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  • php-fpm + persistent sockets = 502 bad gateway

    - by leeoniya
    Put on your reading glasses - this will be a long-ish one. First, what I'm doing. I'm building a web-app interface for some particularly slow tcp devices. Opening a socket to them takes 200ms and an fwrite/fread cycle takes another 300ms. To reduce the need for both of these actions on each request, I'm opening a persistent tcp socket which reduces the response time by the aforementioned 200ms. I was hoping PHP-FPM would share the persistent connections between requests from different clients (and indeed it does!), but there are some issues which I havent been able to resolve after 2 days of interneting, reading logs and modifying settings. I have somewhat narrowed it down though. Setup: Ubuntu 13.04 x64 Server (fully updated) on Linode PHP 5.5.0-6~raring+1 (fpm-fcgi) nginx/1.5.2 Relevent config: nginx worker_processes 4; php-fpm/pool.d pm = dynamic pm.max_children = 2 pm.start_servers = 2 pm.min_spare_servers = 2 Let's go from coarse to fine detail of what happens. After a fresh start I have 4x nginx processes and 2x php5-fpm processes waiting to handle requests. Then I send requests every couple seconds to the script. The first take a while to open the socket connection and returns with the data in about 500ms, the second returns data in 300ms (yay it's re-using the socket), the third also succeeds in about 300ms, the fourth request = 502 Bad Gateway, same with the 5th. Sixth request once again returns data, except now it took 500ms again. The process repeats for several cycles after which every 4 requests result in 2x 502 Bad Gateways and 2x 500ms Data responses. If I double all the fpm pool values and have 4x php-fpm processes running, the cycles settles in with 4x successful 500ms responses followed by 4x Bad Gateway errors. If I don't use persistent sockets, this issue goes away but then every request is 500ms. What I suspect is happening is the persistent socket keeps each php-fpm process from idling and ties it up, so the next one gets chosen until none are left and as they error out, maybe they are restarted and become available on the next round-robin loop ut the socket dies with the process. I haven't yet checked the 'slowlog', but the nginx error log shows lots of this: *188 recv() failed (104: Connection reset by peer) while reading response header from upstream, client:... All the suggestions on the internet regarding fixing nginx/php-fpm/502 bad gateway relate to high load or fcgi_pass misconfiguration. This is not the case here. Increasing buffers/sizes, changing timeouts, switching from unix socket to tcp socket for fcgi_pass, upping connection limits on the system....none of this stuff applies here. I've had some other success with setting pm = ondemand rather than dynamic, but as soon as the initial fpm-process gets killed off after idling, the persistent socket is gone for all subsequent php-fpm spawns. For the php script, I'm using stream_socket_client() with a STREAM_CLIENT_PERSISTENT flag. A while/stream_select() loop to detect socket data and fread($sock, 4096) to grab the data. I don't call fclose() obviously. If anyone has some additional questions or advice on how to get a persistent socket without tying up the php-fpm processes beyond the request completion, or maybe some other things to try, I'd appreciate it. some useful links: Nginx + php-fpm - recv() error Nginx + php-fpm "504 Gateway Time-out" error with almost zero load (on a test-server) Nginx + PHP-FPM "error 104 Connection reset by peer" causes occasional duplicate posts http://www.linuxquestions.org/questions/programming-9/php-pfsockopen-552084/ http://stackoverflow.com/questions/14268018/concurrent-use-of-a-persistent-php-socket http://devzone.zend.com/303/extension-writing-part-i-introduction-to-php-and-zend/#Heading3 http://stackoverflow.com/questions/242316/how-to-keep-a-php-stream-socket-alive http://php.net/manual/en/install.fpm.configuration.php https://www.google.com/search?q=recv%28%29+failed+%28104:+Connection+reset+by+peer%29+while+reading+response+header+from+upstream+%22502%22&ei=mC1XUrm7F4WQyAHbv4H4AQ&start=10&sa=N&biw=1920&bih=953&dpr=1

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  • When does "proper" programming no longer matter?

    - by Kai Qing
    I've been a full time programmer for about 8 years now. Web based mostly, ranging in weird jobs for clients. Never anything I "want" to do. So my experience is limited to what I've been contracted to do, having no real incentive to master anything in particular. So here's my scenario and ultimately what I wonder about... I've been building an android game in my spare time. It's using the libgdx library so quite a bit of the heavy lifting is done for me. I don't read much of the docs cause unless it's in tutorial format I will just not care, and ultimately most of my questions have already been asked on stackoverflow. I get along fine and my game works as expected... Suspiciously well, even. So much so that I wonder why one should bother to be "proper" when coding if the end result is ultimately the same. To be more specific, I used a hashtable because I wanted something close to an associative array. Human readable key values. In other places to achieve similar things, I use a vector. I know libgdx has vector2 and vector3 classes, but I've never used them. When I come across weird problems and search stackoverflow for help, I see a lot of people just reaming the questions that use a certain datatype when another one is technically "proper." Like using an ArrayList because it does not require defined bounds versus re-defining an int[] with new known boundaries. Or even something trivial like this: for(int i = 0; i < items.length; i ++) { // do something } I know it evaluates item.length on every iteration. I just don't care. I know items will never be more than 15 to 20 items. So why bother caring if I evaluate items.length on every iteration? So I wonder - why does everyone get all up in arms over this? Who cares if I use a less efficient datatype to get the job done? I ran some tests to see how the app performs using the lazy, get it done fast and don't look back method I just described versus the proper, follow the tutorial and use the exact data types suggested by the community. The results: Same thing. Average 45 fps. I opened every app on the phone and galaxy tab. Same deal. No difference. My game is pretty graphic intensive. It's not like it's just a simple thing. I expected it to perform kind of badly since I don't care to optimize image assets or... well, you probably get the idea. I'm making the game for fun. As a joke, really. But in doing so I'm working outside the normal scope of my job, which is to always follow the rules and do it the right way. So to say, I am without bounds here and this has caused me to wonder why I ever really care to be "proper" So I guess my question to you is this: Is there a threshold when it no longer matters to be proper? Is there a lasting, longer term consequence to the lazy, get it done and don't look back route? Is it ok to say - "so long as it gets the job done, I don't care?" Disclaimer: When I program my game, I am almost always drunk. I do it to remember why I got into this stuff to begin with because the monotony of client based web work will make you hate being a programmer. I'm having a blast and my game is not crashing, tests well, performs well, looks good on all devices so far and has no noticeable negative impact on any of my testing devices. I expected failure because I was being so drunkenly careless with my code, but to my surprise, it had no noticeable impact. I am now starting to question the need to be careful. Help me regain the ability to care! ... or explain why it's not a bad thing to not care. Secondary disclaimer: I am aware of the benefits of maintainability. For myself and others. Agreed. But it's not like someone happening across my inefficient int[] loop won't know what it does. As an experienced programmer those kinds of things are just clear on sight. I document the complex stuff for myself knowing I was drunk and will probably need a reminder. Those notes would clarify any confusion for someone who might ever gaze upon my ridiculous game - though the reality is that either I maintain it myself or it fades into time. I'm ok with that. But if it doesn't slow the device down, or crash, then crossing the t's and dotting the i's might actually require more time than it's worth.

