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  • New Pluralsight Course: HTML5 Canvas Fundamentals

    - by dwahlin
      I just finished up a new course for Pluralsight titled HTML5 Canvas Fundamentals that I had a blast putting together. It’s all about the client and involves a lot of pixel manipulation and graphics creation which is challenging and fun at the same time. The goal of the course is to walk you through the fundamentals, start a gradual jog into the API functions, and then start sprinting as you learn how to build a business chart canvas application from scratch that uses many of the available APIs . It’s fun stuff and very useful in a variety of scenarios including Web (desktop or mobile) and even Windows 8 Metro applications. Here’s a sample video from the course that talks about building a simple bar chart using the HTML5 Canvas:   Additional details about the course are shown next.   HTML5 Canvas Fundamentals The HTML5 Canvas provides a powerful way to render graphics, charts, and other types of visual data without relying on plugins such as Flash or Silverlight. In this course you’ll be introduced to key features available in the canvas API and see how they can be used to render shapes, text, video, images, and more. You’ll also learn how to work with gradients, perform animations, transform shapes, and build a custom charting application from scratch. If you’re looking to learn more about using the HTML5 Canvas in your Web applications then this course will break down the learning curve and give you a great start!    Getting Started with the HTML5 Canvas Introduction HTML5 Canvas Usage Scenarios Demo: Game Demos Demo: Engaging Applications Demo: Charting HTML5 Canvas Fundamentals Hello World Demo Overview of the Canvas API Demo: Canvas API Documentation Summary    Drawing with the HTML5 Canvas Introduction Drawing Rectangles and Ellipses Demo: Simple Bar Chart Demo: Simple Bar Chart with Transforms Demo: Drawing Circles Demo: Using arcTo() Drawing Lines and Paths Demo: Drawing Lines Demo: Simple Line Chart Demo: Using bezierCurveTo() Demo: Using quadraticCurveTo() Drawing Text Demo: Filling, Stroking, and Measuring Text Demo: Using Canvas Transforms with Text Drawing Images Demo: Using Image Functions Drawing Videos Demo: Syncing Video with a Canvas Summary    Manipulating Pixels  Introduction Rendering Gradients Demo: Creating Linear Gradients Demo: Creating Radial Gradients Using Transforms Demo: Getting Started with Transform Functions Demo: Using transform() and and setTransform() Accessing Pixels Demo: Creating Pixels Dynamically Demo: Grayscale Pixels Animation Fundamentals Demo: Getting Started with Animation Demo: Using Gradients, Transforms, and Animations Summary    Building a Custom Data Chart Introduction Creating the CanvasChart Object Creating the CanvasChart Shell Code Rendering Text and Gradients Rendering Data Points Text and Guide Lines Connecting Data Point Lines Rendering Data Points Adding Animation Adding Overlays and Interactivity Summary     Related Courses:  

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Cisco ASA 5505 - L2TP over IPsec

