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  • using crypto++ on iphone sdk with pycrypto on app engine

    - by Joey
    Hi, I'm trying to encrypt http requests using crypto++ and decrypt them with pycrypto on the app engine server end. Using Arc4 encryption, I can successfully encrypt and decrypt on the iphone end but when I try decrypting on app engine, the result is garbled. I thought maybe it has something to do with the encoding of the NSString but am not certain. It's not clear to me if I need to call encode() on the cipher on the server end before decrypting, although that does seem to resolve a failure to decrypt involving ascii values. I have a separate post that delves a bit into this. Can anyone offer some advice? http://stackoverflow.com/questions/2794942/crypto-pycrypto-with-google-app-engine

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Massive Crawling requests from Google Apps Engine useragent

    - by SilentPlayer
    Hi friends, I'm badly affected with 'Google AppEngine-Google' UserAgent.. receiving 5/6 requests per second on http server. This bot is crawling my site just like GoogleBot does. Following is the sample of url in my access logs. 72.14.192.3 - - [19/May/2010:01:27:06 +0000] "GET /some-url/etc-123.htm HTTP/1.1" 200 4707 "-" "AppEngine-Google; (+http://code.google.com/appengine; appid: harpy000)" I have checked the ip address it is registered with Google Inc. Can anyone tell me where i can report Abuse to Google Inc. Or any information about this issue. Thank you!

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  • google search engine

    - by kourosh
    I am working on a google box, something like this, http://mytwentyfive.com/blog/wp-content/uploads/byme/Google%20Search%20Appliances.jpg I am pointing the crawler to a folder where there are html files. before the crawler was crawling the files and indexing them but right now it finds the pattern or the folder but not following any html files within the folder. I have tried everything I could and know but, can't think of anything else. Can someone help? thanks

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  • search engine (bing) lost my www

    - by Jason
    I just found that my site in the result of bing was broken, casue bing display wrong domain name: my site domain name: www.mysite.com; bing list my site domain name : mysite.com How can i ask bing to change it to the right one? Another search engines list it correctly.

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  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

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  • indirect rendering issue on 12.04, using ati driver

    - by lurscher
    I have ubuntu 12.04 64-bit system, when i run glxinfo i see some strange error about indirect rendering and failed to load some lib32/dri/swrast_dri libraries. Any idea what is going on? please let me know if i can enhance the relevant information provided in this question $ LIBGL_DEBUG=verbose glxinfo name of display: :0 libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib32/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib32/dri/swrast_dri.so libGL error: dlopen /usr/lib32/dri/swrast_dri.so failed (/usr/lib32/dri/swrast_dri.so: cannot open shared object file: No such file or directory) libGL: OpenDriver: trying /usr/lib/dri/tls/swrast_dri.so libGL: OpenDriver: trying /usr/lib/dri/swrast_dri.so libGL error: dlopen /usr/lib/dri/swrast_dri.so failed (/usr/lib/dri/swrast_dri.so: cannot open shared object file: No such file or directory) libGL error: unable to load driver: swrast_dri.so libGL error: reverting to indirect rendering display: :0 screen: 0 direct rendering: No (If you want to find out why, try setting LIBGL_DEBUG=verbose) server glx vendor string: ATI server glx version string: 1.4 server glx extensions: GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group client glx vendor string: Mesa Project and SGI client glx version string: 1.4 client glx extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_framebuffer_sRGB, GLX_EXT_create_context_es2_profile, GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap, GLX_INTEL_swap_event GLX version: 1.4 GLX extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_multithread_makecurrent, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: AMD Radeon HD 6800 Series OpenGL version string: 1.4 (2.1 (4.2.11762 Compatibility Profile Context)) OpenGL extensions: GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_framebuffer_object, GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array, GL_ATI_draw_buffers, GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once, GL_ATIX_texture_env_combine3, GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, GL_NV_texture_rectangle, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_shadow_ambient, GL_SUN_multi_draw_arrays

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • How would you gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    I'm relatively new to StackExchange and not sure if it's appropriate place to ask design question. Site gives me a hint "The question you're asking appears subjective and is likely to be closed". Please let me know. Anyway.. One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting? Thank you very much in advance for your thoughts.

