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  • URL Rewrite – Protocol (http/https) in the Action

    - by OWScott
    IIS URL Rewrite supports server variables for pretty much every part of the URL and http header. However, there is one commonly used server variable that isn’t readily available.  That’s the protocol—HTTP or HTTPS. You can easily check if a page request uses HTTP or HTTPS, but that only works in the conditions part of the rule.  There isn’t a variable available to dynamically set the protocol in the action part of the rule.  What I wish is that there would be a variable like {HTTP_PROTOCOL} which would have a value of ‘HTTP’ or ‘HTTPS’.  There is a server variable called {HTTPS}, but the values of ‘on’ and ‘off’ aren’t practical in the action.  You can also use {SERVER_PORT} or {SERVER_PORT_SECURE}, but again, they aren’t useful in the action. Let me illustrate.  The following rule will redirect traffic for http(s)://localtest.me/ to http://www.localtest.me/. <rule name="Redirect to www"> <match url="(.*)" /> <conditions> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> </conditions> <action type="Redirect" url="http://www.localtest.me/{R:1}" /> </rule> The problem is that it forces the request to HTTP even if the original request was for HTTPS. Interestingly enough, I planned to blog about this topic this week when I noticed in my twitter feed yesterday that Jeff Graves, a former colleague of mine, just wrote an excellent blog post about this very topic.  He beat me to the punch by just a couple days.  However, I figured I would still write my blog post on this topic.  While his solution is a excellent one, I personally handle this another way most of the time.  Plus, it’s a commonly asked question that isn’t documented well enough on the web yet, so having another article on the web won’t hurt. I can think of four different ways to handle this, and depending on your situation you may lean towards any of the four.  Don’t let the choices overwhelm you though.  Let’s keep it simple, Option 1 is what I use most of the time, Option 2 is what Jeff proposed and is the safest option, and Option 3 and Option 4 need only be considered if you have a more unique situation.  All four options will work for most situations. Option 1 – CACHE_URL, single rule There is a server variable that has the protocol in it; {CACHE_URL}.  This server variable contains the entire URL string (e.g. http://www.localtest.me:80/info.aspx?id=5)  All we need to do is extract the HTTP or HTTPS and we’ll be set. This tends to be my preferred way to handle this situation. Indeed, Jeff did briefly mention this in his blog post: … you could use a condition on the CACHE_URL variable and a back reference in the rewritten URL. The problem there is that you then need to match all of the conditions which could be a problem if your rule depends on a logical “or” match for conditions. Thus the problem.  If you have multiple conditions set to “Match Any” rather than “Match All” then this option won’t work.  However, I find that 95% of all rules that I write use “Match All” and therefore, being the lazy administrator that I am I like this simple solution that only requires adding a single condition to a rule.  The caveat is that if you use “Match Any” then you must consider one of the next two options. Enough with the preamble.  Here’s how it works.  Add a condition that checks for {CACHE_URL} with a pattern of “^(.+)://” like so: How you have a back-reference to the part before the ://, which is our treasured HTTP or HTTPS.  In URL Rewrite 2.0 or greater you can check the “Track capture groups across conditions”, make that condition the first condition, and you have yourself a back-reference of {C:1}. The “Redirect to www” example with support for maintaining the protocol, will become: <rule name="Redirect to www" stopProcessing="true"> <match url="(.*)" /> <conditions trackAllCaptures="true"> <add input="{CACHE_URL}" pattern="^(.+)://" /> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> </conditions> <action type="Redirect" url="{C:1}://www.localtest.me/{R:1}" /> </rule> It’s not as easy as it would be if Microsoft gave us a built-in {HTTP_PROTOCOL} variable, but it’s pretty close. I also like this option since I often create rule examples for other people and this type of rule is portable since it’s self-contained within a single rule. Option 2 – Using a Rewrite Map For a safer rule that works for both “Match Any” and “Match All” situations, you can use the Rewrite Map solution that Jeff proposed.  It’s a perfectly good solution with the only drawback being the ever so slight extra effort to set it up since you need to create a rewrite map before you create the rule.  In other words, if you choose to use this as your sole method of handling the protocol, you’ll be safe. After you create a Rewrite Map called MapProtocol, you can use “{MapProtocol:{HTTPS}}” for the protocol within any rule action.  Following is an example using a Rewrite Map. <rewrite> <rules> <rule name="Redirect to www" stopProcessing="true"> <match url="(.*)" /> <conditions trackAllCaptures="false"> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> </conditions> <action type="Redirect" url="{MapProtocol:{HTTPS}}://www.localtest.me/{R:1}" /> </rule> </rules> <rewriteMaps> <rewriteMap name="MapProtocol"> <add key="on" value="https" /> <add key="off" value="http" /> </rewriteMap> </rewriteMaps> </rewrite> Option 3 – CACHE_URL, Multi-rule If you have many rules that will use the protocol, you can create your own server variable which can be used in subsequent rules. This option is no easier to set up than Option 2 above, but you can use it if you prefer the easier to remember syntax of {HTTP_PROTOCOL} vs. {MapProtocol:{HTTPS}}. The potential issue with this rule is that if you don’t have access to the server level (e.g. in a shared environment) then you cannot set server variables without permission. First, create a rule and place it at the top of the set of rules.  You can create this at the server, site or subfolder level.  However, if you create it at the site or subfolder level then the HTTP_PROTOCOL server variable needs to be approved at the server level.  This can be achieved in IIS Manager by navigating to URL Rewrite at the server level, clicking on “View Server Variables” from the Actions pane, and added HTTP_PROTOCOL. If you create the rule at the server level then this step is not necessary.  Following is an example of the first rule to create the HTTP_PROTOCOL and then a rule that uses it.  The Create HTTP_PROTOCOL rule only needs to be created once on the server. <rule name="Create HTTP_PROTOCOL"> <match url=".*" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{CACHE_URL}" pattern="^(.+)://" /> </conditions> <serverVariables> <set name="HTTP_PROTOCOL" value="{C:1}" /> </serverVariables> <action type="None" /> </rule>   <rule name="Redirect to www" stopProcessing="true"> <match url="(.*)" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> </conditions> <action type="Redirect" url="{HTTP_PROTOCOL}://www.localtest.me/{R:1}" /> </rule> Option 4 – Multi-rule Just to be complete I’ll include an example of how to achieve the same thing with multiple rules. I don’t see any reason to use it over the previous examples, but I’ll include an example anyway.  Note that it will only work with the “Match All” setting for the conditions. <rule name="Redirect to www - http" stopProcessing="true"> <match url="(.*)" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> <add input="{HTTPS}" pattern="off" /> </conditions> <action type="Redirect" url="http://www.localtest.me/{R:1}" /> </rule> <rule name="Redirect to www - https" stopProcessing="true"> <match url="(.*)" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> <add input="{HTTP_HOST}" pattern="^localtest\.me$" /> <add input="{HTTPS}" pattern="on" /> </conditions> <action type="Redirect" url="https://www.localtest.me/{R:1}" /> </rule> Conclusion Above are four working examples of methods to call the protocol (HTTP or HTTPS) from the action of a URL Rewrite rule.  You can use whichever method you most prefer.  I’ve listed them in the order that I favor them, although I could see some people preferring Option 2 as their first choice.  In any of the cases, hopefully you can use this as a reference for when you need to use the protocol in the rule’s action when writing your URL Rewrite rules. Further information: Viewing all Server Variable for a site. URL Parts available to URL Rewrite Rules Further URL Rewrite articles

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  • CodePlex Daily Summary for Friday, January 07, 2011

