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  • Sharing configuration settings between Windows Azure roles

    - by theo.spears
    If you are working on a medium-large Windows Azure project it's likely it will involve more than one role, for example separate web and worker roles. Unfortunately although all the windows azure configuration settings are stored in a single cscfg file, there is no way to share configuration settings between multiple roles. This means you have to duplicate common settings like connection strings across all your roles. There is an open Connect issue about this topic, but Microsoft have not said when they will fix it. In the mean time I've put together a dirty dirty hack cunning workaround that creates a fake role containing your shared configuration settings, and copies it to all roles as part of the build process. Here's how you set it up: 1. Download the zip file attached to this post, and unzip it into the folder containing your Azure project (not your solution folder). 2. Edit your csdef and cscfg files to include the placeholder project ServiceDefinition.csdef<?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="AzureSpendNotifier" http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceDefinition%22"http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceDefinition"> <WorkerRole name="GLOBAL"> <ConfigurationSettings> <Setting name="ExampleSetting" /> </ConfigurationSettings> </WorkerRole> <WorkerRole name="MyWorker"> <ConfigurationSettings> </ConfigurationSettings> </WorkerRole> <WebRole name="MyWeb"> <Sites> <Site name="Web"> <Bindings> <Binding name="WebEndpoint" endpointName="WebEndpoint" /> </Bindings> </Site> </Sites> <ConfigurationSettings> </ConfigurationSettings> </WebRole> </ServiceDefinition> ServiceConfiguration.cscfg<?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="AzureSpendNotifier" xmlns=http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration osFamily="1" osVersion="*"> <Role name="GLOBAL"> <ConfigurationSettings> <Setting name="ExampleSetting" value="Hello World" /> </ConfigurationSettings> <Instances count="1" /> </Role> <Role name="MyWorker"> <Instances count="1" /> <ConfigurationSettings> </ConfigurationSettings> </Role> <Role name="MyWeb"> <Instances count="1" /> <ConfigurationSettings> </ConfigurationSettings> </Role> </ServiceConfiguration> It is important that all your roles contain a ConfigurationSettings entry in both cscfg and csdef files, even if it's empty- otherwise the shared configuration settings will not be inserted. 3. Open your azure deployment (.ccproj) project in notepad, and add the highlighted line below: ... <Import Project="$(CloudExtensionsDir)Microsoft.CloudService.targets" /> <Import Project="globalsettings/globalsettings.targets" /> </Project> It is important you add this below the Microsoft.CloudService.targets import line, as it replaces some of the rules defined in that file. Visual studio will prompt you to reload the project, say yes. At this point you will have a new Azure role called 'GLOBAL' with settings you can edit through the visual studio properties panel as normal. This role will never be deployed, but any settings you add to it will be copied to all your other roles when deployed or tested locally within visual studio.