    - by xraminx
    I have followed this document on cisco site to set up the L2TP over IPsec connection. When I try to establish a VPN to ASA 5505 from my Windows XP, after I click on "connect" button, the "Connecting ...." dialog box appears and after a while I get this error message: Error 800: Unable to establish VPN connection. The VPN server may be unreachable, or security parameters may not be configured properly for this connection. ASA version 7.2(4) ASDM version 5.2(4) Windows XP SP3 Windows XP and ASA 5505 are on the same LAN for test purposes. Edit 1: There are two VLANs defined on the cisco device (the standard setup on cisco ASA5505). - port 0 is on VLAN2, outside; - and ports 1 to 7 on VLAN1, inside. I run a cable from my linksys home router (10.50.10.1) to the cisco ASA5505 router on port 0 (outside). Port 0 have IP 192.168.1.1 used internally by cisco and I have also assigned the external IP 10.50.10.206 to port 0 (outside). I run a cable from Windows XP to Cisco router on port 1 (inside). Port 1 is assigned an IP from Cisco router 192.168.1.2. The Windows XP is also connected to my linksys home router via wireless (10.50.10.141). Edit 2: When I try to establish vpn, the Cisco device real time Log viewer shows 7 entries like this: Severity:5 Date:Sep 15 2009 Time: 14:51:29 SyslogID: 713904 Destination IP = 10.50.10.141, Decription: No crypto map bound to interface... dropping pkt Edit 3: This is the setup on the router right now. Result of the command: "show run" : Saved : ASA Version 7.2(4) ! hostname ciscoasa domain-name default.domain.invalid enable password HGFHGFGHFHGHGFHGF encrypted passwd NMMNMNMNMNMNMN encrypted names name 192.168.1.200 WebServer1 name 10.50.10.206 external-ip-address ! interface Vlan1 nameif inside security-level 100 ip address 192.168.1.1 255.255.255.0 ! interface Vlan2 nameif outside security-level 0 ip address external-ip-address 255.0.0.0 ! interface Vlan3 no nameif security-level 50 no ip address ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 ! interface Ethernet0/4 ! interface Ethernet0/5 ! interface Ethernet0/6 ! interface Ethernet0/7 ! ftp mode passive dns server-group DefaultDNS domain-name default.domain.invalid object-group service l2tp udp port-object eq 1701 access-list outside_access_in remark Allow incoming tcp/http access-list outside_access_in extended permit tcp any host WebServer1 eq www access-list outside_access_in extended permit udp any any eq 1701 access-list inside_nat0_outbound extended permit ip any 192.168.1.208 255.255.255.240 access-list inside_cryptomap_1 extended permit ip interface outside interface inside pager lines 24 logging enable logging asdm informational mtu inside 1500 mtu outside 1500 ip local pool PPTP-VPN 192.168.1.210-192.168.1.220 mask 255.255.255.0 icmp unreachable rate-limit 1 burst-size 1 asdm image disk0:/asdm-524.bin no asdm history enable arp timeout 14400 global (outside) 1 interface nat (inside) 0 access-list inside_nat0_outbound nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) tcp interface www WebServer1 www netmask 255.255.255.255 access-group outside_access_in in interface outside timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute http server enable http 192.168.1.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec transform-set TRANS_ESP_3DES_SHA esp-3des esp-sha-hmac crypto ipsec transform-set TRANS_ESP_3DES_SHA mode transport crypto ipsec transform-set TRANS_ESP_3DES_MD5 esp-3des esp-md5-hmac crypto ipsec transform-set TRANS_ESP_3DES_MD5 mode transport crypto map outside_map 1 match address inside_cryptomap_1 crypto map outside_map 1 set transform-set TRANS_ESP_3DES_MD5 crypto map outside_map interface inside crypto isakmp enable outside crypto isakmp policy 10 authentication pre-share encryption 3des hash md5 group 2 lifetime 86400 telnet timeout 5 ssh timeout 5 console timeout 0 dhcpd auto_config outside ! dhcpd address 192.168.1.2-192.168.1.33 inside dhcpd enable inside ! group-policy DefaultRAGroup internal group-policy DefaultRAGroup attributes dns-server value 192.168.1.1 vpn-tunnel-protocol IPSec l2tp-ipsec username myusername password FGHFGHFHGFHGFGFHF nt-encrypted tunnel-group DefaultRAGroup general-attributes address-pool PPTP-VPN default-group-policy DefaultRAGroup tunnel-group DefaultRAGroup ipsec-attributes pre-shared-key * tunnel-group DefaultRAGroup ppp-attributes no authentication chap authentication ms-chap-v2 ! ! prompt hostname context Cryptochecksum:a9331e84064f27e6220a8667bf5076c1 : end