    CodePlex Daily Summary for Friday, January 07, 2011Popular ReleasesAutoLoL: AutoLoL v1.5.2: Implemented the Auto Updater Fix: Your settings will no longer be cleared with new releases of AutoLoL The mastery Editor and Browser now have their own tabs instead of nested tabs The Browser tab will only show the masteries matching ALL filters instead of just one Added a 'Browse' button in the Mastery Editor tab to open the Masteries Directory The Browser tab now shows a message when there are no mastery files in the Masteries Directory Fix: Fixed the Save As dialog again, for ...Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.StyleCop for ReSharper: StyleCop for ReSharper 5.1.14980.000: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the correct path ...VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.SSH.NET Library: 2011.1.6: Fixes CommandTimeout default value is fixed to infinite. Port Forwarding feature improvements Memory leaks fixes New Features Add ErrorOccurred event to handle errors that occurred on different thread New and improve SFTP features SftpFile now has more attributes and some operations Most standard operations now available Allow specify encoding for command execution KeyboardInteractiveConnectionInfo class added for "keyboard-interactive" authentication. Add ability to specify bo....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...VidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch....NET Voice Recorder: Auto-Tune Release: This is the source code and binaries to accompany the article on the Coding 4 Fun website. It is the Auto Tuner release of the .NET Voice Recorder application.BloodSim: BloodSim - 1.3.2.0: - Simulation Log is now automatically disabled and hidden when running 10 or more iterations - Hit and Expertise are now entered by Rating, and include option for a Racial Expertise bonus - Added option for boss to use a periodic magic ability (Dragon Breath) - Added option for boss to periodically Enrage, gaining a Damage/Attack Speed buffASP.NET MVC CMS ( Using CommonLibrary.NET ): CommonLibrary.NET CMS 0.9.5 Alpha: CommonLibrary CMSA simple yet powerful CMS system in ASP.NET MVC 2 using C# 4.0. ActiveRecord based components for Blogs, Widgets, Pages, Parts, Events, Feedback, BlogRolls, Links Includes several widgets ( tag cloud, archives, recent, user cloud, links twitter, blog roll and more ) Built using the http://commonlibrarynet.codeplex.com framework. ( Uses TDD, DDD, Models/Entities, Code Generation ) Can run w/ In-Memory Repositories or Sql Server Database See Documentation tab for Ins...AllNewsManager.NET: AllNewsManager.NET 1.2.1: AllNewsManager.NET 1.2.1 It is a minor update from version 1.2EnhSim: EnhSim 2.2.9 BETA: 2.2.9 BETAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added in the Gobl...xUnit.net - Unit Testing for .NET: xUnit.net 1.7 Beta: xUnit.net release 1.7 betaBuild #1533 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision)...Json.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...DbDocument: DbDoc Initial Version: DbDoc Initial versionASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.2: Atomic CMS 2.1.2 release notes Atomic CMS installation guide N2 CMS: 2.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) All-round improvements and bugfixes File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open the proj...Mobile Device Detection and Redirection: 0.1.11.10: IMPORTANT CHANGESThis release changes the way some WURFL capabilities and attributes are exposed to .NET developers. If you cast MobileCapabilities to return some values then please read the Release Note before implementing this release. The following code snippet can be used to access any WURFL capability. For instance, if the device is a tablet: string capability = Request.Browser["is_tablet"]; SummaryNew attributes have been added to the redirect section: originalUrlAsQueryString If se...Wii Backup Fusion: Wii Backup Fusion 1.0: - Norwegian translation - French translation - German translation - WBFS dump for analysis - Scalable full HQ cover - Support for log file - Load game images improved - Support for image splitting - Diff for images after transfer - Support for scrubbing modes - Search functionality for log - Recurse depth for Files/Load - Show progress while downloading game cover - Supports more databases for cover download - Game cover loading routines improvedBlogEngine.NET: BlogEngine.NET 2.0: Get DotNetBlogEngine for 3 Months Free! Click Here for More Info 3 Months FREE – BlogEngine.NET Hosting – Click Here! If you want to set up and start using BlogEngine.NET right away, you should download the Web project. If you want to extend or modify BlogEngine.NET, you should download the source code. If you are upgrading from a previous version of BlogEngine.NET, please take a look at the Upgrading to BlogEngine.NET 2.0 instructions. To get started, be sure to check out our installatio...New Projects9192631770: This project is created for learning .net 3.5 personally. However it may not suffice for anyone to give a start point. (9192631770) is equivalent to 1 sec in atomic clock.AGS: AGSAll-In-One Code Framework Prerelease: All-In-One Code Framework PrereleaseAwait Events with "yield": This is a library that allows you to stop running the code wherever you want in order to await an event using the functionality of "yield" sentence. It's useful when you want to await asynchronous events or when you have to deal with many events in a sequential way.Battle.net SDK: This is a SDK that retrieves it's information from the Battle.Net community site. At the moment blizzard only supports this for World of Warcraft, so that's what our main aim is at the momeen.t C++ Hash Container Benchmark: C++ Hash Container Benchmark for STL map, C++0x unordered map, Boost unordered map, ATL map and ATL hash map for STL wide string and ATL CString.Colour Lovers .NET: A .NET library for the Colour Lovers API.DatingGame: Course to teach high-school aged girls basic T-SQL using a fun scenario - querying to find the hottest boys! Used at Microsoft DigiGirlz and TKP events. Included DDL script, CSV for bcp with data, PPTX, T-SQL Cheat Sheet and teaching tips. Enjoy!do-Dots open .NET SDK: The do-Dots open SDK brings developers a full set of classes that allow to build applications based on do-Dots, a framework for M2M communication. It's developed in C#. EFMVC - ASP.NET MVC 3 and EF Code First: Demo web app using ASP.NET MVC 3 and EF Code FirstGS1: D is a 2D game demo written in C++ and using an API : HAPI for the graphic part and the audio part. All the xml files are handled with tinyXML. It is a vertical scrolling shoot'em up where the player controls a dragon flying in Central Park.GS2: In Zombies, you are a wizard, the most powerful wizard in the world, and two days ago, the Devil forces began to attack our world. The only person capable of stopping them is you, this is why the Devil himself came to you and took your powers. You're now alone, without any weaponIPProvider: DFGiwtfly: ????iwtfly26050: iwtfly2Knowledge Exchange .Net: This is my learning experience with creating an enterprise scale .NET application with tools such as Tortoise SVN, NANT, and Linq to SQLLinqPad Data Context Driver for SharePoint: The SharePoint Data Context Driver for LinqPad makes it easer for SharePoint 2010 Developers to develop, maintain and just play around with Linq To SharePoint statements via LinqPad. It is developed in C# and enables SharePoint 2010 Support to LinqPad.MaxLeafWebSiteK3: MaxLeafWebSiteK3Open ASP.NET CMS: Open ASP.NET 3.5 CMS Plug 'N Play Settings Manager: Plug 'N Play Settings Manager will be an application to configure settings on a windows computer by waiting for a usb thumbstick with a configuration file to be inserted, the application would then read and apply those settings. The early focus will be applying network settings.project windy: Windy - enhanced window manager. windy does window management a breeze. It started as a windows alternative to divvy, but now it has evolved with into its own. Thanks to the generous feedback from you folks. whats different from divvy? - first - its free. - has divvy likeRiaMVVM : MVVM Friendly WCF Ria Services: Simple, light-weight, MVVM friendly access to WCF Ria Services. Written in C# for use with Silverlight 4.SharePoint Designer 2007 Policy: Enable or Disable SharePoint Designer 2007 per site web application and per site colleciton. Spruckus - SharePoint ReUsable Content Keystamp Usage Search: Adds a keystamp to all html type items in the SharePoint Reusable Content list and adds a context item to the reusable content list that will find usages of that reusable content in your site using search.Student Insiders: Student InsidersTea: Tea Web Operator SystemVegas.NET: Projeto teste de TransportadoraXNA 4 Game state management system: XNA 4 Game State Management??????: aa

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  • Jdbc - Connect remote Mysql Database error