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  • How can I gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting?

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  • How to tell if SPARC T4 crypto is being used?

    - by danx
    A question that often comes up when running applications on SPARC T4 systems is "How can I tell if hardware crypto accleration is being used?" To review, the SPARC T4 processor includes a crypto unit that supports several crypto instructions. For hardware crypto these include 11 AES instructions, 4 xmul* instructions (for AES GCM carryless multiply), mont for Montgomery multiply (optimizes RSA and DSA), and 5 des_* instructions (for DES3). For hardware hash algorithm optimization, the T4 has the md5, sha1, sha256, and sha512 instructions (the last two are used for SHA-224 an SHA-384). First off, it's easy to tell if the processor T4 crypto instructions—use the isainfo -v command and look for "sparcv9" and "aes" (and other hash and crypto algorithms) in the output: $ isainfo -v 64-bit sparcv9 applications crc32c cbcond pause mont mpmul sha512 sha256 sha1 md5 camellia kasumi des aes ima hpc vis3 fmaf asi_blk_init vis2 vis popc These instructions are not-privileged, so are available for direct use in user-level applications and libraries (such as OpenSSL). Here is the "openssl speed -evp" command shown with the built-in t4 engine and with the pkcs11 engine. Both run the T4 AES instructions, but the t4 engine is faster than the pkcs11 engine because it has less overhead (especially for smaller packet sizes): t-4 $ /usr/bin/openssl version OpenSSL 1.0.0j 10 May 2012 t-4 $ /usr/bin/openssl engine (t4) SPARC T4 engine support (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support t-4 $ /usr/bin/openssl speed -evp aes-128-cbc # t4 engine used by default . . . The 'numbers' are in 1000s of bytes per second processed. type 16 bytes 64 bytes 256 bytes 1024 bytes 8192 bytes aes-128-cbc 487777.10k 816822.21k 986012.59k 1017029.97k 1053543.08k t-4 $ /usr/bin/openssl speed -engine pkcs11 -evp aes-128-cbc engine "pkcs11" set. . . . The 'numbers' are in 1000s of bytes per second processed. type 16 bytes 64 bytes 256 bytes 1024 bytes 8192 bytes aes-128-cbc 31703.58k 116636.39k 350672.81k 696170.50k 993599.49k Note: The "-evp" flag indicates use the OpenSSL "EnVeloPe" API, which gives more accurate results. That's because it tells OpenSSL to use the same API that external programs use when calling OpenSSL libcrypto functions, evp(3openssl). DTrace Shows if T4 Crypto Functions Are Used OK, good enough, the isainfo(1) command shows the instructions are present, but how does one know if they are being used? Chi-Chang Lin, who works on Oracle Solaris performance, wrote a Dtrace script to show if T4 instructions are being executed. To show the T4 instructions are being used, run the following Dtrace script. Look for functions named "t4" and "yf" in the output. The OpenSSL T4 engine uses functions named "t4" and the PKCS#11 engine uses functions named "yf". To demonstrate, I'll first run "openssl speed" with the built-in t4 engine then with the pkcs11 engine. The performance numbers are not valid due to dtrace probes slowing things down. t-4 # dtrace -Z -n ' pid$target::*yf*:entry,pid$target::*t4_*:entry{ @[probemod, probefunc] = count();}' \ -c "/usr/bin/openssl speed -evp aes-128-cbc" dtrace: description 'pid$target::*yf*:entry' matched 101 probes . . . dtrace: pid 2029 has exited libcrypto.so.1.0.0 ENGINE_load_t4 1 libcrypto.so.1.0.0 t4_DH 1 libcrypto.so.1.0.0 t4_DSA 1 libcrypto.so.1.0.0 t4_RSA 1 libcrypto.so.1.0.0 t4_destroy 1 libcrypto.so.1.0.0 t4_free_aes_ctr_NIDs 1 libcrypto.so.1.0.0 t4_init 1 libcrypto.so.1.0.0 t4_add_NID 3 libcrypto.so.1.0.0 t4_aes_expand128 5 libcrypto.so.1.0.0 t4_cipher_init_aes 5 libcrypto.so.1.0.0 t4_get_all_ciphers 6 libcrypto.so.1.0.0 t4_get_all_digests 59 libcrypto.so.1.0.0 t4_digest_final_sha1 65 libcrypto.so.1.0.0 t4_digest_init_sha1 65 libcrypto.so.1.0.0 t4_sha1_multiblock 126 libcrypto.so.1.0.0 t4_digest_update_sha1 261 libcrypto.so.1.0.0 t4_aes128_cbc_encrypt 1432979 libcrypto.so.1.0.0 t4_aes128_load_keys_for_encrypt 1432979 libcrypto.so.1.0.0 t4_cipher_do_aes_128_cbc 1432979 t-4 # dtrace -Z -n 'pid$target::*yf*:entry{ @[probemod, probefunc] = count();}   pid$target::*yf*:entry,pid$target::*t4_*:entry{ @[probemod, probefunc] = count();}' \ -c "/usr/bin/openssl speed -engine pkcs11 -evp aes-128-cbc" dtrace: description 'pid$target::*yf*:entry' matched 101 probes engine "pkcs11" set. . . . dtrace: pid 2033 has exited libcrypto.so.1.0.0 ENGINE_load_t4 1 libcrypto.so.1.0.0 t4_DH 1 libcrypto.so.1.0.0 t4_DSA 1 libcrypto.so.1.0.0 t4_RSA 1 libcrypto.so.1.0.0 t4_destroy 1 libcrypto.so.1.0.0 t4_free_aes_ctr_NIDs 1 libcrypto.so.1.0.0 t4_get_all_ciphers 1 libcrypto.so.1.0.0 t4_get_all_digests 1 libsoftcrypto.so.1 rijndael_key_setup_enc_yf 1 libsoftcrypto.so.1 yf_aes_expand128 1 libcrypto.so.1.0.0 t4_add_NID 3 libsoftcrypto.so.1 yf_aes128_cbc_encrypt 1542330 libsoftcrypto.so.1 yf_aes128_load_keys_for_encrypt 1542330 So, as shown above the OpenSSL built-in t4 engine executes t4_* functions (which are hand-coded assembly executing the T4 AES instructions) and the OpenSSL pkcs11 engine executes *yf* functions. Programmatic Use of OpenSSL T4 engine The OpenSSL t4 engine is used automatically with the /usr/bin/openssl command line. Chi-Chang Lin also points out that if you're calling the OpenSSL API (libcrypto.so) from a program, you must call ENGINE_load_built_engines(), otherwise the built-in t4 engine will not be loaded. You do not call ENGINE_set_default(). That's because "openssl speed -evp" test calls ENGINE_load_built_engines() even though the "-engine" option wasn't specified. OpenSSL T4 engine Availability The OpenSSL t4 engine is available with Solaris 11 and 11.1. For Solaris 10 08/11 (U10), you need to use the OpenSSL pkcs311 engine. The OpenSSL t4 engine is distributed only with the version of OpenSSL distributed with Solaris (and not third-party or self-compiled versions of OpenSSL). The OpenSSL engine implements the AES cipher for Solaris 11, released 11/2011. For Solaris 11.1, released 11/2012, the OpenSSL engine adds optimization for the MD5, SHA-1, and SHA-2 hash algorithms, and DES-3. Although the T4 processor has Camillia and Kasumi block cipher instructions, these are not implemented in the OpenSSL T4 engine. The following charts may help view availability of optimizations. The first chart shows what's available with Solaris CLIs and APIs, the second chart shows what's available in