at about 1 MB every time, physical memory grows some KBs and the application that calls the dll becomes unstable. I also tryied to use TerminateThread() but i got the same results. I have to admit that although i have enough developing experience, i am not familiar with c/c++. I did a lot of research before posting but unfortunately i didn't manage to solve my problem. Does anyone have a clue on how could i solve this problem? However, I really want to stick to this kind of solution. Also, i want to mention that i think i can't use any global variables to use some kind of extra events, because each dll's functions may be called many times for every COM port. I post some parts of my code below: The Worker Thread: unsigned int __stdcall ReadPort(void* readstr){ DWORD dwError; int rres;DWORD dwCommModemStatus, dwBytesTransferred; int ret; char szBuff[64] = ""; ReadParams* params = (ReadParams*)readstr; ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD | EV_RING); if (ret == 0) { _endthreadex(0); return -1; } ret = WaitCommEvent(params->param2, &dwCommModemStatus, 0); if (ret == 0) { _endthreadex(0); return -2; } ret = SetCommMask(params->param2, EV_RXCHAR | EV_CTS | EV_DSR | EV_RLSD| EV_RING); if (ret == 0) { _endthreadex(0); return -3; } if (dwCommModemStatus & EV_RXCHAR||dwCommModemStatus & EV_RLSD) { rres = ReadFile(params->param2, szBuff, 64, &dwBytesTransferred,NULL); if (rres == 0) { switch (dwError = GetLastError()) { case ERROR_HANDLE_EOF: _endthreadex(0); return -4; } _endthreadex(0); return -5; } else { strcpy(params->param1,szBuff); _endthreadex(0); return 0; } } else { _endthreadex(0); return 0; } _endthreadex(0); return 0;} The Calling Thread: int WINAPI StartReadThread(HANDLE porthandle, HWND windowhandle){ HANDLE hThread; unsigned threadID; ReadParams readstr; DWORD ret, ret2; readstr.param2 = porthandle; hThread = (HANDLE)_beginthreadex( NULL, 0, ReadPort, &readstr, 0, &threadID ); ret = WaitForSingleObject(hThread, 500); if (ret == WAIT_OBJECT_0) { CloseHandle(hThread); if (readstr.param1 != NULL) // Send message to GUI return 0; } else if (ret == WAIT_TIMEOUT) { ret2 = CloseHandle(hThread); return -1; } else { ret2 = CloseHandle(hThread); if (ret2 == 0) return -2; }} Thank you in advance, Sna.

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  • can't able to integrate base64decode in my class

    - by MaheshBabu
    Hi folks, i am getting the image that is in base64 encoded format. I need to decode it. i am writing the code for decoding is + (NSData *) base64DataFromString: (NSString *)string { unsigned long ixtext, lentext; unsigned char ch, input[4], output[3]; short i, ixinput; Boolean flignore, flendtext = false; const char *temporary; NSMutableData *result; if (!string) return [NSData data]; ixtext = 0; temporary = [string UTF8String]; lentext = [string length]; result = [NSMutableData dataWithCapacity: lentext]; ixinput = 0; while (true) { if (ixtext >= lentext) break; ch = temporary[ixtext++]; flignore = false; if ((ch >= 'A') && (ch <= 'Z')) ch = ch - 'A'; else if ((ch >= 'a') && (ch <= 'z')) ch = ch - 'a' + 26; else if ((ch >= '0') && (ch <= '9')) ch = ch - '0' + 52; else if (ch == '+') ch = 62; else if (ch == '=') flendtext = true; else if (ch == '/') ch = 63; else flignore = true; if (!flignore) { short ctcharsinput = 3; Boolean flbreak = false; if (flendtext) { if (ixinput == 0) break; if ((ixinput == 1) || (ixinput == 2)) { ctcharsinput = 1; else ctcharsinput = 2; ixinput = 3; flbreak = true; } input[ixinput++] = ch; if (ixinput == 4) ixinput = 0; output[0] = (input[0] << 2) | ((input[1] & 0x30) >> 4); output[1] = ((input[1] & 0x0F) << 4) | ((input[2] & 0x3C) >> 2); output[2] = ((input[2] & 0x03) << 6) | (input[3] & 0x3F); for (i = 0; i < ctcharsinput; i++) [result appendBytes: &output[i] length: 1]; } if (flbreak) break; } return result; } i am calling this in my method like this NSData *data = [base64DataFromString:theXML]; theXML is encoded data. but it shows error decodeBase64 undeclared. How can i use this method. can any one pls help me. Thank u in advance.