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Google Fetch issue

    - by Karen
    When I do a Google fetch on any of my webpages the results are all the same (below). I'm not a programmer but I'm pretty sure this is not correct. Out of all the fetches I have done only one was different and the content length was 6x below and showed meta tags etc. Maybe this explains other issues I've been having with the site: a drop in indexed pages. Meta tag analyzer says I have no title tag, meta tags or description even though I do it on all pages. I had an SEO team working on the site and they were stumped by why pages were not getting indexed. So they figure it was some type of code error. Are they right? HTTP/1.1 200 OK Cache-Control: private Content-Type: text/html; charset=utf-8 Content-Encoding: gzip Vary: Accept-Encoding Server: Microsoft-IIS/7.5 X-AspNet-Version: 4.0.30319 X-Powered-By: ASP.NET Date: Thu, 11 Oct 2012 11:45:41 GMT Content-Length: 1054 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title></title> <script type="text/javascript"> function getCookie(cookieName) { if (document.cookie.length > 0) { cookieStart = document.cookie.indexOf(cookieName + "="); if (cookieStart != -1) { cookieStart = cookieStart + cookieName.length + 1; cookieEnd = document.cookie.indexOf(";", cookieStart); if (cookieEnd == -1) cookieEnd = document.cookie.length; return unescape(document.cookie.substring(cookieStart, cookieEnd)); } } return ""; } function setTimezone() { var rightNow = new Date(); var jan1 = new Date(rightNow.getFullYear(), 0, 1, 0, 0, 0, 0); // jan 1st var june1 = new Date(rightNow.getFullYear(), 6, 1, 0, 0, 0, 0); // june 1st var temp = jan1.toGMTString(); var jan2 = new Date(temp.substring(0, temp.lastIndexOf(" ") - 1)); temp = june1.toGMTString(); var june2 = new Date(temp.substring(0, temp.lastIndexOf(" ") - 1)); var std_time_offset = (jan1 - jan2) / (1000 * 60 * 60); var daylight_time_offset = (june1 - june2) / (1000 * 60 * 60); var dst; if (std_time_offset == daylight_time_offset) { dst = "0"; // daylight savings time is NOT observed } else { // positive is southern, negative is northern hemisphere var hemisphere = std_time_offset - daylight_time_offset; if (hemisphere >= 0) std_time_offset = daylight_time_offset; dst = "1"; // daylight savings time is observed } var exdate = new Date(); var expiredays = 1; exdate.setDate(exdate.getDate() + expiredays); document.cookie = "TimeZoneOffset=" + std_time_offset + ";"; document.cookie = "Dst=" + dst + ";expires=" + exdate.toUTCString(); } function checkCookie() { var timeOffset = getCookie("TimeZoneOffset"); var dst = getCookie("Dst"); if (!timeOffset || !dst) { setTimezone(); window.location.reload(); } } </script> </head> <body onload="checkCookie()"> </body> </html>

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • Design Pattern for building a Budget

    - by Scott
    So I've looked at the Builder Pattern, Abstract Interfaces, other design patterns, etc. - and I think I'm over thinking the simplicity behind what I'm trying to do, so I'm asking you guys for some help with either recommending a design pattern I should use, or an architecture style I'm not familiar with that fits my task. So I have one model that represents a Budget in my code. At a high level, it looks like this: public class Budget { public int Id { get; set; } public List<MonthlySummary> Months { get; set; } public float SavingsPriority { get; set; } public float DebtPriority { get; set; } public List<Savings> SavingsCollection { get; set; } public UserProjectionParameters UserProjectionParameters { get; set; } public List<Debt> DebtCollection { get; set; } public string Name { get; set; } public List<Expense> Expenses { get; set; } public List<Income> IncomeCollection { get; set; } public bool AutoSave { get; set; } public decimal AutoSaveAmount { get; set; } public FundType AutoSaveType { get; set; } public decimal TotalExcess { get; set; } public decimal AccountMinimum { get; set; } } To go into more detail about some of the properties here shouldn't be necessary, but if you have any questions about those I will fill more out for you guys. Now, I'm trying to create code that builds one of these things based on a set of BudgetBuildParameters that the user will create and supply. There are going to be multiple types of these parameters. For example, on the sites homepage, there will be an example section where you can quickly see what your numbers look like, so they would be a much simpler set of SampleBudgetBuildParameters then say after a user registers and wants to create a fully filled out Budget using much more information in the DebtBudgetBuildParameters. Now a lot of these builds are going to be using similar code for certain tasks, but might want to also check the status of a users DebtCollection when formulating a monthly spending report, where as a Budget that only focuses on savings might not want to. I'd like to reduce code duplication (obviously) as much as possible, but in my head, every way I can think to do this would require using a base BudgetBuilderFactory to return the correct builder to the caller, and then creating say a SimpleBudgetBuilder that inherits from a BudgetBuilder, and put all duplicate code in the BudgetBuilder, and let the SimpleBudgetBuilder handle it's own cases. Problem is, a lot of the unique cases are unique to 2/4 builders, so there will be duplicate code somewhere in there obviously if I did that. Can anyone think of a better way to either explain a solution to this that may or may not be similar to mine, or a completely different pattern or way of thinking here? I really appreciate it.

