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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • Computer Networks UNISA - Chap 15 &ndash; Network Management

    - by MarkPearl
    After reading this section you should be able to Understand network management and the importance of documentation, baseline measurements, policies, and regulations to assess and maintain a network’s health. Manage a network’s performance using SNMP-based network management software, system and event logs, and traffic-shaping techniques Identify the reasons for and elements of an asset managements system Plan and follow regular hardware and software maintenance routines Fundamentals of Network Management Network management refers to the assessment, monitoring, and maintenance of all aspects of a network including checking for hardware faults, ensuring high QoS, maintaining records of network assets, etc. Scope of network management differs depending on the size and requirements of the network. All sub topics of network management share the goals of enhancing the efficiency and performance while preventing costly downtime or loss. Documentation The way documentation is stored may vary, but to adequately manage a network one should at least record the following… Physical topology (types of LAN and WAN topologies – ring, star, hybrid) Access method (does it use Ethernet 802.3, token ring, etc.) Protocols Devices (Switches, routers, etc) Operating Systems Applications Configurations (What version of operating system and config files for serve / client software) Baseline Measurements A baseline is a report of the network’s current state of operation. Baseline measurements might include the utilization rate for your network backbone, number of users logged on per day, etc. Baseline measurements allow you to compare future performance increases or decreases caused by network changes or events with past network performance. Obtaining baseline measurements is the only way to know for certain whether a pattern of usage has changed, or whether a network upgrade has made a difference. There are various tools available for measuring baseline performance on a network. Policies, Procedures, and Regulations Following rules helps limit chaos, confusion, and possibly downtime. The following policies and procedures and regulations make for sound network management. Media installations and management (includes designing physical layout of cable, etc.) Network addressing policies (includes choosing and applying a an addressing scheme) Resource sharing and naming conventions (includes rules for logon ID’s) Security related policies Troubleshooting procedures Backup and disaster recovery procedures In addition to internal policies, a network manager must consider external regulatory rules. Fault and Performance Management After documenting every aspect of your network and following policies and best practices, you are ready to asses you networks status on an on going basis. This process includes both performance management and fault management. Network Management Software To accomplish both fault and performance management, organizations often use enterprise-wide network management software. There various software packages that do this, each collect data from multiple networked devices at regular intervals, in a process called polling. Each managed device runs a network management agent. So as not to affect the performance of a device while collecting information, agents do not demand significant processing resources. The definition of a managed devices and their data are collected in a MIB (Management Information Base). Agents communicate information about managed devices via any of several application layer protocols. On modern networks most agents use SNMP which is part of the TCP/IP suite and typically runs over UDP on port 161. Because of the flexibility and sophisticated network management applications are a challenge to configure and fine-tune. One needs to be careful to only collect relevant information and not cause performance issues (i.e. pinging a device every 5 seconds can be a problem with thousands of devices). MRTG (Multi Router Traffic Grapher) is a simple command line utility that uses SNMP to poll devices and collects data in a log file. MRTG can be used with Windows, UNIX and Linux. System and Event Logs Virtually every condition recognized by an operating system can be recorded. This is typically done using event logs. In Windows there is a GUI event log viewer. Similar information is recorded in UNIX and Linux in a system log. Much of the information collected in event logs and syslog files does not point to a problem, even if it is marked with a warning so it is important to filter your logs appropriately to reduce the noise. Traffic Shaping When a network must handle high volumes of network traffic, users benefit from performance management technique called traffic shaping. Traffic shaping involves manipulating certain characteristics of packets, data streams, or connections to manage the type and amount of traffic traversing a network or interface at any moment. Its goals are to assure timely delivery of the most important traffic while offering the best possible performance for all users. Several types of traffic prioritization exist including prioritizing traffic according to any of the following characteristics… Protocol IP address User group DiffServr VLAN tag in a Data Link layer frame Service or application Caching In addition to traffic shaping, a network or host might use caching to improve performance. Caching is the local storage of frequently needed files that would otherwise be obtained from an external source. By keeping files close to the requester, caching allows the user to access those files quickly. The most common type of caching is Web caching, in which Web pages are stored locally. To an ISP, caching is much more than just convenience. It prevents a significant volume of WAN traffic, thus improving performance and saving money. Asset Management Another key component in managing networks is identifying and tracking its hardware. This is called asset management. The first step to asset management is to take an inventory of each node on the network. You will also want to keep records of every piece of software purchased by your organization. Asset management simplifies maintaining and upgrading the network chiefly because you know what the system includes. In addition, asset management provides network administrators with information about the costs and benefits of certain types of hardware or software. Change Management Networks are always in a stage of flux with various aspects including… Software changes and patches Client Upgrades Shared Application Upgrades NOS Upgrades Hardware and Physical Plant Changes Cabling Upgrades Backbone Upgrades For a detailed explanation on each of these read the textbook (Page 750 – 761)

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Coping with infrastructure upgrades

    - by Fatherjack
    A common topic for questions on SQL Server forums is how to plan and implement upgrades to SQL Server. Moving from old to new hardware or moving from one version of SQL Server to another. There are other circumstances where upgrades of other systems affect SQL Server DBAs. For example, where I work at the moment there is an Microsoft Exchange (email) server upgrade in progress. It it being handled by a different team so I’m not wholly sure on the details but we are in a situation where there are currently 2 Exchange email servers – the old one and the new one. Users mail boxes are being transferred in a planned process but as we approach the old server being turned off we have to also make sure that our SQL Servers get updated to use the new SMTP server for all of the SQL Agent notifications, SSIS packages etc. My servers have a number of profiles so that various jobs can send emails on behalf of various departments and different systems. This means there are lots of places that the old server name needs to be replaced by the new one. Anyone who has set up DBMail and enjoyed the click-tastic odyssey of screens to create Profiles and Accounts and so on and so forth ought to seek some professional help in my opinion. It’s a nightmare of back and forth settings changes and it stinks. I wasn’t looking forward to heading into this mess of a UI and changing the old Exchange server name for the new one on all my SQL Instances for all of the accounts I have set up. So I did what any Englishmen with a shed would do, I decided to take it apart and see if I can fix it another way. I took a guess that we are going to be working in MSDB and Books OnLine was remarkably helpful and amongst a lot of information told me about a couple of procedures that can be used to interrogate DBMail settings. USE [msdb] -- It's where all the good stuff is kept GO EXEC dbo.sysmail_help_profile_sp; EXEC dbo.sysmail_help_account_sp; Both of these procedures take optional parameters with the same name – ID and Name. If you provide an ID or a name then the results you get back are for that specific Profile or Account. Otherwise you get details of all Profiles and Accounts on the server you are connected to. As you can see (click for a bigger image), the Account has the SMTP server information in the servername column. We want to change that value to NewSMTP.Contoso.com. Now it appears that the procedure we are looking at gets it’s data from the sysmail_account and sysmail_server tables, you can get the results the stored procedure provides if you run the code below. SELECT [account_id] , [name] , [description] , [email_address] , [display_name] , [replyto_address] , [last_mod_datetime] , [last_mod_user] FROM dbo.sysmail_account AS sa; SELECT [account_id] , [servertype] , [servername] , [port] , [username] , [credential_id] , [use_default_credentials] , [enable_ssl] , [flags] , [last_mod_datetime] , [last_mod_user] , [timeout] FROM dbo.sysmail_server AS sms Now, we have no real idea how these tables are linked and whether making an update direct to one or other of them is going to do what we want or whether it will entirely cripple our ability to send email from SQL Server so we wont touch those tables with any UPDATE TSQL. So, back to Books OnLine then and we find sysmail_update_account_sp. It’s exactly what we need. The examples in BOL take the form (as below) of having every parameter explicitly defined. Not wanting to totally obliterate the existing values by not passing values in all of the parameters I set to writing some code to gather the existing data from the tables and re-write the SMTP server name and then execute the resulting TSQL. IF OBJECT_ID('tempdb..#sysmailprofiles') IS NOT NULL DROP TABLE #sysmailprofiles GO CREATE TABLE #sysmailprofiles ( account_id INT , [name] VARCHAR(50) , [description] VARCHAR(500) , email_address VARCHAR(500) , display_name VARCHAR(500) , replyto_address VARCHAR(500) , servertype VARCHAR(10) , servername VARCHAR(100) , port INT , username VARCHAR(100) , use_default_credentials VARCHAR(1) , ENABLE_ssl VARCHAR(1) ) INSERT [#sysmailprofiles] ( [account_id] , [name] , [description] , [email_address] , [display_name] , [replyto_address] , [servertype] , [servername] , [port] , [username] , [use_default_credentials] , [ENABLE_ssl] ) EXEC [dbo].[sysmail_help_account_sp] DECLARE @TSQL NVARCHAR(1000) SELECT TOP 1 @TSQL = 'EXEC [dbo].[sysmail_update_account_sp] @account_id = ' + CAST([s].[account_id] AS VARCHAR(20)) + ', @account_name = ''' + [s].[name] + '''' + ', @email_address = N''' + [s].[email_address] + '''' + ', @display_name = N''' + [s].[display_name] + '''' + ', @replyto_address = N''' + s.replyto_address + '''' + ', @description = N''' + [s].[description] + '''' + ', @mailserver_name = ''NEWSMTP.contoso.com''' + +', @mailserver_type = ' + [s].[servertype] + ', @port = ' + CAST([s].[port] AS VARCHAR(20)) + ', @username = ' + COALESCE([s].[username], '''''') + ', @use_default_credentials =' + CAST(s.[use_default_credentials] AS VARCHAR(1)) + ', @enable_ssl =' + [s].[ENABLE_ssl] FROM [#sysmailprofiles] AS s WHERE [s].[servername] = 'SMTP.Contoso.com' SELECT @tsql EXEC [sys].[sp_executesql] @tsql This worked well for me and testing the email function EXEC dbo.sp_send_dbmail afterwards showed that the settings were indeed using our new Exchange server. It was only later in writing this blog that I tried running the sysmail_update_account_sp procedure with only the SMTP server name parameter value specified. Despite what Books OnLine might intimate, you can do this and only the values for parameters specified get changed. If a parameter is not specified in the execution of the procedure then the values remain unchanged. This renders most of the above script unnecessary as I could have simply specified the account_id that I want to amend and the new value for the parameter I want to update. EXEC sysmail_update_account_sp @account_id = 1, @mailserver_name = 'NEWSMTP.Contoso.com' This wasn’t going to be the main reason for this post, it was meant to describe how to capture values from a stored procedure and use them in dynamic TSQL but instead we are here and (re)learning the fact that Books Online is a little flawed in places. It is a fantastic resource for anyone working with SQL Server but the reader must adopt an enquiring frame of mind and use a little curiosity to try simple variations on examples to fully understand the code you are working with. I think the author(s) of this part of Books OnLine missed an opportunity to include a third example that had fewer than all parameters specified to give a lead to this method existing.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Repeated disconnects on WPA PEAP network

