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  • How hard is to be the anonymous owner of a website?

    - by silla
    I'd like to create a website with a very radical political message. It won't be unethical (encouraging violence, etc) but I feel the points I plan to list in it will definitely make me a lot of enemies. How hard would it be to protect my identity from anyone finding out who I am? I know domains always have a $10/year option for privatizing your registration information but is there any other protection I should think about having? Thanks!

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  • October patch links

    - by THE
    Along the lines of patching... While it is not 100% in our LOB, it might still be interesting for some of our readers: The Oracle critical patch update Advisory for October 2012 You will find a very detailed List with links to patches and matrices on that overview page for products ranging from Database via E-Business Suite to MySQL. Of course you can find patches for Identity Management, SOA and Weblogic also via the "Master Note on Fusion Middleware Proactive Patching - Patch Set Updates (PSUs) and Bundle Patches (BPs) [ID 1494151.1]"

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  • Proven Tips on Developing an Interesting Website

    Everybody knows that a website is your proven identity and even seals your authenticity as a business. But why a neatly designed website fails to yield desired results? Why a flashy, interactive website cannot retain enough customers? The obvious reason is site lacks the much needed punch.

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  • How Does SEO Give Benefit to Small Businesses?

    Firstly search engine optimization would give benefits to small businesses in a way to increase their business identity worldwide in a most proactive manner. Secondly it would give you benefits in a way to increase your website visibility on the dot. Thirdly it would enhance the return on investment of small scale industry within a very short span of time.

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  • How should I refactor switch statements like this (Switching on type) to be more OO?

    - by Taytay
    I'm seeing some code like this in our code base, and want to refactor it: (Typescript psuedocode follows): class EntityManager{ private findEntityForServerObject(entityType:string, serverObject:any):IEntity { var existingEntity:IEntity = null; switch(entityType) { case Types.UserSetting: existingEntity = this.getUserSettingByUserIdAndSettingName(serverObject.user_id, serverObject.setting_name); break; case Types.Bar: existingEntity = this.getBarByUserIdAndId(serverObject.user_id, serverObject.id); break; //Lots more case statements here... } return existingEntity; } } The downsides of switching on type are self-explanatory. Normally, when switching behavior based on type, I try to push the behavior into subclasses so that I can reduce this to a single method call, and let polymorphism take care of the rest. However, the following two things are giving me pause: 1) I don't want to couple the serverObject with the class that is storing all of these objects. It doesn't know where to look for entities of a certain type. And unfortunately, the identity of a type of ServerObject varies with the type of ServerObject. (So sometimes it's just an ID, other times it's a combination of an id and a uniquely identifying string, etc). And this behavior doesn't belong down there on those subclasses. It is the responsibility of the EntityManager and its delegates. 2) In this case, I can't modify the ServerObject classes since they're plain old data objects. It should be mentioned that I've got other instances of the above method that take a parameter like "IEntity" and proceed to do almost the same thing (but slightly modify the name of the methods they're calling to get the identity of the entity). So, we might have: case Types.Bar: existingEntity = this.getBarByUserIdAndId(entity.getUserId(), entity.getId()); break; So in that case, I can change the entity interface and subclasses, but this isn't behavior that belongs in that class. So, I think that points me to some sort of map. So eventually I will call: private findEntityForServerObject(entityType:string, serverObject:any):IEntity { return aMapOfSomeSort[entityType].findByServerObject(serverObject); } private findEntityForEntity(someEntity:IEntity):IEntity { return aMapOfSomeSort[someEntity.entityType].findByEntity(someEntity); } Which means I need to register some sort of strategy classes/functions at runtime with this map. And again, I darn well better remember to register one for each my my types, or I'll get a runtime exception. Is there a better way to refactor this? I feel like I'm missing something really obvious here.

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  • Vital Stages of Web Development

    When it comes to web designing and development simpler is better. The main purpose a website is to give your business a face value, increase your profits, and enhance your client base. Web site acts a bridge between your business in the physical world and on the Internet. So to safeguard your online identity, below are a few points to be kept in while designing a website.