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Server-Sent Events using GlassFish (TOTD #179)

    - by arungupta
    Bhakti blogged about Server-Sent Events on GlassFish and I've been planning to try it out for past some days. Finally, I took some time out today to learn about it and build a simplistic example showcasing the touch points. Server-Sent Events is developed as part of HTML5 specification and provides push notifications from a server to a browser client in the form of DOM events. It is defined as a cross-browser JavaScript API called EventSource. The client creates an EventSource by requesting a particular URL and registers an onmessage event listener to receive the event notifications. This can be done as shown var url = 'http://' + document.location.host + '/glassfish-sse/simple';eventSource = new EventSource(url);eventSource.onmessage = function (event) { var theParagraph = document.createElement('p'); theParagraph.innerHTML = event.data.toString(); document.body.appendChild(theParagraph);} This code subscribes to a URL, receives the data in the event listener, adds it to a HTML paragraph element, and displays it in the document. This is where you'll parse JSON and other processing to display if some other data format is received from the URL. The URL to which the EventSource is subscribed to is updated on the server side and there are multipe ways to do that. GlassFish 4.0 provide support for Server-Sent Events and it can be achieved registering a handler as shown below: @ServerSentEvent("/simple")public class MySimpleHandler extends ServerSentEventHandler { public void sendMessage(String data) { try { connection.sendMessage(data); } catch (IOException ex) { . . . } }} And then events can be sent to this handler using a singleton session bean as shown: @Startup@Statelesspublic class SimpleEvent { @Inject @ServerSentEventContext("/simple") ServerSentEventHandlerContext<MySimpleHandler> simpleHandlers; @Schedule(hour="*", minute="*", second="*/10") public void sendDate() { for(MySimpleHandler handler : simpleHandlers.getHandlers()) { handler.sendMessage(new Date().toString()); } }} This stateless session bean injects ServerSentEventHandlers listening on "/simple" path. Note, there may be multiple handlers listening on this path. The sendDate method triggers every 10 seconds and send the current timestamp to all the handlers. The client side browser simply displays the string. The HTTP request headers look like: Accept: text/event-streamAccept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3Accept-Encoding: gzip,deflate,sdchAccept-Language: en-US,en;q=0.8Cache-Control: no-cacheConnection: keep-aliveCookie: JSESSIONID=97ff28773ea6a085e11131acf47bHost: localhost:8080Referer: http://localhost:8080/glassfish-sse/faces/index2.xhtmlUser-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_7_3) AppleWebKit/536.5 (KHTML, like Gecko) Chrome/19.0.1084.54 Safari/536.5 And the response headers as: Content-Type: text/event-streamDate: Thu, 14 Jun 2012 21:16:10 GMTServer: GlassFish Server Open Source Edition 4.0Transfer-Encoding: chunkedX-Powered-By: Servlet/3.0 JSP/2.2 (GlassFish Server Open Source Edition 4.0 Java/Apple Inc./1.6) Notice, the MIME type of the messages from server to the client is text/event-stream and that is defined by the specification. The code in Bhakti's blog can be further simplified by using the recently-introduced Twitter API for Java as shown below: @Schedule(hour="*", minute="*", second="*/10") public void sendTweets() { for(MyTwitterHandler handler : twitterHandler.getHandlers()) { String result = twitter.search("glassfish", String.class); handler.sendMessage(result); }} The complete source explained in this blog can be downloaded here and tried on GlassFish 4.0 build 34. The latest promoted build can be downloaded from here and the complete source code for the API and implementation is here. I tried this sample on Chrome Version 19.0.1084.54 on Mac OS X 10.7.3.