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  • Why We Should Learn to Stop Worrying and Love Millennials

    - by HCM-Oracle
    By Christine Mellon Much is said and written about the new generations of employees entering our workforce, as though they are a strange specimen, a mysterious life form to be “figured out,” accommodated and engaged – at a safe distance, of course.  At its worst, this talk takes a critical and disapproving tone, with baby boomer employees adamantly refusing to validate this new breed of worker, let alone determine how to help them succeed and achieve their potential.   The irony of our baby-boomer resentments and suspicions is that they belie the fact that we created the very vision that younger employees are striving to achieve.  From our frustrations with empty careers that did not fulfill us, from our opposition to “the man,” from our sharp memories of our parents’ toiling for 30 years just for the right to retire, from the simple desire not to live our lives in a state of invisibility, came the seeds of hope for something better. One characteristic of Millennial workers that grew from these seeds is the desire to experience as much as possible.  They are the “Experiential Employee”, with a passion for growing in diverse ways and expanding personal and professional horizons.  Rather than rooting themselves in a single company for a career, or even in a single career path, these employees are committed to building a broad portfolio of experiences and capabilities that will enable them to make a difference and to leave a mark of significance in the world.  How much richer is the organization that nurtures and leverages this inclination?  Our curmudgeonly ways must be surrendered and our focus redirected toward building the next generation of talent ecosystems, if we are to optimize what future generations have to offer.   Accelerating Professional Development In spite of our Boomer grumblings about Millennials’ “unrealistic” expectations, the truth is that we have a well-matched set of circumstances.  We have executives-in-waiting who want to learn quickly and a concurrent, urgent need to ramp up their development time, based on anticipated high levels of retirement in the next 10+ years.  Since we need to rapidly skill up these heirs to the corporate kingdom, isn’t it a fortunate coincidence that they are hungry to learn, develop and move fluidly throughout our organizations??  So our challenge now is to efficiently operationalize the wisdom we have acquired about effective learning and development.   We have already evolved from classroom-based models to diverse instructional methods.  The next step is to find the best approaches to help younger employees learn quickly and apply new learnings in an impactful way.   Creating temporary or even permanent functional partnerships among Millennial employees is one way to maximize outcomes.  This might take the form of 2 or more employees owning aspects of what once fell under a single role.  While one might argue this would mean duplication of resources, it could be a short term cost while employees come up to speed.  And the potential benefits would be numerous:  leveraging and validating the inherent sense of community of new generations, creating cross-functional skills with broad applicability, yielding additional perspectives and approaches to traditional work outcomes, and accelerating the performance curve for incumbents through Cooperative Learning (Johnson, D. and Johnson R., 1989, 1999).  This well-researched teaching strategy, where students support each other in the absorption and application of new information, has been shown to deliver faster, more efficient learning, and greater retention. Alternately, perhaps short term contracts with exiting retirees, or former retirees, to help facilitate the development of following generations may have merit.  Again, a short term cost, certainly.  However, the gains realized in shortening the learning curve, and strengthening engagement are substantial and lasting. Ultimately, there needs to be creative thinking applied for each organization on how to accelerate the capabilities of our future leaders in unique ways that mesh with current culture. The manner in which performance is evaluated must finally shift as well.  Employees will need to be assessed on how well they have developed key skills and capabilities vs. end-to-end mastery of functional positions they have no interest in keeping for an entire career. As we become more comfortable in placing greater and greater weight on competencies vs. tasks, we will realize increased organizational agility via this new generation of workers, which will be further enhanced by their natural flexibility and appetite for change. Revisiting Succession  For many years, organizations have failed to deliver desired succession planning outcomes.  According to CEB’s 2013 research, only 28% of current leaders were pre-identified in a succession plan. These disappointing results, along with the entrance of the experiential, Millennial employee into the workforce, may just provide the needed impetus for HR to reinvent succession processes.   We have recognized that the best professional development efforts are not always linear, and the time has come to fully adopt this philosophy in regard to succession as well.  Paths to specific organizational roles will not look the same for newer generations who seek out unique learning opportunities, without consideration of a singular career destination.  Rather than charting particular jobs as precursors for key positions, the experiences and skills behind what makes an incumbent successful must become essential in succession mapping.  And the multitude of ways in which those experiences and skills may be acquired must be factored into the process, along with the individual employee’s level of learning agility. While this may seem daunting, it is necessary and long overdue.  We have talked about the criticality of competency-based succession, however, we have not lived up to our own rhetoric.  Many Boomers have experienced the same frustration in our careers; knowing we are capable of shining in a particular role, but being denied the opportunity due to how our career history lined up, on paper, with documented job requirements.  These requirements usually emphasized past jobs/titles and specific tasks, versus capabilities, drive and willingness (let alone determination) to learn new things.  How satisfying would it be for us to leave a legacy where such narrow thinking no longer applies and potential is amplified? Realizing Diversity Another bloom from the seeds we Boomers have tried to plant over the past decades is a completely evolved view of diversity.  Millennial employees assume a diverse workforce, and are startled by anything less.  Their social tolerance, nurtured by wide and diverse networks, is unprecedented.  College graduates expect a similar landscape in the “real world” to what they experienced throughout their lives.  They appreciate and seek out divergent points of view and experiences without needing any persuasion.  The face of our U.S. workforce will likely see dramatic change as Millennials apply their fresh take on hiring and building strong teams, with an inherent sense of inclusion.  This wonderful aspect of the Millennial wave should be celebrated and strongly encouraged, as it is the fulfillment of our own aspirations. Future Perfect The Experiential Employee is operating more as a free agent than a long term player, and their commitment will essentially last as long as meaningful organizational culture and personal/professional opportunities keep their interest.  As Boomers, we have laid the foundation for this new, spirited employment attitude, and we should take pride in knowing that.  Generations to come will challenge organizations to excel in how they identify, manage and nurture talent. Let’s support and revel in the future that we’ve helped invent, rather than lament what we think has been lost.  After all, the future is always connected to the past.  And as so eloquently phrased by Antoine Lavoisier, French nobleman, chemist and politico:  “Nothing is Lost, Nothing is Created, and Everything is Transformed.” Christine has over 25 years of diverse HR experience.  She has held HR consulting and corporate roles, including CHRO positions for Echostar in Denver, a 6,000+ employee global engineering firm, and Aepona, a startup software firm, successfully acquired by Intel. Christine is a resource to Oracle clients, to assist in Human Capital Management strategy development and implementation, compensation practices, talent development initiatives, employee engagement, global HR management, and integrated HR systems and processes that support the full employee lifecycle. 

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  • IIS 7.0 informational HTTP status codes