    - by exasperated
    My school has a WPA PEAP network with GTC inner authentication. I am able to connect to the network, but once I load a website or two, the network become unresponsive (i.e. in Chromium, it gets stuck at "Sending request"), and I'm eventually disconnected. Any help will be greatly appreciated. Here's some log output. I can provide more if needed: Ubuntu 13.04 3.8.0-32-generic x86_64 lsusb: 03:00.0 Network controller: Intel Corporation Centrino Advanced-N 6235 (rev 24) lsmod: iwldvm                241872  0  mac80211              606457  1 iwldvm iwlwifi               173516  1 iwldvm cfg80211              511019  3 iwlwifi,mac80211,iwldvm dmesg: [    3.501227] iwlwifi 0000:03:00.0: irq 46 for MSI/MSI-X [    3.503541] iwlwifi 0000:03:00.0: loaded firmware version 18.168.6.1 [    3.527153] iwlwifi 0000:03:00.0: CONFIG_IWLWIFI_DEBUG disabled [    3.527162] iwlwifi 0000:03:00.0: CONFIG_IWLWIFI_DEBUGFS enabled [    3.527170] iwlwifi 0000:03:00.0: CONFIG_IWLWIFI_DEVICE_TRACING enabled [    3.527178] iwlwifi 0000:03:00.0: CONFIG_IWLWIFI_DEVICE_TESTMODE enabled [    3.527186] iwlwifi 0000:03:00.0: CONFIG_IWLWIFI_P2P disabled [    3.527192] iwlwifi 0000:03:00.0: Detected Intel(R) Centrino(R) Advanced-N 6235 AGN, REV=0xB0 [    3.527240] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [    3.551049] ieee80211 phy0: Selected rate control algorithm 'iwl-agn-rs' [  375.153065] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [  375.159727] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [  375.553201] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [  375.559871] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 1892.110738] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 1892.117357] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 5227.235372] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 5227.242122] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 5817.817954] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 5817.824560] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 5824.571917] iwlwifi 0000:03:00.0 wlan0: disabling HT/VHT due to WEP/TKIP use [ 5824.571929] iwlwifi 0000:03:00.0 wlan0: disabling HT as WMM/QoS is not supported by the AP [ 5824.571935] iwlwifi 0000:03:00.0 wlan0: disabling VHT as WMM/QoS is not supported by the AP [ 6956.290061] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 6956.296671] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 6963.080560] iwlwifi 0000:03:00.0 wlan0: disabling HT/VHT due to WEP/TKIP use [ 6963.080566] iwlwifi 0000:03:00.0 wlan0: disabling HT as WMM/QoS is not supported by the AP [ 6963.080570] iwlwifi 0000:03:00.0 wlan0: disabling VHT as WMM/QoS is not supported by the AP [ 7613.469241] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 7613.475870] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 7620.201265] iwlwifi 0000:03:00.0 wlan0: disabling HT/VHT due to WEP/TKIP use [ 7620.201278] iwlwifi 0000:03:00.0 wlan0: disabling HT as WMM/QoS is not supported by the AP [ 7620.201285] iwlwifi 0000:03:00.0 wlan0: disabling VHT as WMM/QoS is not supported by the AP [ 8232.762453] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [ 8232.769065] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [ 8239.581772] iwlwifi 0000:03:00.0 wlan0: disabling HT/VHT due to WEP/TKIP use [ 8239.581784] iwlwifi 0000:03:00.0 wlan0: disabling HT as WMM/QoS is not supported by the AP [ 8239.581792] iwlwifi 0000:03:00.0 wlan0: disabling VHT as WMM/QoS is not supported by the AP [13763.634808] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [13763.641427] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 [16955.598953] iwlwifi 0000:03:00.0: L1 Disabled; Enabling L0S [16955.605574] iwlwifi 0000:03:00.0: Radio type=0x2-0x1-0x0 lshw:    *-network        description: Wireless interface        product: Centrino Advanced-N 6235        vendor: Intel Corporation        physical id: 0        bus info: pci@0000:03:00.0        logical name: wlan0        version: 24        serial: b4:b6:76:a0:4b:3c        width: 64 bits        clock: 33MHz        capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless        configuration: broadcast=yes driver=iwlwifi driverversion=3.8.0-32-generic firmware=18.168.6.1 ip=10.250.169.96 latency=0 link=yes multicast=yes wireless=IEEE 802.11abgn        resources: irq:46 memory:f7c00000-f7c01fff iwlist scan: Cell 02 - Address: 24:DE:C6:B0:C7:D9                     Channel:36                     Frequency:5.18 GHz (Channel 36)                     Quality=29/70  Signal level=-81 dBm                       Encryption key:on                     ESSID:"CatChat2x"                     Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s                               36 Mb/s; 48 Mb/s; 54 Mb/s                     Mode:Master                     Extra:tsf=0000004ff3fe419b                     Extra: Last beacon: 27820ms ago                     IE: Unknown: 0009436174436861743278                     IE: Unknown: 01088C129824B048606C                     IE: Unknown: 030124                     IE: IEEE 802.11i/WPA2 Version 1                         Group Cipher : CCMP                         Pairwise Ciphers (1) : CCMP                         Authentication Suites (1) : 802.1x                     IE: Unknown: 2D1ACC011BFFFF000000000000000000000000000000000000000000                     IE: Unknown: 3D1624001B000000FF000000000000000000000000000000                     IE: Unknown: DD180050F2020101800003A4000027A4000042435E0062322F00                     IE: Unknown: DD1E00904C33CC011BFFFF000000000000000000000000000000000000000000                     IE: Unknown: DD1A00904C3424001B000000FF000000000000000000000000000000           Cell 04 - Address: 24:DE:C6:B0:C3:E9                     Channel:149                     Frequency:5.745 GHz                     Quality=28/70  Signal level=-82 dBm                       Encryption key:on                     ESSID:"CatChat2x"                     Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s                               36 Mb/s; 48 Mb/s; 54 Mb/s                     Mode:Master                     Extra:tsf=000000181f60e19c                     Extra: Last beacon: 28680ms ago                     IE: Unknown: 0009436174436861743278                     IE: Unknown: 01088C129824B048606C                     IE: Unknown: 030195                     IE: Unknown: 050400010000                     IE: IEEE 802.11i/WPA2 Version 1                         Group Cipher : CCMP                         Pairwise Ciphers (1) : CCMP                         Authentication Suites (1) : 802.1x                     IE: Unknown: 2D1ACC011BFFFF000000000000000000000000000000000000000000                     IE: Unknown: 3D1695001B000000FF000000000000000000000000000000                     IE: Unknown: DD180050F2020101800003A4000027A4000042435E0062322F00                     IE: Unknown: DD1E00904C33CC011BFFFF000000000000000000000000000000000000000000                     IE: Unknown: DD1A00904C3495001B000000FF000000000000000000000000000000                     IE: Unknown: DD07000B8601040817                     IE: Unknown: DD0E000B860103006170313930333032           Cell 09 - Address: 24:DE:C6:B0:C0:29                     Channel:149                     Frequency:5.745 GHz                     Quality=39/70  Signal level=-71 dBm                       Encryption key:on                     ESSID:"CatChat2x"                     Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s                               36 Mb/s; 48 Mb/s; 54 Mb/s                     Mode:Master                     Extra:tsf=00000112fb688ede                     Extra: Last beacon: 27716ms ago ifconfig (while connected): wlan0     Link encap:Ethernet  HWaddr b4:b6:76:a0:4b:3c             inet addr:10.250.16.220  Bcast:10.250.31.255  Mask:255.255.240.0           inet6 addr: fe80::b6b6:76ff:fea0:4b3c/64 Scope:Link           UP BROADCAST RUNNING MULTICAST  MTU:1500  Metric:1           RX packets:230023 errors:0 dropped:0 overruns:0 frame:0           TX packets:130970 errors:0 dropped:0 overruns:0 carrier:0           collisions:0 txqueuelen:1000            RX bytes:255999759 (255.9 MB)  TX bytes:16652605 (16.6 MB) iwconfig (while connected): wlan0     IEEE 802.11abgn  ESSID:"CatChat2x"             Mode:Managed  Frequency:5.745 GHz  Access Point: 24:DE:C6:B0:C0:29              Bit Rate=6 Mb/s   Tx-Power=15 dBm              Retry  long limit:7   RTS thr:off   Fragment thr:off           Power Management:off           Link Quality=36/70  Signal level=-74 dBm             Rx invalid nwid:0  Rx invalid crypt:0  Rx invalid frag:0           Tx excessive retries:0  Invalid misc:3   Missed beacon:0