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Modularity through HTTP

    - by Michael Williamson
    As programmers, we strive for modularity in the code we write. We hope that splitting the problem up makes it easier to solve, and allows us to reuse parts of our code in other applications. Object-orientation is the most obvious of many attempts to get us closer to this ideal, and yet one of the most successful approaches is almost accidental: the web. Programming languages provide us with functions and classes, and plenty of other ways to modularize our code. This allows us to take our large problem, split it into small parts, and solve those small parts without having to worry about the whole. It also makes it easier to reason about our code. So far, so good, but now that we’ve written our small, independent module, for example to send out e-mails to my customers, we’d like to reuse it in another application. By creating DLLs, JARs or our platform’s package container of choice, we can do just that – provided our new application is on the same platform. Want to use a Java library from C#? Well, good luck – it might be possible, but it’s not going to be smooth sailing. Even if a library exists, it doesn’t mean that using it going to be a pleasant experience. Say I want to use Java to write out an XML document to an output stream. You’d imagine this would be a simple one-liner. You’d be wrong: import org.w3c.dom.*; import java.io.*; import javax.xml.transform.*; import javax.xml.transform.dom.*; import javax.xml.transform.stream.*; private static final void writeDoc(Document doc, OutputStream out) throws IOException { try { Transformer t = TransformerFactory.newInstance().newTransformer(); t.setOutputProperty(OutputKeys.DOCTYPE_SYSTEM, doc.getDoctype().getSystemId()); t.transform(new DOMSource(doc), new StreamResult(out)); } catch (TransformerException e) { throw new AssertionError(e); // Can't happen! } } Most of the time, there is a good chance somebody else has written the code before, but if nobody can understand the interface to that code, nobody’s going to use it. The result is that most of the code we write is just a variation on a theme. Despite our best efforts, we’ve fallen a little short of our ideal, but the web brings us closer. If we want to send e-mails to our customers, we could write an e-mail-sending library. More likely, we’d use an existing one for our language. Even then, we probably wouldn’t have niceties like A/B testing or DKIM signing. Alternatively, we could just fire some HTTP requests at MailChimp, and get a whole slew of features without getting anywhere near the code that implements them. The web is inherently language agnostic. So long as your language can send and receive text over HTTP, and probably parse some JSON, you’re about as well equipped as anybody. Instead of building libraries for a specific language, we can build a service that almost every language can reuse. The text-based nature of HTTP also helps to limit the complexity of the API. As SOAP will attest, you can still make a horrible mess using HTTP, but at least it is an obvious horrible mess. Complex data structures are tedious to marshal to and from text, providing a strong incentive to keep things simple. By contrast, spotting the complexities in a class hierarchy is often not as easy. HTTP doesn’t solve every problem. It probably isn’t such a good idea to use it inside an inner loop that’s executed thousands of times per second. What’s more, the HTTP approach might introduce some new problems. We often need to add a thin shim to each application that we wish to communicate over HTTP. For instance, we might need to write a small plugin in PHP if we want to integrate WordPress into our system. Suddenly, instead of a system written in one language, we’re maintaining a system with several distinct languages and platforms. Even then, we should strive to avoid re-implementing the same old thing. As programmers, we consistently underestimate both the cost of building a system and the ongoing maintenance. If we allow ourselves to integrate existing applications, even if they’re in unfamiliar languages, we save ourselves those development and maintenance costs, as well as being able to pick the best solution for our problem. Thanks to the web, HTTP is often the easiest way to get there.

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  • Connecting People, Processes, and Content: An Online Event

    - by Brian Dirking
    This morning we announced a new online event, “Transform Your Business by Connecting People, Processes, and Content.” At this event you will learn how an integrated approach to business process management (BPM), portals, content management, and collaboration can help you make more accurate and timely decisions based on the collective knowledge across your organization. But more than that, this event will focus on how customers have been successful transforming to a social enterprise. We’ve blogged about a few of the in the past few weeks – Balfour Beatty, New Look, Texas A&M. This event will give you an opportunity to learn about other customers and their successes, as well as an opportunity to: Watch Oracle executives participate in a roundtable discussion on the state of the social enterprise Hear industry experts discuss best practices and case studies of leveraging BPM, portals, and content management to transform and improve business processes Engage the experts by having your questions answered in real time Register today and learn how Oracle Fusion Middleware provides the most complete, open, integrated, and best-of-breed solution in the industry for transforming your business.

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • OTN Virtual Technology Summit - July 9 - Middleware Track

