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Search found 2009 results on 81 pages for 'transform'.

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  • Finding text orientation in image (angle for rotation)

    - by maximus
    There is an image captured by camera, and I need to find the angle of the text in order to rotate it to make the image better for OCR results. So I know that the fourier transform can be used for that purpose, My question is, does it really gives good results or may be it is better to use something different than that? Can you tell me if there is a good method for this purpose? I am afraid that not every image containing the text will give me a good result after using fourier transform method. Actually, if I make like it is written here: link text (see the part related with an example of text image) calculating the logarithm of the magnitude of the Fourier transform of image with text and then thresholding it, I get that points and I can calculate the line approximately passing through them, and after getting the line calculate the angle, and then make an affine transform, But, what if I do not get a good result every time using this method , and make a false transform? Any ideas please to judge wether the result is correct or not, or may be another method is better? The binary image can contain noise, even if there are not so much of them, the angle found as a result can be not accurate.

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  • UILabel applying CGAffineTransformMakeRotation causing mysterious crash

    - by quantumpotato
    In -(id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil parentController:(GameViewController *)myGameController{ Have a series of transforming labels like so: deg90 = 1.570796326794897; //....transforms background.center = CGPointMake(160,230); background.transform = CGAffineTransformMakeRotation(deg90); BetLabel.text = @"test"; BetLabel.transform = CGAffineTransformMakeRotation(deg90); That last line is crashing me with: 2010-04-13 21:04:47.858 Game[1204:207] * Terminating app due to uncaught exception 'NSRangeException', reason: '* -[NSCFArray objectAtIndex:]: index (1) beyond bounds (1)' 2010-04-13 21:04:47.893 Game[1204:207] Stack: ( 864992541, 859229716, (lots of numbers) But if I comment it out, I get the text changing fine. Uh oh, just did a test.. turns out the other transforms were on UIImageViews. Apparently rotating a label in this xib is causing the crash. But in another file the transforms are working fine: newprofileentry.transform = CGAffineTransformMakeRotation(1.570796326794897); playerb0.transform = CGAffineTransformMakeRotation(1.570796326794897); playerb1.transform = CGAffineTransformMakeRotation(1.570796326794897); Tried substituting deg90 with the full float value, still the same crash. Tried cleaning cache, restarting IB and Xcode, cleaning all targets. Program has been running fine until I just added these labels. Tried deleting the label, readding and reconnecting the Outlet, too. Thanks for reading, hope someone has an idea about this. Cheers!

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  • Access external xml using xslt document function return 401

    - by Ciprian Grosu
    On MOSS2007, I have a webpart that display the content of a xml feed. I use a xslt with parameters for transforamtions. There is a situation when I receive a 401 Authorisation exception. I realize that this happen when a document() function from my xslt try to open an external xml. If I try to open this xml in browser all work ok. I provided my admin credentials to the web part and to the XmlSecureResolver. Same problem. The webpart is on server1 and the xml feed and external xml required by xslt is on server2. What can be ? protected override void RenderContents(HtmlTextWriter writer) { base.RenderContents(writer); if (string.IsNullOrEmpty(this.xmlUrl) || this.xmlResponseStream == null) return; try { XslCompiledTransform transform = new XslCompiledTransform(); if (UseXslt) { XmlTextReader stylesheet = null; try { SPSite site = new SPSite(xsltlUrl); SPWeb web = site.OpenWeb(); SPFile file = web.GetFile(xsltlUrl); if (file != null) { stylesheet = new XmlTextReader(file.OpenBinaryStream()); } } catch(Exception ex) { stylesheet = new XmlTextReader(xsltlUrl); } if (stylesheet != null) { transform.Load(stylesheet, new XsltSettings(true, true), GetAResolver()); } using (XmlReader reader = new XmlTextReader(this.xmlResponseStream)) { string theParams = xsltProperties; XsltArgumentList xslAgrs = GetXsltArgumentList(xsltProperties); XmlTextWriter results = new XmlTextWriter(writer.InnerWriter); if (UseProperties) { transform.Transform(reader, xslAgrs, results, GetASecureResolver()); } else { transform.Transform(reader, results); } reader.Close(); } } else { string feedAsString = null; using (StreamReader rssReader = new StreamReader(this.xmlResponseStream)) { feedAsString = rssReader.ReadToEnd(); writer.InnerWriter.Write(SPHttpUtility.HtmlEncode(feedAsString)); } } } catch (Exception ex) { writer.Write(ex.Message); if (this.xmlResponseStream != null) { this.xmlResponseStream.Close(); this.xmlResponseStream.Dispose(); } } } private static XmlSecureResolver GetASecureResolver() { // Create a secure resolver XmlSecureResolver resolver = new XmlSecureResolver(new XmlUrlResolver(), "http://externalservername.com/thesite/"); string proxyUserName = RssFeedUtility.GetConfigFileReader().ProxyUserName; string proxyUserPwd = RssFeedUtility.GetConfigFileReader().ProxyUserPassword; string proxyUserDomain = RssFeedUtility.GetConfigFileReader().ProxyUserDomain; resolver.Credentials = new NetworkCredential(proxyUserName, proxyUserPwd, proxyUserDomain); return resolver; }

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  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

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  • Is daisy chaining xslt an accepted practice?

    - by Stephen
    I have a situation where I think I need to daisy chain my xslt transformation (i.e. that output of one xslt transform being input into another). The first transform is rather complex with lots of xsl:choice and ancestor xpaths. My thought is to transform the xml into xml that can then be easily transformed to html. My question is 'Is this standard practice or am I missing something?' Thanks in advance. Stephen

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  • css transition initial value

    - by nizzle
    I would like to animate a div from right to left. I cannot use a stylesheet because I don't know the amount of px. If I set the initial value (where the animation starts from) and the end-value in the same function, it doesn't work. //DOES NOT WORK $("#hi").css({"width" : "200px", "transform" : "translateX(500px)"}); $("#hi").css({"transition" : "all 5s ease-out", "transform" : "translateX(0px)"}); //WORKS $("#alsohi").css({"width" : "200px", "transform" : "translateX(500px)"}); setTimeout(function(){ $("#alsohi").css({"transition" : "all 5s ease-out", "transform" : "translateX(0px)"}); }, 50); as you can see in this fiddle: http://jsfiddle.net/c66Fb/ what is a better solution to this than using a timeout?

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  • SVG: About using <defs> and <use> with variable text values

    - by Lukman
    Hi, I have the following SVG source code that generates a number of boxes with texts: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20050904/DTD/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" width="600" height="600"> <defs> </defs> <title>Draw</title> <g transform="translate(50,40)"> <rect width="80" height="30" x="0" y="-20" style="stroke: black; stroke-opacity: 1; stroke-width: 1; fill: #9dc2de" /> <text text-anchor="middle" x="40">Text</text> </g> <g transform="translate(150,40)"> <rect width="80" height="30" x="0" y="-20" style="stroke: black; stroke-opacity: 1; stroke-width: 1; fill: #9dc2de" /> <text text-anchor="middle" x="40">Text 2</text> </g> <g transform="translate(250,40)"> <rect width="80" height="30" x="0" y="-20" style="stroke: black; stroke-opacity: 1; stroke-width: 1; fill: #9dc2de" /> <text text-anchor="middle" x="40">Text 3</text> </g> </svg> As you can see, I repeated the <g></g> three times to get three such boxes, when SVG has <defs> and <use> elements that allow reusing elements using id references instead of repeating their definitions. Something like: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20050904/DTD/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" width="600" height="600"> <defs> <marker style="overflow:visible;fill:inherit;stroke:inherit" id="Arrow1Mend" refX="0.0" refY="0.0" orient="auto"> <path transform="scale(0.4) rotate(180) translate(20,0)" style="fill-rule:evenodd;stroke-width:2.0pt;marker-start:none;" d="M 0.0,-15.0 L -20.5,0.0 L 0.0,15.0 "/> </marker> <line marker-end="url(#Arrow1Mend)" id="systemthread" x1="40" y1="10" x2="40" y2="410" style="stroke: black; stroke-dasharray: 5, 5; stroke-width: 1; "/> </defs> <title>Draw</title> <use xlink:href="#systemthread" transform="translate(50,40)" /> <use xlink:href="#systemthread" transform="translate(150,40)" /> <use xlink:href="#systemthread" transform="translate(250,40)" /> </svg> Unfortunately I can't do this with the first SVG code since I need the texts to be different for each box, while the <use> tag simply duplicates 100% what's defined in <defs>. Is there any way to use <defs> and <use> with some kind of parameters/arguments mechanism like function calls?