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  • Using Unity – Part 3

    - by nmarun
    The previous blog was about registering and invoking different types dynamically. In this one I’d like to show how Unity manages/disposes the instances – say hello to Lifetime Managers. When a type gets registered, either through the config file or when RegisterType method is explicitly called, the default behavior is that the container uses a transient lifetime manager. In other words, the unity container creates a new instance of the type when Resolve or ResolveAll method is called. Whereas, when you register an existing object using the RegisterInstance method, the container uses a container controlled lifetime manager - a singleton pattern. It does this by storing the reference of the object and that means so as long as the container is ‘alive’, your registered instance does not go out of scope and will be disposed only after the container either goes out of scope or when the code explicitly disposes the container. Let’s see how we can use these and test if something is a singleton or a transient instance. Continuing on the same solution used in the previous blogs, I have made the following changes: First is to add typeAlias elements for TransientLifetimeManager type: 1: <typeAlias alias="transient" type="Microsoft.Practices.Unity.TransientLifetimeManager, Microsoft.Practices.Unity"/> You then need to tell what type(s) you want to be transient by nature: 1: <type type="IProduct" mapTo="Product2"> 2: <lifetime type="transient" /> 3: </type> 4: <!--<type type="IProduct" mapTo="Product2" />--> The lifetime element’s type attribute matches with the alias attribute of the typeAlias element. Now since ‘transient’ is the default behavior, you can have a concise version of the same as line 4 shows. Also note that I’ve changed the mapTo attribute from ‘Product’ to ‘Product2’. I’ve done this to help understand the transient nature of the instance of the type Product2. By making this change, you are basically saying when a type of IProduct needs to be resolved, Unity should create an instance of Product2 by default. 1: public string WriteProductDetails() 2: { 3: return string.Format("Name: {0}<br/>Category: {1}<br/>Mfg Date: {2}<br/>Hash Code: {3}", 4: Name, Category, MfgDate.ToString("MM/dd/yyyy hh:mm:ss tt"), GetHashCode()); 5: } Again, the above change is purely for the purpose of making the example more clear to understand. The display will show the full date and also displays the hash code of the current instance. The GetHashCode() method returns an integer when an instance gets created – a new integer for every instance. When you run the application, you’ll see something like the below: Now when you click on the ‘Get Product2 Instance’ button, you’ll see that the Mfg Date (which is set in the constructor) and the Hash Code are different from the one created on page load. This proves to us that a new instance is created every single time. To make this a singleton, we need to add a type alias for the ContainerControlledLifetimeManager class and then change the type attribute of the lifetime element to singleton. 1: <typeAlias alias="singleton" type="Microsoft.Practices.Unity.ContainerControlledLifetimeManager, Microsoft.Practices.Unity"/> 2: ... 3: <type type="IProduct" mapTo="Product2"> 4: <lifetime type="singleton" /> 5: </type> Running the application now gets me the following output: Click on the button below and you’ll see that the Mfg Date and the Hash code remain unchanged => the unity container is storing the reference the first time it is created and then returns the same instance every time the type needs to be resolved. Digging more deeper into this, Unity provides more than the two lifetime managers. ExternallyControlledLifetimeManager – maintains a weak reference to type mappings and instances. Unity returns the same instance as long as the some code is holding a strong reference to this instance. For this, you need: 1: <typeAlias alias="external" type="Microsoft.Practices.Unity.ExternallyControlledLifetimeManager, Microsoft.Practices.Unity"/> 2: ... 3: <type type="IProduct" mapTo="Product2"> 4: <lifetime type="external" /> 5: </type> PerThreadLifetimeManager – Unity returns a unique instance of an object for each thread – so this effectively is a singleton behavior on a  per-thread basis. 1: <typeAlias alias="perThread" type="Microsoft.Practices.Unity.PerThreadLifetimeManager, Microsoft.Practices.Unity"/> 2: ... 3: <type type="IProduct" mapTo="Product2"> 4: <lifetime type="perThread" /> 5: </type> One thing to note about this is that if you use RegisterInstance method to register an existing object, this instance will be returned for every thread, making this a purely singleton behavior. Needless to say, this type of lifetime management is useful in multi-threaded applications (duh!!). I hope this blog provided some basics on lifetime management of objects resolved in Unity and in the next blog, I’ll talk about Injection. Please see the code used here.