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  • Silverlight Reporting Application Part 3.5 - Prism Background and WCF RIA [Series Intermission]

    Taking a step back before I dive into the details and full-on coding fun, I wanted to once again respond to a comment on my last post to clear up some things in regards to how I'm setting up my project and some of the choices I've made. Aka, thanks Ben. :) Prism Project Setup For starters, I'm not the ideal use case for a Prism application. In most cases where you've got a one-man team, Prism can be overkill as it is more intended for large teams who are geographically dispersed or in applications that have a larger scale than my Recruiting application in which you'll greatly benefit from modularity, delayed loading of xaps, etc. What Prism offers, though, is a manner for handling UI, commands, and events with the idea that, through a modular approach in which no parts really need to know about one another, I can update this application bit by bit as hiring needs change or requirements differ between offices without having to worry that changing something in the Jobs module will break something in, say, the Scheduling module. All that being said, here's a look at how our project breakdown for Recruit (MVVM/Prism implementation) looks: This could be a little misleading though, as each of those modules is actually another project in the overall Recruit solution. As far as what the projects actually are, that looks a bit like this: Recruiting Solution Recruit (Shell up there) - Main Silverlight Application .Web - Default .Web application to host the Silverlight app Infrastructure - Silverlight Class Library Project Modules - Silverlight Class Library Projects Infrastructure &Modules The Infrastructure project is probably something you'll see to some degree in any composite application. In this application, it is going to contain custom commands (you'll see the joy of these in a post or two down the road), events, helper classes, and any custom classes I need to share between different modules. Think of this as a handy little crossroad between any parts of your application. Modules on the other hand are the bread and butter of this application. Besides the shell, which holds the UI skeleton, and the infrastructure, which holds all those shared goodies, the modules are self-contained bundles of functionality to handle different concerns. In my scenario, I need a way to look up and edit Jobs, Applicants, and Schedule interviews, a Notification module to handle telling the user when different things are happening (i.e., loading from database), and a Menu to control interaction and moving between different views. All modules are going to follow the following pattern: The module class will inherit from IModule and handle initialization and loading the correct view into the correct region, whereas the Views and ViewModels folders will contain paired Silverlight user controls and ViewModel class backings. WCF RIA Services Since we've got all the projects in a single solution, we did not have to go the route of creating a WCR RIA Services Class Library. Every module has it's WCF RIA link back to the main .Web project, so the single Linq-2-SQL (yes, I said Linq-2-SQL, but I'll soon be switching to OpenAccess due to the new visual designer) context I'm using there works nicely with the scope of my project. If I were going for completely separating this project out and doing different, dynamically loaded elements, I'd probably go for the separate class library. Hope that clears that up. In the future though, I will be using that in a project that I've got in the "when I've got enough time to work on this" pipeline, so we'll get into that eventually- and hopefully when WCF RIA is in full release! Why Not use Silverlight Navigation/Business Template? The short answer- I'm a creature of habit, and having used Silverlight for a few years now, I'm used to doing lots of things manually. :) Plus, starting with a blank slate of a project I'm able to set up things exactly as I want them to be. In this case, rather than the navigation frame we would see in one of the templates, the MainRegion/ContentControl is working as our main navigation window. In many cases I will use theSilverlight navigation template to start things off, however in this case I did not need those features so I opted out of using that. Next time when I actually hit post #4, we're going to get into the modules and starting to get functionality into this application. Next week is also release week for the Q1 2010 release, so be sure to check out our annualWebinar Week (I might be biased, but Wednesday is my favorite out of the group). Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • To refund or not to refund this client?