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  • -webkit- vs -moz-transition

    - by danixd
    I am using CSS3 transitions on my site and the -webkit- seems to be working, whilst the -moz- is not. Here is the CSS: article {z-index: 2; float: left; overflow: hidden; position: relative; -webkit-transition: -webkit-transform 0.2s ease-in-out; -moz-transition: -moz-transform 0.2s ease-in-out; } .mousedown{-webkit-transform: translate(-180px, 0) !important; -moz-transform: translate(-180px, 0) !important; } Just using jQeury to add the mousedown class onto the article. Any idea where I am going wrong?

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  • Rotating and Moving a UIImageView (CocoaTouch)

    - by yar
    This code works to rotate: CGAffineTransform transform = CGAffineTransformMakeRotation(radians(lastAngle++)); anImage.transform = transform; and this code works to move my UIImageView CGRect frame = [anImage frame]; frame.origin.x+=1; frame.origin.y+=1; [anImage setFrame:frame]; but when I combine them, the image stretches out increasingly on each run through. Perhaps the frame should not be modified like this?

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • How do I stack images to simulate depth using Core Animation?

    - by Jeffrey Berthiaume
    I have a series of UIImages with which I need to simulate depth. I can't use scaling because I need to be able to rotate the parent view, and the images should look like they're stacked visibly in front of each other, not on the same plane. I made a new ViewController-based project and put this in the viewDidLoad (as well as attached three 120x120 pixel images named 1.png, 2.png, and 3.png): - (void)viewDidLoad { // display image 3 UIImageView *three = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"3.png"]]; three.center = CGPointMake(160 + 60, 240 - 60); [self.view addSubview:three]; // rotate image 3 around the z axis // THIS IS INCORRECT CATransform3D theTransform = three.layer.transform; theTransform.m34 = 1.0 / -1000; three.layer.transform = theTransform; // display image 2 UIImageView *two = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"2.png"]]; two.center = CGPointMake(160, 240); [self.view addSubview:two]; // display image 1 UIImageView *one = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"1.png"]]; one.center = CGPointMake(160 - 60, 240 + 60); [self.view addSubview:one]; // rotate image 3 around the z axis // THIS IS INCORRECT theTransform = one.layer.transform; theTransform.m34 = 1.0 / 1000; one.layer.transform = theTransform; // release the images [one release]; [two release]; [three release]; // rotate the parent view around the y axis theTransform = self.view.layer.transform; theTransform.m14 = 1.0 / -500; self.view.layer.transform = theTransform; [super viewDidLoad]; } I have very specific reasons why I'm not using an EAGLView and why I'm not loading the images as CALayers (i.e. why I'm using UIImageViews for each one). This is just a quick demo that I can use to work out exactly what I need in my parent application. Is there some matrix way to translate these 2d images along the z-axis so they will look like what I'm trying to represent? I've gone through the other StackOverflow articles as well as the Wikipedia references, and have not found what I'm looking for -- although I might not necessarily be using the right terms for what I'm trying to do.

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  • zooming from a particular point

    - by Chandan Shetty SP
    I am using this code to zoom from a particular point CGPoint getCenterPointForRect(CGRect inRect) { CGRect screenRect = [[UIScreen mainScreen] bounds]; return CGPointMake((screenRect.size.height-inRect.origin.x)/2,(screenRect.size.width-inRect.origin.y)/2); } -(void) startAnimation { CGPoint centerPoint = getCenterPointForRect(self.view.frame); self.view.transform = CGAffineTransformMakeTranslation(centerPoint.x, centerPoint.y); self.view.transform = CGAffineTransformScale( self.view.transform , 0.001, 0.001); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:kTransitionDuration]; self.view.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } Its not working. What is the correct way to do zooming from a particular point.

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  • Finding the angle of a fleeing dodo.

    - by donthackmyacc
    I'm coding some critter AI for a game i am working on for my Unity 3D project. I have no programming background and have been stumbling through this using tutorials and other peoples scripts. My problem is that i want my critter to run directly away from the player when the player kicks it. I need the dodo to run directly away from the player when kicked, and i dont know the math nor the syntax to calculate that angle. They are two characters moving independently through worldspace. Here is what i got so far: waypoint = (fleeWP.transform.position); transform.LookAt(Vector3(waypoint.x, transform.position.y, waypoint.z)); transform.Translate (Vector3.forward * speed * Time.deltaTime); This currently makes the critter move towards the waypoint, rather than away. I might be attacking this all wrong. Please chastise me.

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Capturing and Transforming ASP.NET Output with Response.Filter