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  • C# 4.0: Dynamic Programming

    - by Paulo Morgado
    The major feature of C# 4.0 is dynamic programming. Not just dynamic typing, but dynamic in broader sense, which means talking to anything that is not statically typed to be a .NET object. Dynamic Language Runtime The Dynamic Language Runtime (DLR) is piece of technology that unifies dynamic programming on the .NET platform, the same way the Common Language Runtime (CLR) has been a common platform for statically typed languages. The CLR always had dynamic capabilities. You could always use reflection, but its main goal was never to be a dynamic programming environment and there were some features missing. The DLR is built on top of the CLR and adds those missing features to the .NET platform. The Dynamic Language Runtime is the core infrastructure that consists of: Expression Trees The same expression trees used in LINQ, now improved to support statements. Dynamic Dispatch Dispatches invocations to the appropriate binder. Call Site Caching For improved efficiency. Dynamic languages and languages with dynamic capabilities are built on top of the DLR. IronPython and IronRuby were already built on top of the DLR, and now, the support for using the DLR is being added to C# and Visual Basic. Other languages built on top of the CLR are expected to also use the DLR in the future. Underneath the DLR there are binders that talk to a variety of different technologies: .NET Binder Allows to talk to .NET objects. JavaScript Binder Allows to talk to JavaScript in SilverLight. IronPython Binder Allows to talk to IronPython. IronRuby Binder Allows to talk to IronRuby. COM Binder Allows to talk to COM. Whit all these binders it is possible to have a single programming experience to talk to all these environments that are not statically typed .NET objects. The dynamic Static Type Let’s take this traditional statically typed code: Calculator calculator = GetCalculator(); int sum = calculator.Sum(10, 20); Because the variable that receives the return value of the GetCalulator method is statically typed to be of type Calculator and, because the Calculator type has an Add method that receives two integers and returns an integer, it is possible to call that Sum method and assign its return value to a variable statically typed as integer. Now lets suppose the calculator was not a statically typed .NET class, but, instead, a COM object or some .NET code we don’t know he type of. All of the sudden it gets very painful to call the Add method: object calculator = GetCalculator(); Type calculatorType = calculator.GetType(); object res = calculatorType.InvokeMember("Add", BindingFlags.InvokeMethod, null, calculator, new object[] { 10, 20 }); int sum = Convert.ToInt32(res); And what if the calculator was a JavaScript object? ScriptObject calculator = GetCalculator(); object res = calculator.Invoke("Add", 10, 20); int sum = Convert.ToInt32(res); For each dynamic domain we have a different programming experience and that makes it very hard to unify the code. With C# 4.0 it becomes possible to write code this way: dynamic calculator = GetCalculator(); int sum = calculator.Add(10, 20); You simply declare a variable who’s static type is dynamic. dynamic is a pseudo-keyword (like var) that indicates to the compiler that operations on the calculator object will be done dynamically. The way you should look at dynamic is that it’s just like object (System.Object) with dynamic semantics associated. Anything can be assigned to a dynamic. dynamic x = 1; dynamic y = "Hello"; dynamic z = new List<int> { 1, 2, 3 }; At run-time, all object will have a type. In the above example x is of type System.Int32. When one or more operands in an operation are typed dynamic, member selection is deferred to run-time instead of compile-time. Then the run-time type is substituted in all variables and normal overload resolution is done, just like it would happen at compile-time. The result of any dynamic operation is always dynamic and, when a dynamic object is assigned to something else, a dynamic conversion will occur. Code Resolution Method double x = 1.75; double y = Math.Abs(x); compile-time double Abs(double x) dynamic x = 1.75; dynamic y = Math.Abs(x); run-time double Abs(double x) dynamic x = 2; dynamic y = Math.Abs(x); run-time int Abs(int x) The above code will always be strongly typed. The difference is that, in the first case the method resolution is done at compile-time, and the others it’s done ate run-time. IDynamicMetaObjectObject The DLR is pre-wired to know .NET objects, COM objects and so forth but any dynamic language can implement their own objects or you can implement your own objects in C# through the implementation of the IDynamicMetaObjectProvider interface. When an object implements IDynamicMetaObjectProvider, it can participate in the resolution of how method calls and property access is done. The .NET Framework already provides two implementations of IDynamicMetaObjectProvider: DynamicObject : IDynamicMetaObjectProvider The DynamicObject class enables you to define which operations can be performed on dynamic objects and how to perform those operations. For example, you can define what happens when you try to get or set an object property, call a method, or perform standard mathematical operations such as addition and multiplication. ExpandoObject : IDynamicMetaObjectProvider The ExpandoObject class enables you to add and delete members of its instances at run time and also to set and get values of these members. This class supports dynamic binding, which enables you to use standard syntax like sampleObject.sampleMember, instead of more complex syntax like sampleObject.GetAttribute("sampleMember").