    - by Guilherme Ruiz
    I'm using JDBC to connect my program to a MySQL database. I already put the port number and yes, my database have permission to access. When i use localhost work perfectly, but when i try connect to a remote MySQL database, show this error on console. java.lang.ExceptionInInitializerError Caused by: java.lang.NumberFormatException: null at java.lang.Integer.parseInt(Integer.java:454) at java.lang.Integer.parseInt(Integer.java:527) at serial.BDArduino.<clinit>(BDArduino.java:25) Exception in thread "main" Java Result: 1 CONSTRUÍDO COM SUCESSO (tempo total: 1 segundo) Thank you in Advance ! MAIN CODE /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package serial; import gnu.io.CommPort; import gnu.io.CommPortIdentifier; import gnu.io.SerialPort; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.IOException; import java.io.InputStream; import java.io.OutputStream; import javax.swing.JFrame; import javax.swing.JOptionPane; /** * * @author Ruiz */ public class BDArduino extends JFrame { static boolean connected = false; static int aux_sql8 = Integer.parseInt(Sql.getDBinfo("SELECT * FROM arduinoData WHERE id=1", "pin8")); static int aux_sql2 = Integer.parseInt(Sql.getDBinfo("SELECT * FROM arduinoData WHERE id=1", "pin2")); CommPort commPort = null; SerialPort serialPort = null; InputStream inputStream = null; static OutputStream outputStream = null; String comPortNum = "COM10"; int baudRate = 9600; int[] intArray = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13}; /** * Creates new form ArduinoTest */ public BDArduino() { //super("Arduino Test App"); initComponents(); } class Escrita extends Thread { private int i; public void run() { while (true) { System.out.println("Número :" + i++); } } } //public void actionPerformed(ActionEvent e) { // String arg = e.getActionCommand(); public static void writeData(int a) throws IOException { outputStream.write(a); } public void action(String arg) { System.out.println(arg); Object[] msg = {"Baud Rate: ", "9600", "COM Port #: ", "COM10"}; if (arg == "connect") { if (connected == false) { new BDArduino.ConnectionMaker().start(); } else { closeConnection(); } } if (arg == "disconnect") { serialPort.close(); closeConnection(); } if (arg == "p2") { System.out.print("Pin #2\n"); try { outputStream.write(intArray[0]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p3") { System.out.print("Pin #3\n"); try { outputStream.write(intArray[1]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p4") { System.out.print("Pin #4\n"); try { outputStream.write(intArray[2]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p5") { System.out.print("Pin #5\n"); try { outputStream.write(intArray[3]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p6") { System.out.print("Pin #6\n"); try { outputStream.write(intArray[4]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p7") { System.out.print("Pin #7\n"); try { outputStream.write(intArray[5]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p8") { System.out.print("Pin #8\n"); try { outputStream.write(intArray[6]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p9") { System.out.print("Pin #9\n"); try { outputStream.write(intArray[7]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p10") { System.out.print("Pin #10\n"); try { outputStream.write(intArray[8]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p11") { System.out.print("Pin #11\n"); try { outputStream.write(intArray[9]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p12") { System.out.print("Pin #12\n"); try { outputStream.write(intArray[10]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } if (arg == "p13") { System.out.print("Pin #12\n"); try { outputStream.write(intArray[11]); }//end try catch (IOException e12) { e12.printStackTrace(); System.exit(-1); }//end catch } } //******************************************************* //Arduino Connection *************************************** //****************************************************** void closeConnection() { try { outputStream.close(); } catch (Exception ex) { ex.printStackTrace(); String cantCloseConnectionMessage = "Can't Close Connection!"; JOptionPane.showMessageDialog(null, cantCloseConnectionMessage, "ERROR", JOptionPane.ERROR_MESSAGE); } connected = false; System.out.print("\nDesconectado\n"); String disconnectedConnectionMessage = "Desconectado!"; JOptionPane.showMessageDialog(null, disconnectedConnectionMessage, "Desconectado", JOptionPane.INFORMATION_MESSAGE); }//end closeConnection() void connect() throws Exception { String portName = comPortNum; CommPortIdentifier portIdentifier = CommPortIdentifier.getPortIdentifier(portName); if (portIdentifier.isCurrentlyOwned()) { System.out.println("Error: Port is currently in use"); String portInUseConnectionMessage = "Port is currently in use!\nTry Again Later..."; JOptionPane.showMessageDialog(null, portInUseConnectionMessage, "ERROR", JOptionPane.ERROR_MESSAGE); } else { commPort = portIdentifier.open(this.getClass().getName(), 2000); if (commPort instanceof SerialPort) { serialPort = (SerialPort) commPort; serialPort.setSerialPortParams(baudRate, SerialPort.DATABITS_8, SerialPort.STOPBITS_1, SerialPort.PARITY_NONE); outputStream = serialPort.getOutputStream(); } else { System.out.println("Error: Only serial ports are handled "); String onlySerialConnectionMessage = "Serial Ports ONLY!"; JOptionPane.showMessageDialog(null, onlySerialConnectionMessage, "ERROR", JOptionPane.ERROR_MESSAGE); } }//end else //wait some time try { Thread.sleep(300); } catch (InterruptedException ie) { } }//end connect //******************************************************* //*innerclasses****************************************** //******************************************************* public class ConnectionMaker extends Thread { public void run() { //try to make a connection try { connect(); } catch (Exception ex) { ex.printStackTrace(); System.out.print("ERROR: Cannot connect!"); String cantConnectConnectionMessage = "Cannot Connect!\nCheck the connection settings\nand/or your configuration\nand try again!"; JOptionPane.showMessageDialog(null, cantConnectConnectionMessage, "ERROR", JOptionPane.ERROR_MESSAGE); } //show status serialPort.notifyOnDataAvailable(true); connected = true; //send ack System.out.print("\nConnected\n"); String connectedConnectionMessage = "Conectado!"; JOptionPane.showMessageDialog(null, connectedConnectionMessage, "Conectado", JOptionPane.INFORMATION_MESSAGE); }//end run }//end ConnectionMaker /** * This method is called from within the constructor to initialize the form. * WARNING: Do NOT modify this code. The content of this method is always * regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { btnp2 = new javax.swing.JButton(); btncon = new javax.swing.JButton(); btndesc = new javax.swing.JButton(); btnp3 = new javax.swing.JButton(); btnp4 = new javax.swing.JButton(); btnp5 = new javax.swing.JButton(); btnp9 = new javax.swing.JButton(); btnp6 = new javax.swing.JButton(); btnp7 = new javax.swing.JButton(); btnp8 = new javax.swing.JButton(); btn13 = new javax.swing.JButton(); btnp10 = new javax.swing.JButton(); btnp11 = new javax.swing.JButton(); btnp12 = new javax.swing.JButton(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); btnp2.setText("2"); btnp2.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp2MouseClicked(evt); } }); btncon.setText("Conectar"); btncon.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnconMouseClicked(evt); } }); btndesc.setText("Desconectar"); btndesc.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btndescMouseClicked(evt); } }); btnp3.setText("3"); btnp3.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp3MouseClicked(evt); } }); btnp4.setText("4"); btnp4.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp4MouseClicked(evt); } }); btnp5.setText("5"); btnp5.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp5MouseClicked(evt); } }); btnp9.setText("9"); btnp9.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp9MouseClicked(evt); } }); btnp6.setText("6"); btnp6.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp6MouseClicked(evt); } }); btnp7.setText("7"); btnp7.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp7MouseClicked(evt); } }); btnp8.setText("8"); btnp8.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp8MouseClicked(evt); } }); btn13.setText("13"); btn13.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btn13MouseClicked(evt); } }); btnp10.setText("10"); btnp10.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp10MouseClicked(evt); } }); btnp11.setText("11"); btnp11.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp11MouseClicked(evt); } }); btnp12.setText("12"); btnp12.addMouseListener(new java.awt.event.MouseAdapter() { public void mouseClicked(java.awt.event.MouseEvent evt) { btnp12MouseClicked(evt); } }); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(20, 20, 20) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING, false) .addGroup(layout.createSequentialGroup() .addComponent(btncon) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) .addComponent(btndesc)) .addGroup(layout.createSequentialGroup() .addComponent(btnp6, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp7, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp8, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp9, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGroup(layout.createSequentialGroup() .addComponent(btnp10, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp11, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp12, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btn13, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGroup(layout.createSequentialGroup() .addComponent(btnp2, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp3, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp4, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(btnp5, javax.swing.GroupLayout.PREFERRED_SIZE, 50, javax.swing.GroupLayout.PREFERRED_SIZE))) .addContainerGap(20, Short.MAX_VALUE)) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addContainerGap() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(btncon) .addComponent(btndesc)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED, 20, Short.MAX_VALUE) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(btnp2) .addComponent(btnp3) .addComponent(btnp4) .addComponent(btnp5)) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(btnp6) .addComponent(btnp7) .addComponent(btnp8) .addComponent(btnp9)) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(btnp10) .addComponent(btnp11) .addComponent(btnp12) .addComponent(btn13)) .addGap(22, 22, 22)) ); pack(); }// </editor-fold> private void btnp2MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p2"); } private void btnconMouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("connect"); } private void btndescMouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("disconnect"); } private void btnp3MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p3"); } private void btnp4MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p4"); } private void btnp5MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here action("p5"); } private void btnp9MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p9"); } private void btnp6MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p6"); } private void btnp7MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p7"); } private void btnp8MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p8"); } private void btn13MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p13"); } private void btnp10MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p10"); } private void btnp11MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p11"); } private void btnp12MouseClicked(java.awt.event.MouseEvent evt) { // TODO add your handling code here: action("p12"); } /** * @param args the command line arguments */ public static void main(String args[]) throws IOException { /* Set the Nimbus look and feel */ //<editor-fold defaultstate="collapsed" desc=" Look and feel setting code (optional) "> /* If Nimbus (introduced in Java SE 6) is not available, stay with the default look and feel. * For details see http://download.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html */ try { for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) { if ("Nimbus".equals(info.getName())) { javax.swing.UIManager.setLookAndFeel(info.getClassName()); break; } } } catch (Exception e) { } //</editor-fold> /* Create and display the form */ java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new BDArduino().setVisible(true); } }); //} while (true) { // int sql8 = Integer.parseInt(Sql.getDBinfo("SELECT * FROM arduinoData WHERE id=1", "pin8")); if (connected == true && sql8 != aux_sql8) { aux_sql8 = sql8; if(sql8 == 1){ writeData(2); }else{ writeData(3); } } int sql2 = Integer.parseInt(Sql.getDBinfo("SELECT * FROM arduinoData WHERE id=1", "pin2")); if (connected == true && sql2 != aux_sql2) { aux_sql2 = sql2; if(sql2 == 1){ writeData(4); }else{ writeData(5); } } try { Thread.sleep(500); } catch (InterruptedException e) { e.printStackTrace(); } } } // Variables declaration - do not modify private javax.swing.JButton btn13; private javax.swing.JButton btncon; private javax.swing.JButton btndesc; private javax.swing.JButton btnp10; private javax.swing.JButton btnp11; private javax.swing.JButton btnp12; private javax.swing.JButton btnp2; private javax.swing.JButton btnp3; private javax.swing.JButton btnp4; private javax.swing.JButton btnp5; private javax.swing.JButton btnp6; private javax.swing.JButton btnp7; private javax.swing.JButton btnp8; private javax.swing.JButton btnp9; // End of variables declaration }

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  • How to compile a C++ source code written for Linux/Unix on Windows Vista (code given)

    - by HTMZ
    I have a c++ source code that was written in linux/unix environment by some other author. It gives me errors when i compile it in windows vista environment. I am using Bloodshed Dev C++ v 4.9. please help. #include <iostream.h> #include <map> #include <vector> #include <string> #include <string.h> #include <strstream> #include <unistd.h> #include <stdlib.h> using namespace std; template <class T> class PrefixSpan { private: vector < vector <T> > transaction; vector < pair <T, unsigned int> > pattern; unsigned int minsup; unsigned int minpat; unsigned int maxpat; bool all; bool where; string delimiter; bool verbose; ostream *os; void report (vector <pair <unsigned int, int> > &projected) { if (minpat > pattern.size()) return; // print where & pattern if (where) { *os << "<pattern>" << endl; // what: if (all) { *os << "<freq>" << pattern[pattern.size()-1].second << "</freq>" << endl; *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first; } else { *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << "</what>" << endl; // where *os << "<where>"; for (unsigned int i = 0; i < projected.size(); i++) *os << (i ? " " : "") << projected[i].first; *os << "</where>" << endl; *os << "</pattern>" << endl; } else { // print found pattern only if (all) { *os << pattern[pattern.size()-1].second; for (unsigned int i = 0; i < pattern.size(); i++) *os << " " << pattern[i].first; } else { for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << endl; } } void project (vector <pair <unsigned int, int> > &projected) { if (all) report(projected); map <T, vector <pair <unsigned int, int> > > counter; for (unsigned int i = 0; i < projected.size(); i++) { int pos = projected[i].second; unsigned int id = projected[i].first; unsigned int size = transaction[id].size(); map <T, int> tmp; for (unsigned int j = pos + 1; j < size; j++) { T item = transaction[id][j]; if (tmp.find (item) == tmp.end()) tmp[item] = j ; } for (map <T, int>::iterator k = tmp.begin(); k != tmp.end(); ++k) counter[k->first].push_back (make_pair <unsigned int, int> (id, k->second)); } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end (); ) { if (l->second.size() < minsup) { map <T, vector <pair <unsigned int, int> > >::iterator tmp = l; tmp = l; ++tmp; counter.erase (l); l = tmp; } else { ++l; } } if (! all && counter.size () == 0) { report (projected); return; } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end(); ++l) { if (pattern.size () < maxpat) { pattern.push_back (make_pair <T, unsigned int> (l->first, l->second.size())); project (l->second); pattern.erase (pattern.end()); } } } public: PrefixSpan (unsigned int _minsup = 1, unsigned int _minpat = 1, unsigned int _maxpat = 0xffffffff, bool _all = false, bool _where = false, string _delimiter = "/", bool _verbose = false): minsup(_minsup), minpat (_minpat), maxpat (_maxpat), all(_all), where(_where), delimiter (_delimiter), verbose (_verbose) {}; ~PrefixSpan () {}; istream& read (istream &is) { string line; vector <T> tmp; T item; while (getline (is, line)) { tmp.clear (); istrstream istrs ((char *)line.c_str()); while (istrs >> item) tmp.push_back (item); transaction.push_back (tmp); } return is; } ostream& run (ostream &_os) { os = &_os; if (verbose) *os << transaction.size() << endl; vector <pair <unsigned int, int> > root; for (unsigned int i = 0; i < transaction.size(); i++) root.push_back (make_pair (i, -1)); project (root); return *os; } void clear () { transaction.clear (); pattern.clear (); } }; int main (int argc, char **argv) { extern char *optarg; unsigned int minsup = 1; unsigned int minpat = 1; unsigned int maxpat = 0xffffffff; bool all = false; bool where = false; string delimiter = "/"; bool verbose = false; string type = "string"; int opt; while ((opt = getopt(argc, argv, "awvt:M:m:L:d:")) != -1) { switch(opt) { case 'a': all = true; break; case 'w': where = true; break; case 'v': verbose = true; break; case 'm': minsup = atoi (optarg); break; case 'M': minpat = atoi (optarg); break; case 'L': maxpat = atoi (optarg); break; case 't': type = string (optarg); break; case 'd': delimiter = string (optarg); break; default: cout << "Usage: " << argv[0] << " [-m minsup] [-M minpat] [-L maxpat] [-a] [-w] [-v] [-t type] [-d delimiter] < data .." << endl; return -1; } } if (type == "int") { PrefixSpan<unsigned int> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); }else if (type == "short") { PrefixSpan<unsigned short> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "char") { PrefixSpan<unsigned char> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "string") { PrefixSpan<string> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else { cerr << "Unknown Item Type: " << type << " : choose from [string|int|short|char]" << endl; return -1; } return 0; }

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  • How to Upload a file from client to server using OFBIZ?