    - by Rick Strahl
    During one of my Handlers and Modules session at DevConnections this week one of the attendees asked a question that I didn’t have an immediate answer for. Basically he wanted to capture response output completely and then apply some filtering to the output – effectively injecting some additional content into the page AFTER the page had completely rendered. Specifically the output should be captured from anywhere – not just a page and have this code injected into the page. Some time ago I posted some code that allows you to capture ASP.NET Page output by overriding the Render() method, capturing the HtmlTextWriter() and reading its content, modifying the rendered data as text then writing it back out. I’ve actually used this approach on a few occasions and it works fine for ASP.NET pages. But this obviously won’t work outside of the Page class environment and it’s not really generic – you have to create a custom page class in order to handle the output capture. [updated 11/16/2009 – updated ResponseFilterStream implementation and a few additional notes based on comments] Enter Response.Filter However, ASP.NET includes a Response.Filter which can be used – well to filter output. Basically Response.Filter is a stream through which the OutputStream is piped back to the Web Server (indirectly). As content is written into the Response object, the filter stream receives the appropriate Stream commands like Write, Flush and Close as well as read operations although for a Response.Filter that’s uncommon to be hit. The Response.Filter can be programmatically replaced at runtime which allows you to effectively intercept all output generation that runs through ASP.NET. A common Example: Dynamic GZip Encoding A rather common use of Response.Filter hooking up code based, dynamic  GZip compression for requests which is dead simple by applying a GZipStream (or DeflateStream) to Response.Filter. The following generic routines can be used very easily to detect GZip capability of the client and compress response output with a single line of code and a couple of library helper routines: WebUtils.GZipEncodePage(); which is handled with a few lines of reusable code and a couple of static helper methods: /// <summary> ///Sets up the current page or handler to use GZip through a Response.Filter ///IMPORTANT:  ///You have to call this method before any output is generated! /// </summary> public static void GZipEncodePage() {     HttpResponse Response = HttpContext.Current.Response;     if(IsGZipSupported())     {         stringAcceptEncoding = HttpContext.Current.Request.Headers["Accept-Encoding"];         if(AcceptEncoding.Contains("deflate"))         {             Response.Filter = newSystem.IO.Compression.DeflateStream(Response.Filter,                                        System.IO.Compression.CompressionMode.Compress);             Response.AppendHeader("Content-Encoding", "deflate");         }         else        {             Response.Filter = newSystem.IO.Compression.GZipStream(Response.Filter,                                       System.IO.Compression.CompressionMode.Compress);             Response.AppendHeader("Content-Encoding", "gzip");                            }     }     // Allow proxy servers to cache encoded and unencoded versions separately    Response.AppendHeader("Vary", "Content-Encoding"); } /// <summary> /// Determines if GZip is supported /// </summary> /// <returns></returns> public static bool IsGZipSupported() { string AcceptEncoding = HttpContext.Current.Request.Headers["Accept-Encoding"]; if (!string.IsNullOrEmpty(AcceptEncoding) && (AcceptEncoding.Contains("gzip") || AcceptEncoding.Contains("deflate"))) return true; return false; } GZipStream and DeflateStream are streams that are assigned to Response.Filter and by doing so apply the appropriate compression on the active Response. Response.Filter content is chunked So to implement a Response.Filter effectively requires only that you implement a custom stream and handle the Write() method to capture Response output as it’s written. At first blush this seems very simple – you capture the output in Write, transform it and write out the transformed content in one pass. And that indeed works for small amounts of content. But you see, the problem is that output is written in small buffer chunks (a little less than 16k it appears) rather than just a single Write() statement into the stream, which makes perfect sense for ASP.NET to stream data back to IIS in smaller chunks to minimize memory usage en route. Unfortunately this also makes it a more difficult to implement any filtering routines since you don’t directly get access to all of the response content which is problematic especially if those filtering routines require you to look at the ENTIRE response in order to transform or capture the output as is needed for the solution the gentleman in my session asked for. So in order to address this a slightly different approach is required that basically captures all the Write() buffers passed into a cached stream and then making the stream available only when it’s complete and ready to be flushed. As I was thinking about the implementation I also started thinking about the few instances when I’ve used Response.Filter implementations. Each time I had to create a new Stream subclass and create my custom functionality but in the end each implementation did the same thing – capturing output and transforming it. I thought there should be an easier way to do this by creating a re-usable Stream class that can handle stream transformations that are common to Response.Filter implementations. Creating a semi-generic Response Filter Stream Class What I ended up with is a ResponseFilterStream class that provides a handful of Events that allow you to capture and/or transform Response content. The class implements a subclass of Stream and then overrides Write() and Flush() to handle capturing and transformation operations. By exposing events it’s easy to hook up capture or transformation operations via single focused methods. ResponseFilterStream exposes the following events: CaptureStream, CaptureString Captures the output only and provides either a MemoryStream or String with the final page output. Capture is hooked to the Flush() operation of the stream. TransformStream, TransformString Allows you to transform the complete response output with events that receive a MemoryStream or String respectively and can you modify the output then return it back as a return value. The transformed output is then written back out in a single chunk to the response output stream. These events capture all output internally first then write the entire buffer into the response. TransformWrite, TransformWriteString Allows you to transform the Response data as it is written in its original chunk size in the Stream’s Write() method. Unlike TransformStream/TransformString which operate on the complete output, these events only see the current chunk of data written. This is more efficient as there’s no caching involved, but can cause problems due to searched content splitting over multiple chunks. Using this implementation, creating a custom Response.Filter transformation becomes as simple as the following code. To hook up the Response.Filter using the MemoryStream version event: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformStream += filter_TransformStream; Response.Filter = filter; and the event handler to do the transformation: MemoryStream filter_TransformStream(MemoryStream ms) { Encoding encoding = HttpContext.Current.Response.ContentEncoding; string output = encoding.GetString(ms.ToArray()); output = FixPaths(output); ms = new MemoryStream(output.Length); byte[] buffer = encoding.GetBytes(output); ms.Write(buffer,0,buffer.Length); return ms; } private string FixPaths(string output) { string path = HttpContext.Current.Request.ApplicationPath; // override root path wonkiness if (path == "/") path = ""; output = output.Replace("\"~/", "\"" + path + "/").Replace("'~/", "'" + path + "/"); return output; } The idea of the event handler is that you can do whatever you want to the stream and return back a stream – either the same one that’s been modified or a brand new one – which is then sent back to as the final response. The above code can be simplified even more by using the string version events which handle the stream to string conversions for you: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; and the event handler to do the transformation calling the same FixPaths method shown above: string filter_TransformString(string output) { return FixPaths(output); } The events for capturing output and capturing and transforming chunks work in a very similar way. By using events to handle the transformations ResponseFilterStream becomes a reusable component and we don’t have to create a new stream class or subclass an existing Stream based classed. By the way, the example used here is kind of a cool trick which transforms “~/” expressions inside of the final generated HTML output – even in plain HTML controls not HTML controls – and transforms them into the appropriate application relative path in the same way that ResolveUrl would do. So you can write plain old HTML like this: <a href=”~/default.aspx”>Home</a>  and have it turned into: <a href=”/myVirtual/default.aspx”>Home</a>  without having to use an ASP.NET control like Hyperlink or Image or having to constantly use: <img src=”<%= ResolveUrl(“~/images/home.gif”) %>” /> in MVC applications (which frankly is one of the most annoying things about MVC especially given the path hell that extension-less and endpoint-less URLs impose). I can’t take credit for this idea. While discussing the Response.Filter issues on Twitter a hint from Dylan Beattie who pointed me at one of his examples which does something similar. I thought the idea was cool enough to use an example for future demos of Response.Filter functionality in ASP.NET next I time I do the Modules and Handlers talk (which was great fun BTW). How practical this is is debatable however since there’s definitely some overhead to using a Response.Filter in general and especially on one that caches the output and the re-writes it later. Make sure to test for performance anytime you use Response.Filter hookup and make sure it' doesn’t end up killing perf on you. You’ve been warned :-}. How does ResponseFilterStream work? The big win of this implementation IMHO is that it’s a reusable  component – so for implementation there’s no new class, no subclassing – you simply attach to an event to implement an event handler method with a straight forward signature to retrieve the stream or string you’re interested in. The implementation is based on a subclass of Stream as is required in order to handle the Response.Filter requirements. What’s different than other implementations I’ve seen in various places is that it supports capturing output as a whole to allow retrieving the full response output for capture or modification. The exception are the TransformWrite and TransformWrite events which operate only active chunk of data written by the Response. For captured output, the Write() method captures output into an internal MemoryStream that is cached until writing is complete. So Write() is called when ASP.NET writes to the Response