    - by Samir R. Bhogayta
    1xx - Informational These HTTP status codes indicate a provisional response. The client computer receives one or more 1xx responses before the client computer receives a regular response. IIS 7.0 uses the following informational HTTP status codes: 100 - Continue. 101 - Switching protocols. 2xx - Success These HTTP status codes indicate that the server successfully accepted the request. IIS 7.0 uses the following success HTTP status codes: 200 - OK. The client request has succeeded. 201 - Created. 202 - Accepted. 203 - Nonauthoritative information. 204 - No content. 205 - Reset content. 206 - Partial content. 3xx - Redirection These HTTP status codes indicate that the client browser must take more action to fulfill the request. For example, the client browser may have to request a different page on the server. Or, the client browser may have to repeat the request by using a proxy server. IIS 7.0 uses the following redirection HTTP status codes: 301 - Moved permanently. 302 - Object moved. 304 - Not modified. 307 - Temporary redirect. 4xx - Client error These HTTP status codes indicate that an error occurred and that the client browser appears to be at fault. For example, the client browser may have requested a page that does not exist. Or, the client browser may not have provided valid authentication information. IIS 7.0 uses the following client error HTTP status codes: 400 - Bad request. The request could not be understood by the server due to malformed syntax. The client should not repeat the request without modifications. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 400 error: 400.1 - Invalid Destination Header. 400.2 - Invalid Depth Header. 400.3 - Invalid If Header. 400.4 - Invalid Overwrite Header. 400.5 - Invalid Translate Header. 400.6 - Invalid Request Body. 400.7 - Invalid Content Length. 400.8 - Invalid Timeout. 400.9 - Invalid Lock Token. 401 - Access denied. IIS 7.0 defines several HTTP status codes that indicate a more specific cause of a 401 error. The following specific HTTP status codes are displayed in the client browser but are not displayed in the IIS log: 401.1 - Logon failed. 401.2 - Logon failed due to server configuration. 401.3 - Unauthorized due to ACL on resource. 401.4 - Authorization failed by filter. 401.5 - Authorization failed by ISAPI/CGI application. 403 - Forbidden. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 403 error: 403.1 - Execute access forbidden. 403.2 - Read access forbidden. 403.3 - Write access forbidden. 403.4 - SSL required. 403.5 - SSL 128 required. 403.6 - IP address rejected. 403.7 - Client certificate required. 403.8 - Site access denied. 403.9 - Forbidden: Too many clients are trying to connect to the Web server. 403.10 - Forbidden: Web server is configured to deny Execute access. 403.11 - Forbidden: Password has been changed. 403.12 - Mapper denied access. 403.13 - Client certificate revoked. 403.14 - Directory listing denied. 403.15 - Forbidden: Client access licenses have exceeded limits on the Web server. 403.16 - Client certificate is untrusted or invalid. 403.17 - Client certificate has expired or is not yet valid. 403.18 - Cannot execute requested URL in the current application pool. 403.19 - Cannot execute CGI applications for the client in this application pool. 403.20 - Forbidden: Passport logon failed. 403.21 - Forbidden: Source access denied. 403.22 - Forbidden: Infinite depth is denied. 404 - Not found. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 404 error: 404.0 - Not found. 404.1 - Site Not Found. 404.2 - ISAPI or CGI restriction. 404.3 - MIME type restriction. 404.4 - No handler configured. 404.5 - Denied by request filtering configuration. 404.6 - Verb denied. 404.7 - File extension denied. 404.8 - Hidden namespace. 404.9 - File attribute hidden. 404.10 - Request header too long. 404.11 - Request contains double escape sequence. 404.12 - Request contains high-bit characters. 404.13 - Content length too large. 404.14 - Request URL too long. 404.15 - Query string too long. 404.16 - DAV request sent to the static file handler. 404.17 - Dynamic content mapped to the static file handler via a wildcard MIME mapping. 404.18 - Querystring sequence denied. 404.19 - Denied by filtering rule. 405 - Method Not Allowed. 406 - Client browser does not accept the MIME type of the requested page. 408 - Request timed out. 412 - Precondition failed. 5xx - Server error These HTTP status codes indicate that the server cannot complete the request because the server encounters an error. IIS 7.0 uses the following server error HTTP status codes: 500 - Internal server error. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 500 error: 500.0 - Module or ISAPI error occurred. 500.11 - Application is shutting down on the Web server. 500.12 - Application is busy restarting on the Web server. 500.13 - Web server is too busy. 500.15 - Direct requests for Global.asax are not allowed. 500.19 - Configuration data is invalid. 500.21 - Module not recognized. 500.22 - An ASP.NET httpModules configuration does not apply in Managed Pipeline mode. 500.23 - An ASP.NET httpHandlers configuration does not apply in Managed Pipeline mode. 500.24 - An ASP.NET impersonation configuration does not apply in Managed Pipeline mode. 500.50 - A rewrite error occurred during RQ_BEGIN_REQUEST notification handling. A configuration or inbound rule execution error occurred. Note Here is where the distributed rules configuration is read for both inbound and outbound rules. 500.51 - A rewrite error occurred during GL_PRE_BEGIN_REQUEST notification handling. A global configuration or global rule execution error occurred. Note Here is where the global rules configuration is read. 500.52 - A rewrite error occurred during RQ_SEND_RESPONSE notification handling. An outbound rule execution occurred. 500.53 - A rewrite error occurred during RQ_RELEASE_REQUEST_STATE notification handling. An outbound rule execution error occurred. The rule is configured to be executed before the output user cache gets updated. 500.100 - Internal ASP error. 501 - Header values specify a configuration that is not implemented. 502 - Web server received an invalid response while acting as a gateway or proxy. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 502 error: 502.1 - CGI application timeout. 502.2 - Bad gateway. 503 - Service unavailable. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 503 error: 503.0 - Application pool unavailable. 503.2 - Concurrent request limit exceeded.

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • How to stop Apache from crashing my entire server?

    - by CyberShadow
    I maintain a Gentoo server with a few services, including Apache. It's fairly low-end (2GB of RAM and a low-end CPU with 2 cores). My problem is that, despite my best efforts, an over-loaded Apache crashes the entire server. In fact, at this point I'm close to being convinced that Linux is a horrible operating system that isn't worth anyone's time looking for stability under load. Things I tried: Adjusting oom_adj for the root Apache process (and thus all its children). That had close to no effect. When Apache was overloaded it would bring the system to a grind, as the system paged out everything else before it got to kill anything. Turning off swap. Didn't help, it would unload memory paged to binaries of processes and other files on /, thus causing the same effect. Putting it in a memory-limited cgroup (limited to 512 MB of RAM, 1/4th of the total). This "worked", at least in my own stress tests - except the server keeps crashing under load (basically stalling all other processes, inaccessible via SSH, etc.) Running it with idle I/O priority. This wasn't a very good idea in the end, because it just caused the system load to climb indefinitely (into the thousands) with almost no visible effect - until you tried to access an unbuffered part of the disk. This caused the task to freeze. (So much for good I/O scheduling, eh?) Limiting the number of concurrent connections to Apache. Setting the number too low caused web sites to become unresponsive due to most slots being occupied with long requests (file downloads). I tried various Apache MPMs without much success (prefork, event, itk). Switching from prefork/event+php-cgi+suphp to itk+mod_php. This improved performance, but didn't solve the actual problem. Switching I/O schedulers (cfq to deadline). Just to stress this out: I don't care if Apache itself goes down under load, I just want the rest of my system to remain stable. Of course, having Apache recover quickly after a brief period of intensive load would be great to have, but one step at a time. Right now I am mostly dumbfounded by how can humanity, in this day and age, design an operating system where such a seemingly simple task (don't allow one system component to crash the entire system) seems practically impossible - or at least, very hard to do. Please don't suggest things like VMs or "BUY MORE RAM". Some more information gathered with a friend's help: The processes hang when the cgroup oom killer is invoked. Here's the call trace: [<ffffffff8104b94b>] ? prepare_to_wait+0x70/0x7b [<ffffffff810a9c73>] mem_cgroup_handle_oom+0xdf/0x180 [<ffffffff810a9559>] ? memcg_oom_wake_function+0x0/0x6d [<ffffffff810aa041>] __mem_cgroup_try_charge+0x32d/0x478 [<ffffffff810aac67>] mem_cgroup_charge_common+0x48/0x73 [<ffffffff81081c98>] ? __lru_cache_add+0x60/0x62 [<ffffffff810aadc3>] mem_cgroup_newpage_charge+0x3b/0x4a [<ffffffff8108ec38>] handle_mm_fault+0x305/0x8cf [<ffffffff813c6276>] ? schedule+0x6ae/0x6fb [<ffffffff8101f568>] do_page_fault+0x214/0x22b [<ffffffff813c7e1f>] page_fault+0x1f/0x30 At this point, the apache memory cgroup is practically deadlocked, and burning CPU in syscalls (all with the above call trace). This seems like a problem in the cgroup implementation...

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • concurrency::index<N> from amp.h

    - by Daniel Moth
    Overview C++ AMP introduces a new template class index<N>, where N can be any value greater than zero, that represents a unique point in N-dimensional space, e.g. if N=2 then an index<2> object represents a point in 2-dimensional space. This class is essentially a coordinate vector of N integers representing a position in space relative to the origin of that space. It is ordered from most-significant to least-significant (so, if the 2-dimensional space is rows and columns, the first component represents the rows). The underlying type is a signed 32-bit integer, and component values can be negative. The rank field returns N. Creating an index The default parameterless constructor returns an index with each dimension set to zero, e.g. index<3> idx; //represents point (0,0,0) An index can also be created from another index through the copy constructor or assignment, e.g. index<3> idx2(idx); //or index<3> idx2 = idx; To create an index representing something other than 0, you call its constructor as per the following 4-dimensional example: int temp[4] = {2,4,-2,0}; index<4> idx(temp); Note that there are convenience constructors (that don’t require an array argument) for creating index objects of rank 1, 2, and 3, since those are the most common dimensions used, e.g. index<1> idx(3); index<2> idx(3, 6); index<3> idx(3, 6, 12); Accessing the component values You can access each component using the familiar subscript operator, e.g. One-dimensional example: index<1> idx(4); int i = idx[0]; // i=4 Two-dimensional example: index<2> idx(4,5); int i = idx[0]; // i=4 int j = idx[1]; // j=5 Three-dimensional example: index<3> idx(4,5,6); int i = idx[0]; // i=4 int j = idx[1]; // j=5 int k = idx[2]; // k=6 Basic operations Once you have your multi-dimensional point represented in the index, you can now treat it as a single entity, including performing common operations between it and an integer (through operator overloading): -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, -=,%, *, /, +, -. There are also operator overloads for operations between index objects, i.e. ==, !=, +=, -=, +, –. Here is an example (where no assertions are broken): index<2> idx_a; index<2> idx_b(0, 0); index<2> idx_c(6, 9); _ASSERT(idx_a.rank == 2); _ASSERT(idx_a == idx_b); _ASSERT(idx_a != idx_c); idx_a += 5; idx_a[1] += 3; idx_a++; _ASSERT(idx_a != idx_b); _ASSERT(idx_a == idx_c); idx_b = idx_b + 10; idx_b -= index<2>(4, 1); _ASSERT(idx_a == idx_b); Usage You'll most commonly use index<N> objects to index into data types that we'll cover in future posts (namely array and array_view). Also when we look at the new parallel_for_each function we'll see that an index<N> object is the single parameter to the lambda, representing the (multi-dimensional) thread index… In the next post we'll go beyond being able to represent an N-dimensional point in space, and we'll see how to define the N-dimensional space itself through the extent<N> class. Comments about this post by Daniel Moth welcome at the original blog.