    - by OTN ArchBeat
    The Architecture of Analytics: Big Time Big Data and Business Intelligence This four-session track, part of the free OTN Virtual Technology Summit on July 9, will present a solution architect's perspective on how business intelligence products in Oracle's Fusion Middleware family and beyond fit into an effective big data architecture, offering insight and expertise from Oracle ACE Directors and product team experts specializing in business Intelligence to help you meet your big data business intelligence challenges. Register now! Sessions Oracle Big Data Appliance Case Study: Using Big Data to Analyze Cancer-Genome Relationships Tom Plunkett, Lead Author of the Oracle Big Data Handbook What does it take to build an award winning Big Data solution? This presentation takes a deep technical dive into the use of the Oracle Big Data Appliance in a project for the National Cancer Institute's Frederick National Laboratory for Cancer Research. The Frederick National Laboratory and the Oracle team won several awards for analyzing relationships between genomes and cancer subtypes with big data, including the 2012 Government Big Data Solutions Award, the 2013 Excellence.Gov Finalist for Innovation, and the 2013 ComputerWorld Honors Laureate for Innovation. [30 mins] Getting Value from Big Data Variety Richard Tomlinson, Director, Product Management, Oracle Big data variety implies big data complexity. Performing analytics on diverse data typically involves mashing up structured, semi-structured and unstructured content. So how can we do this effectively to get real value? How do we relate diverse content so we can start to analyze it? This session looks at how we approach this tricky problem using Endeca Information Discovery. [30 mins] How To Leverage Your Investment In Oracle Business Intelligence Enterprise Edition Within a Big Data Architecture Oracle ACE Director Kevin McGinley More and more organizations are realizing the value Big Data technologies contribute to the return on investment in Analytics. But as an increasing variety of data types reside in different data stores, organizations are finding that a unified Analytics layer can help bridge the divide in modern data architectures. This session will examine how you can enable Oracle Business Intelligence Enterprise Edition (OBIEE) to play a role in a unified Analytics layer and the benefits and use cases for doing so. [30 mins] Oracle Data Integrator 12c As Your Big Data Data Integration Hub Oracle ACE Director Mark Rittman Oracle Data Integrator 12c (ODI12c), as well as being able to integrate and transform data from application and database data sources, also has the ability to load, transform and orchestrate data loads to and from Big Data sources. In this session, we'll look at ODI12c's ability to load data from Hadoop, Hive, NoSQL and file sources, transform that data using Hive and MapReduce processing across the Hadoop cluster, and then bulk-load that data into an Oracle Data Warehouse using Oracle Big Data Connectors. We will also look at how ODI12c enables ETL-offloading to a Hadoop cluster, with some tips and techniques on real-time capture into a Hadoop data reservoir and techniques and limitations when performing ETL on big data sources. [90 mins] Register now!

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Cisco PIX firewall blocking inbound Exchange email