stream, but the filter doesn’t pass on the Write immediately to the filter’s internal stream. The data is cached and only when the Flush() method is called to finalize the Stream’s output do we actually send the cached stream off for transformation (if the events are hooked up) and THEN finally write out the returned content in one big chunk. Here’s the implementation of ResponseFilterStream: /// <summary> /// A semi-generic Stream implementation for Response.Filter with /// an event interface for handling Content transformations via /// Stream or String. /// <remarks> /// Use with care for large output as this implementation copies /// the output into a memory stream and so increases memory usage. /// </remarks> /// </summary> public class ResponseFilterStream : Stream { /// <summary> /// The original stream /// </summary> Stream _stream; /// <summary> /// Current position in the original stream /// </summary> long _position; /// <summary> /// Stream that original content is read into /// and then passed to TransformStream function /// </summary> MemoryStream _cacheStream = new MemoryStream(5000); /// <summary> /// Internal pointer that that keeps track of the size /// of the cacheStream /// </summary> int _cachePointer = 0; /// <summary> /// /// </summary> /// <param name="responseStream"></param> public ResponseFilterStream(Stream responseStream) { _stream = responseStream; } /// <summary> /// Determines whether the stream is captured /// </summary> private bool IsCaptured { get { if (CaptureStream != null || CaptureString != null || TransformStream != null || TransformString != null) return true; return false; } } /// <summary> /// Determines whether the Write method is outputting data immediately /// or delaying output until Flush() is fired. /// </summary> private bool IsOutputDelayed { get { if (TransformStream != null || TransformString != null) return true; return false; } } /// <summary> /// Event that captures Response output and makes it available /// as a MemoryStream instance. Output is captured but won't /// affect Response output. /// </summary> public event Action<MemoryStream> CaptureStream; /// <summary> /// Event that captures Response output and makes it available /// as a string. Output is captured but won't affect Response output. /// </summary> public event Action<string> CaptureString; /// <summary> /// Event that allows you transform the stream as each chunk of /// the output is written in the Write() operation of the stream. /// This means that that it's possible/likely that the input /// buffer will not contain the full response output but only /// one of potentially many chunks. /// /// This event is called as part of the filter stream's Write() /// operation. /// </summary> public event Func<byte[], byte[]> TransformWrite; /// <summary> /// Event that allows you to transform the response stream as /// each chunk of bytep[] output is written during the stream's write /// operation. This means it's possibly/likely that the string /// passed to the handler only contains a portion of the full /// output. Typical buffer chunks are around 16k a piece. /// /// This event is called as part of the stream's Write operation. /// </summary> public event Func<string, string> TransformWriteString; /// <summary> /// This event allows capturing and transformation of the entire /// output stream by caching all write operations and delaying final /// response output until Flush() is called on the stream. /// </summary> public event Func<MemoryStream, MemoryStream> TransformStream; /// <summary> /// Event that can be hooked up to handle Response.Filter /// Transformation. Passed a string that you can modify and /// return back as a return value. The modified content /// will become the final output. /// </summary> public event Func<string, string> TransformString; protected virtual void OnCaptureStream(MemoryStream ms) { if (CaptureStream != null) CaptureStream(ms); } private void OnCaptureStringInternal(MemoryStream ms) { if (CaptureString != null) { string content = HttpContext.Current.Response.ContentEncoding.GetString(ms.ToArray()); OnCaptureString(content); } } protected virtual void OnCaptureString(string output) { if (CaptureString != null) CaptureString(output); } protected virtual byte[] OnTransformWrite(byte[] buffer) { if (TransformWrite != null) return TransformWrite(buffer); return buffer; } private byte[] OnTransformWriteStringInternal(byte[] buffer) { Encoding encoding = HttpContext.Current.Response.ContentEncoding; string output = OnTransformWriteString(encoding.GetString(buffer)); return encoding.GetBytes(output); } private string OnTransformWriteString(string value) { if (TransformWriteString != null) return TransformWriteString(value); return value; } protected virtual MemoryStream OnTransformCompleteStream(MemoryStream ms) { if (TransformStream != null) return TransformStream(ms); return ms; } /// <summary> /// Allows transforming of strings /// /// Note this handler is internal and not meant to be overridden /// as the TransformString Event has to be hooked up in order /// for this handler to even fire to avoid the overhead of string /// conversion on every pass through. /// </summary> /// <param name="responseText"></param> /// <returns></returns> private string OnTransformCompleteString(string responseText) { if (TransformString != null) TransformString(responseText); return responseText; } /// <summary> /// Wrapper method form OnTransformString that handles /// stream to string and vice versa conversions /// </summary> /// <param name="ms"></param> /// <returns></returns> internal MemoryStream OnTransformCompleteStringInternal(MemoryStream ms) { if (TransformString == null) return ms; //string content = ms.GetAsString(); string content = HttpContext.Current.Response.ContentEncoding.GetString(ms.ToArray()); content = TransformString(content); byte[] buffer = HttpContext.Current.Response.ContentEncoding.GetBytes(content); ms = new MemoryStream(); ms.Write(buffer, 0, buffer.Length); //ms.WriteString(content); return ms; } /// <summary> /// /// </summary> public override bool CanRead { get { return true; } } public override bool CanSeek { get { return true; } } /// <summary> /// /// </summary> public override bool CanWrite { get { return true; } } /// <summary> /// /// </summary> public override long Length { get { return 0; } } /// <summary> /// /// </summary> public override long Position { get { return _position; } set { _position = value; } } /// <summary> /// /// </summary> /// <param name="offset"></param> /// <param name="direction"></param> /// <returns></returns> public override long Seek(long offset, System.IO.SeekOrigin direction) { return _stream.Seek(offset, direction); } /// <summary> /// /// </summary> /// <param name="length"></param> public override void SetLength(long length) { _stream.SetLength(length); } /// <summary> /// /// </summary> public override void Close() { _stream.Close(); } /// <summary> /// Override flush by writing out the cached stream data /// </summary> public override void Flush() { if (IsCaptured && _cacheStream.Length > 0) { // Check for transform implementations _cacheStream = OnTransformCompleteStream(_cacheStream); _cacheStream = OnTransformCompleteStringInternal(_cacheStream); OnCaptureStream(_cacheStream); OnCaptureStringInternal(_cacheStream); // write the stream back out if output was delayed if (IsOutputDelayed) _stream.Write(_cacheStream.ToArray(), 0, (int)_cacheStream.Length); // Clear the cache once we've written it out _cacheStream.SetLength(0); } // default flush behavior _stream.Flush(); } /// <summary> /// /// </summary> /// <param name="buffer"></param> /// <param name="offset"></param> /// <param name="count"></param> /// <returns></returns> public override int Read(byte[] buffer, int offset, int count) { return _stream.Read(buffer, offset, count); } /// <summary> /// Overriden to capture output written by ASP.NET and captured /// into a cached stream that is written out later when Flush() /// is called. /// </summary> /// <param name="buffer"></param> /// <param name="offset"></param> /// <param name="count"></param> public override void Write(byte[] buffer, int offset, int count) { if ( IsCaptured ) { // copy to holding buffer only - we'll write out later _cacheStream.Write(buffer, 0, count); _cachePointer += count; } // just transform this buffer if (TransformWrite != null) buffer = OnTransformWrite(buffer); if (TransformWriteString != null) buffer = OnTransformWriteStringInternal(buffer); if (!IsOutputDelayed) _stream.Write(buffer, offset, buffer.Length); } } The key features are the events and corresponding OnXXX methods that handle the event hookups, and the Write() and Flush() methods of the stream implementation. All the rest of the members tend to be plain jane passthrough stream implementation code without much consequence. I do love the way Action<t> and Func<T> make it so easy to create the event signatures for the various events – sweet. A few Things to consider Performance Response.Filter is not great for performance in general as it adds another layer of indirection to the ASP.NET output pipeline, and this implementation in particular adds a memory hit as it basically duplicates the response output into the cached memory stream which is necessary since you may have to look at the entire response. If you have large pages in particular this can cause potentially serious memory pressure in your server application. So be careful of wholesale adoption of this (or other) Response.Filters. Make sure to do some performance testing to ensure it’s not killing your app’s performance. Response.Filter works everywhere A few questions came up in comments and discussion as to capturing ALL output hitting the site and – yes you can definitely do that by assigning a Response.Filter inside of a module. If you do this however you’ll want to be very careful and decide which content you actually want to capture especially in IIS 7 which passes ALL content – including static images/CSS etc. through the ASP.NET pipeline. So it is important to filter only on what you’re looking for – like the page extension or maybe more effectively the Response.ContentType. Response.Filter Chaining Originally I thought that filter chaining doesn’t work at all due to a bug in the stream implementation code. But it’s quite possible to assign multiple filters to the Response.Filter property. So the following actually works to both compress the output and apply the transformed content: WebUtils.GZipEncodePage(); ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; However the following does not work resulting in invalid content encoding errors: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; WebUtils.GZipEncodePage(); In other words multiple Response filters can work together but it depends entirely on the implementation whether they can be chained or in which order they can be chained. In this case running the GZip/Deflate stream filters apparently relies on the original content length of the output and chokes when the content is modified. But if attaching the compression first it works fine as unintuitive as that may seem. Resources Download example code Capture Output from ASP.NET Pages © Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Staggered Isometric Map: Calculate map coordinates for point on screen