    - by Mahalia Samuels
    I'd really appreciate your advice on an ongoing project. I presented my client with a proposal and design samples which he approved, and he paid in full instead of the 50% upfront deposit as I'd given him a generous discount. He was then slow in furnishing me with some of the content, but once we did, he expected the website to be finished immediately which was not possible. Because he needed it done urgently, we agreed to try to get it done about 10 working days after the content was provided, but the developer who was helping me let me down. The next week, I completed the website myself and uploaded it to the server on a Friday afternoon. He then calls and texts me on following Sunday while I'm at church to say it's not online (there was probably a problem with his browser). The next morning, I received an email from him demanding a full refund within two days because he couldn't see the website (even though it was live, and I tested it on multiple browsers, a different computer and my phone), and he called me shouting at me because he couldn't access it. Finally when he was able to access it, he was unhappy with a certain detail regarding the slideshow which I began fixing and which was done the next day. He then referred me to another website and said he wanted it to look similar but not identical to it in terms of the layout. He also now wanted to add more features which were not in the original design. I got a designer to work on a new design which I sent to him for review, which if approved would be completed by 15 October, and he approved it last Thursday. He then called me yesterday to say that he wanted to change the design - he only approved it out of impatience. He now wants the website to be more similar to the other website he referred me to and he wants it done before the 15th! Then, he says to me that other people have done websites for him in three days - website's he's complained to me about for lacking dimension because they were just premium themes, whereas we'd designed and coded from scratch. I'm thinking of finishing the website but refunding him in full (or at least the refundable 50%) less domain registration and other non-refundable amounts, just to avoid further escalation of this matter and having him call me next week and say he wants to change it again. These are the applicable terms and conditions as laid out in the agreement: Total amount due for this project is Amount A. Client shall pay Consultant a deposit of Amount B (50% of total amount due for project) in advance before any work commences on the Project. The balance is due within 7 working days of completion of project. Deposit is non-refundable. Should client opt to host elsewhere, applicable transferral fee of Amount C will apply. Estimated project completion time frame is 14 to 30 days from the date Client furnishes Consultant with Brief and all other required media and data, provided that Client has made payment to secure the project. Consultant will make every effort to meet agreed upon due dates. The Client should be aware that failure to submit required information or materials, or last minute changes and excessive changes may cause subsequent delays. Client delays could result in significant delays in delivery of finished work. Major changes in client input or direction or brief will be charged at normal rates. Any work the Client wishes Consultant to create, which is not specified in the attached Proposal will be considered an additional service. Client agrees to pay Consultant for any additional expenses or additional services not included in the attached quotation and proposal if requested by the Client. Web design credit in the name of the Consultant, and link to Consultant’s website shall be placed on the footer of the final Website. Either party may terminate this Agreement by giving 7 days written notice to the other of such termination. In the event that Work is postponed or terminated at the request of the Client, Consultant shall have the right to bill pro rata at full rates for work completed through the date of that request, while reserving all rights under this Agreement. If additional payment is due, this shall be payable within seven days of the Client's written notification to stop work. In the event of termination, the Client shall also pay any expenses incurred by Consultant and the Consultant shall own all rights to the Work. Advice please?

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  • What is Happening vs. What is Interesting

    - by Geertjan
    Devoxx 2011 was yet another confirmation that all development everywhere is either on the web or on mobile phones. Whether you looked at the conference schedule or attended sessions or talked to speakers at any point at all, it was very clear that no development whatsoever is done anymore on the desktop. In fact, that's something Tim Bray himself told me to my face at the speakers dinner. No new developments of any kind are happening on the desktop. Everyone who is currently on the desktop is working overtime to move all of their applications to the web. They're probably also creating a small subset of their application on an Android tablet, with an even smaller subset on their Android phone. Then you scratch that monolithic surface and find some interesting results. Without naming any names, I asked one of these prominent "ah, forget about the desktop" people at the Devoxx speakers dinner (and I have a witness): "Yes, the desktop is dead, but what about air traffic control, stock trading, oil analysis, risk management applications? In fact, what about any back office application that needs to be usable across all operating systems? Here there is no concern whatsoever with 100% accessibility which is, after all, the only thing that the web has over the desktop, (except when there's a network failure, of course, or when you find yourself in the 3/4 of the world where there's bandwidth problems)? There are 1000's of hidden applications out there that have processing requirements, security requirements, and the requirement that they'll be available even when the network is down or even completely unavailable. Isn't that a valid use case and aren't there 1000's of applications that fall into this so-called niche category? Are you not, in fact, confusing consumer applications, which are increasingly web-based and mobile-based, with high-end corporate applications, which typically need to do massive processing, of one kind or another, for which the web and mobile worlds are completely unsuited?" And you will not believe what the reply to the above question was. (Again, I have a witness to this discussion.) But here it is: "Yes. But those applications are not interesting. I do not want to spend any of my time or work in any way on those applications. They are boring." I'm sad to say that the leaders of the software development community, including those in the Java world, either share the above opinion or are led by it. Because they find something that is not new to be boring, they move on to what is interesting and start talking like the supposedly-boring developments don't even exist. (Kind of like a rapper pretending classical music doesn't exist.) Time and time again I find myself giving Java desktop development courses (at companies, i.e., not hobbyists, or students, but companies, i.e., the places where dollars are earned), where developers say to me: "The course you're giving about creating cross-platform, loosely coupled, and highly cohesive applications is really useful to us. Why do we never find information about this topic at conferences? Why can we never attend a session at a conference where the story about pluggable cross-platform Java is told? Why do we get the impression that we are uncool because we're not on the web and because we're not on a mobile phone, while the reason for that is because we're creating $1000,000 simulation software which has nothing to gain from being on the web or on the mobile phone?" And then I say: "Because nobody knows you exist. Because you're not submitting abstracts to conferences about your very interesting use cases. And because conferences tend to focus on what is new, which tends to be web related (especially HTML 5) or mobile related (especially Android). Because you're not taking the responsibility on yourself to tell the real stories about the real applications being developed all the time and every day. Because you yourself think your work is boring, while in fact it is fascinating. Because desktop developers are working from 9 to 5 on the desktop, in secure environments, such as banks and defense, where you can't spend time, nor have the interest in, blogging your latest tip or trick, as opposed to web developers, who tend to spend a lot of time on the web anyway and are therefore much more inclined to create buzz about the kind of work they're doing." So, next time you look at a conference program and wonder why there's no stories about large desktop development projects in the program, here's the short answer: "No one is going to put those items on the program until you start submitting those kinds of sessions. And until you start blogging. Until you start creating the buzz that the web developers have been creating around their work for the past 10 years or so. And, yes, indeed, programmers get the conference they deserve." And what about Tim Bray? Ask yourself, as Google's lead web technology evangelist, how many desktop developers do you think he talks to and, more generally, what his frame of reference is and what, clearly, he considers to be most interesting.

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • Adjusting server-side tickrate dynamically

    - by Stuart Blackler
    I know nothing of game development/this site, so I apologise if this is completely foobar. Today I experimented with building a small game loop for a network game (think MW3, CSGO etc). I was wondering why they do not build in automatic rate adjustment based on server performance? Would it affect the client that much if the client knew this frame is based on this tickrate? Has anyone attempted this before? Here is what my noobish C++ brain came up with earlier. It will improve the tickrate if it has been stable for x ticks. If it "lags", the tickrate will be reduced down by y amount: // GameEngine.cpp : Defines the entry point for the console application. // #ifdef WIN32 #include <Windows.h> #else #include <sys/time.h> #include <ctime> #endif #include<iostream> #include <dos.h> #include "stdafx.h" using namespace std; UINT64 GetTimeInMs() { #ifdef WIN32 /* Windows */ FILETIME ft; LARGE_INTEGER li; /* Get the amount of 100 nano seconds intervals elapsed since January 1, 1601 (UTC) and copy it * to a LARGE_INTEGER structure. */ GetSystemTimeAsFileTime(&ft); li.LowPart = ft.dwLowDateTime; li.HighPart = ft.dwHighDateTime; UINT64 ret = li.QuadPart; ret -= 116444736000000000LL; /* Convert from file time to UNIX epoch time. */ ret /= 10000; /* From 100 nano seconds (10^-7) to 1 millisecond (10^-3) intervals */ return ret; #else /* Linux */ struct timeval tv; gettimeofday(&tv, NULL); uint64 ret = tv.tv_usec; /* Convert from micro seconds (10^-6) to milliseconds (10^-3) */ ret /= 1000; /* Adds the seconds (10^0) after converting them to milliseconds (10^-3) */ ret += (tv.tv_sec * 1000); return ret; #endif } int _tmain(int argc, _TCHAR* argv[]) { int sv_tickrate_max = 1000; // The maximum amount of ticks per second int sv_tickrate_min = 100; // The minimum amount of ticks per second int sv_tickrate_adjust = 10; // How much to de/increment the tickrate by int sv_tickrate_stable_before_increment = 1000; // How many stable ticks before we increase the tickrate again int sys_tickrate_current = sv_tickrate_max; // Always start at the highest possible tickrate for the best performance int counter_stable_ticks = 0; // How many ticks we have not lagged for UINT64 __startTime = GetTimeInMs(); int ticks = 100000; while(ticks > 0) { int maxTimeInMs = 1000 / sys_tickrate_current; UINT64 _startTime = GetTimeInMs(); // Long code here... cout << "."; UINT64 _timeTaken = GetTimeInMs() - _startTime; if(_timeTaken < maxTimeInMs) { Sleep(maxTimeInMs - _timeTaken); counter_stable_ticks++; if(counter_stable_ticks >= sv_tickrate_stable_before_increment) { // reset the stable # ticks counter counter_stable_ticks = 0; // make sure that we don't go over the maximum tickrate if(sys_tickrate_current + sv_tickrate_adjust <= sv_tickrate_max) { sys_tickrate_current += sv_tickrate_adjust; // let me know in console #DEBUG cout << endl << "Improving tickrate. New tickrate: " << sys_tickrate_current << endl; } } } else if(_timeTaken > maxTimeInMs) { cout << endl; if((sys_tickrate_current - sv_tickrate_adjust) > sv_tickrate_min) { sys_tickrate_current -= sv_tickrate_adjust; } else { if(sys_tickrate_current == sv_tickrate_min) { cout << "Please reduce sv_tickrate_min..." << endl; } else{ sys_tickrate_current = sv_tickrate_min; } } // let me know in console #DEBUG cout << "The server has lag. Reduced tickrate to: " << sys_tickrate_current << endl; } ticks--; } UINT64 __timeTaken = GetTimeInMs() - __startTime; cout << endl << endl << "Total time in ms: " << __timeTaken; cout << endl << "Ending tickrate: " << sys_tickrate_current; char test; cin >> test; return 0; }