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  • Why Directory Submission Service is Important

    Today if you own a business, this is not a big deal since online world has provided opportunities to everyone to have their own business. But the most important point is that your business needs identity and popularity on the internet which cannot be achieved without using a directory submission service.

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  • Problem inserting in two different tables [closed]

    - by imvarunkmr
    I have written an insert statement which inserts a record into Table1. Table1 has a column "ID" which is an auto_increment(Identity) primary key. How can I fetch the newly generated "ID" and as I need to Insert this value as foreign key in Table2? Note : I have written INSERT statement in a stored procedure and I am calling this procedure using C# Alternative suggestions to link both tables are also welcomed :)

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  • ?????????

    - by ???02
    ??·???????????????????????????????????IT????????????????????????·????????????????????????????????????????????????????????????????????????????????????ID???????????????·??????????????????????????????????????????????????????????????????????????????????????????????? ???????????·???????????????????????????ID??·??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????ID??·????????????????????????????ID????????????ID?????????????????????????????????·??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Oracle Database Security???????????????????????????????????????????????????4?????????????????????4??????????????????????????????·??????????????Database Firewall???????????? ??????·??????????????? Database Firewall ??????????ID??·?????? ???????????????ID????????????????????????????? ID???????????ID?????????ID???????????????????????(????·?????)??????(??????????)ID?? ?????????????Identity Management???????????Oracle Direct ???????·???????????????????????????????????????? ????????????????????????????????? ????????????????????? ?????????????????????????????????????? Oracle Direct

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  • ????

    - by ???02
    ?????????ID??·????????????????????????????????????????Oracle GRC???????????????????GRC?????????????????????????Pick Up???????EUC????????????????????????????????????????????EUC???????????????????????EUC??????????????????Oracle Database Vault???????????????????????????????????????ID?????????????????????????? ?????????????????????????????·???????????????????????????????????????????????????????·??????Oracle Identity Management???????5,000???????????ID????????????????????????????????????? ??????????????????????????????????ID???????????????????????EUC????????????????????????????????????????????EUC???????????????????????EUC??????????????????Oracle Database Vault???????????????????????????????????????ID?????????????????????????? ???????????????????????????????????????????????????????ID?????????????????·??????????????????????????????????Oracle Enterprise Single Sign-On Suite Plus?????????????????????????????????????????????????????Web??????????????????????????????????·?????????????????????????????????????????????Web?????? ???????????????????ID???????????????????????????????????????????????????????? Oracle Direct

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  • ??·???????

    - by ???02
    ??·???????????????????????????????????IT????????????????????????·????????????????????????????????????????????????????????????????????????????????????ID???????????????·??????????????????????????????????????????????????????????????????????????????????????????????? ???????????·???????????????????????????ID??·??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????ID??·????????????????????????????ID????????????ID?????????????????????????????????·??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Oracle Database Security???????????????????????????????????????????????????4?????????????????????4??????????????????????????????·??????????????Database Firewall???????????? ??????·??????????????? Database Firewall ??????????ID??·?????? ???????????????ID????????????????????????????? ID???????????ID?????????ID???????????????????????(????·?????)??????(??????????)ID?? ?????????????Identity Management???????????Oracle Direct ???????·???????????????????????????????????????? ????????????????????????????????? ????????????????????? ?????????????????????????????????????? Oracle Direct

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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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  • Windows 2012/IIS 8 + ASP.NET MVC Applicaiton 403.14 (Forbidden) - The Web server is configured to not list the contents