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  • Master-slave vs. peer-to-peer archictecture: benefits and problems

    - by Ashok_Ora
    Normal 0 false false false EN-US X-NONE X-NONE Almost two decades ago, I was a member of a database development team that introduced adaptive locking. Locking, the most popular concurrency control technique in database systems, is pessimistic. Locking ensures that two or more conflicting operations on the same data item don’t “trample” on each other’s toes, resulting in data corruption. In a nutshell, here’s the issue we were trying to address. In everyday life, traffic lights serve the same purpose. They ensure that traffic flows smoothly and when everyone follows the rules, there are no accidents at intersections. As I mentioned earlier, the problem with typical locking protocols is that they are pessimistic. Regardless of whether there is another conflicting operation in the system or not, you have to hold a lock! Acquiring and releasing locks can be quite expensive, depending on how many objects the transaction touches. Every transaction has to pay this penalty. To use the earlier traffic light analogy, if you have ever waited at a red light in the middle of nowhere with no one on the road, wondering why you need to wait when there’s clearly no danger of a collision, you know what I mean. The adaptive locking scheme that we invented was able to minimize the number of locks that a transaction held, by detecting whether there were one or more transactions that needed conflicting eyou could get by without holding any lock at all. In many “well-behaved” workloads, there are few conflicts, so this optimization is a huge win. If, on the other hand, there are many concurrent, conflicting requests, the algorithm gracefully degrades to the “normal” behavior with minimal cost. We were able to reduce the number of lock requests per TPC-B transaction from 178 requests down to 2! Wow! This is a dramatic improvement in concurrency as well as transaction latency. The lesson from this exercise was that if you can identify the common scenario and optimize for that case so that only the uncommon scenarios are more expensive, you can make dramatic improvements in performance without sacrificing correctness. So how does this relate to the architecture and design of some of the modern NoSQL systems? NoSQL systems can be broadly classified as master-slave sharded, or peer-to-peer sharded systems. NoSQL systems with a peer-to-peer architecture have an interesting way of handling changes. Whenever an item is changed, the client (or an intermediary) propagates the changes synchronously or asynchronously to multiple copies (for availability) of the data. Since the change can be propagated asynchronously, during some interval in time, it will be the case that some copies have received the update, and others haven’t. What happens if someone tries to read the item during this interval? The client in a peer-to-peer system will fetch the same item from multiple copies and compare them to each other. If they’re all the same, then every copy that was queried has the same (and up-to-date) value of the data item, so all’s good. If not, then the system provides a mechanism to reconcile the discrepancy and to update stale copies. So what’s the problem with this? There are two major issues: First, IT’S HORRIBLY PESSIMISTIC because, in the common case, it is unlikely that the same data item will be updated and read from different locations at around the same time! For every read operation, you have to read from multiple copies. That’s a pretty expensive, especially if the data are stored in multiple geographically separate locations and network latencies are high. Second, if the copies are not all the same, the application has to reconcile the differences and propagate the correct value to the out-dated copies. This means that the application program has to handle discrepancies in the different versions of the data item and resolve the issue (which can further add to cost and operation latency). Resolving discrepancies is only one part of the problem. What if the same data item was updated independently on two different nodes (copies)? In that case, due to the asynchronous nature of change propagation, you might land up with different versions of the data item in different copies. In this case, the application program also has to resolve conflicts and then propagate the correct value to the copies that are out-dated or have incorrect versions. This can get really complicated. My hunch is that there are many peer-to-peer-based applications that don’t handle this correctly, and worse, don’t even know it. Imagine have 100s of millions of records in your database – how can you tell whether a particular data item is incorrect or out of date? And what price are you willing to pay for ensuring that the data can be trusted? Multiple network messages per read request? Discrepancy and conflict resolution logic in the application, and potentially, additional messages? All this overhead, when all you were trying to do was to read a data item. Wouldn’t it be simpler to avoid this problem in the first place? Master-slave architectures like the Oracle NoSQL Database handles this very elegantly. A change to a data item is always sent to the master copy. Consequently, the master copy always has the most current and authoritative version of the data item. The master is also responsible for propagating the change to the other copies (for availability and read scalability). Client drivers are aware of master copies and replicas, and client drivers are also aware of the “currency” of a replica. In other words, each NoSQL Database client knows how stale a replica is. This vastly simplifies the job of the application developer. If the application needs the most current version of the data item, the client driver will automatically route the request to the master copy. If the application is willing to tolerate some staleness of data (e.g. a version that is no more than 1 second out of date), the client can easily determine which replica (or set of replicas) can satisfy the request, and route the request to the most efficient copy. This results in a dramatic simplification in application logic and also minimizes network requests (the driver will only send the request to exactl the right replica, not many). So, back to my original point. A well designed and well architected system minimizes or eliminates unnecessary overhead and avoids pessimistic algorithms wherever possible in order to deliver a highly efficient and high performance system. If you’ve every programmed an Oracle NoSQL Database application, you’ll know the difference! /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • What Can We Learn About Software Security by Going to the Gym

    - by Nick Harrison
    There was a recent rash of car break-ins at the gym. Not an epidemic by any stretch, probably 4 or 5, but still... My gym used to allow you to hang your keys from a peg board at the front desk. This way you could come to the gym dressed to work out, lock your valuables in your car, and not have anything to worry about. Ignorance is bliss. The problem was that anyone who wanted to could go pick up your car keys, click the unlock button and find your car. Once there, they could rummage through your stuff and then walk back in and finish their workout as if nothing had happened. The people doing this were a little smatter then the average thief and would swipe some but not all of your cash leaving everything else in place. Most thieves would steal the whole car and be busted more quickly. The victims were unaware that anything had happened for several days. Fortunately, once the victims realized what had happened, the gym was still able to pull security tapes and find out who was misbehaving. All of the bad guys were busted, and everyone can now breathe a sigh of relieve. It is once again safe to go to the gym. Except there was still a fundamental problem. Putting your keys on a peg board by the front door is just asking for bad things to happen. One person got busted exploiting this security flaw. Others can still be exploiting it. In fact, others may well have been exploiting it and simply never got caught. How long would it take you to realize that $10 was missing from your wallet, if everything else was there? How would you even know when it went missing? Would you go to the front desk and even bother to ask them to review security tapes if you were only missing a small amount. Once highlighted, it is easy to see how commonly such vulnerability may have been exploited. So the gym did the very reasonable precaution of removing the peg board. To me the most shocking part of this story is the resulting uproar from gym members losing the convenient key peg. How dare they remove the trusted peg board? How can I work out now, I have to carry my keys from machine to machine? How can I enjoy my workout with this added inconvenience? This all happened a couple of weeks ago, and some people are still complaining. In light of the recent high profile hacking, there are a couple of parallels that can be drawn. Many web sites are riddled with vulnerabilities are crazy and easily exploitable as leaving your car keys by the front door while you work out. No one ever considered thanking the people who were swiping these keys for pointing out the vulnerability. Without a hesitation, they had their gym memberships revoked and are awaiting prosecution. The gym did recognize the vulnerability for what it is, and closed up that attack vector. What can we learn from this? Monitoring and logging will not prevent a crime but they will allow us to identify that a crime took place and may help track down who did it. Once we find a security weakness, we need to eliminate it. We may never identify and eliminate all security weaknesses, but we cannot allow well known vulnerabilities to persist in our system. In our case, we are not likely to meet resistance from end users. We are more likely to meet resistance from stake holders, product owners, keeper of schedules and budgets. We may meet resistance from integration partners, co workers, and third party vendors. Regardless of the source, we will see resistance, but the weakness needs to be dealt with. There is no need to glorify a cracker for bringing to light a security weakness. Regardless of their claimed motives, they are not heroes. There is also no point in wasting time defending weaknesses once they are identified. Deal with the weakness and move on. In may be embarrassing to find security weaknesses in our systems, but it is even more embarrassing to continue ignoring them. Even if it is unpopular, we need to seek out security weaknesses and eliminate them when we find them. http://www.sans.org has put together the Common Weakness Enumeration http://cwe.mitre.org/ which lists out common weaknesses. The site navigation takes a little getting used to, but there is a treasure trove here. Here is the detail page for SQL Injection. It clearly states how this can be exploited, in case anyone doubts that the weakness should be taken seriously, and more importantly how to mitigate the risk.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Online ALTER TABLE in MySQL 5.6