    - by SIVAKUMAR.J
    I'm new to ofbiz so try to keep your answer as simple as possibly. If you can give examples that would be kind. My problem is I created a project inside the ofbiz/hot-deploy folder namely productionmgntSystem. Inside the folder ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem I created a file app_details_1.ftl. The following are the code of this file <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> <script TYPE="TEXT/JAVASCRIPT" language=""JAVASCRIPT"> function uploadFile() { //alert("Before calling upload.jsp"); window.location='<@ofbizUrl>testing_service1</@ofbizUrl>' } </script> </head> <!-- <form action="<@ofbizUrl>testing_service1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> --> <form action="<@ofbizUrl>logout1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> <center style="height: 299px; "> <table border="0" style="height: 177px; width: 788px"> <tr style="height: 115px; "> <td style="width: 103px; "> <td style="width: 413px; "><h1>APPLICATION DETAILS</h1> <td style="width: 55px; "> </tr> <tr> <td style="width: 125px; ">Application name : </td> <td> <input name="app_name_txt" id="txt_1" value=" " /> </td> </tr> <tr> <td style="width: 125px; ">Excell sheet &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: </td> <td> <input type="file" name="filename"/> </td> </tr> <tr> <td> <!-- <input type="button" name="logout1_cmd" value="Logout" onclick="logout1()"/> --> <input type="submit" name="logout_cmd" value="logout"/> </td> <td> <!-- <input type="submit" name="upload_cmd" value="Submit" /> --> <input type="button" name="upload1_cmd" value="Upload" onclick="uploadFile()"/> </td> </tr> </table> </center> </form> </html> the following coding is present in the file ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem\WEB-INF\controller.xml ...... ....... ........ <request-map uri="testing_service1"> <security https="true" auth="true"/> <event type="java" path="org.ofbiz.productionmgntSystem.web_app_req.WebServices1" invoke="testingService"/> <response name="ok" type="view" value="ok_view"/> <response name="exception" type="view" value="exception_view"/> </request-map> .......... ............ .......... <view-map name="ok_view" type="ftl" page="ok_view.ftl"/> <view-map name="exception_view" type="ftl" page="exception_view.ftl"/> ................ ............. ............. The following are the coding present in the file ofbiz\hot-deploy\productionmgntSystem\src\org\ofbiz\productionmgntSystem\web_app_req\WebServices1.java package org.ofbiz.productionmgntSystem.web_app_req; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import java.io.DataInputStream; import java.io.FileOutputStream; import java.io.IOException; public class WebServices1 { public static String testingService(HttpServletRequest request, HttpServletResponse response) { //int i=0; String result="ok"; System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- Start"); String contentType=request.getContentType(); System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- contentType : "+contentType); String str=new String(); // response.setContentType("text/html"); //PrintWriter writer; if ((contentType != null) && (contentType.indexOf("multipart/form-data") >= 0)) { System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) after if (contentType != null)"); try { // writer=response.getWriter(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try Start"); DataInputStream in = new DataInputStream(request.getInputStream()); int formDataLength = request.getContentLength(); byte dataBytes[] = new byte[formDataLength]; int byteRead = 0; int totalBytesRead = 0; //this loop converting the uploaded file into byte code while (totalBytesRead < formDataLength) { byteRead = in.read(dataBytes, totalBytesRead,formDataLength); totalBytesRead += byteRead; } String file = new String(dataBytes); //for saving the file name String saveFile = file.substring(file.indexOf("filename=\"") + 10); saveFile = saveFile.substring(0, saveFile.indexOf("\n")); saveFile = saveFile.substring(saveFile.lastIndexOf("\\")+ 1,saveFile.indexOf("\"")); int lastIndex = contentType.lastIndexOf("="); String boundary = contentType.substring(lastIndex + 1,contentType.length()); int pos; //extracting the index of file pos = file.indexOf("filename=\""); pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; int boundaryLocation = file.indexOf(boundary, pos) - 4; int startPos = ((file.substring(0, pos)).getBytes()).length; int endPos = ((file.substring(0, boundaryLocation)).getBytes()).length; //creating a new file with the same name and writing the content in new file FileOutputStream fileOut = new FileOutputStream("/"+saveFile); fileOut.write(dataBytes, startPos, (endPos - startPos)); fileOut.flush(); fileOut.close(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try End"); } catch(IOException ioe) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch IOException"); //ioe.printStackTrace(); return("exception"); } catch(Exception ex) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch Exception"); return("exception"); } } else { System.out.println("\n\n\t********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) else part"); result="exception"; } System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- End"); return(result); } } I want to upload a file to the server. The file is get from user " tag in the "app_details_1.ftl" file & it is updated into the server by using the method "testingService(HttpServletRequest request, HttpServletResponse response)" in the class "WebServices1". But the file is not uploaded. Give me a good solution for uploading a file to the server.

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • What is the best way to provide an AutoMappingOverride for an interface in fluentnhibernate automapp

    - by Tom
    In my quest for a version-wide database filter for an application, I have written the following code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using FluentNHibernate.Automapping; using FluentNHibernate.Automapping.Alterations; using FluentNHibernate.Mapping; using MvcExtensions.Model; using NHibernate; namespace MvcExtensions.Services.Impl.FluentNHibernate { public interface IVersionAware { string Version { get; set; } } public class VersionFilter : FilterDefinition { const string FILTERNAME = "MyVersionFilter"; const string COLUMNNAME = "Version"; public VersionFilter() { this.WithName(FILTERNAME) .WithCondition("Version = :"+COLUMNNAME) .AddParameter(COLUMNNAME, NHibernateUtil.String ); } public static void EnableVersionFilter(ISession session,string version) { session.EnableFilter(FILTERNAME).SetParameter(COLUMNNAME, version); } public static void DisableVersionFilter(ISession session) { session.DisableFilter(FILTERNAME); } } public class VersionAwareOverride : IAutoMappingOverride<IVersionAware> { #region IAutoMappingOverride<IVersionAware> Members public void Override(AutoMapping<IVersionAware> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } } But, since overrides do not work on interfaces, I am looking for a way to implement this. Currently I'm using this (rather cumbersome) way for each class that implements the interface : public class SomeVersionedEntity : IModelId, IVersionAware { public virtual int Id { get; set; } public virtual string Version { get; set; } } public class SomeVersionedEntityOverride : IAutoMappingOverride<SomeVersionedEntity> { #region IAutoMappingOverride<SomeVersionedEntity> Members public void Override(AutoMapping<SomeVersionedEntity> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } I have been looking at IClassmap interfaces etc, but they do not seem to provide a way to access the ApplyFilter method, so I have not got a clue here... Since I am probably not the first one who has this problem, I am quite sure that it should be possible; I am just not quite sure how this works.. EDIT : I have gotten a bit closer to a generic solution: This is the way I tried to solve it : Using a generic class to implement alterations to classes implementing an interface : public abstract class AutomappingInterfaceAlteration<I> : IAutoMappingAlteration { public void Alter(AutoPersistenceModel model) { model.OverrideAll(map => { var recordType = map.GetType().GetGenericArguments().Single(); if (typeof(I).IsAssignableFrom(recordType)) { this.GetType().GetMethod("overrideStuff").MakeGenericMethod(recordType).Invoke(this, new object[] { model }); } }); } public void overrideStuff<T>(AutoPersistenceModel pm) where T : I { pm.Override<T>( a => Override(a)); } public abstract void Override<T>(AutoMapping<T> am) where T:I; } And a specific implementation : public class VersionAwareAlteration : AutomappingInterfaceAlteration<IVersionAware> { public override void Override<T>(AutoMapping<T> am) { am.Map(x => x.Version).Column("VersionTest"); am.ApplyFilter<VersionFilter>(); } } Unfortunately I get the following error now : [InvalidOperationException: Collection was modified; enumeration operation may not execute.] System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) +51 System.Collections.Generic.Enumerator.MoveNextRare() +7661017 System.Collections.Generic.Enumerator.MoveNext() +61 System.Linq.WhereListIterator`1.MoveNext() +156 FluentNHibernate.Utils.CollectionExtensions.Each(IEnumerable`1 enumerable, Action`1 each) +239 FluentNHibernate.Automapping.AutoMapper.ApplyOverrides(Type classType, IList`1 mappedProperties, ClassMappingBase mapping) +345 FluentNHibernate.Automapping.AutoMapper.MergeMap(Type classType, ClassMappingBase mapping, IList`1 mappedProperties) +43 FluentNHibernate.Automapping.AutoMapper.Map(Type classType, List`1 types) +566 FluentNHibernate.Automapping.AutoPersistenceModel.AddMapping(Type type) +85 FluentNHibernate.Automapping.AutoPersistenceModel.CompileMappings() +746 EDIT 2 : I managed to get a bit further; I now invoke "Override" using reflection for each class that implements the interface : public abstract class PersistenceOverride<I> { public void DoOverrides(AutoPersistenceModel model,IEnumerable<Type> Mytypes) { foreach(var t in Mytypes.Where(x=>typeof(I).IsAssignableFrom(x))) ManualOverride(t,model); } private void ManualOverride(Type recordType,AutoPersistenceModel model) { var t_amt = typeof(AutoMapping<>).MakeGenericType(recordType); var t_act = typeof(Action<>).MakeGenericType(t_amt); var m = typeof(PersistenceOverride<I>) .GetMethod("MyOverride") .MakeGenericMethod(recordType) .Invoke(this, null); model.GetType().GetMethod("Override").MakeGenericMethod(recordType).Invoke(model, new object[] { m }); } public abstract Action<AutoMapping<T>> MyOverride<T>() where T:I; } public class VersionAwareOverride : PersistenceOverride<IVersionAware> { public override Action<AutoMapping<T>> MyOverride<T>() { return am => { am.Map(x => x.Version).Column(VersionFilter.COLUMNNAME); am.ApplyFilter<VersionFilter>(); }; } } However, for one reason or another my generated hbm files do not contain any "filter" fields.... Maybe somebody could help me a bit further now ??