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • Custom Text and Binary Payloads using WebSocket (TOTD #186)

    - by arungupta
    TOTD #185 explained how to process text and binary payloads in a WebSocket endpoint. In summary, a text payload may be received as public void receiveTextMessage(String message) {    . . . } And binary payload may be received as: public void recieveBinaryMessage(ByteBuffer message) {    . . .} As you realize, both of these methods receive the text and binary data in raw format. However you may like to receive and send the data using a POJO. This marshaling and unmarshaling can be done in the method implementation but JSR 356 API provides a cleaner way. For encoding and decoding text payload into POJO, Decoder.Text (for inbound payload) and Encoder.Text (for outbound payload) interfaces need to be implemented. A sample implementation below shows how text payload consisting of JSON structures can be encoded and decoded. public class MyMessage implements Decoder.Text<MyMessage>, Encoder.Text<MyMessage> {     private JsonObject jsonObject;    @Override    public MyMessage decode(String string) throws DecodeException {        this.jsonObject = new JsonReader(new StringReader(string)).readObject();               return this;    }     @Override    public boolean willDecode(String string) {        return true;    }     @Override    public String encode(MyMessage myMessage) throws EncodeException {        return myMessage.jsonObject.toString();    } public JsonObject getObject() { return jsonObject; }} In this implementation, the decode method decodes incoming text payload to MyMessage, the encode method encodes MyMessage for the outgoing text payload, and the willDecode method returns true or false if the message can be decoded. The encoder and decoder implementation classes need to be specified in the WebSocket endpoint as: @WebSocketEndpoint(value="/endpoint", encoders={MyMessage.class}, decoders={MyMessage.class}) public class MyEndpoint { public MyMessage receiveMessage(MyMessage message) { . . . } } Notice the updated method signature where the application is working with MyMessage instead of the raw string. Note that the encoder and decoder implementations just illustrate the point and provide no validation or exception handling. Similarly Encooder.Binary and Decoder.Binary interfaces need to be implemented for encoding and decoding binary payload. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • How to get the height of an image and apply that height to a div? [migrated]

    - by Mick79
    I am building a mobile web app and I'm using jquerytools slider on it. i want te slider to show (in proper ratio) across all mobile devices so width of the images is 100% and height is auto in css. However as all the elements are floated and jquerytools slider requires the position be set to absolute, the containing div (#header) doesn't stretch to fit the content. I am trying to use jquery to get the height of the height of the img and apply that height to the header.... however I am having no luck. CSS: #header{ width:100%; position:relative; z-index: 20; /* box-shadow: 0 0 10px white; */ overflow: auto; } .scrollable { position:relative; overflow:hidden; width: 100%; height: 100%; /* box-shadow: 0 0 20px purple; */ /* height:198px; */ z-index: 20; overflow: auto; } .scrollable .items { /* this cannot be too large */ width:1000%; position:absolute; clear:both; /* box-shadow: 0 0 30px green; */ } .items div { float:left; width:10%; height:100%; } /* single scrollable item */ .scrollable img { /* float:left; */ width:100%; height: auto; /* height:198px; */ } /* active item */ .scrollable .active { border:2px solid #000; position:relative; cursor:default; } HTML <div id=header><!-- root element for scrollable --> <div class="scrollable" id="scrollable"> <!-- root element for the items --> <div class="items"> <div> <img src="img/img2.jpg" /> </div> <div> <img src="img/img1.jpg" /> </div> <div> <img src="img/img3.jpg" /> </div> <div> <img src="img/img4.jpg" /> </div> <div> <img src="img/img6.jpg" /> </div> </div><!-- items --> </div><!-- scrollable --> </div><!-- header -->

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  • android client not working [migrated]