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  • Tweaking a few URL validation settings on ASP.NET v4.0

    - by Carlyle Dacosta
    ASP.NET has a few default settings for URLs out of the box. These can be configured quite easily in the web.config file within the  <system.web>/<httpRuntime> configuration section. Some of these are: <httpRuntime maxUrlLength=”<number here>”. This number should be an integer value (defaults to 260 characters). The value must be greater than or equal to zero, though obviously small values will lead to an un-useable website. This attribute gates the length of the Url without query string. <httpRuntime maxQueryStringLength=”<number here>”. This number should be an integer value (defaults to 2048 characters). The value must be greater than or equal to zero, though obviously small values will lead to an un-useable website. <httpRuntime requestPathInvalidCharacters=”List of characters you need included in ASP.NETs validation checks”. By default the characters are “<,>,*,%,&,:,\,?”. However once can easily change this by setting by modifying web.config. Remember, these characters can be specified in a variety of formats. For example, I want the character ‘!’ to be included in ASP.NETs URL validation logic. So I set the following: <httpRuntime requestPathInvalidCharacters=”<,>,*,%,&,:,\,?,!”. A character could also be specified in its xml encoded form. ‘&lt;;’ would mean the ‘<’ sign). I could specify the ‘!’ in its xml encoded unicode format such as requestPathInvalidCharacters=”<,>,*,%,&,:,\,?,$#x0021;” or I could specify it in its unicode encoded form or in the “<,>,*,%,&,:,\,?,%u0021” format. The following settings can be applied at Root Web.Config level, App Web.config level, Folder level or within a location tag: <location path="some path here"> <system.web> <httpRuntime maxUrlLength="" maxQueryStringLength="" requestPathInvalidChars="" .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If any of the above settings fail request validation, an Http 400 “Bad Request” HttpException is thrown. These can be easily handled on the Application_Error handler on Global.asax.   Also, a new attribute in <httpRuntime /> called “relaxedUrlToFileSystemMapping” has been added with a default of false. <httpRuntime … relaxedUrlToFileSystemMapping="true|false" /> When the relaxedUrlToFileSystemMapping attribute is set to false inbound Urls still need to be valid NTFS file paths. For example Urls (sans query string) need to be less than 260 characters; no path segment within a Url can use old-style DOS device names (LPT1, COM1, etc…); Urls must be valid Windows file paths. A url like “http://digg.com/http://cnn.com” should work with this attribute set to true (of course a few characters will need to be unblocked by removing them from requestPathInvalidCharacters="" above). Managed configuration for non-NTFS-compliant Urls is determined from the first valid configuration path found when walking up the path segments of the Url. For example, if the request Url is "/foo/bar/baz/<blah>data</blah>", and there is a web.config in the "/foo/bar" directory, then the managed configuration for the request comes from merging the configuration hierarchy to include the web.config from "/foo/bar". The value of the public property HttpRequest.PhysicalPath is set to [physical file path of the application root] + "REQUEST_URL_IS_NOT_A_VALID_FILESYSTEM_PATH". For example, given a request Url like "/foo/bar/baz/<blah>data</blah>", where the application root is "/foo/bar" and the physical file path for that root is "c:\inetpub\wwwroot\foo\bar", then PhysicalPath would be "c:\inetpub\wwwroot\foo\bar\ REQUEST_URL_IS_NOT_A_VALID_FILESYSTEM_PATH". Carl Dacosta ASP.NET QA Team