    - by Chris
    I know there are already a lot of resources about this, but I haven't found one that matches my coordinate system and I'm having massive trouble adjusting any of those solutions to my needs. What I learned is that the best way to do this is to use a transformation matrix. Implementing that is no problem, but I don't know in which way I have to transform the coordinate space. Here's an image that shows my coordinate system: How do I transform a point on screen to this coordinate system?

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  • SOA Suite Integration: Part 3: Loading files

    - by Anthony Shorten
    One of the most common scenarios in SOA Integration is the loading of a file into the product from an external source. In Oracle SOA Suite there is a File Adapter that can process many file types into your BPEL process. For this example I will use the File Adapter to load a file of user and emails to update the user object within the Oracle Utilities Application Framework. Remember you can repeat this process with other objects and other file types. Again I am illustrating the ease of integration. The first thing is to create an empty BPEL process that will hold our flow. In Oracle JDeveloper this can be achieved by specifying the Define Service Later template (as other templates have predefined inputs and outputs and in this case we want to specify those). So I will create simpleFileLoad process to house our process. You will start with an empty canvas so you need to first specify the load part of the process using the File Adapter. Select the File Adapter from the Component Palette under BPEL Services and drag and drop it to the left side Partner Links (left is input). You name the Service. In this case I chose LoadFile. Press Next. We will define the interface as part of the wizard so select Define from operation and schema (specified later). Press Next. We are going to choose Read File to denote that we will read the file and specify the default Operation Name as Read. Press Next. The next step is to tell the Adapter the location of the files, how to process them and what to do with them after they have been processed. I am using hardcoded locations in this example but you can have logical locations as well. Press Next. I am now going to tell the adapter how to recognize the files I want to load. In my case I am using CSV files and more importantly I am tell the adapter to run the process for each record in the file it encounters. Press Next. Now, I tell the adapter how often I want to poll for the files. I have taken the defaults. Press Next. At this stage I have no explanation of the format of the input. So I am going to invoke the Native Format Wizard which will guide me through the process of creating the file input format. Clicking the purple cog icon will start the wizard. After an introduction screen (not shown), you specify the format of the input file. The File Adapter supports multiple format types. For this example, I will use Delimited as I am going to load a CSV file. Press Next. The best way for the wizard to work is with a sample. I have a sample file and the wizard will ask how much of the file to use as a template. I will use the defaults. Note: If you are using a language that has other languages other than US-ASCII, it is at this point you specify the character set to use.  Press Next. The sample contains multiple instances of a single record type. The wizard supports complex types as well. We will use the appropriate setting for our file. Press Next. You have to specify the file element and the record element. This will be used by the input wizard to translate the CSV data into an XML structure (this will make sense later). I am using LoadUsers as my file delimiter (root element) and User Record as my record root element. Press Next. As the file is CSV the delimiter is "," so I will also specify that the End Of Line (EOL) indicator indicates the end of a record. Press Next. Up until this point your have not given the columns their names. In my case my sample includes the column names in the first record. This is not always the case but you can specify the names and formats of columns in this dialog (not shown). Press Next. The wizard now generates the schema for the input file. You can specify a name for the schema. I have used userupdate.xsd. We want to verify the schema so press Test. You can test the schema by specifying an input sample. and pressing the green play button. You will see the delimiters you specified earlier for the file and the records. Press Ok to continue. A confirmation screen will be displayed showing you the location of the schema in your project. Press Finish to return to the File Adapter configuration. You will now see the schema and elements prepopulated from the wizard. Press Next. The File Adapter configuration is now complete. Press Finish. Now you need to receive the input from the LoadFile component so we need to place a Receive node in the BPEL process by drag and dropping the Receive component from the Component Palette under BPEL Constructs onto the BPEL process. We link the receive process with the LoadFile component by dragging the left most connect node of the Receive node to the LoadFile component. Once the link is established you need to name the Receive node appropriately and as in the post of the last part of this series you need to generate input variables for the BPEL process to hold the input records in. You need to now add the product Web Service. The process is the same as described in the post of the last part of this series. You drop the Web Service BPEL Service onto the right side of the process and fill in the details of the WSDL URL . You also have to add an Invoke node to call the service and generate the input and outputs variables for the call in the Invoke node. Now, to get the inputs from File to the service. You have to use a Transform (you can use an Assign action but a Transform action is more flexible). You drag and drop the Transform component from the Component Palette under Oracle Extensions and place it between the Receive and Invoke nodes. We name the Transform Node, Mapper File and associate the source of the mapping the schema from the Receive node and the output will be the input variable from the Invoke node. We now build the transform. We first map the user and email attributes by drag and drop the elements from the left to the right. The reason we needed to use the transform is that we will be telling the AS-User service that we want to issue an update action. Remember when we registered the service we actually used Read as the default. If we do not otherwise inform the service to use the Update action it will use the Read action instead (which is not desired). To specify the update action you need to click on the transactionType node on the right and select Set Text to set the action. You need to specify the transactionType of UPD (for update). The mapping is now complete. The final BPEL process is ready for deployment. You then deploy the BPEL process to the server and to test the service by simply dropping a file, in the same pattern/name as you specified, in the directory you specified in the File Adapter. You will see each record as a separate instance entry in the Fusion Middleware Control console. You can now load files into the product. You can repeat this process for each type of file to process. While this was a simple example it illustrates the method of loading data can be achieved using SOA Suite in conjunction with our products.

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  • Multiple Set Peer for VPN Failover

    - by Kyle Brandt
    I will have two Cisco routers at Location A serving the same internal networks, and one router in location B. Currently, I have one router in each location with a IPSec site-to-site tunnel connecting them. It looks something like: Location A: crypto map crypto-map-1 1 ipsec-isakmp description Tunnel to Location B set peer 12.12.12.12 set transform-set ESP-3DES-SHA match address internal-ips Location B: crypto map crypto-map-1 1 ipsec-isakmp description Tunnel to Location A set peer 11.11.11.11 set transform-set ESP-3DES-SHA match address internal-ips Can I achieve fail over by simply adding another set peer at location B?: Location A (New secondary Router, configuration on previous router stays the same): crypto map crypto-map-1 1 ipsec-isakmp description Tunnel to Location B set peer 12.12.12.12 set transform-set ESP-3DES-SHA match address internal-ips Location B (Configuration Changed): crypto map crypto-map-1 1 ipsec-isakmp description Tunnel to Location A set peer 11.11.11.11 ! 11.11.11.100 is the ip of the new second router at location A set peer 11.11.11.100 set transform-set ESP-3DES-SHA match address internal-ips Cisco Says: For crypto map entries created with the crypto map map-name seq-num ipsec-isakmp command, you can specify multiple peers by repeating this command. The peer that packets are actually sent to is determined by the last peer that the router heard from (received either traffic or a negotiation request from) for a given data flow. If the attempt fails with the first peer, Internet Key Exchange (IKE) tries the next peer on the crypto map list. But I don't fully understand that in the context of a failover scenerio (One of the routers as Location A blowing up).