Solaris OpenSSL. Native Solaris Optimization for SPARC T4 This table is shows Solaris native CLI and API support. As such, they are all available with the OpenSSL pkcs11 engine. CLIs: "openssl -engine pkcs11", encrypt(1), decrypt(1), mac(1), digest(1), MD5sum(1), SHA1sum(1), SHA224sum(1), SHA256sum(1), SHA384sum(1), SHA512sum(1) APIs: PKCS#11 library libpkcs11(3LIB) (incluDES Openssl pkcs11 engine), libMD(3LIB), and Solaris kernel modules AlgorithmSolaris 1008/11 (U10)Solaris 11Solaris 11.1 AES-ECB, AES-CBC, AES-CTR, AES-CBC AES-CFB128 XXX DES3-ECB, DES3-CBC, DES2-ECB, DES2-CBC, DES-ECB, DES-CBC XXX bignum Montgomery multiply (RSA, DSA) XXX MD5, SHA-1, SHA-256, SHA-384, SHA-512 XXX SHA-224 X ARCFOUR (RC4) X Solaris OpenSSL T4 Engine Optimization This table is for the Solaris OpenSSL built-in t4 engine. Algorithms listed above are also available through the OpenSSL pkcs11 engine. CLI: openssl(1openssl) APIs: openssl(5), engine(3openssl), evp(3openssl), libcrypto crypto(3openssl) AlgorithmSolaris 11Solaris 11SRU2Solaris 11.1 AES-ECB, AES-CBC, AES-CTR, AES-CBC AES-CFB128 XXX DES3-ECB, DES3-CBC, DES-ECB, DES-CBC X bignum Montgomery multiply (RSA, DSA) X MD5, SHA-1, SHA-256, SHA-384, SHA-512 XX SHA-224 X Source Code Availability Solaris Most of the T4 assembly code that called the new T4 crypto instructions was written by Ferenc Rákóczi of the Solaris Security group, with assistance from others. You can download the Solaris source for this and other parts of Solaris as a few zip files at the Oracle Download website. The relevant source files are generally under directories usr/src/common/crypto/{aes,arcfour,des,md5,modes,sha1,sha2}}/sun4v/. and usr/src/common/bignum/sun4v/. Solaris 11 binary is available from the Oracle Solaris 11 download website. OpenSSL t4 engine The source for the OpenSSL t4 engine, which is based on the Solaris source above, is viewable through the OpenGrok source code browser in directory src/components/openssl/openssl-1.0.0/engines/t4 . You can download the source from the same website or through Mercurial source code management, hg(1). Conclusion Oracle Solaris with SPARC T4 provides a rich set of accelerated cryptographic and hash algorithms. Using the latest update, Solaris 11.1, provides the best set of optimized algorithms, but alternatives are often available, sometimes slightly slower, for releases back to Solaris 10 08/11 (U10). Reference See also these earlier blogs. SPARC T4 OpenSSL Engine by myself, Dan Anderson (2011), discusses the Openssl T4 engine and reviews the SPARC T4 processor for the Solaris 11 release. Exciting Crypto Advances with the T4 processor and Oracle Solaris 11 by Valerie Fenwick (2011) discusses crypto algorithms that were optimized for the T4 processor with the Solaris 11 FCS (11/11) and Solaris 10 08/11 (U10) release. T4 Crypto Cheat Sheet by Stefan Hinker (2012) discusses how to make T4 crypto optimization available to various consumers (such as SSH, Java, OpenSSL, Apache, etc.) High Performance Security For Oracle Database and Fusion Middleware Applications using SPARC T4 (PDF, 2012) discusses SPARC T4 and its usage to optimize application security. Configuring Oracle iPlanet WebServer / Oracle Traffic Director to use crypto accelerators on T4-1 servers by Meena Vyas (2012)