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Navigation in a #WP7 application with MVVM Light

    - by Laurent Bugnion
    In MVVM applications, it can be a bit of a challenge to send instructions to the view (for example a page) from a viewmodel. Thankfully, we have good tools at our disposal to help with that. In his excellent series “MVVM Light Toolkit soup to nuts”, Jesse Liberty proposes one approach using the MVVM Light messaging infrastructure. While this works fine, I would like to show here another approach using what I call a “view service”, i.e. an abstracted service that is invoked from the viewmodel, and implemented on the view. Multiple kinds of view services In fact, I use view services quite often, and even started standardizing them for the Windows Phone 7 applications I work on. If there is interest, I will be happy to show other such view services, for example Animation services, responsible to start/stop animations on the view. Dialog service, in charge of displaying messages to the user and gathering feedback. Navigation service, in charge of navigating to a given page directly from the viewmodel. In this article, I will concentrate on the navigation service. The INavigationService interface In most WP7 apps, the navigation service is used in quite a straightforward way. We want to: Navigate to a given URI. Go back. Be notified when a navigation is taking place, and be able to cancel. The INavigationService interface is quite simple indeed: public interface INavigationService { event NavigatingCancelEventHandler Navigating; void NavigateTo(Uri pageUri); void GoBack(); } Obviously, this interface can be extended if necessary, but in most of the apps I worked on, I found that this covers my needs. The NavigationService class It is possible to nicely pack the navigation service into its own class. To do this, we need to remember that all the PhoneApplicationPage instances use the same instance of the navigation service, exposed through their NavigationService property. In fact, in a WP7 application, it is the main frame (RootFrame, of type PhoneApplicationFrame) that is responsible for this task. So, our implementation of the NavigationService class can leverage this. First the class will grab the PhoneApplicationFrame and store a reference to it. Also, it registers a handler for the Navigating event, and forwards the event to the listening viewmodels (if any). Then, the NavigateTo and the GoBack methods are implemented. They are quite simple, because they are in fact just a gateway to the PhoneApplicationFrame. The whole class is as follows: public class NavigationService : INavigationService { private PhoneApplicationFrame _mainFrame; public event NavigatingCancelEventHandler Navigating; public void NavigateTo(Uri pageUri) { if (EnsureMainFrame()) { _mainFrame.Navigate(pageUri); } } public void GoBack() { if (EnsureMainFrame() && _mainFrame.CanGoBack) { _mainFrame.GoBack(); } } private bool EnsureMainFrame() { if (_mainFrame != null) { return true; } _mainFrame = Application.Current.RootVisual as PhoneApplicationFrame; if (_mainFrame != null) { // Could be null if the app runs inside a design tool _mainFrame.Navigating += (s, e) => { if (Navigating != null) { Navigating(s, e); } }; return true; } return false; } } Exposing URIs I find that it is a good practice to expose each page’s URI as a constant. In MVVM Light applications, a good place to do that is the ViewModelLocator, which already acts like a central point of setup for the views and their viewmodels. Note that in some cases, it is necessary to expose the URL as a string, for instance when a query string needs to be passed to the view. So for example we could have: public static readonly Uri MainPageUri = new Uri("/MainPage.xaml", UriKind.Relative); public const string AnotherPageUrl = "/AnotherPage.xaml?param1={0}&param2={1}"; Creating and using the NavigationService Normally, we only need one instance of the NavigationService class. In cases where you use an IOC container, it is easy to simply register a singleton instance. For example, I am using a modified version of a super simple IOC container, and so I can register the navigation service as follows: SimpleIoc.Register<INavigationService, NavigationService>(); Then, it can be resolved where needed with: SimpleIoc.Resolve<INavigationService>(); Or (more frequently), I simply declare a parameter on the viewmodel constructor of type INavigationService and let the IOC container do its magic and inject the instance of the NavigationService when the viewmodel is created. On supported platforms (for example Silverlight 4), it is also possible to use MEF. Or, of course, we can simply instantiate the NavigationService in the ViewModelLocator, and pass this instance as a parameter of the viewmodels’ constructor, injected as a property, etc… Once the instance has been passed to the viewmodel, it can be used, for example with: NavigationService.NavigateTo(ViewModelLocator.ComparisonPageUri); Testing Thanks to the INavigationService interface, navigation can be mocked and tested when the viewmodel is put under unit test. Simply implement and inject a mock class, and assert that the methods are called as they should by the viewmodel. Conclusion As usual, there are multiple ways to code a solution answering your needs. I find that view services are a really neat way to delegate view-specific responsibilities such as animation, dialogs and of course navigation to other classes through an abstracted interface. In some cases, such as the NavigationService class exposed here, it is even possible to standardize the implementation and pack it in a class library for reuse. I hope that this sample is useful! Happy coding. Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How to fix Ubuntu 12.04.3 boot to black screen full of errors in white text, after upgrading on dell inspiron 1501

    - by Ibuntu
    I am running a Dell Inspiron 1501 I use Linux only. No Microsoft or Apple operating systems (or really anything closed-source). I've only been using Linux for a little over a year but I'm starting to gain a comfortable level of familiarity with the system and terminology. I've been having some issues with Quantel Quetzal and Raring Ringtail, especially with older hardware, so I opted to install Ubuntu 12.04.3 Precise Pangolin on the Inspiron 1501. I checked my MD5 sum after downloading my ISO and all was good. I have in fact used this iso/dvd to install Precise Pangolin successfully on a few other systems (some of which are even older than this laptop). Install goes fine. The wireless card doesn't work out of the box but this is a known issue which is fairly easy to fix. So, first thing I did was open up a terminal and run sudo apt-get update && sudo apt-get upgrade which, part way through, crashed (I assume lightdm and possibly X) and took me to a black screen filled with white lines of text that were either errors or just the ouputs of commands. The reason I say that is because I was unable to gleam any useful information from the output on the screen. I did take a picture however and will post a link. After that, every time I boot the system it goes right to that black screen posting all the error messages or output in white text. I never get a purple Ubuntu splash, so from what I can tell after reading this wiki article: https://wiki.ubuntu.com/X/Troubleshooting/BlankScreen That means that after the kernel is selected, it is unable to correctly implement the settings it needs. If the purple splash never shows, the frame buffer was never set correctly right? This leads me to believe that it could be a kernel issue? The wiki suggested to try and pinpoint the issue by rolling back kernels until I find one that works. Is this my best option? I think I'm going to give it a try anyways and will let everyone know if I am able to solve the issue this way. I have since done a few reinstalls and some trouble-shooting including a couple hours scouring the net for anyone with any kind of similar issue. Most of the issues I could find involved getting a black screen after login and none of them said anything about any information output on this black screen. My reinstalls have taught me that there is no issue updating, but as soon as I run sudo apt-get upgrade my system goes to the black screen and every time I boot it up it does the same thing. The only way to fix is by reinstall. I never get any ability to log in. After a hard power off to the laptop (because I cannot use ctrl+alt+del to reboot) when it boots again it goes to the grub boot menu and I can select between regular boot, recovery mode and the two memtest options. I never tried the memtest options but the other two both lead to the same black screen. Some people having a black/blank screen issue claim to have fixed it by using 12.10 or 13.04 but I believe they were having a different issue where they got a black/blank screen after logging in. I think I will still give these images a try, but mostly figured I would just wait another day or two for 13.10. Other things I figured I would try from the following three articles: After logging in, there's a black screen and my cursor, nothing else! in Ubuntu 12.10 Black Screen on Login After Upgrading to 12.04 I can't get to the login screen include opening a terminal using ctrl+alt+f1 and trying a variety of reseting unity, x settings, lightdm (or switching to gdm); but I doubt this will work or that I will even be able to access a terminal. I'm pretty sure the whole system is stuck after it loads the last line on the black screen. I will try these things and post more information when I have. Hopefully someone has an idea in the meantime and I will keep checking back trying to find a solution. Thank you. Here are 3 different pictures of the error message. I had to take with my phone: http://ubuntuone.com/album/0TBBkxmVajJIQQtoN9mVdN