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  • Fragment shader seems to floor() imprecisely

    - by Peter K.
    I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97. Example: floor(64.7) returns 64.0 -- correct floor(64.98) returns 65.0 -- incorrect The same happens on ceiling close above x.0, where ceil(65.02) returns 65.0 instead of 66.0. Q: Any ideas how to solve this? Note: GL ES 2.0 with GLSL 1.0 highp floats are not supported in fragment shaders on my hardware flat varying hasn't been a solution, because I'm drawing TRIANGLE_STRIP and can't redeclare the provoking vertex (only OpenGL 3.2+) Fragment Shader: varying float fVertexInteger; varying float fVertexFraction; void main() { // Fix vertex integer fixedVertexInteger = floor(fVertexInteger); // Fragment color gl_FragColor = vec4( fixedVertexInteger / 65025.0, fract(fixedVertexInteger / 255.0), fVertexFraction, 1.0 ); }

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  • Identifier for the “completed” stage of a process: 0, 99, something else?

    - by Arnold Sakhnov
    Say, that you are handling a multi-step process (like a complex registration form, with a number of steps the user has go through in order). You need to be able to save the current state of the process (e.g. so the user can come back to that registration form later and continue form the step where they were left off). Obviously, you’ll probably want to give each “step” an identifier you can refer to: 1, 2, 3, 4, etc. You logic will check for this step_id (or whatever you call it) to render the appropriate data. The question: how would you identify the stage after the final step, like the completed registration state (say, that you have to give that last “step” its own id, that’s how your logic is structured). Would it be a 0, 999, a non-integer value, something else entirely?

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  • Tweaking a few URL validation settings on ASP.NET v4.0