    - by Marko Mäkelä
    This is the low-level view of data dictionary language (DDL) operations in the InnoDB storage engine in MySQL 5.6. John Russell gave a more high-level view in his blog post April 2012 Labs Release – Online DDL Improvements. MySQL before the InnoDB Plugin Traditionally, the MySQL storage engine interface has taken a minimalistic approach to data definition language. The only natively supported operations were CREATE TABLE, DROP TABLE and RENAME TABLE. Consider the following example: CREATE TABLE t(a INT); INSERT INTO t VALUES (1),(2),(3); CREATE INDEX a ON t(a); DROP TABLE t; The CREATE INDEX statement would be executed roughly as follows: CREATE TABLE temp(a INT, INDEX(a)); INSERT INTO temp SELECT * FROM t; RENAME TABLE t TO temp2; RENAME TABLE temp TO t; DROP TABLE temp2; You could imagine that the database could crash when copying all rows from the original table to the new one. For example, it could run out of file space. Then, on restart, InnoDB would roll back the huge INSERT transaction. To fix things a little, a hack was added to ha_innobase::write_row for committing the transaction every 10,000 rows. Still, it was frustrating that even a simple DROP INDEX would make the table unavailable for modifications for a long time. Fast Index Creation in the InnoDB Plugin of MySQL 5.1 MySQL 5.1 introduced a new interface for CREATE INDEX and DROP INDEX. The old table-copying approach can still be forced by SET old_alter_table=0. This interface is used in MySQL 5.5 and in the InnoDB Plugin for MySQL 5.1. Apart from the ability to do a quick DROP INDEX, the main advantage is that InnoDB will execute a merge-sort algorithm before inserting the index records into each index that is being created. This should speed up the insert into the secondary index B-trees and potentially result in a better B-tree fill factor. The 5.1 ALTER TABLE interface was not perfect. For example, DROP FOREIGN KEY still invoked the table copy. Renaming columns could conflict with InnoDB foreign key constraints. Combining ADD KEY and DROP KEY in ALTER TABLE was problematic and not atomic inside the storage engine. The ALTER TABLE interface in MySQL 5.6 The ALTER TABLE storage engine interface was completely rewritten in MySQL 5.6. Instead of introducing a method call for every conceivable operation, MySQL 5.6 introduced a handful of methods, and data structures that keep track of the requested changes. In MySQL 5.6, online ALTER TABLE operation can be requested by specifying LOCK=NONE. Also LOCK=SHARED and LOCK=EXCLUSIVE are available. The old-style table copying can be requested by ALGORITHM=COPY. That one will require at least LOCK=SHARED. From the InnoDB point of view, anything that is possible with LOCK=EXCLUSIVE is also possible with LOCK=SHARED. Most ALGORITHM=INPLACE operations inside InnoDB can be executed online (LOCK=NONE). InnoDB will always require an exclusive table lock in two phases of the operation. The execution phases are tied to a number of methods: handler::check_if_supported_inplace_alter Checks if the storage engine can perform all requested operations, and if so, what kind of locking is needed. handler::prepare_inplace_alter_table InnoDB uses this method to set up the data dictionary cache for upcoming CREATE INDEX operation. We need stubs for the new indexes, so that we can keep track of changes to the table during online index creation. Also, crash recovery would drop any indexes that were incomplete at the time of the crash. handler::inplace_alter_table In InnoDB, this method is used for creating secondary indexes or for rebuilding the table. This is the ‘main’ phase that can be executed online (with concurrent writes to the table). handler::commit_inplace_alter_table This is where the operation is committed or rolled back. Here, InnoDB would drop any indexes, rename any columns, drop or add foreign keys, and finalize a table rebuild or index creation. It would also discard any logs that were set up for online index creation or table rebuild. The prepare and commit phases require an exclusive lock, blocking all access to the table. If MySQL times out while upgrading the table meta-data lock for the commit phase, it will roll back the ALTER TABLE operation. In MySQL 5.6, data definition language operations are still not fully atomic, because the data dictionary is split. Part of it is inside InnoDB data dictionary tables. Part of the information is only available in the *.frm file, which is not covered by any crash recovery log. But, there is a single commit phase inside the storage engine. Online Secondary Index Creation It may occur that an index needs to be created on a new column to speed up queries. But, it may be unacceptable to block modifications on the table while creating the index. It turns out that it is conceptually not so hard to support online index creation. All we need is some more execution phases: Set up a stub for the index, for logging changes. Scan the table for index records. Sort the index records. Bulk load the index records. Apply the logged changes. Replace the stub with the actual index. Threads that modify the table will log the operations to the logs of each index that is being created. Errors, such as log overflow or uniqueness violations, will only be flagged by the ALTER TABLE thread. The log is conceptually similar to the InnoDB change buffer. The bulk load of index records will bypass record locking. We still generate redo log for writing the index pages. It would suffice to log page allocations only, and to flush the index pages from the buffer pool to the file system upon completion. Native ALTER TABLE Starting with MySQL 5.6, InnoDB supports most ALTER TABLE operations natively. The notable exceptions are changes to the column type, ADD FOREIGN KEY except when foreign_key_checks=0, and changes to tables that contain FULLTEXT indexes. The keyword ALGORITHM=INPLACE is somewhat misleading, because certain operations cannot be performed in-place. For example, changing the ROW_FORMAT of a table requires a rebuild. Online operation (LOCK=NONE) is not allowed in the following cases: when adding an AUTO_INCREMENT column, when the table contains FULLTEXT indexes or a hidden FTS_DOC_ID column, or when there are FOREIGN KEY constraints referring to the table, with ON…CASCADE or ON…SET NULL option. The FOREIGN KEY limitations are needed, because MySQL does not acquire meta-data locks on the child or parent tables when executing SQL statements. Theoretically, InnoDB could support operations like ADD COLUMN and DROP COLUMN in-place, by lazily converting the table to a newer format. This would require that the data dictionary keep multiple versions of the table definition. For simplicity, we will copy the entire table, even for DROP COLUMN. The bulk copying of the table will bypass record locking and undo logging. For facilitating online operation, a temporary log will be associated with the clustered index of table. Threads that modify the table will also write the changes to the log. When altering the table, we skip all records that have been marked for deletion. In this way, we can simply discard any undo log records that were not yet purged from the original table. Off-page columns, or BLOBs, are an important consideration. We suspend the purge of delete-marked records if it would free any off-page columns from the old table. This is because the BLOBs can be needed when applying changes from the log. We have special logging for handling the ROLLBACK of an INSERT that inserted new off-page columns. This is because the columns will be freed at rollback.