    - by WiredPrairie
    I have a very simple MVC 4 application I'm trying to deploy to a Windows 2012 server. Inconsistently, when navigating to the root of the web application (http://localhost/app), it returns a 403.14-Forbidden: Detailed Error Information: Module: DirectoryListingModule Notification: ExecuteRequestHandler Handler: StaticFile Error Code: 0x00000000 Requested URL: http://localhost:80/test1/ Physical Path: c:\apps\test1\ Logon Method: Negotiate The web application is: Is a very vanilla VS2012 MVC4 Intranet template -- with only a tweak to a label to prove things were working. runs in an Integrated v4.0 application pool setup to use Windows authentication application pool has a custom AD Identity assigned (so it can gain access to a SQL server) application pool identity has read permissions in the c:\apps\test1 folder in which it is running It's an MVC4 application, targeting .NET 4.0 currently -There's no default document in an MVC4 application (like a default.aspx), as there shouldn't need to be one. I don't want to enable directory listings (as that's not the real error). Installed: Roles / Web Server (IIS) / Appliation Development / (.NET 4.5 Extensibility, Application Initialization, ASP.NET 4.5, ISAP Extensions, ISAPI Filters, WebSocket Protocol) Works locally on my machine in IISExpress on Windows 8 Has configured in web.config: <modules runAllManagedModulesForAllRequests="true" /> is set to precompiled during publish When I change the precompiled option to false, the web application does not fail (in my testing at least, it seems to work consistently). The reason I say it's inconsistent is that I've seen it work, then I've published, and the error returns. I can't find a pattern to the issue (and right now, I haven't been able to get it work again, at all). The 403 is returned from a local or remote web browser. I've had trouble finding a solution that isn't intended for older versions of Windows (like suggestions to reinstall ASP.NET which won't work on Windows 2012). I really don't know what else to try.

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  • Install a web certificate on an Android device

    - by martani_net
    To gain access to WIFI at university I have to login with my user/pass credentials. The certificate of their website (the local home page that asks for the credentials) is not recognized as a trusted certificate, so we install it separately on our computers. The problem is that I don't take my laptop with me often to university, so I usually want to connect using my HTC Magic, but I have no clue on how to install the certificate separately on Android, it is always rejected. [Edit2] : this is what is stated in their website Need for installation of official certificates CyberTrust validated by the CRU (http://www.cru.fr/wiki/scs/) The certificates contain information certified to generate encryption keys for data exchange, called "sensitive" as the password of a user. By connecting to CanalIP-UPMC, for example, the user must validate the identity of the server accepting the certificate appears on the screen in a "popup window". In reality, the user is unable to validate a certificate knowing, because a simple visual check of the license is impossible. Therefore, the certificates of the certification authority (CRU-Cybertrust Educationnal-ca.ca Cybertrust and-global-root-ca.ca) must be installed prior to the browser for the validity of the certificate server can be controlled automatically. Before you connect to the network-UPMC CanalIP you must register in your browser through the certification authority Cybertrust-Educationnal-ca.ca Download the Cybertrust-Educationnal-ca.ca, depending on your browser and select the link below : With Internet Explorer, click on the link following. With Firefox, click on the link following. With Safari, click the link following. If this procedure is not respected, a real risk is incurred by the user: that of being robbed password LDAP directory UPMC. A malicious server may in fact try very easily attack type "man-in-the-middle" by posing as the legitimate server at UPMC. The theft of a password allows the attacker to steal an identity for transactions over the Internet can engage the responsibility of the user trapped ... This is their website : http://www.canalip.upmc.fr/doc/Default.htm (in French, Google-translate it :)) Anyone knows how to install a web certificate on Android?

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  • Side-By-Side Configuration Error VC90.CRT

    - by Swiss
    I keep receiving the following error when trying to run MikTeX 2.8 or Visual Studio 2008 on 64-Bit Windows Vista. It's particularly odd because both programs were working problem free until a few days ago. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail. Opening the Application log provides the following information: Activation context generation failed for "C:\Program Files (x86)\MiKTeX 2.8\miktex\bin\texworks.exe". Error in manifest or policy file "C:\Program Files (x86)\MiKTeX 2.8\miktex\bin\Microsoft.VC90.CRT.MANIFEST" on line 4. Component identity found in manifest does not match the identity of the component requested. Reference is Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.30729.4148". Definition is Microsoft.VC90.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.30729.1". Please use sxstrace.exe for detailed diagnosis. It looks like the problem is with Microsoft.VC90.CRT.MANIFEST, but I am not sure why or how to fix this problem. I have tried uninstalling/reinstalling Visual Studio and MikTeX, as well as uninstalling/reinstalling Microsoft's C++ Redistributable, but nothing seems to be fixing this problem.

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