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • SQL Server (2012 Enterprise) Browser service failing

    - by Watki02
    SQL Server (2012 Enterprise) Browser service failing I have a problem as described below: I have an instance of SQL Server 2012 Enterprise (thanks to MSDN) for local development on my PC. I try to start SQL server Browser Service from SQL Server Configuration Manager and it takes a long time to fail, then fails with: The request failed or the service did not respond in a timely fashion. Consult the event log or other applicable error logs for details. I checked event logs and found these errors in this order (all within the same 1-second time frame): The SQL Server Browser service port is unavailable for listening, or invalid. The SQL Server Browser service was unable to establish SQL instance and connectivity discovery. The SQL Server Browser is enabling SQL instance and connectivity discovery support. The SQL Server Browser service was unable to establish Analysis Services discovery. The SQL Server Browser service has started. The SQL Server Browser service has shutdown. I checked firewall rules and both port 1433 (TCP) and 1434 (UDP) are wide open, just as well - the programs and service binary had been "allowed through windows firewall". I started the "Analysis Services" service by hand and it works fine. Browser still won't start. Some History: Installed SQL 2008 R2 express advanced Installed SQL2012 Express advanced Uninstalled SQL 2008 R2 express advanced Installed 2012 SSDT and lots of features with Express install Installed a unique instance of SQL 2012 Enterprise with all features Uninstalled SSDT and reinstalled SSDT with Enterprise (solved a different problem) Uninstalled SQL 2012 Express Uninstalled SQL 2012 Enterprise Removed anything with "SQL" in the name from Control panel "Programs and features" Installed SQL 2012 Enterprise without Analysis services (This is where I noticed SQL Browser service was failing to start even on the install) Added the feature of Analysis Services (and everything else) via the installer (Browser continued to fail to start on the install) ======================== Other interesting facts: opening a command window with administrator and trying to run sqlbrowser.exe manually yielded: Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. C:\Windows\system32cd C:\Program Files (x86)\Microsoft SQL Server\90\Shared C:\Program Files (x86)\Microsoft SQL Server\90\Sharedsqlbrowser.exe -c SQLBrowser: starting up in console mode SQLBrowser: starting up SSRP redirection service SQLBrowser: failed starting SSRP redirection services -- shutting down. SQLBrowser: starting up OLAP redirection service SQLBrowser: Stopping the OLAP redirector C:\Program Files (x86)\Microsoft SQL Server\90\Shared As I try to repair the install it errors out saying The following error has occurred: Service 'SQLBrowser' start request failed. Click 'Retry' to retry the failed action, or click 'Cancel' to cancel this action and continue setup. For help, click: http://go.microsoft.com/fwlink?LinkID=20476&ProdName=Microsoft%20SQL%20Server&EvtSrc=setup.rll&EvtID=50000&ProdVer=11.0.2100.60&EvtType=0x4F9BEA51%25400xD3BEBD98%25401211%25401 Clicking retry fails every time. When clicking cancel I get: The following error has occurred: SQL Server Browser configuration for feature 'SQL_Browser_Redist_SqlBrowser_Cpu32' was cancelled by user after a previous installation failure. The last attempted step: Starting the SQL Server Browser service 'SQLBrowser', and waiting for up to '900' seconds for the process to complete. . For help, click: http://go.microsoft.com/fwlink?LinkID=20476&ProdName=Microsoft%20SQL%20Server&EvtSrc=setup.rll&EvtID=50000&ProdVer=11.0.2100.60&EvtType=0x4F9BEA51%25400xD3BEBD98%25401211%25401 When I go to uninstall the SQL Browser from "Programs and Features", it complains: Error opening installation log file. Verify that the specified log file location exists and is writable. Is there any way I can fix this short of re-imaging my computer and reinstalling from scratch? A possible approach would be to somehow really uninstall everything and delete all files related to SQL... is that a good idea, and how do I do that?

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  • Linux pptp client stops working after several hours

    - by Aron Rotteveel
    Here's the situation: Setup: 1 Windows Server 2008 machine acting as a Domain Controller and RRAS server 1 CentOS machine in a datacentre located elsewhere PPTP client running on CentOS machine, connected to the DC via When I connect to the DC, everything is working fine. I have set up a static IP for the dialup connection in my RRAS server so that the CentOS machine is automatically assigned the IP 192.168.1.240. Inside the VPN, it is not possible to access this machine on the local IP-address. Perfect. However, after several hours, it simply seems to stop working (IE: I cannot ping to or from this machine on the local network). The strange thing is, however: The DC shows the VPN client as still being connected The CentOS machine shows the network interface as being up There are no entries in my /var/log/messages that indicate a problem Output from ifconfig: ppp0 Link encap:Point-to-Point Protocol inet addr:192.168.1.240 P-t-P:192.168.1.160 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1396 Metric:1 RX packets:43 errors:0 dropped:0 overruns:0 frame:0 TX packets:58 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:3 RX bytes:4511 (4.4 KiB) TX bytes:15071 (14.7 KiB) Output from route -n: 192.168.1.160 0.0.0.0 255.255.255.255 UH 0 0 0 ppp0 192.168.1.0 0.0.0.0 255.255.255.0 U 0 0 0 ppp0 I have the following in my ip-up.local: route add -net 192.168.1.0 netmask 255.255.255.0 dev ppp0 The situation can be easily fixed by issueing a killall pppd and re-connecting. However, I obviously do not want to do this every X-hours or so. I have tried running pppd with both the debug as the kdebug flag but cannot find the cause of this problem. Currently, my ppp0 network interface seems to be running and the last log lines mentioning it are: Feb 19 14:10:40 graviton pppd[10934]: local IP address 192.168.1.240 Feb 19 14:10:40 graviton pppd[10934]: remote IP address 192.168.1.160 Feb 19 14:10:40 graviton pppd[10934]: Script /etc/ppp/ip-up started (pid 10952) Feb 19 14:10:40 graviton pppd[10934]: Script /etc/ppp/ip-up finished (pid 10952), status = 0x0 Feb 19 14:11:27 graviton pptp[10935]: anon log[decaps_gre:pptp_gre.c:414]: buffering packet 190 (expecting 189, lost or reordered) Feb 19 14:11:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Request received. Feb 19 14:11:37 graviton pptp[10942]: anon log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 6 'Echo-Reply' Feb 19 14:12:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Request received. Feb 19 14:12:37 graviton pptp[10942]: anon log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 6 'Echo-Reply' Feb 19 14:12:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:13:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:14:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:15:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:16:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:19:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:19:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:679]: no more Echo Reply/Request packets will be reported. I have enabled the persist option. The network interface is still running, but it is still impossible to send data through the VPN. Any help is appreciated.

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  • Why do GPUs overheat?