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Entity Framework 6: Alpha2 Now Available

    - by ScottGu
    The Entity Framework team recently announced the 2nd alpha release of EF6.   The alpha 2 package is available for download from NuGet. Since this is a pre-release package make sure to select “Include Prereleases” in the NuGet package manager, or execute the following from the package manager console to install it: PM> Install-Package EntityFramework -Pre This week’s alpha release includes a bunch of great improvements in the following areas: Async language support is now available for queries and updates when running on .NET 4.5. Custom conventions now provide the ability to override the default conventions that Code First uses for mapping types, properties, etc. to your database. Multi-tenant migrations allow the same database to be used by multiple contexts with full Code First Migrations support for independently evolving the model backing each context. Using Enumerable.Contains in a LINQ query is now handled much more efficiently by EF and the SQL Server provider resulting greatly improved performance. All features of EF6 (except async) are available on both .NET 4 and .NET 4.5. This includes support for enums and spatial types and the performance improvements that were previously only available when using .NET 4.5. Start-up time for many large models has been dramatically improved thanks to improved view generation performance. Below are some additional details about a few of the improvements above: Async Support .NET 4.5 introduced the Task-Based Asynchronous Pattern that uses the async and await keywords to help make writing asynchronous code easier. EF 6 now supports this pattern. This is great for ASP.NET applications as database calls made through EF can now be processed asynchronously – avoiding any blocking of worker threads. This can increase scalability on the server by allowing more requests to be processed while waiting for the database to respond. The following code shows an MVC controller that is querying a database for a list of location entities:     public class HomeController : Controller     {         LocationContext db = new LocationContext();           public async Task<ActionResult> Index()         {             var locations = await db.Locations.ToListAsync();               return View(locations);         }     } Notice above the call to the new ToListAsync method with the await keyword. When the web server reaches this code it initiates the database request, but rather than blocking while waiting for the results to come back, the thread that is processing the request returns to the thread pool, allowing ASP.NET to process another incoming request with the same thread. In other words, a thread is only consumed when there is actual processing work to do, allowing the web server to handle more concurrent requests with the same resources. A more detailed walkthrough covering async in EF is available with additional information and examples. Also a walkthrough is available showing how to use async in an ASP.NET MVC application. Custom Conventions When working with EF Code First, the default behavior is to map .NET classes to tables using a set of conventions baked into EF. For example, Code First will detect properties that end with “ID” and configure them automatically as primary keys. However, sometimes you cannot or do not want to follow those conventions and would rather provide your own. For example, maybe your primary key properties all end in “Key” instead of “Id”. Custom conventions allow the default conventions to be overridden or new conventions to be added so that Code First can map by convention using whatever rules make sense for your project. The following code demonstrates using custom conventions to set the precision of all decimals to 5. As with other Code First configuration, this code is placed in the OnModelCreating method which is overridden on your derived DbContext class:         protected override void OnModelCreating(DbModelBuilder modelBuilder)         {             modelBuilder.Properties<decimal>()                 .Configure(x => x.HasPrecision(5));           } But what if there are a couple of places where a decimal property should have a different precision? Just as with all the existing Code First conventions, this new convention can be overridden for a particular property simply by explicitly configuring that property using either the fluent API or a data annotation. A more detailed description of custom code first conventions is available here. Community Involvement I blogged a while ago about EF being released under an open source license.  Since then a number of community members have made contributions and these are included in EF6 alpha 2. Two examples of community contributions are: AlirezaHaghshenas contributed a change that increases the startup performance of EF for larger models by improving the performance of view generation. The change means that it is less often necessary to use of pre-generated views. UnaiZorrilla contributed the first community feature to EF: the ability to load all Code First configuration classes in an assembly with a single method call like the following: protected override void OnModelCreating(DbModelBuilder modelBuilder) {        modelBuilder.Configurations            .AddFromAssembly(typeof(LocationContext).Assembly); } This code will find and load all the classes that inherit from EntityTypeConfiguration<T> or ComplexTypeConfiguration<T> in the assembly where LocationContext is defined. This reduces the amount of coupling between the context and Code First configuration classes, and is also a very convenient shortcut for large models. Other upcoming features coming in EF 6 Lots of information about the development of EF6 can be found on the EF CodePlex site, including a roadmap showing the other features that are planned for EF6. One of of the nice upcoming features is connection resiliency, which will automate the process of retying database operations on transient failures common in cloud environments and with databases such as the Windows Azure SQL Database. Another often requested feature that will be included in EF6 is the ability to map stored procedures to query and update operations on entities when using Code First. Summary EF6 is the first open source release of Entity Framework being developed in CodePlex. The alpha 2 preview release of EF6 is now available on NuGet, and contains some really great features for you to try. The EF team are always looking for feedback from developers - especially on the new features such as custom Code First conventions and async support. To provide feedback you can post a comment on the EF6 alpha 2 announcement post, start a discussion or file a bug on the CodePlex site. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Openlayers - Redraw() layer. Add / Remove layer.

    - by Ozaki
    TLDR: I have an Openlayers map with a layer called 'track' I want to remove track and add track back in. I have an image 'imageFeature' on a layer that rotates on load to the direction being set. I want it to update this rotation that is set in 'styleMap' on a layer called 'tracking'. I set the var 'stylemap' to apply the external image & rotation. The 'imageFeature' is added to the layer at the coords specified. 'imageFeature' is removed. 'imageFeature' is added again in its new location. Rotation is not applied.. As the 'styleMap' applies to the layer I think that I have to remove the layer and add it again rather than just the 'imageFeature' Layer: var tracking = new OpenLayers.Layer.GML("Tracking", "coordinates.json", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); styleMap: var styleMap = new OpenLayers.StyleMap({ fillOpacity: 1, pointRadius: 10, rotation: heading, }); Now wrapped in a timed function the imageFeature: map.layers[3].addFeatures(new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(longitude, latitude), {rotation: heading, type: parseInt(Math.random() * 3)} )); Type refers to a lookup of 1 of 3 images.: styleMap.addUniqueValueRules("default", "type", lookup); var lookup = { 0: {externalGraphic: "Image1.png", rotation: heading}, 1: {externalGraphic: "Image2.png", rotation: heading}, 2: {externalGraphic: "Image3.png", rotation: heading} } I have tried the 'redraw()' function: but it returns "tracking is undefined" or "map.layers[2]" is undefined. tracking.redraw(true); map.layers[2].redraw(true); Heading is a variable: from a JSON feed. var heading = 13.542; But so far can't get anything to work it will only rotate the image onload. The image will move in coordinates as it should though. So what am I doing wrong with the redraw function or how can I get this image to rotate live? Thanks in advance -Ozaki Add: I managed to get map.layers[2].redraw(true); to sucessfully redraw layer 2. But it still does not update the rotation. I am thinking because the stylemap is updating. But it runs through the style map every n sec, but no updates to rotation and the variable for heading is updating correctly if i put a watch on it in firebug.

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  • Python Memory leak - Solved, but still puzzled

    - by disappearedng
    Dear everyone, I have successfully debugged my own memory leak problems. However, I have noticed some very strange occurence. for fid, fv in freqDic.iteritems(): outf.write(fid+"\t") #ID for i, term in enumerate(domain): #Vector tfidf = self.tf(term, fv) * self.idf( term, docFreqDic) if i == len(domain) - 1: outf.write("%f\n" % tfidf) else: outf.write("%f\t" % tfidf) outf.flush() print "Memory increased by", int(self.memory_mon.usage()) - startMemory outf.close() def tf(self, term, freqVector): total = freqVector[TOTAL] if total == 0: return 0 if term not in freqVector: ## When you don't have these lines memory leaks occurs return 0 ## return float(freqVector[term]) / freqVector[TOTAL] def idf(self, term, docFrequencyPerTerm): if term not in docFrequencyPerTerm: return 0 return math.log( float(docFrequencyPerTerm[TOTAL])/docFrequencyPerTerm[term]) Basically let me describe my problem: 1) I am doing tfidf calculations 2) I traced that the source of memory leaks is coming from defaultdict. 3) I am using the memory_mon from http://stackoverflow.com/questions/276052/how-to-get-current-cpu-and-ram-usage-in-python 4) The reason for my memory leaks is as follows: a) in self.tf, if the lines: if term not in freqVector: return 0 are not added that will cause the memory leak. (I verified this myself using memory_mon and noticed a sharp increase in memory that kept on increasing) The solution to my problem was 1) since fv is a defaultdict, any reference to it that are not found in fv will create an entry. Over a very large domain, this will cause memory leaks. I decided to use dict instead of default dict and the memory problem did go away. My only puzzle is: since fv is created in "for fid, fv in freqDic.iteritems():" shouldn't fv be destroyed at the end of every for loop? I tried putting gc.collect() at the end of the for loop but gc was not able to collect everything (returns 0). Yes, the hypothesis is right, but the memory should stay fairly consistent with ever for loop if for loops do destroy all temp variables. This is what it looks like with that two line in self.tf: Memory increased by 12 Memory increased by 948 Memory increased by 28 Memory increased by 36 Memory increased by 36 Memory increased by 32 Memory increased by 28 Memory increased by 32 Memory increased by 32 Memory increased by 32 Memory increased by 40 Memory increased by 32 Memory increased by 32 Memory increased by 28 and without the the two line: Memory increased by 1652 Memory increased by 3576 Memory increased by 4220 Memory increased by 5760 Memory increased by 7296 Memory increased by 8840 Memory increased by 10456 Memory increased by 12824 Memory increased by 13460 Memory increased by 15000 Memory increased by 17448 Memory increased by 18084 Memory increased by 19628 Memory increased by 22080 Memory increased by 22708 Memory increased by 24248 Memory increased by 26704 Memory increased by 27332 Memory increased by 28864 Memory increased by 30404 Memory increased by 32856 Memory increased by 33552 Memory increased by 35024 Memory increased by 36564 Memory increased by 39016 Memory increased by 39924 Memory increased by 42104 Memory increased by 42724 Memory increased by 44268 Memory increased by 46720 Memory increased by 47352 Memory increased by 48952 Memory increased by 50428 Memory increased by 51964 Memory increased by 53508 Memory increased by 55960 Memory increased by 56584 Memory increased by 58404 Memory increased by 59668 Memory increased by 61208 Memory increased by 62744 Memory increased by 64400 I look forward to your answer