    - by sumsaricum
    [Cisco PIX, SBS2003] I can telnet server port 25 from inside but not outside, hence all inbound email is blocked. (as an aside, inbox on iPhones do not list/update emails, but calendar works a charm) I'm inexperienced in Cisco PIX and looking for some assistance before mails start bouncing :/ interface ethernet0 auto interface ethernet1 100full nameif ethernet0 outside security0 nameif ethernet1 inside security100 hostname pixfirewall domain-name ciscopix.com fixup protocol dns maximum-length 512 fixup protocol ftp 21 fixup protocol h323 h225 1720 fixup protocol h323 ras 1718-1719 fixup protocol http 80 fixup protocol rsh 514 fixup protocol rtsp 554 fixup protocol sip 5060 fixup protocol sip udp 5060 fixup protocol skinny 2000 no fixup protocol smtp 25 fixup protocol sqlnet 1521 fixup protocol tftp 69 names name 192.168.1.10 SERVER access-list inside_outbound_nat0_acl permit ip 192.168.1.0 255.255.255.0 192.168.1.96 255.255.255.240 access-list outside_cryptomap_dyn_20 permit ip any 192.168.1.96 255.255.255.240 access-list outside_acl permit tcp any host 213.xxx.xxx.xxx eq 3389 access-list outside_acl permit tcp any interface outside eq ftp access-list outside_acl permit tcp any host 213.xxx.xxx.xxx eq https access-list outside_acl permit tcp any host 213.xxx.xxx.xxx eq www access-list outside_acl permit tcp any interface outside eq 993 access-list outside_acl permit tcp any interface outside eq imap4 access-list outside_acl permit tcp any interface outside eq 465 access-list outside_acl permit tcp any host 213.xxx.xxx.xxx eq smtp access-list outside_cryptomap_dyn_40 permit ip any 192.168.1.96 255.255.255.240 access-list COMPANYVPN_splitTunnelAcl permit ip 192.168.1.0 255.255.255.0 any access-list COMPANY_splitTunnelAcl permit ip 192.168.1.0 255.255.255.0 any access-list outside_cryptomap_dyn_60 permit ip any 192.168.1.96 255.255.255.240 access-list COMPANY_VPN_splitTunnelAcl permit ip 192.168.1.0 255.255.255.0 any access-list outside_cryptomap_dyn_80 permit ip any 192.168.1.96 255.255.255.240 pager lines 24 icmp permit host 217.157.xxx.xxx outside mtu outside 1500 mtu inside 1500 ip address outside 213.xxx.xxx.xxx 255.255.255.128 ip address inside 192.168.1.1 255.255.255.0 ip audit info action alarm ip audit attack action alarm ip local pool VPN 192.168.1.100-192.168.1.110 pdm location 0.0.0.0 255.255.255.128 outside pdm location 0.0.0.0 255.255.255.0 inside pdm location 217.yyy.yyy.yyy 255.255.255.255 outside pdm location SERVER 255.255.255.255 inside pdm logging informational 100 pdm history enable arp timeout 14400 global (outside) 1 interface nat (inside) 0 access-list inside_outbound_nat0_acl nat (inside) 1 0.0.0.0 0.0.0.0 0 0 static (inside,outside) tcp 213.xxx.xxx.xxx 3389 SERVER 3389 netmask 255.255.255.255 0 0 static (inside,outside) tcp 213.xxx.xxx.xxx smtp SERVER smtp netmask 255.255.255.255 0 0 static (inside,outside) tcp 213.xxx.xxx.xxx https SERVER https netmask 255.255.255.255 0 0 static (inside,outside) tcp 213.xxx.xxx.xxx www SERVER www netmask 255.255.255.255 0 0 static (inside,outside) tcp interface imap4 SERVER imap4 netmask 255.255.255.255 0 0 static (inside,outside) tcp interface 993 SERVER 993 netmask 255.255.255.255 0 0 static (inside,outside) tcp interface 465 SERVER 465 netmask 255.255.255.255 0 0 static (inside,outside) tcp interface ftp SERVER ftp netmask 255.255.255.255 0 0 access-group outside_acl in interface outside route outside 0.0.0.0 0.0.0.0 213.zzz.zzz.zzz timeout xlate 0:05:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 rpc 0:10:00 h225 1:00:00 timeout h323 0:05:00 mgcp 0:05:00 sip 0:30:00 sip_media 0:02:00 timeout sip-disconnect 0:02:00 sip-invite 0:03:00 timeout uauth 0:05:00 absolute aaa-server TACACS+ protocol tacacs+ aaa-server TACACS+ max-failed-attempts 3 aaa-server TACACS+ deadtime 10 aaa-server RADIUS protocol radius aaa-server RADIUS max-failed-attempts 3 aaa-server RADIUS deadtime 10 aaa-server RADIUS (inside) host SERVER *** timeout 10 aaa-server LOCAL protocol local http server enable http 217.yyy.yyy.yyy 255.255.255.255 outside http 192.168.1.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server community public no snmp-server enable traps floodguard enable sysopt connection permit-ipsec crypto ipsec transform-set ESP-3DES-MD5 esp-3des esp-md5-hmac crypto dynamic-map outside_dyn_map 20 match address outside_cryptomap_dyn_20 crypto dynamic-map outside_dyn_map 20 set transform-set ESP-3DES-MD5 crypto dynamic-map outside_dyn_map 40 match address outside_cryptomap_dyn_40 crypto dynamic-map outside_dyn_map 40 set transform-set ESP-3DES-MD5 crypto dynamic-map outside_dyn_map 60 match address outside_cryptomap_dyn_60 crypto dynamic-map outside_dyn_map 60 set transform-set ESP-3DES-MD5 crypto dynamic-map outside_dyn_map 80 match address outside_cryptomap_dyn_80 crypto dynamic-map outside_dyn_map 80 set transform-set ESP-3DES-MD5 crypto map outside_map 65535 ipsec-isakmp dynamic outside_dyn_map crypto map outside_map client authentication RADIUS LOCAL crypto map outside_map interface outside isakmp enable outside isakmp policy 20 authentication pre-share isakmp policy 20 encryption 3des isakmp policy 20 hash md5 isakmp policy 20 group 2 isakmp policy 20 lifetime 86400 telnet 217.yyy.yyy.yyy 255.255.255.255 outside telnet 0.0.0.0 0.0.0.0 inside telnet timeout 5 ssh 217.yyy.yyy.yyy 255.255.255.255 outside ssh 0.0.0.0 255.255.255.0 inside ssh timeout 5 management-access inside console timeout 0 dhcpd address 192.168.1.20-192.168.1.40 inside dhcpd dns SERVER 195.184.xxx.xxx dhcpd wins SERVER dhcpd lease 3600 dhcpd ping_timeout 750 dhcpd auto_config outside dhcpd enable inside : end I have Kiwi SysLog running but could use some pointers in that regard to narrow down the torrent of log messages, if that helps?!