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  • ASP.NET: Including JavaScript libraries conditionally from CDN

    - by DigiMortal
    When developing cloud applications it is still useful to build them so they can run also on local machine without network connection. One thing you use from CDN when in cloud and from app folder when not connected are common JavaScript libraries. In this posting I will show you how to add support for local and CDN script stores to your ASP.NET MVC web application. Our solution is simple. We will add new configuration setting to our web.config file (including cloud transform file of it) and new property to our web application. In master page where scripts are included we will include scripts from CDN conditionally. There is nothing complex, all changes we make are simple ones. 1. Adding new property to web application Although I am using ASP.NET MVC web application these modifications work also very well with ASP.NET Forms. Open Global.asax and add new static property to your application class. public static bool UseCdn {     get     {         var valueString = ConfigurationManager.AppSettings["useCdn"];         bool useCdn;           bool.TryParse(valueString, out useCdn);         return useCdn;     } } If you want less round-trips to configuration data you can keep some nullable boolean in your application class scope and load CDN setting first time it is asked. 2. Adding new configuration setting to web.config By default my application uses local scripts. Although my application runs on cloud I can do a lot of stuff without staging environment in cloud. So by default I don’t have costs on traffic when including scripts from application folders. <appSettings>   <add key="UseCdn" value="false" /> </appSettings> You can also set UseCdn value to true and change it to false when you are not connected to network. 3. Modifying web.config cloud transform I have special configuration for my solution that I use when deploying my web application to cloud. This configuration is called Cloud and transform for this configuration is located in web.cloud.config. To make application using CDN when deployed to cloud we need the following transform. <appSettings>   <add key="UseCdn"        value="true"        xdt:Transform="SetAttributes"        xdt:Locator="Match(key)" /> </appSettings> Now when you publish your application to cloud it uses CDN by default. 4. Including scripts in master pages The last thing we need to change is our master page. My solution is simple. I check if I have to include scripts from CDN and if it is true then I include scripts from there. Otherwise my scripts will be included from application folder. @if (MyWeb.MvcApplication.UseCdn) {     <script src="http://ajax.microsoft.com/ajax/jquery/jquery-1.4.4.min.js" type="text/javascript"></script> } else {     <script src="@Url.Content("~/Scripts/jquery-1.4.4.min.js")" type="text/javascript"></script> } Although here is only one script shown you can add all your scripts that are also available in some CDN in this if-else block. You are free to include scripts from different CDN services if you need. Conclusion As we saw it was very easy to modify our application to make it use CDN for JavaScript libraries in cloud and local scripts when run on local machine. We made only small changes to our application code, configuration and master pages to get different script sources supported. Our application is now more independent from external sources when we are working on it.

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  • Node.js Adventure - Storage Services and Service Runtime