    - by Carlyle Dacosta
    ASP.NET has a few default settings for URLs out of the box. These can be configured quite easily in the web.config file within the  <system.web>/<httpRuntime> configuration section. Some of these are: <httpRuntime maxUrlLength=”<number here>” This number should be an integer value (defaults to 260 characters). The value must be greater than or equal to zero, though obviously small values will lead to an un-useable website. This attribute gates the length of the Url without query string. <httpRuntime maxQueryStringLength=”<number here>”. This number should be an integer value (defaults to 2048 characters). The value must be greater than or equal to zero, though obviously small values will lead to an un-useable website. <httpRuntime requestPathInvalidCharacters=”List of characters you need included in ASP.NETs validation checks” /> By default the characters are “<,>,*,%,&,:,\,?”. However once can easily change this by setting by modifying web.config. Remember, these characters can be specified in a variety of formats. For example, I want the character ‘!’ to be included in ASP.NETs URL validation logic. So I set the following: <httpRuntime requestPathInvalidCharacters=”<,>,*,%,&,:,\,?,!”. A character could also be specified in its xml encoded form. ‘&lt;;’ would mean the ‘<’ sign). I could specify the ‘!’ in its xml encoded unicode format such as requestPathInvalidCharacters=”<,>,*,%,&,:,\,?,$#x0021;” or I could specify it in its unicode encoded form or in the “<,>,*,%,&,:,\,?,%u0021” format. The following settings can be applied at Root Web.Config level, App Web.config level, Folder level or within a location tag: <location path="some path here"> <system.web> <httpRuntime maxUrlLength="" maxQueryStringLength="" requestPathInvalidChars="" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If any of the above settings fail request validation, an Http 400 “Bad Request” HttpException is thrown. These can be easily handled on the Application_Error handler on Global.asax.   Also, a new attribute in <httpRuntime /> called “relaxedUrlToFileSystemMapping” has been added with a default of false. <httpRuntime … relaxedUrlToFileSystemMapping="true|false" /> When the relaxedUrlToFileSystemMapping attribute is set to false inbound Urls still need to be valid NTFS file paths. For example Urls (sans query string) need to be less than 260 characters; no path segment within a Url can use old-style DOS device names (LPT1, COM1, etc…); Urls must be valid Windows file paths. A url like “http://digg.com/http://cnn.com” should work with this attribute set to true (of course a few characters will need to be unblocked by removing them from requestPathInvalidCharacters="" above). Managed configuration for non-NTFS-compliant Urls is determined from the first valid configuration path found when walking up the path segments of the Url. For example, if the request Url is "/foo/bar/baz/<blah>data</blah>", and there is a web.config in the "/foo/bar" directory, then the managed configuration for the request comes from merging the configuration hierarchy to include the web.config from "/foo/bar". The value of the public property HttpRequest.PhysicalPath is set to [physical file path of the application root] + "REQUEST_URL_IS_NOT_A_VALID_FILESYSTEM_PATH". For example, given a request Url like "/foo/bar/baz/<blah>data</blah>", where the application root is "/foo/bar" and the physical file path for that root is "c:\inetpub\wwwroot\foo\bar", then PhysicalPath would be "c:\inetpub\wwwroot\foo\bar\ REQUEST_URL_IS_NOT_A_VALID_FILESYSTEM_PATH".

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  • User Lockout & WLST

    - by Bala Kothandaraman
    WebLogic server provides an option to lockout users to protect accounts password guessing attack. It is implemented with a realm-wide Lockout Manager. This feature can be used with custom authentication provider also. But if you implement your own authentication provider and wish to implement your own lockout manager that is possible too. If your domain is configured to use the user lockout manager the following WLST script will help you to: - check whether a user is locked using a WLST script - find out the number of locked users in the realm #Define constants url='t3://localhost:7001' username='weblogic' password='weblogic' checkuser='test-deployer' #Connect connect(username,password,url) #Get Lockout Manager Runtime serverRuntime() dr = cmo.getServerSecurityRuntime().getDefaultRealmRuntime() ulmr = dr.getUserLockoutManagerRuntime() print '-------------------------------------------' #Check whether a user is locked if (ulmr.isLockedOut(checkuser) == 0): islocked = 'NOT locked' else: islocked = 'locked' print 'User ' + checkuser + ' is ' + islocked #Print number of locked users print 'No. of locked user - ', Integer(ulmr.getUserLockoutTotalCount()) print '-------------------------------------------' print '' #Disconnect & Exit disconnect() exit()