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  • Drawing Shape in DebugView (Farseer)

    - by keyvan kazemi
    As the title says, I need to draw a shape/polygon in Farseer using debugview. I have this piece of code which converts a Texture to polygon: //load texture that will represent the tray trayTexture = Content.Load<Texture2D>("tray"); //Create an array to hold the data from the texture uint[] data = new uint[trayTexture.Width * trayTexture.Height]; //Transfer the texture data to the array trayTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, trayTexture.Width, false); //Since it is a concave polygon, we need to partition it into several smaller convex polygons _list = BayazitDecomposer.ConvexPartition(verts); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); foreach (Vertices verti in _list) { verti.Scale(ref vertScale); } tray = BodyFactory.CreateCompoundPolygon(MyWorld, _list, 10); Now in DebugView I guess I have to use "DrawShape" method which requires: DrawShape(Fixture fixture, Transform xf, Color color) My question is how can I get the variables needed for this method, namely Fixture and Transform?

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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • VS2010 Assembly Load Error

    - by Nate
    I am getting the following error when I try to build an ASP.NET 4 project in Visual Studio 2010: "Could not load file or assembly 'file:///C:\Dev\project\trunk\bin\Elmah.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)". I have verified that the dll does, in fact, exist, and is getting copied to the bin folder correctly. I have also tried removing and then re-adding the reference to the project. The build only fails when I switch the Solution Configuration to "Release". It does not fail when the Solution Configuration is set to "Debug". The only difference between the two configurations (that I know of) is shown in the following Web.config transform, Web.Release.config: <?xml version="1.0"?> <configuration xmlns:xdt="http://schemas.microsoft.com/XML-Document-Transform"> <connectionStrings> <add name="SqlServer" connectionString="" providerName="System.Data.SqlClient" xdt:Transform="SetAttributes" xdt:Locator="Match(name)"/> </connectionStrings> <system.web> <compilation xdt:Transform="RemoveAttributes(debug)" /> <customErrors mode="On" xdt:Transform="Replace"> <error statusCode="404" redirect="lost.htm" /> <error statusCode="500" redirect="uhoh.htm" /> </customErrors> </system.web> </configuration> I have tried using Fusion Log Viewer to track down the assembly binding issue, but it looks like it is finding and loading the assembly correctly. Here is the log: *** Assembly Binder Log Entry (6/8/2010 @ 10:01:54 AM) *** The operation was successful. Bind result: hr = 0x0. The operation completed successfully. Assembly manager loaded from: C:\Windows\Microsoft.NET\Framework\v4.0.30319\clr.dll Running under executable c:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\NETFX 4.0 Tools\sgen.exe --- A detailed error log follows. === Pre-bind state information === LOG: User = User LOG: Where-ref bind. Location = C:\Dev\project\trunk\bin\Elmah.dll LOG: Appbase = file:///c:/Program Files (x86)/Microsoft SDKs/Windows/v7.0A/bin/NETFX 4.0 Tools/ LOG: Initial PrivatePath = NULL LOG: Dynamic Base = NULL LOG: Cache Base = NULL LOG: AppName = sgen.exe Calling assembly : (Unknown). === LOG: This bind starts in LoadFrom load context. WRN: Native image will not be probed in LoadFrom context. Native image will only be probed in default load context, like with Assembly.Load(). LOG: No application configuration file found. LOG: Using host configuration file: LOG: Using machine configuration file from C:\Windows\Microsoft.NET\Framework\v4.0.30319\config\machine.config. LOG: Attempting download of new URL file:///C:/Dev/project/trunk/bin/Elmah.dll. LOG: Assembly download was successful. Attempting setup of file: C:\Dev\project\trunk\bin\Elmah.dll LOG: Entering run-from-source setup phase. LOG: Assembly Name is: Elmah, Version=1.1.11517.0, Culture=neutral, PublicKeyToken=null LOG: Re-apply policy for where-ref bind. LOG: Where-ref bind Codebase does not match what is found in default context. Keep the result in LoadFrom context. LOG: Binding succeeds. Returns assembly from C:\Dev\project\trunk\bin\Elmah.dll. LOG: Assembly is loaded in LoadFrom load context. I feel like there is a fundamental lack of understanding on my part as to what exactly is going on here. Any explanation/help is much appreciated!