    - by JAD
    About a year ago, I added a 9800GT (1 GB version) and a Corsair CX500 PSU to an HP M8000N computer. A few weeks ago, the HDD overheated and I decided to transfer the GPU & PSU to a new build, which consists of: i3 @ 3.3Ghz Gigabyte H61 Micro ATX Mobo 4GB RAM 500GB WD HDD DVD RW Drive Cooler Master Elite 430 Tower Once I had Win7 up and running, I installed all the essential drivers that came with the Gigabyte Mobo CD. However, whenever I tried installing the Graphics Media Accelerator driver, the computer would crash and enter an endless boot sequence on the next startup. I skipped installing this driver and installed the CD driver for the 9800GT, which by now is a year old. Everything was working fine, WEI rated my GPU at 6.6 graphics & aero performance. However, after updating my Nvidia drivers to the latest, the WEI dropped my rating to 3.3 for Aero, and 4.7 for graphics performance. Just to make sure that everything was ok, I ran Bad Company 2 on medium settings. The first few minutes ran just fine at a smooth framerate, so I dismissed this as Windows being Windows. About 6 hours later, I ran BC2 again. This time I averaged anywhere from 2-5 FPS. I checked the GPU temperature through GPU-Z, and it came back as 120C. The problem with this, is that the computer was on for six hours up to that point. Wouldn't the card have experienced a reactor core meltdown a lot sooner than that? Granted, the computer was "sleeping" some of the time, but still... The next day I took out a temperature gun and ran some tests. I would point the laser at a very specific area on the reverse side of the card (not the fan or "front"), and compare the temp reading with GPU-Z. After leaving the system on idle on idle for a few minutes, I ran BC2 twice. Here are the results: GPU-Z Reading / Temp Gun Reading / Time Null / 22.3°C / Comp is Off 53°C / 33.5°C / 1:49 78°C / 46°C / 1:53 - (First BC2 run; good framerate) 102°C / 64.6°C / 2:01 - (System is again on idle) 113°C / 64.8°C / 2:10 119°C / 71.8°C / 2:17 - (Second BC2 run; poor framerate) I should also mention that I also took a temp recording of another part of the GPU from 2:01-2:17. The temp in this area jumped from 75°C to 82.9°C in that time frame. This pretty much confirms that GPU-Z is reporting the temperature accurately, and the card is overheating. But I'd like to know why; the cars is doing nothing and still the temperature climbs at a steady rate. I thoroughly cleaned the GPU and PSU when I salvaged them from the old HP M8000N computer with a can of compressed air, dust cant be the issue. Similarly, the rest of the computer is brand new. I installed various Nvidia drivers, but no luck. It seems strange to me that a year-old card is suddenly failing on me; aren't they supposed to last at least two years? Could this be a driver issue? Is the motherboard faulty? Could the PSU be overfeeding the card on voltage? Neither case seems likely, as the CPU, RAM and otherwise the rest of the comp has worked flawlessly and has stayed well within respectable temp ranges (the i3 lingers around 50C, the HDD stays at 30C, so does the PSU). How can I pinpoint the issue?

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  • Windows 7 BSOD - ntoskrnl?

    - by Ken Mason
    2 new HP Pavilion notebooks with 7 Home Premium pre-loaded with Norton. My first act was to use the Norton Removal Tool and load ZoneAlarm free and AVG Free. Frequent random BSOD's ever since...I found my way into Debug and have had various reports regarding ntoskrnl, depending on the status of symbols. It's been many years since I played with (DOS 3.x) debug, so this has been a considerable fumble. Excerpts follow and any insights would be greatly appreciated, as I am not a developer: ADDITIONAL_DEBUG_TEXT: Use '!findthebuild' command to search for the target build information. If the build information is available, run '!findthebuild -s ; .reload' to set symbol path and load symbols. MODULE_NAME: nt FAULTING_MODULE: fffff8000305d000 nt DEBUG_FLR_IMAGE_TIMESTAMP: 4b88cfeb BUGCHECK_STR: 0x7f_8 CUSTOMER_CRASH_COUNT: 1 DEFAULT_BUCKET_ID: VISTA_DRIVER_FAULT CURRENT_IRQL: 0 LAST_CONTROL_TRANSFER: from fffff800030ccb69 to fffff800030cd600 STACK_TEXT: fffff80004d6fd28 fffff800030ccb69 : 000000000000007f 0000000000000008 0000000080050033 00000000000006f8 : nt+0x70600 fffff80004d6fd30 000000000000007f : 0000000000000008 0000000080050033 00000000000006f8 fffff80003095e58 : nt+0x6fb69 fffff80004d6fd38 0000000000000008 : 0000000080050033 00000000000006f8 fffff80003095e58 0000000000000000 : 0x7f fffff80004d6fd40 0000000080050033 : 00000000000006f8 fffff80003095e58 0000000000000000 0000000000000000 : 0x8 fffff80004d6fd48 00000000000006f8 : fffff80003095e58 0000000000000000 0000000000000000 0000000000000000 : 0x80050033 fffff80004d6fd50 fffff80003095e58 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : 0x6f8 fffff80004d6fd58 0000000000000000 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt+0x38e58 STACK_COMMAND: kb FOLLOWUP_IP: nt+70600 fffff800`030cd600 48894c2408 mov qword ptr [rsp+8],rcx SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: nt+70600 FOLLOWUP_NAME: MachineOwner IMAGE_NAME: ntoskrnl.exe BUCKET_ID: WRONG_SYMBOLS Followup: MachineOwner ...................................................................... 0: kd !lmi nt Loaded Module Info: [nt] Module: ntkrnlmp Base Address: fffff8000305d000 Image Name: ntkrnlmp.exe Machine Type: 34404 (X64) Time Stamp: 4b88cfeb Sat Feb 27 00:55:23 2010 Size: 5dc000 CheckSum: 545094 Characteristics: 22 perf Debug Data Dirs: Type Size VA Pointer CODEVIEW 25, 19c65c, 19bc5c RSDS - GUID: {7E9A3CAB-6268-45DE-8E10-816E3080A3B7} Age: 2, Pdb: ntkrnlmp.pdb CLSID 4, 19c658, 19bc58 [Data not mapped] Image Type: FILE - Image read successfully from debugger. ntkrnlmp.exe Symbol Type: PDB - Symbols loaded successfully from symbol server. d:\debugsymbols\ntkrnlmp.pdb\7E9A3CAB626845DE8E10816E3080A3B72\ntkrnlmp.pdb Load Report: public symbols , not source indexed d:\debugsymbols\ntkrnlmp.pdb\7E9A3CAB626845DE8E10816E3080A3B72\ntkrnlmp.pdb 0: kd !analyze -v * Bugcheck Analysis * * UNEXPECTED_KERNEL_MODE_TRAP (7f) This means a trap occurred in kernel mode, and it's a trap of a kind that the kernel isn't allowed to have/catch (bound trap) or that is always instant death (double fault). The first number in the bugcheck params is the number of the trap (8 = double fault, etc) Consult an Intel x86 family manual to learn more about what these traps are. Here is a portion of those codes: If kv shows a taskGate use .tss on the part before the colon, then kv. Else if kv shows a trapframe use .trap on that value Else .trap on the appropriate frame will show where the trap was taken (on x86, this will be the ebp that goes with the procedure KiTrap) Endif kb will then show the corrected stack. Arguments: Arg1: 0000000000000008, EXCEPTION_DOUBLE_FAULT Arg2: 0000000080050033 Arg3: 00000000000006f8 Arg4: fffff80003095e58 Debugging Details: BUGCHECK_STR: 0x7f_8 CUSTOMER_CRASH_COUNT: 1 DEFAULT_BUCKET_ID: VISTA_DRIVER_FAULT PROCESS_NAME: System CURRENT_IRQL: 2 LAST_CONTROL_TRANSFER: from fffff800030ccb69 to fffff800030cd600 STACK_TEXT: fffff80004d6fd28 fffff800030ccb69 : 000000000000007f 0000000000000008 0000000080050033 00000000000006f8 : nt!KeBugCheckEx fffff80004d6fd30 fffff800030cb032 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!KiBugCheckDispatch+0x69 fffff80004d6fe70 fffff80003095e58 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!KiDoubleFaultAbort+0xb2 fffff880089efc60 0000000000000000 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!SeAccessCheckFromState+0x58 STACK_COMMAND: kb FOLLOWUP_IP: nt!KiDoubleFaultAbort+b2 fffff800`030cb032 90 nop SYMBOL_STACK_INDEX: 2 SYMBOL_NAME: nt!KiDoubleFaultAbort+b2 FOLLOWUP_NAME: MachineOwner MODULE_NAME: nt IMAGE_NAME: ntkrnlmp.exe DEBUG_FLR_IMAGE_TIMESTAMP: 4b88cfeb FAILURE_BUCKET_ID: X64_0x7f_8_nt!KiDoubleFaultAbort+b2 BUCKET_ID: X64_0x7f_8_nt!KiDoubleFaultAbort+b2 Followup: MachineOwner I tried running Rootkit Revealer but I don't think it works on x64 systems. Similarly Blacklight seems to have aged off. I'm running Sophos Anti-Rootkit now. So far so good...