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  • Using JAXB to unmarshal/marshal a List<String> - Inheritance

    - by gerry
    I've build the following case. An interface for all JAXBLists: public interface JaxbList<T> { public abstract List<T> getList(); } And an base implementation: @XmlRootElement(name="list") public class JaxbBaseList<T> implements JaxbList<T>{ protected List<T> list; public JaxbBaseList(){} public JaxbBaseList(List<T> list){ this.list=list; } @XmlElement(name="item" ) public List<T> getList(){ return list; } } As well as an implementation for a list of URIs: @XmlRootElement(name="uris") public class JaxbUriList2 extends JaxbBaseList<String> { public JaxbUriList2() { super(); } public JaxbUriList2(List<String> list){ super(list); } @Override @XmlElement(name="uri") public List<String> getList() { return list; } } And I'm using the List in the following way: public JaxbList<String> init(@QueryParam("amount") int amount){ List<String> entityList = new Vector<String>(); ... enityList.add("http://uri"); ... return new JaxbUriList2(entityList); } I thought the output should be: <uris> <uri> http://uri </uri> ... </uris> But it is something like this: <uris> <item xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xs="http://www.w3.org/2001/XMLSchema" xsi:type="xs:string"> http://uri </item> ... <uri> http://uri </uri> ... </uris> I think it has something to do with the inheritance, but I don't get it... What's the problem? - How can I fix it? Thanks in advance!

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  • 2d trajectory planning of a spaceship with physics.

    - by egarcia
    I'm implementing a 2D game with ships in space. In order to do it, I'm using LÖVE, which wraps Box2D with Lua. But I believe that my question can be answered by anyone with a greater understanding of physics than myself - so pseudo code is accepted as a response. My problem is that I don't know how to move my spaceships properly on a 2D physics-enabled world. More concretely: A ship of mass m is located at an initial position {x, y}. It has an initial velocity vector of {vx, vy} (can be {0,0}). The objective is a point in {xo,yo}. The ship has to reach the objective having a velocity of {vxo, vyo} (or near it), following the shortest trajectory. There's a function called update(dt) that is called frequently (i.e. 30 times per second). On this function, the ship can modify its position and trajectory, by applying "impulses" to itself. The magnitude of the impulses is binary: you can either apply it in a given direction, or not to apply it at all). In code, it looks like this: def Ship:update(dt) m = self:getMass() x,y = self:getPosition() vx,vy = self.getLinearVelocity() xo,yo = self:getTargetPosition() vxo,vyo = self:getTargetVelocity() thrust = self:getThrust() if(???) angle = ??? self:applyImpulse(math.sin(angle)*thrust, math.cos(angle)*thrust)) end end The first ??? is there to indicate that in some occasions (I guess) it would be better to "not to impulse" and leave the ship "drift". The second ??? part consists on how to calculate the impulse angle on a given dt. We are in space, so we can ignore things like air friction. Although it would be very nice, I'm not looking for someone to code this for me; I put the code there so my problem is clearly understood. What I need is an strategy - a way of attacking this. I know some basic physics, but I'm no expert. For example, does this problem have a name? That sort of thing. Thanks a lot.

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  • How to optimize my PageRank calculation?

    - by asmaier
    In the book Programming Collective Intelligence I found the following function to compute the PageRank: def calculatepagerank(self,iterations=20): # clear out the current PageRank tables self.con.execute("drop table if exists pagerank") self.con.execute("create table pagerank(urlid primary key,score)") self.con.execute("create index prankidx on pagerank(urlid)") # initialize every url with a PageRank of 1.0 self.con.execute("insert into pagerank select rowid,1.0 from urllist") self.dbcommit() for i in range(iterations): print "Iteration %d" % i for (urlid,) in self.con.execute("select rowid from urllist"): pr=0.15 # Loop through all the pages that link to this one for (linker,) in self.con.execute("select distinct fromid from link where toid=%d" % urlid): # Get the PageRank of the linker linkingpr=self.con.execute("select score from pagerank where urlid=%d" % linker).fetchone()[0] # Get the total number of links from the linker linkingcount=self.con.execute("select count(*) from link where fromid=%d" % linker).fetchone()[0] pr+=0.85*(linkingpr/linkingcount) self.con.execute("update pagerank set score=%f where urlid=%d" % (pr,urlid)) self.dbcommit() However, this function is very slow, because of all the SQL queries in every iteration >>> import cProfile >>> cProfile.run("crawler.calculatepagerank()") 2262510 function calls in 136.006 CPU seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.000 0.000 136.006 136.006 <string>:1(<module>) 1 20.826 20.826 136.006 136.006 searchengine.py:179(calculatepagerank) 21 0.000 0.000 0.528 0.025 searchengine.py:27(dbcommit) 21 0.528 0.025 0.528 0.025 {method 'commit' of 'sqlite3.Connecti 1 0.000 0.000 0.000 0.000 {method 'disable' of '_lsprof.Profiler 1339864 112.602 0.000 112.602 0.000 {method 'execute' of 'sqlite3.Connec 922600 2.050 0.000 2.050 0.000 {method 'fetchone' of 'sqlite3.Cursor' 1 0.000 0.000 0.000 0.000 {range} So I optimized the function and came up with this: def calculatepagerank2(self,iterations=20): # clear out the current PageRank tables self.con.execute("drop table if exists pagerank") self.con.execute("create table pagerank(urlid primary key,score)") self.con.execute("create index prankidx on pagerank(urlid)") # initialize every url with a PageRank of 1.0 self.con.execute("insert into pagerank select rowid,1.0 from urllist") self.dbcommit() inlinks={} numoutlinks={} pagerank={} for (urlid,) in self.con.execute("select rowid from urllist"): inlinks[urlid]=[] numoutlinks[urlid]=0 # Initialize pagerank vector with 1.0 pagerank[urlid]=1.0 # Loop through all the pages that link to this one for (inlink,) in self.con.execute("select distinct fromid from link where toid=%d" % urlid): inlinks[urlid].append(inlink) # get number of outgoing links from a page numoutlinks[urlid]=self.con.execute("select count(*) from link where fromid=%d" % urlid).fetchone()[0] for i in range(iterations): print "Iteration %d" % i for urlid in pagerank: pr=0.15 for link in inlinks[urlid]: linkpr=pagerank[link] linkcount=numoutlinks[link] pr+=0.85*(linkpr/linkcount) pagerank[urlid]=pr for urlid in pagerank: self.con.execute("update pagerank set score=%f where urlid=%d" % (pagerank[urlid],urlid)) self.dbcommit() This function is 20 times faster (but uses a lot more memory for all the temporary dictionaries) because it avoids the unnecessary SQL queries in every iteration: >>> cProfile.run("crawler.calculatepagerank2()") 64802 function calls in 6.950 CPU seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.004 0.004 6.950 6.950 <string>:1(<module>) 1 1.004 1.004 6.946 6.946 searchengine.py:207(calculatepagerank2 2 0.000 0.000 0.104 0.052 searchengine.py:27(dbcommit) 23065 0.012 0.000 0.012 0.000 {meth 'append' of 'list' objects} 2 0.104 0.052 0.104 0.052 {meth 'commit' of 'sqlite3.Connection 1 0.000 0.000 0.000 0.000 {meth 'disable' of '_lsprof.Profiler' 31298 5.809 0.000 5.809 0.000 {meth 'execute' of 'sqlite3.Connectio 10431 0.018 0.000 0.018 0.000 {method 'fetchone' of 'sqlite3.Cursor' 1 0.000 0.000 0.000 0.000 {range} But is it possible to further reduce the number of SQL queries to speed up the function even more?