    - by Shaun
    When I described on how to host a Node.js application on Windows Azure, one of questions might be raised about how to consume the vary Windows Azure services, such as the storage, service bus, access control, etc.. Interact with windows azure services is available in Node.js through the Windows Azure Node.js SDK, which is a module available in NPM. In this post I would like to describe on how to use Windows Azure Storage (a.k.a. WAS) as well as the service runtime.   Consume Windows Azure Storage Let’s firstly have a look on how to consume WAS through Node.js. As we know in the previous post we can host Node.js application on Windows Azure Web Site (a.k.a. WAWS) as well as Windows Azure Cloud Service (a.k.a. WACS). In theory, WAWS is also built on top of WACS worker roles with some more features. Hence in this post I will only demonstrate for hosting in WACS worker role. The Node.js code can be used when consuming WAS when hosted on WAWS. But since there’s no roles in WAWS, the code for consuming service runtime mentioned in the next section cannot be used for WAWS node application. We can use the solution that I created in my last post. Alternatively we can create a new windows azure project in Visual Studio with a worker role, add the “node.exe” and “index.js” and install “express” and “node-sqlserver” modules, make all files as “Copy always”. In order to use windows azure services we need to have Windows Azure Node.js SDK, as knows as a module named “azure” which can be installed through NPM. Once we downloaded and installed, we need to include them in our worker role project and make them as “Copy always”. You can use my “Copy all always” tool mentioned in my last post to update the currently worker role project file. You can also find the source code of this tool here. The source code of Windows Azure SDK for Node.js can be found in its GitHub page. It contains two parts. One is a CLI tool which provides a cross platform command line package for Mac and Linux to manage WAWS and Windows Azure Virtual Machines (a.k.a. WAVM). The other is a library for managing and consuming vary windows azure services includes tables, blobs, queues, service bus and the service runtime. I will not cover all of them but will only demonstrate on how to use tables and service runtime information in this post. You can find the full document of this SDK here. Back to Visual Studio and open the “index.js”, let’s continue our application from the last post, which was working against Windows Azure SQL Database (a.k.a. WASD). The code should looks like this. 1: var express = require("express"); 2: var sql = require("node-sqlserver"); 3:  4: var connectionString = "Driver={SQL Server Native Client 10.0};Server=tcp:ac6271ya9e.database.windows.net,1433;Database=synctile;Uid=shaunxu@ac6271ya9e;Pwd={PASSWORD};Encrypt=yes;Connection Timeout=30;"; 5: var port = 80; 6:  7: var app = express(); 8:  9: app.configure(function () { 10: app.use(express.bodyParser()); 11: }); 12:  13: app.get("/", function (req, res) { 14: sql.open(connectionString, function (err, conn) { 15: if (err) { 16: console.log(err); 17: res.send(500, "Cannot open connection."); 18: } 19: else { 20: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 21: if (err) { 22: console.log(err); 23: res.send(500, "Cannot retrieve records."); 24: } 25: else { 26: res.json(results); 27: } 28: }); 29: } 30: }); 31: }); 32:  33: app.get("/text/:key/:culture", function (req, res) { 34: sql.open(connectionString, function (err, conn) { 35: if (err) { 36: console.log(err); 37: res.send(500, "Cannot open connection."); 38: } 39: else { 40: var key = req.params.key; 41: var culture = req.params.culture; 42: var command = "SELECT * FROM [Resource] WHERE [Key] = '" + key + "' AND [Culture] = '" + culture + "'"; 43: conn.queryRaw(command, function (err, results) { 44: if (err) { 45: console.log(err); 46: res.send(500, "Cannot retrieve records."); 47: } 48: else { 49: res.json(results); 50: } 51: }); 52: } 53: }); 54: }); 55:  56: app.get("/sproc/:key/:culture", function (req, res) { 57: sql.open(connectionString, function (err, conn) { 58: if (err) { 59: console.log(err); 60: res.send(500, "Cannot open connection."); 61: } 62: else { 63: var key = req.params.key; 64: var culture = req.params.culture; 65: var command = "EXEC GetItem '" + key + "', '" + culture + "'"; 66: conn.queryRaw(command, function (err, results) { 67: if (err) { 68: console.log(err); 69: res.send(500, "Cannot retrieve records."); 70: } 71: else { 72: res.json(results); 73: } 74: }); 75: } 76: }); 77: }); 78:  79: app.post("/new", function (req, res) { 80: var key = req.body.key; 81: var culture = req.body.culture; 82: var val = req.body.val; 83:  84: sql.open(connectionString, function (err, conn) { 85: if (err) { 86: console.log(err); 87: res.send(500, "Cannot open connection."); 88: } 89: else { 90: var command = "INSERT INTO [Resource] VALUES ('" + key + "', '" + culture + "', N'" + val + "')"; 91: conn.queryRaw(command, function (err, results) { 92: if (err) { 93: console.log(err); 94: res.send(500, "Cannot retrieve records."); 95: } 96: else { 97: res.send(200, "Inserted Successful"); 98: } 99: }); 100: } 101: }); 102: }); 103:  104: app.listen(port); Now let’s create a new function, copy the records from WASD to table service. 1. Delete the table named “resource”. 2. Create a new table named “resource”. These 2 steps ensures that we have an empty table. 3. Load all records from the “resource” table in WASD. 4. For each records loaded from WASD, insert them into the table one by one. 5. Prompt to user when finished. In order to use table service we need the storage account and key, which can be found from the developer portal. Just select the storage account and click the Manage Keys button. Then create two local variants in our Node.js application for the storage account name and key. Since we need to use WAS we need to import the azure module. Also I created another variant stored the table name. In order to work with table service I need to create the storage client for table service. This is very similar as the Windows Azure SDK for .NET. As the code below I created a new variant named “client” and use “createTableService”, specified my storage account name and key. 1: var azure = require("azure"); 2: var storageAccountName = "synctile"; 3: var storageAccountKey = "/cOy9L7xysXOgPYU9FjDvjrRAhaMX/5tnOpcjqloPNDJYucbgTy7MOrAW7CbUg6PjaDdmyl+6pkwUnKETsPVNw=="; 4: var tableName = "resource"; 5: var client = azure.createTableService(storageAccountName, storageAccountKey); Now create a new function for URL “/was/init” so that we can trigger it through browser. Then in this function we will firstly load all records from WASD. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: } 18: } 19: }); 20: } 21: }); 22: }); When we succeed loaded all records we can start to transform them into table service. First I need to recreate the table in table service. This can be done by deleting and creating the table through table client I had just created previously. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: // transform the records 26: } 27: }); 28: }); 29: } 30: } 31: }); 32: } 33: }); 34: }); As you can see, the azure SDK provide its methods in callback pattern. In fact, almost all modules in Node.js use the callback pattern. For example, when I deleted a table I invoked “deleteTable” method, provided the name of the table and a callback function which will be performed when the table had been deleted or failed. Underlying, the azure module will perform the table deletion operation in POSIX async threads pool asynchronously. And once it’s done the callback function will be performed. This is the reason we need to nest the table creation code inside the deletion function. If we perform the table creation code after the deletion code then they will be invoked in parallel. Next, for each records in WASD I created an entity and then insert into the table service. Finally I send the response to the browser. Can you find a bug in the code below? I will describe it later in this post. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: // transform the records 26: for (var i = 0; i < results.rows.length; i++) { 27: var entity = { 28: "PartitionKey": results.rows[i][1], 29: "RowKey": results.rows[i][0], 30: "Value": results.rows[i][2] 31: }; 32: client.insertEntity(tableName, entity, function (error) { 33: if (error) { 34: error["target"] = "insertEntity"; 35: res.send(500, error); 36: } 37: else { 38: console.log("entity inserted"); 39: } 40: }); 41: } 42: // send the 43: console.log("all done"); 44: res.send(200, "All done!"); 45: } 46: }); 47: }); 48: } 49: } 50: }); 51: } 52: }); 53: }); Now we can publish it to the cloud and have a try. But normally we’d better test it at the local emulator first. In Node.js SDK there are three build-in properties which provides the account name, key and host address for local storage emulator. We can use them to initialize our table service client. We also need to change the SQL connection string to let it use my local database. The code will be changed as below. 1: // windows azure sql database 2: //var connectionString = "Driver={SQL Server Native Client 10.0};Server=tcp:ac6271ya9e.database.windows.net,1433;Database=synctile;Uid=shaunxu@ac6271ya9e;Pwd=eszqu94XZY;Encrypt=yes;Connection Timeout=30;"; 3: // sql server 4: var connectionString = "Driver={SQL Server Native Client 11.0};Server={.};Database={Caspar};Trusted_Connection={Yes};"; 5:  6: var azure = require("azure"); 7: var storageAccountName = "synctile"; 8: var storageAccountKey = "/cOy9L7xysXOgPYU9FjDvjrRAhaMX/5tnOpcjqloPNDJYucbgTy7MOrAW7CbUg6PjaDdmyl+6pkwUnKETsPVNw=="; 9: var tableName = "resource"; 10: // windows azure storage 11: //var client = azure.createTableService(storageAccountName, storageAccountKey); 12: // local storage emulator 13: var client = azure.createTableService(azure.ServiceClient.DEVSTORE_STORAGE_ACCOUNT, azure.ServiceClient.DEVSTORE_STORAGE_ACCESS_KEY, azure.ServiceClient.DEVSTORE_TABLE_HOST); Now let’s run the application and navigate to “localhost:12345/was/init” as I hosted it on port 12345. We can find it transformed the data from my local database to local table service. Everything looks fine. But there is a bug in my code. If we have a look on the Node.js command window we will find that it sent response before all records had been inserted, which is not what I expected. The reason is that, as I mentioned before, Node.js perform all IO operations in non-blocking model. When we inserted the records we executed the table service insert method in parallel, and the operation of sending response was also executed in parallel, even though I wrote it at the end of my logic. The correct logic should be, when all entities had been copied to table service with no error, then I will send response to the browser, otherwise I should send error message to the browser. To do so I need to import another module named “async”, which helps us to coordinate our asynchronous code. Install the module and import it at the beginning of the code. Then we can use its “forEach” method for the asynchronous code of inserting table entities. The first argument of “forEach” is the array that will be performed. The second argument is the operation for each items in the array. And the third argument will be invoked then all items had been performed or any errors occurred. Here we can send our response to browser. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: async.forEach(results.rows, 26: // transform the records 27: function (row, callback) { 28: var entity = { 29: "PartitionKey": row[1], 30: "RowKey": row[0], 31: "Value": row[2] 32: }; 33: client.insertEntity(tableName, entity, function (error) { 34: if (error) { 35: callback(error); 36: } 37: else { 38: console.log("entity inserted."); 39: callback(null); 40: } 41: }); 42: }, 43: // send reponse 44: function (error) { 45: if (error) { 46: error["target"] = "insertEntity"; 47: res.send(500, error); 48: } 49: else { 50: console.log("all done"); 51: res.send(200, "All done!"); 52: } 53: } 54: ); 55: } 56: }); 57: }); 58: } 59: } 60: }); 61: } 62: }); 63: }); Run it locally and now we can find the response was sent after all entities had been inserted. Query entities against table service is simple as well. Just use the “queryEntity” method from the table service client and providing the partition key and row key. We can also provide a complex query criteria as well, for example the code here. In the code below I queried an entity by the partition key and row key, and return the proper localization value in response. 1: app.get("/was/:key/:culture", function (req, res) { 2: var key = req.params.key; 3: var culture = req.params.culture; 4: client.queryEntity(tableName, culture, key, function (error, entity) { 5: if (error) { 6: res.send(500, error); 7: } 8: else { 9: res.json(entity); 10: } 11: }); 12: }); And then tested it on local emulator. Finally if we want to publish this application to the cloud we should change the database connection string and storage account. For more information about how to consume blob and queue service, as well as the service bus please refer to the MSDN page.   Consume Service Runtime As I mentioned above, before we published our application to the cloud we need to change the connection string and account information in our code. But if you had played with WACS you should have known that the service runtime provides the ability to retrieve configuration settings, endpoints and local resource information at runtime. Which means we can have these values defined in CSCFG and CSDEF files and then the runtime should be able to retrieve the proper values. For example we can add some role settings though the property window of the role, specify the connection string and storage account for cloud and local. And the can also use the endpoint which defined in role environment to our Node.js application. In Node.js SDK we can get an object from “azure.RoleEnvironment”, which provides the functionalities to retrieve the configuration settings and endpoints, etc.. In the code below I defined the connection string variants and then use the SDK to retrieve and initialize the table client. 1: var connectionString = ""; 2: var storageAccountName = ""; 3: var storageAccountKey = ""; 4: var tableName = ""; 5: var client; 6:  7: azure.RoleEnvironment.getConfigurationSettings(function (error, settings) { 8: if (error) { 9: console.log("ERROR: getConfigurationSettings"); 10: console.log(JSON.stringify(error)); 11: } 12: else { 13: console.log(JSON.stringify(settings)); 14: connectionString = settings["SqlConnectionString"]; 15: storageAccountName = settings["StorageAccountName"]; 16: storageAccountKey = settings["StorageAccountKey"]; 17: tableName = settings["TableName"]; 18:  19: console.log("connectionString = %s", connectionString); 20: console.log("storageAccountName = %s", storageAccountName); 21: console.log("storageAccountKey = %s", storageAccountKey); 22: console.log("tableName = %s", tableName); 23:  24: client = azure.createTableService(storageAccountName, storageAccountKey); 25: } 26: }); In this way we don’t need to amend the code for the configurations between local and cloud environment since the service runtime will take care of it. At the end of the code we will listen the application on the port retrieved from SDK as well. 1: azure.RoleEnvironment.getCurrentRoleInstance(function (error, instance) { 2: if (error) { 3: console.log("ERROR: getCurrentRoleInstance"); 4: console.log(JSON.stringify(error)); 5: } 6: else { 7: console.log(JSON.stringify(instance)); 8: if (instance["endpoints"] && instance["endpoints"]["nodejs"]) { 9: var endpoint = instance["endpoints"]["nodejs"]; 10: app.listen(endpoint["port"]); 11: } 12: else { 13: app.listen(8080); 14: } 15: } 16: }); But if we tested the application right now we will find that it cannot retrieve any values from service runtime. This is because by default, the entry point of this role was defined to the worker role class. In windows azure environment the service runtime will open a named pipeline to the entry point instance, so that it can connect to the runtime and retrieve values. But in this case, since the entry point was worker role and the Node.js was opened inside the role, the named pipeline was established between our worker role class and service runtime, so our Node.js application cannot use it. To fix this problem we need to open the CSDEF file under the azure project, add a new element named Runtime. Then add an element named EntryPoint which specify the Node.js command line. So that the Node.js application will have the connection to service runtime, then it’s able to read the configurations. Start the Node.js at local emulator we can find it retrieved the connections, storage account for local. And if we publish our application to azure then it works with WASD and storage service through the configurations for cloud.   Summary In this post I demonstrated how to use Windows Azure SDK for Node.js to interact with storage service, especially the table service. I also demonstrated on how to use WACS service runtime, how to retrieve the configuration settings and the endpoint information. And in order to make the service runtime available to my Node.js application I need to create an entry point element in CSDEF file and set “node.exe” as the entry point. I used five posts to introduce and demonstrate on how to run a Node.js application on Windows platform, how to use Windows Azure Web Site and Windows Azure Cloud Service worker role to host our Node.js application. I also described how to work with other services provided by Windows Azure platform through Windows Azure SDK for Node.js. Node.js is a very new and young network application platform. But since it’s very simple and easy to learn and deploy, as well as, it utilizes single thread non-blocking IO model, Node.js became more and more popular on web application and web service development especially for those IO sensitive projects. And as Node.js is very good at scaling-out, it’s more useful on cloud computing platform. Use Node.js on Windows platform is new, too. The modules for SQL database and Windows Azure SDK are still under development and enhancement. It doesn’t support SQL parameter in “node-sqlserver”. It does support using storage connection string to create the storage client in “azure”. But Microsoft is working on make them easier to use, working on add more features and functionalities.   PS, you can download the source code here. You can download the source code of my “Copy all always” tool here.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • How to make a streaming server to stream media from computer to mobile phone in wifi?