    - by Syeda Zunairah
    i have a java client and c# server the server code is static Socket listeningSocket; static Socket socket; static Thread thrReadRequest; static int iPort = 4444; static int iConnectionQueue = 100; static void Main(string[] args) { Console.WriteLine(IPAddress.Parse(getLocalIPAddress()).ToString()); try { listeningSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //listeningSocket.Bind(new IPEndPoint(0, iPort)); listeningSocket.Bind(new IPEndPoint(IPAddress.Parse(getLocalIPAddress()), iPort)); listeningSocket.Listen(iConnectionQueue); thrReadRequest = new Thread(new ThreadStart(getRequest)); thrReadRequest.Start(); } catch (Exception e) { Console.WriteLine("Winsock error: " + e.ToString()); //throw; } } static private void getRequest() { int i = 0; while (true) { i++; Console.WriteLine("Outside Try i = {0}", i.ToString()); try { socket = listeningSocket.Accept(); // Receiving //byte[] rcvLenBytes = new byte[4]; //socket.Receive(rcvLenBytes); //int rcvLen = System.BitConverter.ToInt32(rcvLenBytes, 0); //byte[] rcvBytes = new byte[rcvLen]; //socket.Receive(rcvBytes); //String formattedBuffer = System.Text.Encoding.ASCII.GetString(rcvBytes); byte[] buffer = new byte[socket.SendBufferSize]; int iBufferLength = socket.Receive(buffer, 0, buffer.Length, 0); Console.WriteLine("Received {0}", iBufferLength); Array.Resize(ref buffer, iBufferLength); string formattedBuffer = Encoding.ASCII.GetString(buffer); Console.WriteLine("Data received by Client: {0}", formattedBuffer); if (formattedBuffer == "quit") { socket.Close(); listeningSocket.Close(); Environment.Exit(0); } Console.WriteLine("Inside Try i = {0}", i.ToString()); Thread.Sleep(500); } catch (Exception e) { //socket.Close(); Console.WriteLine("Receiving error: " + e.ToString()); Console.ReadKey(); //throw; } finally { socket.Close(); //listeningsocket.close(); } } } static private string getLocalIPAddress() { IPHostEntry host; string localIP = ""; host = Dns.GetHostEntry(Dns.GetHostName()); foreach (IPAddress ip in host.AddressList) { if (ip.AddressFamily == AddressFamily.InterNetwork) { localIP = ip.ToString(); break; } } return localIP; } } and the jave android code is private TCPClient mTcpClient; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); final EditText editText = (EditText) findViewById(R.id.edit_message); Button send = (Button)findViewById(R.id.sendbutton); // connect to the server new connectTask().execute(""); send.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View view) { String message = editText.getText().toString(); //sends the message to the server if (mTcpClient != null) { mTcpClient.sendMessage(message); } editText.setText(""); } }); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.main, menu); return true; } public class connectTask extends AsyncTask<String,String,TCPClient> { @Override protected TCPClient doInBackground(String... message) { mTcpClient = new TCPClient(new TCPClient.OnMessageReceived() { @Override public void messageReceived(String message) { publishProgress(message); } }); mTcpClient.run(); return null; } @Override protected void onProgressUpdate(String... values) { super.onProgressUpdate(values); } } } when i run the server it gives output of try i=1. can any one tell me what to do next

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  • Reporting services 2008: ReportExecution2005.asmx does not exist