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  • C# file Decryption - Bad Data

    - by Jon
    Hi all, I am in the process of rewriting an old application. The old app stored data in a scoreboard file that was encrypted with the following code: private const String SSecretKey = @"?B?n?Mj?"; public DataTable GetScoreboardFromFile() { FileInfo f = new FileInfo(scoreBoardLocation); if (!f.Exists) { return setupNewScoreBoard(); } DESCryptoServiceProvider DES = new DESCryptoServiceProvider(); //A 64 bit key and IV is required for this provider. //Set secret key For DES algorithm. DES.Key = ASCIIEncoding.ASCII.GetBytes(SSecretKey); //Set initialization vector. DES.IV = ASCIIEncoding.ASCII.GetBytes(SSecretKey); //Create a file stream to read the encrypted file back. FileStream fsread = new FileStream(scoreBoardLocation, FileMode.Open, FileAccess.Read); //Create a DES decryptor from the DES instance. ICryptoTransform desdecrypt = DES.CreateDecryptor(); //Create crypto stream set to read and do a //DES decryption transform on incoming bytes. CryptoStream cryptostreamDecr = new CryptoStream(fsread, desdecrypt, CryptoStreamMode.Read); DataTable dTable = new DataTable("scoreboard"); dTable.ReadXml(new StreamReader(cryptostreamDecr)); cryptostreamDecr.Close(); fsread.Close(); return dTable; } This works fine. I have copied the code into my new app so that I can create a legacy loader and convert the data into the new format. The problem is I get a "Bad Data" error: System.Security.Cryptography.CryptographicException was unhandled Message="Bad Data.\r\n" Source="mscorlib" The error fires at this line: dTable.ReadXml(new StreamReader(cryptostreamDecr)); The encrypted file was created today on the same machine with the old code. I guess that maybe the encryption / decryption process uses the application name / file or something and therefore means I can not open it. Does anyone have an idea as to: A) Be able explain why this isn't working? B) Offer a solution that would allow me to be able to open files that were created with the legacy application and be able to convert them please? Thank you

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  • IronPython and Nodebox in C#

    - by proxylittle
    My plan: I'm trying to setup my C# project to communicate with Nodebox to call a certain function which populates a graph and draws it in a new window. Current situation: [fixed... see Update2] I have already included all python-modules needed, but im still getting a Library 'GL' not found it seems that the pyglet module needs a reference to GL/gl.h, but can't find it due to IronPython behaviour. Requirement: The project needs to stay as small as possible without installing new packages. Thats why i have copied all my modules into the project-folder and would like to keep it that or a similar way. My question: Is there a certain workaround for my problem or a fix for the library-folder missmatch. Have read some articles about Tao-Opengl and OpenTK but can't find a good solution. Update1: Updated my sourcecode with a small pyglet window-rendering example. Problem is in pyglet and referenced c-Objects. How do i include them in my c# project to be called? No idea so far... experimenting alittle now. Keeping you updated. SampleCode C#: ScriptRuntimeSetup setup = Python.CreateRuntimeSetup(null); ScriptRuntime runtime = new ScriptRuntime(setup); ScriptEngine engine = Python.GetEngine(runtime); ScriptSource source = engine.CreateScriptSourceFromFile("test.py"); ScriptScope scope = engine.CreateScope(); source.Execute(scope); SampleCode Python (test.py): from nodebox.graphics import * from nodebox.graphics.physics import Vector, Boid, Flock, Obstacle flock = Flock(50, x=-50, y=-50, width=700, height=400) flock.sight(80) def draw(canvas): canvas.clear() flock.update(separation=0.4, cohesion=0.6, alignment=0.1, teleport=True) for boid in flock: push() translate(boid.x, boid.y) scale(0.5 + boid.depth) rotate(boid.heading) arrow(0, 0, 15) pop() canvas.size = 600, 300 def main(canvas): canvas.run(draw) Update2: Line 139 [pyglet/lib.py] sys.platform is not win32... there was the error. Fixed it by just using the line: from pyglet.gl.lib_wgl import link_GL, link_GLU, link_WGL Now the following Error: 'module' object has no attribute '_getframe' Kind of a pain to fix it. Updating with results... Update3: Fixed by adding following line right after first line in C#-Code: setup.Options["Frames"] = true; Current Problem: No module named unicodedata, but in Python26/DLLs is only a *.pyd file`. So.. how do i implement it now?!

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  • Any way to simulate MouseOver in WPF

    - by jpierson
    I'm working on a link control in WPF which fits the text with icon links case in the Windows UX Guide. What I want is to have some text within a hyperlink that appears to the right of some image. In my case I started off by using a TextBlock that contained a Hyperlink which then contained my image and some text. <TextBlock> <Hyperlink> <Rectangle Height="16" Width="16" Fill="{StaticResource MyIconBrush}" Stretch="UniformToFill" VerticalAlignment="Center" HorizontalAlignment="Left" /> <Run>My link text</Run> </Hyperlink> </TextBlock> The problem with this however was that the image being taller than my text produced an effect where the text was aligned to the bottom. Unfortunately I haven't found any way to control the vertical alignment within the TextBlock or within the Hyperlink so I've resorted to attempting an alternative layout where the Hyperlink and the Rectangle that represent my vector icon are separated in order to get them to align properly like shown below. <TextBlock> <Hyperlink> <StackPanel Orientation="Horizontal"> <Rectangle Height="16" Width="16" Fill="{StaticResource MyIconBrush}" Stretch="UniformToFill" VerticalAlignment="Center" HorizontalAlignment="Left" /> <TextBlock VerticalAlignment="Center"><Hyperlink>My link text<Hyperlink></TextBlock> </StackPanel> </Hyperlink> </TextBlock> The problem with this however is that now that my Icon and my Hyperlink are separated I don't get my MouseOver appearance of my link when I the mouse is over my icon and vise-versa. So this got me to thinking, how do I simulate MouseOver for a given control such with a checkbox where you get the MouseOver effect on the box when you actually mouse over it's associated text. I know in the HTML world the label element has a for attribute that can be used to specify which control it is labeling which will basically do what I'm looking for. Also I can imagine that in other scenarios it may be nice to have a label that when you mouse over shows a corresponding text box as if the mouse is over it and possibly when clicked focus is given to the corresponding text box as well. For now though I'm interested mainly in how to to get a label or label like element in WPF to act as a proxy for a given control in terms of it's MouseOver state. Also I would like to do this purely in XAML if possible.

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  • Is Ogre's use of Exceptions a good way of using them?

    - by identitycrisisuk
    I've managed to get through my C++ game programming career so far virtually never touching exceptions but recently I've been working on a project with the Ogre engine and I'm trying to learn properly. I've found a lot of good questions and answers here on the general usage of C++ exceptions but I'd like to get some outside opinions from here on whether Ogre's usage is good and how best to work with them. To start with, quoting from Ogre's documentation of it's own Exception class: OGRE never uses return values to indicate errors. Instead, if an error occurs, an exception is thrown, and this is the object that encapsulates the detail of the problem. The application using OGRE should always ensure that the exceptions are caught, so all OGRE engine functions should occur within a try{} catch(Ogre::Exception& e) {} block. Really? Every single Ogre function could throw an exception and be wrapped in a try/catch block? At present this is handled in our usage of it by a try/catch in main that will show a message box with the exception description before exiting. This can be a bit awkward for debugging though as you don't get a stack trace, just the function that threw the error - more important is the function from our code that called the Ogre function. If it was an assert in Ogre code then it would go straight to the code in the debugger and I'd be able to find out what's going on much easier - I don't know if I'm missing something that would allow me to debug exceptions already? I'm starting to add a few more try/catch blocks in our code now, generally thinking about whether it matters if the Ogre function throws an exception. If it's something that will stop everything working then let the main try/catch handle it and exit the program. If it's not of great importance then catch it just after the function call and let the program continue. One recent example of this was building up a vector of the vertex/fragment program parameters for materials applied to an entity - if a material didn't have any parameters then it would throw an exception, which I caught and then ignored as it didn't need to add to my list of parameters. Does this seem like a reasonable way of dealing with things? Any specific advice for working with Ogre is much appreciated.

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