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  • Building InstallShield based Installers using Team Build 2010

    - by jehan
    Last few weeks, I have been working on Application Packaging stuff using all the widely used tools like InstallShield, WISE, WiX and Visual Studio Installer. So, I thought it would be good to post about how to Build the Installers developed using these tools with Team Build 2010. This post will focus on how to build the InstallShield generated packages using Team Build 2010. For the release of VS2010, Microsoft has partnered with Flexera who are the makers of InstallShield to create InstallShield Limited Edition, especially for the customers of Visual Studio. First Microsoft planned to release WiX (Windows Installer Xml) with VS2010, but later Microsoft dropped  WiX from VS2010 due to reasons which are best known to them and partnered with InstallShield for Limited Edition. It disappointed lot of people because InstallShield Limited Edition provides only few features of InstallShield and it may not feasable to build complex installer packages using this and it also requires License, where as WiX is an open source with no license costs and it has proved efficient in building most complex packages. Only the last three features are available in InstallShield Limited Edition from the total features offered by InstallShield as shown in below list.                                                                                            Feature Limited Edition for Visual Studio 2010 Standalone Build System Maintain a clean build machine by using only the part of InstallShield that compiles the installations. InstallShield Best Practices Validation Suite Avoid common installation issues. Try and Die Functionality RCreate a fully functional trial version of your product. InstallShield Repackager Create Windows Installer setups from any legacy installation. Multilingual Support Present installation text in up to 35 languages. Microsoft App-V™ Support Deploy your applications as App-V virtual packages that run without conflict. Industry-Standard InstallScript Achieve maximum flexibility in your installations. Dialog Editor Modify the layout of existing end-user dialogs, create new custom dialogs, and more. Patch Creation Build updates and patches for your products. Setup Prerequisite Editor Easily control prerequisite restart behavior and source locations. String Editor View Control the localizable text strings displayed at run time with this spreadsheet-like table. Text File Changes View Configure search-and-replace actions for content in text files to be modified at run time. Virtual Machine Detection Block your installations from running on virtual machines. Unicode Support Improve multi-language installation development. Support for 64-Bit COM Extraction Extract COM data from a 64-bit COM server. Windows Installer Installation Chaining Add MSI packages to your main installation and chain them together. XML Support Save time by quickly testing XML configuration changes to installation projects. Billboard Support for Custom Branding Display Adobe Flash billboards and other graphic files during the install process. SaaS Support (IIS 7 and SSL Technologies) Easily deploy Windows-based Web applications. Project Assistant Jumpstart a project by using a simplified set of views. Support for Digital Signatures Save time by digitally signing all your files at build time. Easily Run Custom Actions Schedule a custom action to run at precisely the right moment in your installation. Installation Prerequisites Check for and install prerequisites before your installation is executed. To create a InstallShield project in Visual Studio and Build it using Team Build 2010, first you have to add the InstallShield Project template  to your Solution file. If you want to use InstallShield Limited edition you can add it from FileàNewà project àother Project Types àSetup and Deploymentà InstallShield LE and if you are using other versions of InstallShield, then you have to add it from  from FileàNewà project àInstallShield Projects. Here, I’m using  InstallShield 2011 Premier edition as I already have it Installed. I have created a simple package for TailSpin Application which has a Feature called Web, few components and a IIS Web Site for  TailSpin application.   Before started working on this, I thought I may need to build the package by calling invoke process activity in build process template or have to create a new custom activity. But, it got build without any changes to build process template. But, it was failing with below error message. C:\Program Files (x86)\MSBuild\InstallShield\2011\InstallShield.targets (68): The "InstallShield.Tasks.InstallShield" task could not be loaded from the assembly C:\Program Files (x86)\MSBuild\InstallShield\2010Limited\InstallShield.Tasks.dll. Could not load file or assembly 'file:///C:\Program Files(x86)\MSBuild\InstallShield\2011\InstallShield.Tasks.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. This error is due to 64-bit build machine which I’m using. This issue will be replicable if you are queuing a build on a 64-bit build machine. To avoid this you have to ensure that you configured the build definition for your InstallShield project to load the InstallShield.Tasks.dll file (which is a 32-bit file); otherwise, you will encounter this build error informing you that the InstallShield.Tasks.dll file could not be loaded. To select the 32-bit version of MSBuild, click the Process tab of your build definition in Team Explorer. Then, under the Advanced node, find the MSBuild Platform setting, and select x86. Note that if you are using a 32-bit build machine, you can select either Auto or x86 for the MSBuild Platform setting.  Once I did above changes, the build got successful.

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  • Prevent Changing the Screen Saver and Wallpaper in Windows 7

    - by Mysticgeek
    Sometimes you might not want users to have the ability to change Screen Savers and Wallpaper on Windows 7 workstations. Today we look at how to prevent them from changing either one or both. You might administer computers in your home or small office and find it annoying when users continuously change the wallpaper and Screen Savers to something obnoxious. A lot of times they might be inexperienced users and download these so-called “wonderful and free” Screen Saver/Wallpaper packages from shady sites that include loads of Spyware. Preventing users from changing them is another helpful tool to avoid wasteful time spent switching things back. Prevent Changing Screensavers & Wallpaper Using Group Policy Editor  Note: This method uses Group Policy which is not available in Home versions on Windows 7. Open the Start Menu and enter gpedit.msc into the Search box and hit Enter. When Local Group Policy Editor opens, navigate to User Configuration \ Administrative Templates \ Control Panel \ Personalization. Then in the right column double-click on Prevent changing desktop background. Now check the radio button next to Enabled, then click OK. Back on the Group Policy Screen, double-click on Prevent changing screen saver. In the next screen select the radio button next to Enable, click OK, then close out of Group Policy Editor. Now when a user goes into the Personalization section, the Desktop Background hyperlink is now grayed out and inactive. Notice the message One or more of the settings on this page has been disabled by the system administrator at the bottom of the section. If they click to change the Screen Saver, an error message will pop up letting them know the function is disabled. Prevent Changing Screensavers & Wallpaper Using a Registry Hack You can also make a couple Registry changes to prevent users from changing the Wallpaper & Screen Saver…which will work on Home versions of Windows 7. Before making any Registry changes make sure you back it up first. Open the Registry by typing regedit into the Search box in the Start menu and hit Enter. First we’ll start with the Wallpaper. Navigate to HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Policies\System and create a new String Value and name it Wallpaper. Then modify the Value data to point to the location of the Wallpaper you want it to always be. Where in this example it’s our main wallpaper on our local drive…then click OK. Now let’s make sure they can’t change the Screen Saver. In the same Registry location, we need to make a new DWORD (32-bit) Value. Give it the Value name of NoDispScrSavPage and the value data of “1” and click OK. Close out of the Registry and restart the machine or simply log off then back on again for the changes to take effect. Results For the Wallpapers, a user can still go in and see the selections, however if they try to change it to something else… It will just go back to the Personalization screen and no changes will be made, as we set the value to only be the background we specified. If the user tries to make a change to the Screen Saver, the hyperlink will be grayed out and inactive, and the message One or more of the settings on this page has been disabled by the system administrator will be displayed at the bottom of the section. Conclusion If you’re tired of users changing the Wallpaper and Screen Saver, and want another way to help avoid Malware, locking down these settings can help a lot. Again, before making any changes to the Registry, make sure to back it up. These settings should work in Vista and XP as well. Similar Articles Productive Geek Tips Save 1-4% More Battery Life With Windows Vista Battery SaverCustomize Your Windows Vista Logon ScreenEnable "Ubuntu Style" Logons in Windows VistaManage the Delete Confirmation Dialog box in Windows 7Dual Monitors: Use a Different Wallpaper on Each Desktop TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Fun with 47 charts and graphs Tomorrow is Mother’s Day Check the Average Speed of YouTube Videos You’ve Watched OutlookStatView Scans and Displays General Usage Statistics How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott

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  • How to install Sweetcron on XAMPP

    - by Sushaantu
    This tutorial will take you to the installation steps required to install Sweetcron in the XAMPP. I am taking the liberty to assume that you have already installed XAMPP. I First of all download sweetcron and copy the extracted “sweetcron” folder inside the htdocs folder in the XAMPP directory. You have to get few things in place before installing sweetcron: 1. Create a sweetcron database using Mysql. You can just put a name “sweetcron” and leave all the other settings such as Mysql connection collation as it is. Now that you have the database ready you can configure few settings before making sweetcron to work on XAMPP. 2. Open the config-sample PHP file with your text editor (something like Notepad++ or Komodo Edit is recommended) which is located in Sweetcron/system/application/config. You have to make few changes in it. a. In the first settings you have to edit the value of $config ['base_url']. The default value is             “http://www.your-site.com”; and you have to change that into “http://localhost/sweetcron/”; b. You also have to change the deafult settings of $config ['uri_protocol']. The value that you will see is “REQUEST_URI”; but you need to change that into “AUTO”; c. Now that we have made all the changes you can rename the file from config_sample to just config. 3. Open the database-sample.php in the text editor. You need to make the edits regarding the databse in here. a. The values of the databse at the moment are like this: $db['default']['hostname'] = “localhost”; $db['default']['username'] = “”; $db['default']['password'] = “”; $db['default']['database'] = “”; $db['default']['dbdriver'] = “mysql”; $db['default']['dbprefix'] = “”; $db['default']['pconnect'] = TRUE; $db['default']['db_debug'] = TRUE; $db['default']['cache_on'] = FALSE; $db['default']['cachedir'] = “”; $db['default']['char_set'] = “utf8″; $db['default']['dbcollat'] = “utf8_general_ci”; You have to change that into $db['default']['hostname'] = “localhost”; $db['default']['username'] = “root”; $db['default']['password'] = “”; $db['default']['database'] = “sweetcron”; $db['default']['dbdriver'] = “mysql”; $db['default']['dbprefix'] = “”; $db['default']['pconnect'] = TRUE; $db['default']['db_debug'] = TRUE; $db['default']['cache_on'] = FALSE; $db['default']['cachedir'] = “”; $db['default']['char_set'] = “utf8″; $db['default']['dbcollat'] = “utf8_general_ci”; We have written the username as root along with the name of database (sweetcron in my case). Since I was not using any password in xampp for the sweetcron database so I have left the password option empty. You can make suitable changes according to your system. Write down your password in the third line if you are using one in xampp. b. Now that we have made all the edits we can change the file name from database-sample to just database. 4. That leaves us with only one setting and that is editing values in the .htaccess file with our text editor. The default values you will have in the .htaccess file are: Options +FollowSymLinks RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ index.php?/$1 [L] and you just have to add “sweetcron” after Rewritebase in the third line. Options +FollowSymLinks RewriteEngine On RewriteBase /sweetcron RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ index.php?/$1 [L] 5. Now you are all set and done. You can access sweetcron in the localhost by going to http://localhost/sweetcron/ you will see some text on the top which would prompt you to click on one script. Click that script and behold, you have your sweetcrom installation on xampp ready. Further it will ask you to add deatils such as Lifestream name, username and email address. Fill those deatils and you will reach the admin panel.