    - by Shimrod
    Hi everyone, I'm trying to generate a report directly from the code (to send it by mail after). I make this in a windows service. So here is what I'm doing: Dim rview As New ReportViewer() Dim reportServerAddress As String = "http://server/Reports_client" rview.ServerReport.ReportServerUrl = New Uri(reportServerAddress) Dim paramList As New List(Of Microsoft.Reporting.WinForms.ReportParameter) paramList.Add(New Microsoft.Reporting.WinForms.ReportParameter("param1", t.Value)) paramList.Add(New Microsoft.Reporting.WinForms.ReportParameter("CurrentDate", Date.Now)) Dim reportsDirectory As String = "AppName.Reports" Dim reportPath As String = String.Format("/{0}/{1}", reportsDirectory, reportName) rview.ServerReport.ReportPath = reportPath rview.ServerReport.SetParameters(paramList) 'This is where I get the exception Dim mimeType, encoding, extension, deviceInfo As String Dim streamids As String() Dim warnings As Microsoft.Reporting.WinForms.Warning() deviceInfo = "<DeviceInfo><SimplePageHeaders>True</SimplePageHeaders></DeviceInfo>" Dim format As String = "PDF" Dim bytes As Byte() = rview.ServerReport.Render(format, deviceInfo, mimeType, encoding, extension, streamids, warnings) When debugging this code, I can see it throws a MissingEndpointException where I make the SetParameters(paramList) with this message: The attempt to connect to the report server failed. Check your connection information and that the report server is a compatible version. Looking in the server's log file, I can see this: ui!ReportManager_0-8!878!06/02/2010-11:34:36:: Unhandled exception: System.Web.HttpException: The file '/Reports_client/ReportExecution2005.asmx' does not exist. at System.Web.UI.Util.CheckVirtualFileExists(VirtualPath virtualPath) at System.Web.Compilation.BuildManager.GetVPathBuildResultInternal(VirtualPath virtualPath, Boolean noBuild, Boolean allowCrossApp, Boolean allowBuildInPrecompile) at System.Web.Compilation.BuildManager.GetVPathBuildResultWithNoAssert(HttpContext context, VirtualPath virtualPath, Boolean noBuild, Boolean allowCrossApp, Boolean allowBuildInPrecompile) at System.Web.Compilation.BuildManager.GetVPathBuildResult(HttpContext context, VirtualPath virtualPath, Boolean noBuild, Boolean allowCrossApp, Boolean allowBuildInPrecompile) at System.Web.Compilation.BuildManager.GetVPathBuildResult(HttpContext context, VirtualPath virtualPath) at System.Web.UI.WebServiceParser.GetCompiledType(String inputFile, HttpContext context) at System.Web.Services.Protocols.WebServiceHandlerFactory.GetHandler(HttpContext context, String verb, String url, String filePath) at System.Web.HttpApplication.MapHttpHandler(HttpContext context, String requestType, VirtualPath path, String pathTranslated, Boolean useAppConfig) at System.Web.HttpApplication.MapHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() at System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) I didn't find any resource on the web that fits my problem. Does anyone have a clue ? I'm able to view the reports from a web application, so I'm sure the server is running. Thanks in advance.

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  • Listview Swipe inside viewflipper

    - by Faisal Abid
    Im trying to swipe left and right on a listview and get the viewflipper to swtich. Just like the remeberthemilk app and the default news and weather app on the nexus one (Swiping through news topics). Using various tutorials ive found , i came across on one stackoverflow that shows how to implement a swipe gesture class MyGestureDetector extends SimpleOnGestureListener { @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { try { if (Math.abs(e1.getY() - e2.getY()) > SWIPE_MAX_OFF_PATH) return true; // right to left swipe if(e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { viewFlipper.setInAnimation(slideRightIn); viewFlipper.setOutAnimation(slideRightOut); viewFlipper.showPrevious(); } } catch (Exception e) { // nothing } return true; } } And i got this working by doing lstView.setOnTouchListener(gestureListener); However sometimes what would happen is the listview setOnItemClickListener would be fired when the person is swiping. How do i prevent this from happening, and only get the setOnItemClickListener fired when the user actually clicks on it list item and not just swiping on it. Thanks, Faisal Abid

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  • [C#] RSACryptoServiceProvider Using the Public Key to decrypt Private Key encrypted Data ?