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • Using Unreal 3 Engine within a .NET application

    - by bitbonk
    Now that the Unreal Development Kit for Unreal 3 engine is free I am thinking about utilizing it for an appication. Do you think it is possible to emebedd a Unreal 3 powered 3D window into a .NET (WPF or Windows Forms) and control parts of the gameobjects therein using c#? Is the engine plain c++? Or COM or is there a .NET wrapper or something?

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  • HttpOnly cookies on google app engine java

    - by Spines
    Anyone know how I can use httponly cookies for sessions and cookies on the app engine? In the javadoc for the Cookie class, http://java.sun.com/javaee/6/docs/api/javax/servlet/http/Cookie.html#setHttpOnly(boolean) , there is a setHttpOnly method. I get a compiler error when trying to use it when developing for app engine though. The method was introduced in the Servlet 3.0 spec, so its pretty new.

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  • Best deployment strategy for Python google app engine

    - by sushant
    I wonder if there are any best practices/patterns for deploying python apps on Google app engine specifically Django. The best practice should be combination of existing best practices viz. Fabric, Paver, Buildout etc. Also please share best practice patterns for developing (I could not get virtualenv running with Django and Django App engine helper)

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  • What does this term "w/ App Engine" mean?

    - by brilliant
    Hello, I received an answer to one of my questions here. The answerer said: "However if you intend to use it w/ App Engine keep in my mind that using Google IP will almost surely result w/ Captcha challenge. Also Yahoo might block your User-Agent that is being set permanently by Google." I don't understand what "w/" means in "w/ App Engine" and in "w/ Captcha challenge"

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  • OSGI on google app engine?

    - by Patrick Cornelissen
    I am evaluating several technologies for an open source app for the google app engine. I'm searching for information regarding OSGI on googles app engine. I have found Lemmon but it seems to be a dead project. The last checkin was in mid 2009... :-/ There is also a eclipse blog entry from april 2009, but it's not a real success story. Has anyone successfully used OSGI in a GAE app?

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  • Netbeans Profiler failing for Google App Engine App

    - by Spines
    When I try to run the netbeans profiler on my app engine project it says: runserver-profile: [java] Error occurred during initialization of VM [java] Could not find agent library in absolute path: C:\Program BUILD FAILED Target "Files\NetBeans" does not exist in the project I'm not sure if this is because its an app engine project or if its something else. Anyone have any idea how to fix this?

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  • Group Chat XMPP with Google App Engine

    - by David Shellabarger
    Google App Engine has a great XMPP service built in. One of the few limitations it has is that it doesn't support receiving messages from a group chat. That's the one thing I want to do with it. :( Can I run a 3rd party XMPP/Jabber server on App Engine that supports group chat? If so, which one?

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  • Django ModelFormSet with Google app engine

    - by Eric
    I'm using Django with google app engine. I'm using the google furnished django app engine helper project. I'm attempting to create a Django modelformset like this: #MyModel inherits from BaseModel MyFormSet = modelformset_factory(models.MyModel) However, it's failing with this error: 'ModelOptions' object has no attribute 'fields' Apparently modelformset_factory() is expecting MyModel to implement a 'fields' accessor. Anybody successfully used a modelformset with GAE datastore? Or is this a fundamental incompatibility between Django and GAE?

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  • Has anyone got the Mist engine to work on gtk3? [closed]

    - by David
    Possible Duplicate: What GTK+ 3 engines are available? I've just upgraded my xubuntu installation to Precise and run into gtk3 theme problems - my theme based on the Mist engine doesn't work for gtk3 apps. There's a package gtk3-engines in the GNOME PPA that includes Mist, has anyone got this to work? It has a themes/Mist/gtk3.0 folder with a gtkrc file but it doesn't seem to work for me. Even if someone just has an idea where I could find more help on this I'd be grateful (is there even any documentation on making themes in gtk3?)

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