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  • Some notes on Reflector 7

    - by CliveT
    Both Bart and I have blogged about some of the changes that we (and other members of the team) have made to .NET Reflector for version 7, including the new tabbed browsing model, the inclusion of Jason Haley's PowerCommands add-in and some improvements to decompilation such as handling iterator blocks. The intention of this blog post is to cover all of the main new features in one place, and to describe the three new editions of .NET Reflector 7. If you'd simply like to try out the latest version of the beta for yourself you can do so here. Three new editions .NET Reflector 7 will come in three new editions: .NET Reflector .NET Reflector VS .NET Reflector VSPro The first edition is just the standalone Windows application. The latter two editions include the Windows application, but also add the power of Reflector into Visual Studio so that you can save time switching tools and quickly get to the bottom of a debugging issue that involves third-party code. Let's take a look at some of the new features in each edition. Tabbed browsing .NET Reflector now has a tabbed browsing model, in which the individual tabs have independent histories. You can open a new tab to view the selected object by using CTRL+CLICK. I've found this really useful when I'm investigating a particular piece of code but then want to focus on some other methods that I find along the way. For version 7, we wanted to implement the basic idea of tabs to see whether it is something that users will find helpful. If it is something that enhances productivity, we will add more tab-based features in a future version. PowerCommands add-in We have also included Jason Haley's PowerCommands add-in as part of version 7. This add-in provides a number of useful commands, including support for opening .xap files and extracting the constituent assemblies, and a query editor that allows C# queries to be written and executed against the Reflector object model . All of the PowerCommands features can be turned on from the options menu. We will be really interested to see what people are finding useful for further integration into the main tool in the future. My personal favourite part of the PowerCommands add-in is the query editor. You can set up as many of your own queries as you like, but we provide 25 to get you started. These do useful things like listing all extension methods in a given assembly, and displaying other lower-level information, such as the number of times that a given method uses the box IL instruction. These queries can be extracted and then executed from the 'Run Query' context menu within the assembly explorer. Moreover, the queries can be loaded, modified, and saved using the built-in editor, allowing very specific user customization and sharing of queries. The PowerCommands add-in contains many other useful utilities. For example, you can open an item using an external application, work with enumeration bit flags, or generate assembly binding redirect files. You can see Bart's earlier post for a more complete list. .NET Reflector VS .NET Reflector VS adds a brand new Reflector object browser into Visual Studio to save you time opening .NET Reflector separately and browsing for an object. A 'Decompile and Explore' option is also added to the context menu of references in the Solution Explorer, so you don't need to leave Visual Studio to look through decompiled code. We've also added some simple navigation features to allow you to move through the decompiled code as quickly and easily as you can in .NET Reflector. When this is selected, the add-in decompiles the given assembly, Once the decompilation has finished, a clone of the Reflector assembly explorer can be used inside Visual Studio. When Reflector generates the source code, it records the location information. You can therefore navigate from the source file to other decompiled source using the 'Go To Definition' context menu item. This then takes you to the definition in another decompiled assembly. .NET Reflector VSPro .NET Reflector VSPro builds on the features in .NET Reflector VS to add the ability to debug any source code you decompile. When you decompile with .NET Reflector VSPro, a matching .pdb is generated, so you can use Visual Studio to debug the source code as if it were part of the project. You can now use all the standard debugging techniques that you are used to in the Visual Studio debugger, and step through decompiled code as if it were your own. Again, you can select assemblies for decompilation. They are then decompiled. And then you can debug as if they were one of your own source code files. The future of .NET Reflector As I have mentioned throughout this post, most of the new features in version 7 are exploratory steps and we will be watching feedback closely. Although we don't want to speculate now about any other new features or bugs that will or won't be fixed in the next few versions of .NET Reflector, Bart has mentioned in a previous post that there are lots of improvements we intend to make. We plan to do this with great care and without taking anything away from the simplicity of the core product. User experience is something that we pride ourselves on at Red Gate, and it is clear that Reflector is still a long way off our usual standards. We plan for the next few versions of Reflector to be worked on by some of our top usability specialists who have been involved with our other market-leading products such as the ANTS Profilers and SQL Compare. I re-iterate the need for the really great simple mode in .NET Reflector to remain intact regardless of any other improvements we are planning to make. I really hope that you enjoy using some of the new features in version 7 and that Reflector continues to be your favourite .NET development tool for a long time to come.

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  • MySql for Visual Studio 1.0.2 GA has been released

    - by fernando
    MySQL for Visual Studio is a new product including all of the Visual Studio integration previously available as part of Connector/Net.  The product is now released as GA and is appropriate for use in production environments.  It is compatible with MySQL Server versions 5.0-5.7 and Visual Studio versions 2008-2012.  It is now available as part of MySql Installer for Windows (http://dev.mysql.com/tech-resources/articles/mysql-installer-for-windows.html). The 1.0 version of MySQL for Visual Studio brings the following new features:   Workbench Launching.   MySql Utilities Launching.   Table Script Generation.   The functionality of the core libraries (ADO.NET, EF, ASP.NET providers is available as the separate download of Connector/NET 6.7). Features available from previous versions:        Server explorer connections     Design time support     Entity Framework designer (Database First & Model First)     Stored Routines Debugger     Intellisense     ASP.NET Website Configuration Tool Workbench Launching  ------------------------------------------- A context menu for connections in Server Explorer allows to launch Workbench (if Workbench is installed). MySql Utilities Launching  ------------------------------------------- A context menu for connections in Server Explorer allows to launch a prompt for MySql Utilities (if MySql Utilities is installed). Table Script Generation  ------------------------------------------- A context menu for tables is available in Server Explorer to generate the script for a table. The full list of bug fixes for "MySql for Visual Studio" 1.0 follows: 1.0.2 - Fix for Documentation not found (Oracle bug #6915712). - Fix for intellisense completion, now Views are displayed together with Tables calling intellisense (Oracle Bug #16881451). - Fix for parser syntax, now the parser supports the clause ALTER TABLE table_name RENAME {INDEX|KEY} old_index_name TO new_index_name introduced in MySql 5.7. (Oracle Bug #16881481) - Fix for Debugging a routine produces an error when binary log is enabled (Oracle bug #16941181). - Fix for WorkItem 552: MySql for Visual Studio Installer fails when installing against VS2008. - Fix for bug Vs plugin installer is not working (Oracle bug #16973339). - Fix for bug Release notes file has no notes about (Oracle bug #16973326). 1.0.1 - Fix for "README" file and "Release Notes" file referes to connector 6.6. - Fix for Parser fails to recognizes a complex view (Oracle bug #16815427). - Fix for Altering table's primary key in designer not working (Oracle bug #16866053). - Fix for Web configuration tool is not shown on mysql for visual studio (Oracle bug # 16902696). - Fix for Model first is not supported using mysql for visual studio (Oracle bug # 16902743). - Fix for Mysql for vs should not be installed with connector/net version < 6.7 (Oracle bug # 16902774). - Fix for Resolve assemblies dependencies between MySql.Data (Connector/Net version) and MySql.Data (WI # 460). - Fix for Showing an exception related to resources (Oracle bug #16903039). 1.0.0 - Added new option on Connection Node for Server Explorer Window in Visual Studio to give the user the option when WB is Installed to open the MySQL Utilities console window. - Added new option on Connection Node for Server Explorer Window in Visual Studio to give the user the option when WB is Installed to open the SQL Editor Window using the same connection. - Implemented a menu option to generate table script from server explorer context menu (Tracker task 433). - Fix for bug If using repair option, then vs2010 doesnt allow to connect to db (Oracle bug #16238242). - Fix for bug "Can't change the name for a view in view editor" (Oracle bug #13805346). - Fix for Debugger cannot debug stored procedures with a main begin labeled and declare statements included (Oracle bug #16002371). - Fix for bug If using repair option at Installer, then vs2010 doesnt allow to connect to db (Oracle bug #16238242). - Fix for "Cannot change the name for a Foreign Key in table designer" (Oracle bug #16238068). - Fix for error when trying to set primary key for a column with same name as mysql keyword (like INT) in table designer   (Oracle bug #16238102). - Fix for databases not displayed in connect dialog for mysql script when correcting credentials, after entering a bad password   (Oracle bug #13805337). - Fix for Debugger fails trying to debug a stored routine in a MySql server hosted in linux without lower_case_table_names option enabled   (MySql bug #69065, Oracle bug #16770384). - Fix for Debugger issue, Values through watch tab shouldn't allow to be modified (Oracle bug #14545448). - Fix for Visual Studio Mysql editor colors cannot be customized (Oracle bug #16453324, MySql bug #67994). The documentation is available as part of Connector/NET at http://dev.mysql.com/doc/refman/5.7/en/connector-net.html  Enjoy and thanks for the support!  --  Fernando Gonzalez Sanchez | Software Engineer |  Oracle MySQL Windows Experience Team, Connector/NET  Guadalajara | Jalisco | Mexico

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  • Set Context User Principal for Customized Authentication in SignalR