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  • linux routing bug?

    - by Balázs Pozsár
    I have been struggling with this not easily reproducible issue since a while. I am using linux kernel v3.1.0, and sometimes routing to a few IP addresses does not work. What seems to happen is that instead of sending the packet to the gateway, the kernel treats the destination address as local, and tries to gets its MAC address via ARP. For example, now my current IP address is 172.16.1.104/24, the gateway is 172.16.1.254: # ifconfig eth0 eth0 Link encap:Ethernet HWaddr 00:1B:63:97:FC:DC inet addr:172.16.1.104 Bcast:172.16.1.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:230772 errors:0 dropped:0 overruns:0 frame:0 TX packets:171013 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:191879370 (182.9 Mb) TX bytes:47173253 (44.9 Mb) Interrupt:17 # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 172.16.1.254 0.0.0.0 UG 0 0 0 eth0 172.16.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth0 I can ping a few addresses, but not 172.16.0.59: # ping -c1 172.16.1.254 PING 172.16.1.254 (172.16.1.254) 56(84) bytes of data. 64 bytes from 172.16.1.254: icmp_seq=1 ttl=64 time=0.383 ms --- 172.16.1.254 ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 0ms rtt min/avg/max/mdev = 0.383/0.383/0.383/0.000 ms root@pozsybook:~# ping -c1 172.16.0.1 PING 172.16.0.1 (172.16.0.1) 56(84) bytes of data. 64 bytes from 172.16.0.1: icmp_seq=1 ttl=63 time=5.54 ms --- 172.16.0.1 ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 0ms rtt min/avg/max/mdev = 5.545/5.545/5.545/0.000 ms root@pozsybook:~# ping -c1 172.16.0.2 PING 172.16.0.2 (172.16.0.2) 56(84) bytes of data. 64 bytes from 172.16.0.2: icmp_seq=1 ttl=62 time=7.92 ms --- 172.16.0.2 ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 0ms rtt min/avg/max/mdev = 7.925/7.925/7.925/0.000 ms root@pozsybook:~# ping -c1 172.16.0.59 PING 172.16.0.59 (172.16.0.59) 56(84) bytes of data. From 172.16.1.104 icmp_seq=1 Destination Host Unreachable --- 172.16.0.59 ping statistics --- 1 packets transmitted, 0 received, +1 errors, 100% packet loss, time 0ms When trying to ping 172.16.0.59, I can see in tcpdump that an ARP req was sent: # tcpdump -n -i eth0|grep ARP tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth0, link-type EN10MB (Ethernet), capture size 96 bytes 15:25:16.671217 ARP, Request who-has 172.16.0.59 tell 172.16.1.104, length 28 and /proc/net/arp has an incomplete entry for 172.16.0.59: # grep 172.16.0.59 /proc/net/arp 172.16.0.59 0x1 0x0 00:00:00:00:00:00 * eth0 Please note, that 172.16.0.59 is accessible from this LAN from other computers. Does anyone have any idea of what's going on? Thanks. update: replies to the comments below: there are no interfaces besides eth0 and lo the ARP req cannot be seen on the other end, but that's how it should work. the main problem is that an ARP req should not even be sent at the first place the problem persist even if I add an explicit route with the command "route add -host 172.16.0.59 gw 172.16.1.254 dev eth0"

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  • Server Cabinet/Room Cooling

    - by user37226
    Hello all. I currently have two desktops and three servers in my office sitting on the floor (I know this is bad). With that many servers the ambient temperature in the room goes up quickly. I am located in Dallas, TX so during the winter, if the heat is kept low, it is not a problem, but during the summer it easily jumps the room +10 degrees. I have decided and found a free 42U server cabinet that a hosting company was throwing away to house all of these systems in. One server is in a rack mount case while the other four servers are housed in mid-tower cases. I have purchased shelves for each computer and plan to lay the towers side ways on these shelves (as replacing the cases costs a heck of a lot of money). I like the idea of housing all of these systems in the cabinet because it will save a lot of room and clean up all of the cabling currently laying all over the office floor. When putting this setup together over the next couple of weeks, I want to address issues with dust and cooling. The server cabinet has a fan on top, front plexiglass door and a rear metal door with vent wholes on the bottom. First the cooling issues. I know I am going to want to have cool air enter the bottom of the cabinet and exit the top. I do not want the room heating up though as this will make my work area hot and then make the servers warmer as the air eventually reenters the cabinet. I had an idea to fix this problem, but am unsure if it will work. I was thinking of taking flexible piping and adapting it to the back fans of the computer having the other end of the pipe at the top close to the cabinet's top mounted fan. I was then thinking of creating a duct around the top fan into the attic. Now I am very concerned that the attic will cause issues with this type of setup because during July/August time frame, the attic is easily 120 degrees F. I could also use the flexible pipe to take it to an attic exhaust vent if it would be better to vent it into the 100 degree air outside (at least there may be wind. The other option would be to buy a small portable air conditioner. This may be a possibility, but do I want to spend the extra money on power? I bet this increases the noise. Plus they are around $250 on Amazon. What would you all recommend? Depending on the solution I end up running with above, I would also like to limit the dust that gets into the cabinet. If I were to cut a whole and mount a second cabinet fan on the bottom of the rear door, could I possibly mount a standard home air filter on the other side of that whole? Thanks in advance for your recommendations. I look forward to reading your interesting ideas.

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  • Server Cabinet/Room Cooling

    - by user37226
    Hello all. I currently have two desktops and three servers in my office sitting on the floor (I know this is bad). With that many servers the ambient temperature in the room goes up quickly. I am located in Dallas, TX so during the winter, if the heat is kept low, it is not a problem, but during the summer it easily jumps the room +10 degrees. I have decided and found a free 42U server cabinet that a hosting company was throwing away to house all of these systems in. One server is in a rack mount case while the other four servers are housed in mid-tower cases. I have purchased shelves for each computer and plan to lay the towers side ways on these shelves (as replacing the cases costs a heck of a lot of money). I like the idea of housing all of these systems in the cabinet because it will save a lot of room and clean up all of the cabling currently laying all over the office floor. When putting this setup together over the next couple of weeks, I want to address issues with dust and cooling. The server cabinet has a fan on top, front plexiglass door and a rear metal door with vent wholes on the bottom. First the cooling issues. I know I am going to want to have cool air enter the bottom of the cabinet and exit the top. I do not want the room heating up though as this will make my work area hot and then make the servers warmer as the air eventually reenters the cabinet. I had an idea to fix this problem, but am unsure if it will work. I was thinking of taking flexible piping and adapting it to the back fans of the computer having the other end of the pipe at the top close to the cabinet's top mounted fan. I was then thinking of creating a duct around the top fan into the attic. Now I am very concerned that the attic will cause issues with this type of setup because during July/August time frame, the attic is easily 120 degrees F. I could also use the flexible pipe to take it to an attic exhaust vent if it would be better to vent it into the 100 degree air outside (at least there may be wind. The other option would be to buy a small portable air conditioner. This may be a possibility, but do I want to spend the extra money on power? I bet this increases the noise. Plus they are around $250 on Amazon. What would you all recommend? Depending on the solution I end up running with above, I would also like to limit the dust that gets into the cabinet. If I were to cut a whole and mount a second cabinet fan on the bottom of the rear door, could I possibly mount a standard home air filter on the other side of that whole? Thanks in advance for your recommendations. I look forward to reading your interesting ideas.

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