    - by prixone
    Hello, i went thru lots and lots of searchs and results and pages considering this matter but havent found the solution yet. Like i described in the title i want to decrypt data using my Public Key which is something i am able to do with my PHP code, my certificate is generated from my PHP page. Here is a sample of what i am trying: public string Decrypt(string data) { X509Certificate2 cert = new X509Certificate2(); cert.Import(Encoding.ASCII.GetBytes(webApi["PublicDefaultKey"])); RSACryptoServiceProvider rsa = (RSACryptoServiceProvider)cert.PublicKey.Key; byte[] ciphertextBytes = Convert.FromBase64String(data); byte[] plaintextBytes = rsa.Decrypt(ciphertextBytes, false); return System.Text.Encoding.UTF8.GetString(plaintextBytes); } MessageBox.Show(Decrypt("pgcl93TpVfyHubuRlL72/PZN0nA4Q+HHx8Y15qGvUyTNpI6y7J13YG07ZVEyB7Dbgx63FSw9vEw1D1Z3bvNbI0gqalVfKTfHv5tKVc7Y6nQwQYwoODpUhVpa/K9OP1lqx4esnxqwJx95G0rqgJTdS+Yo773s5UcJrHzzbsX2z+w=")); here is the public key i am using for tests: -----BEGIN CERTIFICATE----- MIIDxDCCAy2gAwIBAgIBADANBgkqhkiG9w0BAQUFADCBozELMAkGA1UEBhMCVUsx EDAOBgNVBAgTB0VuZ2xhbmQxDzANBgNVBAcTBkxvbmRvbjESMBAGA1UEChMJTU1P Q2xldmVyMSMwIQYDVQQLExpNTU9DbGV2ZXIgRGV2ZWxvcGVyJ3MgVGVhbTESMBAG A1UEAxMJTU1PQ2xldmVyMSQwIgYJKoZIhvcNAQkBFhVzdXBwb3J0QG1tb2NsZXZl ci5jb20wHhcNMTAwNTE2MTkxNDQ4WhcNMTEwNTE2MTkxNDQ4WjCBozELMAkGA1UE BhMCVUsxEDAOBgNVBAgTB0VuZ2xhbmQxDzANBgNVBAcTBkxvbmRvbjESMBAGA1UE ChMJTU1PQ2xldmVyMSMwIQYDVQQLExpNTU9DbGV2ZXIgRGV2ZWxvcGVyJ3MgVGVh bTESMBAGA1UEAxMJTU1PQ2xldmVyMSQwIgYJKoZIhvcNAQkBFhVzdXBwb3J0QG1t b2NsZXZlci5jb20wgZ8wDQYJKoZIhvcNAQEBBQADgY0AMIGJAoGBAMozHr17PL+N seZyadobUmpIV+RKqmRUGX0USIdj0i0yvwvltu3AIKAyRhGz16053jZV2WeglCEj qfiewF9sYTAAoIVGtdd/sZvO4uUcng9crSzDo0CrEPs/Tn5SunmlmyFlZfdlqpAM XXLno/HMo9cza0CrcMnRokaTiu8szBeBAgMBAAGjggEEMIIBADAdBgNVHQ4EFgQU zip+3/hBIpjvdcSoWQ2rW+xDEWAwgdAGA1UdIwSByDCBxYAUzip+3/hBIpjvdcSo WQ2rW+xDEWChgamkgaYwgaMxCzAJBgNVBAYTAlVLMRAwDgYDVQQIEwdFbmdsYW5k MQ8wDQYDVQQHEwZMb25kb24xEjAQBgNVBAoTCU1NT0NsZXZlcjEjMCEGA1UECxMa TU1PQ2xldmVyIERldmVsb3BlcidzIFRlYW0xEjAQBgNVBAMTCU1NT0NsZXZlcjEk MCIGCSqGSIb3DQEJARYVc3VwcG9ydEBtbW9jbGV2ZXIuY29tggEAMAwGA1UdEwQF MAMBAf8wDQYJKoZIhvcNAQEFBQADgYEAyU6RLifBXSyQUkBFnTcI6h5ryujh+6o6 eQ1wuPOPmRdYJZuWx/5mjMpIF13sYlNorcOv5WaEnp8/Jfuwc9h/jXlcujser0UE WoaaFwK81O801Xkv2zEm2UUWiOabrGTIT4FVy3gCUXJYjaCnvfSdmkfLJOQxNHVt 4NTMp7IeF60= -----END CERTIFICATE----- by default, the PHP generates the key in PKCS as far as i know, from my C# code i can encrypt using my publick key with out any problems and decrypt it on my php page but so far i was not able to decrypt data sent from my php page encrypted with the private key which is something i can do on my php... i did like some help to understand what i am doing wrong... the error when i run the functions is "bad data" at rsa.Decrypt(ciphertextBytes, false); which i couldnt found anymore information at it... Thanks for any and all the help :)

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