    - by zkz
    Usually we have many HD movies in our computer, but we want to see them by our mobile phone. This requirement produces some questions: 1?the HD videos are too big to transfer to phone timely and it it hard to play on phone smoothly, so we have to transform the videos smaller and fit the screen of phone. 2?the coded format of the videos are varied, but limited types are supported by mobile phone, so we should transform the coded format to those supported by mobile phone. I've leaned the streaming media fit this problem, what I want is: 1?are there any good opensource projects fit this(ffmpeg?live555? darwin?)? 2?are they quick enough to transform coded format and transfer to mobile phone to play with no delay? Thank u very much!

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  • Photo inside the image view should not go cross on dragging

    - by TGMCians
    I want photo inside the imageview should not go outside on dragging. In my code when i start to drag bitmap inside the imageview its goes out from imageview but i want when it cross the imageview its should come at starting point of imageview. How to achieve this. please help me for this. @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.save(); scaleCount=scaleCount+scale; angleCount = addAngle(angleCount, Math.toDegrees(angle)); Log.v("Positions", "X: "+x+" " + "Y: "+y); Log.d("ScaleCount", String.valueOf(scaleCount)); Log.d("Angle", String.valueOf(angleCount)); if (!isInitialized) { int w = getWidth(); int h = getHeight(); position.set(w / 2, h / 2); isInitialized = true; } Paint paint = new Paint(); Log.v("Height and Width", "Height: "+ getHeight() + "Width: "+ getWidth()); transform.reset(); transform.postTranslate(-width / 2.0f, -height / 2.0f); transform.postRotate((float) Math.toDegrees(angle)); transform.postScale(scale, scale); transform.postTranslate(position.getX(), position.getY()); canvas.drawBitmap(bitmap, transform, paint); canvas.restore(); BitmapWidth=BitmapWidth+bitmap.getScaledWidth(canvas); BitmapHeight=BitmapHeight+bitmap.getScaledHeight(canvas); try { /*paint.setColor(0xFF007F00); canvas.drawCircle(vca.getX(), vca.getY(), 30, paint); paint.setColor(0xFF7F0000); canvas.drawCircle(vcb.getX(), vcb.getY(), 30, paint);*/ /*paint.setColor(0xFFFF0000); canvas.drawLine(vpa.getX(), vpa.getY(), vpb.getX(), vpb.getY(), paint); paint.setColor(0xFF00FF00); canvas.drawLine(vca.getX(), vca.getY(), vcb.getX(), vcb.getY(), paint);*/ } catch(NullPointerException e) { // Just being lazy here... } } @Override public boolean onTouch(View v, MotionEvent event) { vca = null; vcb = null; vpa = null; vpb = null; x=event.getX(); y=event.getY(); try { touchManager.update(event); if (touchManager.getPressCount() == 1) { vca = touchManager.getPoint(0); vpa = touchManager.getPreviousPoint(0); position.add(touchManager.moveDelta(0)); } else { if (touchManager.getPressCount() == 2) { vca = touchManager.getPoint(0); vpa = touchManager.getPreviousPoint(0); vcb = touchManager.getPoint(1); vpb = touchManager.getPreviousPoint(1); VMVector2D current = touchManager.getVector(0, 1); VMVector2D previous = touchManager.getPreviousVector(0, 1); float currentDistance = current.getLength(); float previousDistance = previous.getLength(); if (currentDistance-previousDistance != 0) { scale *= currentDistance / previousDistance; } angle -= VMVector2D.getSignedAngleBetween(current, previous); /*angleCount=angleCount+angle;*/ } } invalidate(); } catch(Exception exception) { // Log.d("VM", exception.getMessage()); } return true; }

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  • ReplaceBetweenTags function with delegate to describe transformation

    - by Michael Freidgeim
    I've created a function that allow to replace content between XML tags with data, that depend on original content within tag, in particular to MAsk credit card number.The function uses MidBetween extension from My StringHelper class /// <summary> /// /// </summary> /// <param name="thisString"></param> /// <param name="openTag"></param> /// <param name="closeTag"></param> /// <param name="transform"></param> /// <returns></returns> /// <example> /// // mask <AccountNumber>XXXXX4488</AccountNumber> ///requestAsString  = requestAsString.ReplaceBetweenTags("<AccountNumber>", "</AccountNumber>", CreditCard.MaskedCardNumber); ///mask cvv ///requestAsString = requestAsString.ReplaceBetweenTags("<FieldName>CC::VerificationCode</FieldName><FieldValue>", "</FieldValue>", cvv=>"XXX"); /// </example> public static string ReplaceBetweenTags(this string thisString, string openTag, string closeTag, Func<string, string> transform) { //See also http://stackoverflow.com/questions/1359412/c-sharp-remove-text-in-between-delimiters-in-a-string-regex string sRet = thisString; string between = thisString.MidBetween(openTag, closeTag, true); if (!String.IsNullOrEmpty(between)) sRet=thisString.Replace(openTag + between + closeTag, openTag + transform(between) + closeTag); return sRet; } public static string ReplaceBetweenTags(this string thisString, string openTag, string closeTag, string newValue) { //See also http://stackoverflow.com/questions/1359412/c-sharp-remove-text-in-between-delimiters-in-a-string-regex string sRet = thisString; string between = thisString.MidBetween(openTag, closeTag, true); if (!String.IsNullOrEmpty(between)) sRet = thisString.Replace(openTag + between + closeTag, openTag + newValue + closeTag); return sRet; }

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  • Per Pixel Collision Detection

    - by CJ Cohorst
    Just a quick question, I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code? Any help is appreciated. Thanks in advance!

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