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2014/05/27/set-context-user-principal-for-customized-authentication-in-signalr.aspxCurrently I'm working on a single page application project which is built on AngularJS and ASP.NET WebAPI. When I need to implement some features that needs real-time communication and push notifications from server side I decided to use SignalR. SignalR is a project currently developed by Microsoft to build web-based, read-time communication application. You can find it here. With a lot of introductions and guides it's not a difficult task to use SignalR with ASP.NET WebAPI and AngularJS. I followed this and this even though it's based on SignalR 1. But when I tried to implement the authentication for my SignalR I was struggled 2 days and finally I got a solution by myself. This might not be the best one but it actually solved all my problem.   In many articles it's said that you don't need to worry about the authentication of SignalR since it uses the web application authentication. For example if your web application utilizes form authentication, SignalR will use the user principal your web application authentication module resolved, check if the principal exist and authenticated. But in my solution my ASP.NET WebAPI, which is hosting SignalR as well, utilizes OAuth Bearer authentication. So when the SignalR connection was established the context user principal was empty. So I need to authentication and pass the principal by myself.   Firstly I need to create a class which delivered from "AuthorizeAttribute", that will takes the responsible for authenticate when SignalR connection established and any method was invoked. 1: public class QueryStringBearerAuthorizeAttribute : AuthorizeAttribute 2: { 3: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 4: { 5: } 6:  7: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 8: { 9: } 10: } The method "AuthorizeHubConnection" will be invoked when any SignalR connection was established. And here I'm going to retrieve the Bearer token from query string, try to decrypt and recover the login user's claims. 1: public override bool AuthorizeHubConnection(HubDescriptor hubDescriptor, IRequest request) 2: { 3: var dataProtectionProvider = new DpapiDataProtectionProvider(); 4: var secureDataFormat = new TicketDataFormat(dataProtectionProvider.Create()); 5: // authenticate by using bearer token in query string 6: var token = request.QueryString.Get(WebApiConfig.AuthenticationType); 7: var ticket = secureDataFormat.Unprotect(token); 8: if (ticket != null && ticket.Identity != null && ticket.Identity.IsAuthenticated) 9: { 10: // set the authenticated user principal into environment so that it can be used in the future 11: request.Environment["server.User"] = new ClaimsPrincipal(ticket.Identity); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } In the code above I created "TicketDataFormat" instance, which must be same as the one I used to generate the Bearer token when user logged in. Then I retrieve the token from request query string and unprotect it. If I got a valid ticket with identity and it's authenticated this means it's a valid token. Then I pass the user principal into request's environment property which can be used in nearly future. Since my website was built in AngularJS so the SignalR client was in pure JavaScript, and it's not support to set customized HTTP headers in SignalR JavaScript client, I have to pass the Bearer token through request query string. This is not a restriction of SignalR, but a restriction of WebSocket. For security reason WebSocket doesn't allow client to set customized HTTP headers from browser. Next, I need to implement the authentication logic in method "AuthorizeHubMethodInvocation" which will be invoked when any SignalR method was invoked. 1: public override bool AuthorizeHubMethodInvocation(IHubIncomingInvokerContext hubIncomingInvokerContext, bool appliesToMethod) 2: { 3: var connectionId = hubIncomingInvokerContext.Hub.Context.ConnectionId; 4: // check the authenticated user principal from environment 5: var environment = hubIncomingInvokerContext.Hub.Context.Request.Environment; 6: var principal = environment["server.User"] as ClaimsPrincipal; 7: if (principal != null && principal.Identity != null && principal.Identity.IsAuthenticated) 8: { 9: // create a new HubCallerContext instance with the principal generated from token 10: // and replace the current context so that in hubs we can retrieve current user identity 11: hubIncomingInvokerContext.Hub.Context = new HubCallerContext(new ServerRequest(environment), connectionId); 12: return true; 13: } 14: else 15: { 16: return false; 17: } 18: } Since I had passed the user principal into request environment in previous method, I can simply check if it exists and valid. If so, what I need is to pass the principal into context so that SignalR hub can use. Since the "User" property is all read-only in "hubIncomingInvokerContext", I have to create a new "ServerRequest" instance with principal assigned, and set to "hubIncomingInvokerContext.Hub.Context". After that, we can retrieve the principal in my Hubs through "Context.User" as below. 1: public class DefaultHub : Hub 2: { 3: public object Initialize(string host, string service, JObject payload) 4: { 5: var connectionId = Context.ConnectionId; 6: ... ... 7: var domain = string.Empty; 8: var identity = Context.User.Identity as ClaimsIdentity; 9: if (identity != null) 10: { 11: var claim = identity.FindFirst("Domain"); 12: if (claim != null) 13: { 14: domain = claim.Value; 15: } 16: } 17: ... ... 18: } 19: } Finally I just need to add my "QueryStringBearerAuthorizeAttribute" into the SignalR pipeline. 1: app.Map("/signalr", map => 2: { 3: // Setup the CORS middleware to run before SignalR. 4: // By default this will allow all origins. You can 5: // configure the set of origins and/or http verbs by 6: // providing a cors options with a different policy. 7: map.UseCors(CorsOptions.AllowAll); 8: var hubConfiguration = new HubConfiguration 9: { 10: // You can enable JSONP by uncommenting line below. 11: // JSONP requests are insecure but some older browsers (and some 12: // versions of IE) require JSONP to work cross domain 13: // EnableJSONP = true 14: EnableJavaScriptProxies = false 15: }; 16: // Require authentication for all hubs 17: var authorizer = new QueryStringBearerAuthorizeAttribute(); 18: var module = new AuthorizeModule(authorizer, authorizer); 19: GlobalHost.HubPipeline.AddModule(module); 20: // Run the SignalR pipeline. We're not using MapSignalR 21: // since this branch already runs under the "/signalr" path. 22: map.RunSignalR(hubConfiguration); 23: }); On the client side should pass the Bearer token through query string before I started the connection as below. 1: self.connection = $.hubConnection(signalrEndpoint); 2: self.proxy = self.connection.createHubProxy(hubName); 3: self.proxy.on(notifyEventName, function (event, payload) { 4: options.handler(event, payload); 5: }); 6: // add the authentication token to query string 7: // we cannot use http headers since web socket protocol doesn't support 8: self.connection.qs = { Bearer: AuthService.getToken() }; 9: // connection to hub 10: self.connection.start(); Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • click buttons error

    - by sara
    I will retrieve student information (id -number- name) from a database (MySQL) as a list view, each student have 2 buttons (delete - alert ) and radio buttons Every thing is ok, but how can I make an onClickListener, for example for the delete button because I try lots of examples, I heard that I can use (custom list or get view or direct onClickListener as in my code (but it is not working ) or Simple Cursor Adapter) I do not know what to use, I looked around for examples that can help me, but in my case but I did not find any so I hope this be reference for anyone have the same problem. this is my code which I use direct onClick with Simple Adapter public class ManageSection extends ListActivity { //ProgresogressDialog pDialog; private ProgressDialog pDialog; // Creating JSON Parser object // Creating JSON Parser object JSONParser jParser = new JSONParser(); //class boolean x =true; Button delete; ArrayList<HashMap<String, String>> studentList; //url to get all products list private static String url_all_student = "http://10.0.2.2/SmsPhp/view_student_info.php"; String cl; // JSON Node names private static final String TAG_SUCCESS = "success"; private static final String TAG_student = "student"; private static final String TAG_StudentID = "StudentID"; private static final String TAG_StudentNo = "StudentNo"; private static final String TAG_FullName = "FullName"; private static final String TAG_Avatar="Avatar"; HashMap<String, String> selected_student; // course JSONArray JSONArray student = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.manage_section); studentList = new ArrayList<HashMap<String, String>>(); ListView list1 = getListView(); list1.setAdapter(getListAdapter()); list1.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> adapterView, View view, int pos, long l) { selected_student =(HashMap<String, String>) studentList.get(pos); //member of your activity. delete =(Button)view.findViewById(R.id.DeleteStudent); cl=selected_student.get(TAG_StudentID); Toast.makeText(getBaseContext(),cl,Toast.LENGTH_LONG).show(); delete.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { Log.d("id: ",cl); Toast.makeText(getBaseContext(),cl,Toast.LENGTH_LONG).show(); } }); } }); new LoadAllstudent().execute(); } /** * Background Async Task to Load all student by making HTTP Request * */ class LoadAllstudent extends AsyncTask<String, String, String> { /** * Before starting background thread Show Progress Dialog * */ @Override protected void onPreExecute() { super.onPreExecute(); pDialog = new ProgressDialog(ManageSection.this); pDialog.setMessage("Loading student. Please wait..."); pDialog.setIndeterminate(false); } /** * getting All student from u r l * */ @Override protected String doInBackground(String... args) { // Building Parameters List<NameValuePair> params = new ArrayList<NameValuePair>(); // getting JSON string from URL JSONObject json = jParser.makeHttpRequest(url_all_student, "GET", params); // Check your log cat for JSON response Log.d("All student : ", json.toString()); try { // Checking for SUCCESS TAG int success = json.getInt(TAG_SUCCESS); if (success == 1) { // student found // Getting Array of course student = json.getJSONArray(TAG_student); // looping through All courses for (int i = 0; i < student.length(); i++)//course JSONArray { JSONObject c = student.getJSONObject(i); // read first // Storing each json item in variable String StudentID = c.getString(TAG_StudentID); String StudentNo = c.getString(TAG_StudentNo); String FullName = c.getString(TAG_FullName); // String Avatar = c.getString(TAG_Avatar); // creating new HashMap HashMap<String, String> map = new HashMap<String, String>(); // adding each child node to HashMap key => value map.put(TAG_StudentID, StudentID); map.put(TAG_StudentNo, StudentNo); map.put(TAG_FullName, FullName); // adding HashList to ArrayList studentList.add(map); } } else { x=false; } } catch (JSONException e) { e.printStackTrace(); } return null; } /** * After completing background task Dismiss the progress dialog * **/ protected void onPostExecute(String file_url) { // dismiss the dialog after getting all products pDialog.dismiss(); if (x==false) Toast.makeText(getBaseContext(),"no student" ,Toast.LENGTH_LONG).show(); ListAdapter adapter = new SimpleAdapter( ManageSection.this, studentList, R.layout.list_student, new String[] { TAG_StudentID, TAG_StudentNo,TAG_FullName}, new int[] { R.id.StudentID, R.id.StudentNo,R.id.FullName}); setListAdapter(adapter); // Updating parsed JSON data into ListView } } } So what do you think, why doesn't the delete button work? There is no error in my log cat. What is the alternative way ?.. what should I do ?