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  • NET Math Libraries

    - by JoshReuben
    NET Mathematical Libraries   .NET Builder for Matlab The MathWorks Inc. - http://www.mathworks.com/products/netbuilder/ MATLAB Builder NE generates MATLAB based .NET and COM components royalty-free deployment creates the components by encrypting MATLAB functions and generating either a .NET or COM wrapper around them. .NET/Link for Mathematica www.wolfram.com a product that 2-way integrates Mathematica and Microsoft's .NET platform call .NET from Mathematica - use arbitrary .NET types directly from the Mathematica language. use and control the Mathematica kernel from a .NET program. turns Mathematica into a scripting shell to leverage the computational services of Mathematica. write custom front ends for Mathematica or use Mathematica as a computational engine for another program comes with full source code. Leverages MathLink - a Wolfram Research's protocol for sending data and commands back and forth between Mathematica and other programs. .NET/Link abstracts the low-level details of the MathLink C API. Extreme Optimization http://www.extremeoptimization.com/ a collection of general-purpose mathematical and statistical classes built for the.NET framework. It combines a math library, a vector and matrix library, and a statistics library in one package. download the trial of version 4.0 to try it out. Multi-core ready - Full support for Task Parallel Library features including cancellation. Broad base of algorithms covering a wide range of numerical techniques, including: linear algebra (BLAS and LAPACK routines), numerical analysis (integration and differentiation), equation solvers. Mathematics leverages parallelism using .NET 4.0's Task Parallel Library. Basic math: Complex numbers, 'special functions' like Gamma and Bessel functions, numerical differentiation. Solving equations: Solve equations in one variable, or solve systems of linear or nonlinear equations. Curve fitting: Linear and nonlinear curve fitting, cubic splines, polynomials, orthogonal polynomials. Optimization: find the minimum or maximum of a function in one or more variables, linear programming and mixed integer programming. Numerical integration: Compute integrals over finite or infinite intervals, over 2D and higher dimensional regions. Integrate systems of ordinary differential equations (ODE's). Fast Fourier Transforms: 1D and 2D FFT's using managed or fast native code (32 and 64 bit) BigInteger, BigRational, and BigFloat: Perform operations with arbitrary precision. Vector and Matrix Library Real and complex vectors and matrices. Single and double precision for elements. Structured matrix types: including triangular, symmetrical and band matrices. Sparse matrices. Matrix factorizations: LU decomposition, QR decomposition, singular value decomposition, Cholesky decomposition, eigenvalue decomposition. Portability and performance: Calculations can be done in 100% managed code, or in hand-optimized processor-specific native code (32 and 64 bit). Statistics Data manipulation: Sort and filter data, process missing values, remove outliers, etc. Supports .NET data binding. Statistical Models: Simple, multiple, nonlinear, logistic, Poisson regression. Generalized Linear Models. One and two-way ANOVA. Hypothesis Tests: 12 14 hypothesis tests, including the z-test, t-test, F-test, runs test, and more advanced tests, such as the Anderson-Darling test for normality, one and two-sample Kolmogorov-Smirnov test, and Levene's test for homogeneity of variances. Multivariate Statistics: K-means cluster analysis, hierarchical cluster analysis, principal component analysis (PCA), multivariate probability distributions. Statistical Distributions: 25 29 continuous and discrete statistical distributions, including uniform, Poisson, normal, lognormal, Weibull and Gumbel (extreme value) distributions. Random numbers: Random variates from any distribution, 4 high-quality random number generators, low discrepancy sequences, shufflers. New in version 4.0 (November, 2010) Support for .NET Framework Version 4.0 and Visual Studio 2010 TPL Parallellized – multicore ready sparse linear program solver - can solve problems with more than 1 million variables. Mixed integer linear programming using a branch and bound algorithm. special functions: hypergeometric, Riemann zeta, elliptic integrals, Frensel functions, Dawson's integral. Full set of window functions for FFT's. Product  Price Update subscription Single Developer License $999  $399  Team License (3 developers) $1999  $799  Department License (8 developers) $3999  $1599  Site License (Unlimited developers in one physical location) $7999  $3199    NMath http://www.centerspace.net .NET math and statistics libraries matrix and vector classes random number generators Fast Fourier Transforms (FFTs) numerical integration linear programming linear regression curve and surface fitting optimization hypothesis tests analysis of variance (ANOVA) probability distributions principal component analysis cluster analysis built on the Intel Math Kernel Library (MKL), which contains highly-optimized, extensively-threaded versions of BLAS (Basic Linear Algebra Subroutines) and LAPACK (Linear Algebra PACKage). Product  Price Update subscription Single Developer License $1295 $388 Team License (5 developers) $5180 $1554   DotNumerics http://www.dotnumerics.com/NumericalLibraries/Default.aspx free DotNumerics is a website dedicated to numerical computing for .NET that includes a C# Numerical Library for .NET containing algorithms for Linear Algebra, Differential Equations and Optimization problems. The Linear Algebra library includes CSLapack, CSBlas and CSEispack, ports from Fortran to C# of LAPACK, BLAS and EISPACK, respectively. Linear Algebra (CSLapack, CSBlas and CSEispack). Systems of linear equations, eigenvalue problems, least-squares solutions of linear systems and singular value problems. Differential Equations. Initial-value problem for nonstiff and stiff ordinary differential equations ODEs (explicit Runge-Kutta, implicit Runge-Kutta, Gear's BDF and Adams-Moulton). Optimization. Unconstrained and bounded constrained optimization of multivariate functions (L-BFGS-B, Truncated Newton and Simplex methods).   Math.NET Numerics http://numerics.mathdotnet.com/ free an open source numerical library - includes special functions, linear algebra, probability models, random numbers, interpolation, integral transforms. A merger of dnAnalytics with Math.NET Iridium in addition to a purely managed implementation will also support native hardware optimization. constants & special functions complex type support real and complex, dense and sparse linear algebra (with LU, QR, eigenvalues, ... decompositions) non-uniform probability distributions, multivariate distributions, sample generation alternative uniform random number generators descriptive statistics, including order statistics various interpolation methods, including barycentric approaches and splines numerical function integration (quadrature) routines integral transforms, like fourier transform (FFT) with arbitrary lengths support, and hartley spectral-space aware sequence manipulation (signal processing) combinatorics, polynomials, quaternions, basic number theory. parallelized where appropriate, to leverage multi-core and multi-processor systems fully managed or (if available) using native libraries (Intel MKL, ACMS, CUDA, FFTW) provides a native facade for F# developers