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  • Cisco PIX to Juniper Netscreen Policy-based VPN fails Phase 2 Proposal

    - by elint
    I've followed the instructions to configure a VPN between a netscreen device and a Cisco PIX as directed by Cisco's [netscreen to PIX VPN]http://www.cisco.com/en/US/tech/tk583/tk372/technologies_configuration_example09186a00801c4445.shtml article. The only differences are that I'm running PIX 6.3(5) and Juniper Netscreen 6.1.0r2.0 (Firewall+VPN). I followed both configurations exactly, and when I try to connect, the Juniper returns with: 2010-02-21 12:54:28 information IKE: Removed Phase 2 SAs after receiving a notification message. 2010-02-21 12:54:28 information IKE pix_public_IP: Received a notification message for DOI 1 14 NO-PROPOSAL-CHOSEN. 2010-02-21 12:54:28 information IKE pix_public_IP Phase 2: Initiated negotiations. On the Netscreen, I've created a Phase 2 Proposal called ToCorpOffice using DH Group#2, 3DES-CBC, and SHA-1, and when configuring the AutoKey IKE, I chose ToCorpOffice and removed all other transforms. I believe I've configured the same on the PIX with: sysopt connection permit-ipsec crypto ipsec transform-set mytrans esp-3des esp-sha-hmac crypto map mymap 10 ipsec-isakmp crypto map mymap 10 match address nonat crypto map mymap 10 set pfs group2 crypto map mymap 10 set peer netscreen_public_ip crypto map mymap 10 set transform-set mytrans crypto map mymap interface outside Saved that and rebooted, so here's the cryptomap info: PIX-FW1# show crypto map Crypto Map: "mymap" interfaces: { outside } Crypto Map "mymap" 10 ipsec-isakmp Peer = netscreen_public_ip access-list nonat; 1 elements access-list nonat line 1 permit ip 192.168.1.0 255.255.255.0 192.168.2.0 255.255.255.0 (hitcnt=0) Current peer: netscreen_public_ip Security association lifetime: 4608000 kilobytes/28800 seconds PFS (Y/N): Y DH group: group2 Transform sets={ mytrans, } PIX-FW1# Any idea why I'm getting a NO-PROPOSAL-CHOSEN error?

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  • File Sync Solution for Batch Processing (ETL)

    - by KenFar
    I'm looking for a slightly different kind of sync utility - not one designed to keep two directories identical, but rather one intended to keep files flowing from one host to another. The context is a data warehouse that currently has a custom-developed solution that moves 10,000 files a day, some of which are 1+ gbytes gzipped files, between linux servers via ssh. Files are produced by the extract process, then moved to the transform server where a transform daemon is waiting to pick them up. The same process happens between transform & load. Once the files are moved they are typically archived on the source for a week, and the downstream process likewise moves them to temp then archive as it consumes them. So, my requirements & desires: It is never used to refresh updated files - only used to deliver new files. Because it's delivering files to downstream processes - it needs to rename the file once done so that a partial file doesn't get picked up. In order to simplify recovery, it should keep a copy of the source files - but rename them or move them to another directory. If the transfer fails (network down, file system full, permissions, file locked, etc), then it should retry periodically - and never fail in a non-recoverable way, or a way that sends the file twice or never sends the file. Should be able to copy files to 2+ destinations. Should have a consolidated log so that it's easy to find problems Should have an optional checksum feature Any recommendations? Can Unison do this well?

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