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  • Compile error with initializer_list when trying to use it to initialize member value of class

    - by ilektron
    I am trying to make a class initializable from an initialization_list in a class constructor's constructor's initialization list. It works for a std::map, but not for my custom class. I don't see any difference other than templates are used in std::map. #include <iostream> #include <initializer_list> #include <string> #include <sstream> #include <map> using std::string; class text_thing { private: string m_text; public: text_thing() { } text_thing(text_thing& other); text_thing(std::initializer_list< std::pair<const string, const string> >& il); text_thing& operator=(std::initializer_list< std::pair<const string, const string> >& il); operator string() { return m_text; } }; class static_base { private: std::map<string, string> m_test_map; text_thing m_thing; static_base(); public: static static_base& getInstance() { static static_base instance; return instance; } string getText() { return (string)m_thing; } }; typedef std::pair<const string, const string> spair; text_thing::text_thing(text_thing& other) { m_text = other.m_text; } text_thing::text_thing(std::initializer_list< std::pair<const string, const string> >& il) { std::stringstream text_gen; for (auto& apair : il) { text_gen << "{" << apair.first << ", " << apair.second << "}" << std::endl; } } text_thing& text_thing::operator=(std::initializer_list< std::pair<const string, const string> >& il) { std::stringstream text_gen; for (auto& apair : il) { text_gen << "{" << apair.first << ", " << apair.second << "}" << std::endl; } return *this; } static_base::static_base() : m_test_map{{"test", "1"}, {"test2", "2"}}, // Compiler fine with this m_thing{{"test", "1"}, {"test2", "2"}} // Compiler doesn't like this { } int main() { std::cout << "Starting the program" << std::endl; std::cout << "The text thing: " << std::endl << static_base::getInstance().getText(); } I get this compiler output g++ -O0 -g3 -Wall -c -fmessage-length=0 -std=c++11 -MMD -MP -MF"static_base.d" -MT"static_base.d" -o "static_base.o" "../static_base.cpp" Finished building: ../static_base.cpp Building file: ../test.cpp Invoking: GCC C++ Compiler g++ -O0 -g3 -Wall -c -fmessage-length=0 -std=c++11 -MMD -MP -MF"test.d" -MT"test.d" -o "test.o" "../test.cpp" ../test.cpp: In constructor ‘static_base::static_base()’: ../test.cpp:94:40: error: no matching function for call to ‘text_thing::text_thing(<brace-enclosed initializer list>)’ m_thing{{"test", "1"}, {"test2", "2"}} ^ ../test.cpp:94:40: note: candidates are: ../test.cpp:72:1: note: text_thing::text_thing(std::initializer_list<std::pair<const std::basic_string<char>, const std::basic_string<char> > >&) text_thing::text_thing(std::initializer_list< std::pair<const string, const string> >& il) ^ ../test.cpp:72:1: note: candidate expects 1 argument, 2 provided ../test.cpp:67:1: note: text_thing::text_thing(text_thing&) text_thing::text_thing(text_thing& other) ^ ../test.cpp:67:1: note: candidate expects 1 argument, 2 provided ../test.cpp:23:2: note: text_thing::text_thing() text_thing() ^ ../test.cpp:23:2: note: candidate expects 0 arguments, 2 provided make: *** [test.o] Error 1 Output of gcc -v Using built-in specs. COLLECT_GCC=gcc COLLECT_LTO_WRAPPER=/usr/lib/gcc/x86_64-linux-gnu/4.8/lto-wrapper Target: x86_64-linux-gnu Configured with: ../src/configure -v --with-pkgversion='Ubuntu 4.8.1-2ubuntu1~13.04' --with-bugurl=file:///usr/share/doc/gcc-4.8/README.Bugs --enable-languages=c,c++,java,go,d,fortran,objc,obj-c++ --prefix=/usr --program-suffix=-4.8 --enable-shared --enable-linker-build-id --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --with-gxx-include-dir=/usr/include/c++/4.8 --libdir=/usr/lib --enable-nls --with-sysroot=/ --enable-clocale=gnu --enable-libstdcxx-debug --enable-libstdcxx-time=yes --enable-gnu-unique-object --enable-plugin --with-system-zlib --disable-browser-plugin --enable-java-awt=gtk --enable-gtk-cairo --with-java-home=/usr/lib/jvm/java-1.5.0-gcj-4.8-amd64/jre --enable-java-home --with-jvm-root-dir=/usr/lib/jvm/java-1.5.0-gcj-4.8-amd64 --with-jvm-jar-dir=/usr/lib/jvm-exports/java-1.5.0-gcj-4.8-amd64 --with-arch-directory=amd64 --with-ecj-jar=/usr/share/java/eclipse-ecj.jar --enable-objc-gc --enable-multiarch --disable-werror --with-arch-32=i686 --with-abi=m64 --with-multilib-list=m32,m64,mx32 --with-tune=generic --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu Thread model: posix gcc version 4.8.1 (Ubuntu 4.8.1-2ubuntu1~13.04) It compiles fine with the std::map constructed this way, and if I modify the static_base to return the strings from the maps, all is fine and dandy. Please help me understand what is going on here.

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  • Navigate Quickly with JustCode and Ctrl+Click

    Ctrl + Click is a widely used shortcut for Go To Definition in many development environments but not in Visual Studio. We, the JustCode team, find it really useful so we added it to Visual Studio. But we didn't stop there - we improved it even further. Read on to find the details. With JustCode you get an enhanced Go To Definition. By default you can execute it in the Visual Studio editor using one of the following shortcuts: Middle Click, Ctrl+Left Click, F12, Ctrl+Enter, Ctrl+B. The first usage of this feature is not much different from the default Visual Studio Go To Definition command use it where a member, type, method, property, etc is used to navigate to the definition of that item. For example, if you have this method:         public void Start()         {             lion = new Lion();             lion.Roar();         } If you hold Ctrl and click on the usage of the lion you will go to the lion member definition. If you hold Ctrl and click on the Lion you will go to the Lion class definition. What we added is the ability to easily find all the usages of the item you just navigated to. For example:     public class Lion     {         public void Roar()         {             Console.WriteLine("Rhaaaar");         }     }   If you hold Ctrl and click on the Lion definition you will see all the usages of the Lion type; if you click on the Roar method definition you will see all the usages of the Roar method: And if there is only one usage you will get automatically to that usage. In the examples I use C#, but it works also in VB.NET, JavaScript, ASP.NET and XAML. Why we like this feature? Let me first start with how the Ctrl+Click (or Go To Definition command) is used. We noticed that developers use it especially in what we call "code browsing sessions". In simple words this is when you browse around the code looking for a bug, just reading the code or searching for something. Sounds familiar? In our experience when you go to the definition of some item you often want to know more about it and the first thing you need is to find its usages. With JustCode this is just one click away. Why Ctrl+Click/Middle Click over F12/Ctrl+Enter/Ctrl+B? Actually you can use all of them. But during these "code browsing sessions" we noticed that most developers use the mouse. So the mouse is already in use and pressing Ctrl+Click (or the Middle Click) is so natural. During heavy coding sessions or if you are a keyboard type developer F12 (or any of the other keyboard shortcuts) is the key. We really use heavily this feature not only in our team but in the whole company. It saves us a bit of time many times a day. And it adds up. We hope you will like it too. Your feedback is more than welcome for us. P.S. If you dont want JustCode to capture the Ctrl+Click and the Middle Click in the editor, you can change that in JustCode->Options->General in the Navigation group. Keyboard shortcuts can be reassigned using the Visual Studio keyboard shortcuts editor.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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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • ArcGIS–Getting the Legend Labels out

    - by Avner Kashtan
    Working with ESRI’s ArcGIS package, especially the WPF API, can be confusing. There’s the REST API, the SOAP APIs, and the WPF classes themselves, which expose some web service calls and information, but not everything. With all that, it can be hard to find specific features between the different options. Some functionality is handed to you on a silver platter, while some is maddeningly hard to implement. Today, for instance, I was working on adding a Legend control to my map-based WPF application, to explain the different symbols that can appear on the map. This is how the legend looks on ESRI’s own map-editing tools:   but this is how it looks when I used the Legend control, supplied out of the box by ESRI:   Very pretty, but unfortunately missing the option to display the name of the fields that make up the symbology. Luckily, the WPF controls have a lot of templating/extensibility points, to allow you to specify the layout of each field: 1: <esri:Legend> 2: <esri:Legend.MapLayerTemplate> 3: <DataTemplate> 4: <TextBlock Text="{Binding Layer.ID}"/> 5: </DataTemplate> 6: </esri:Legend.MapLayerTemplate> 7: </esri:Legend> but that only replicates the same built in behavior. I could now add any additional fields I liked, but unfortunately, I couldn’t find them as part of the Layer, GraphicsLayer or FeatureLayer definitions. This is the part where ESRI’s lack of organization is noticeable, since I can see this data easily when accessing the ArcGis Server’s web-interface, but I had no idea how to find it as part of the built-in class. Is it a part of Layer? Of LayerInfo? Of the LayerDefinition class that exists only in the SOAP service? As it turns out, neither. Since these fields are used by the symbol renderer to determine which symbol to draw, they’re actually a part of the layer’s Renderer. Since I already had a MyFeatureLayer class derived from FeatureLayer that added extra functionality, I could just add this property to it: 1: public string LegendFields 2: { 3: get 4: { 5: if (this.Renderer is UniqueValueRenderer) 6: { 7: return (this.Renderer as UniqueValueRenderer).Field; 8: } 9: else if (this.Renderer is UniqueValueMultipleFieldsRenderer) 10: { 11: var renderer = this.Renderer as UniqueValueMultipleFieldsRenderer; 12: return string.Join(renderer.FieldDelimiter, renderer.Fields); 13: } 14: else return null; 15: } For my scenario, all of my layers used symbology derived from a single field or, as in the examples above, from several of them. The renderer even kindly supplied me with the comma to separate the fields with. Now it was a simple matter to get the Legend control in line – assuming that it was bound to a collection of MyFeatureLayer: 1: <esri:Legend> 2: <esri:Legend.MapLayerTemplate> 3: <DataTemplate> 4: <StackPanel> 5: <TextBlock Text="{Binding Layer.ID}"/> 6: <TextBlock Text="{Binding Layer.LegendFields}" Margin="10,0,0,0" TextStyle="Italic"/> 7: </StackPanel> 8: </DataTemplate> 9: </esri:Legend.MapLayerTemplate> 10: </esri:Legend> and get the look I wanted – the list of fields below the layer name, indented.

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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