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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  • Inter Quake Model IQM render Directx9

    - by Andrew_0
    I'm trying to render an Inter Quake Model(http://lee.fov120.com/iqm/) in DirectX9 that I exported from blender. I want to display animations which IQM supports and my model format does not. The model is a cylinder. It loads fine in the iqm sdk opengl viewer but when i try to render it in directx9 using for example(this is just to render the vertices): IDirect3DDevice9 * device; HRESULT hr = S_OK; for(int i = 0; i < nummeshes; i++) { iqmmesh &m = meshes[0]; hr = device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 3*m.num_triangles, m.num_triangles ,&tris[m.first_triangle] ,D3DFMT_INDEX32 ,inposition ,sizeof(unsigned int)); } It renders like this: Incorrect The light grey bit that looks like two triangles in the middle is what is rendered(ignore the other stuff). Whereas it is meant to look like this(using a custom importer which I designed which matches what is displayed in blender): Correct Anyone have any suggestions on what might be going wrong?

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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • How to cross-reference many character encodings with ASCII OR UTFx?

    - by Garet Claborn
    I'm working with a binary structure, the goal of which is to index the significance of specific bits for any character encoding so that we may trigger events while doing specific checks against the profile. Each character encoding scheme has an associated system record. This record's leading value will be a C++ unsigned long long binary value and signifies the length, in bits, of encoded characters. Following the length are three values, each is a bit field of that length. offset_mask - defines the occurrence of non-printable characters within the min,max of print_mask range_mask - defines the occurrence of the most popular 50% of printable characters print_mask - defines the occurrence value of printable characters The structure of profiles has changed from the op of this question. Most likely I will try to factorize or compress these values in the long-term instead of starting out with ranges after reading more. I have to write some of the core functionality for these main reasons. It has to fit into a particular event architecture we are using, Better understanding of character encoding. I'm about to need it. Integrating into non-linear design is excluding many libraries without special hooks. I'm unsure if there is a standard, cross-encoding mechanism for communicating such data already. I'm just starting to look into how chardet might do profiling as suggested by @amon. The Unicode BOM would be easily enough (for my current project) if all encodings were Unicode. Of course ideally, one would like to support all encodings, but I'm not asking about implementation - only the general case. How can these profiles be efficiently populated, to produce a set of bitmasks which we can use to match strings with common characters in multiple languages? If you have any editing suggestions please feel free, I am a lightweight when it comes to localization, which is why I'm trying to reach out to the more experienced. Any caveats you may be able to help with will be appreciated.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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