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  • Blank Mail from PHP application

    - by brettlwilliams
    Problem: Blank email from PHP web application. Confirmed: App works in Linux, has various problems in Windows server environment. Blank emails are the last remaining problem. PHP Version 5.2.6 on the server I'm a librarian implementing a PHP based web application to help students complete their assignments.I have installed this application before on a Linux based free web host and had no problems. Email is controlled by two files, email_functions.php and email.php. While email can be sent, all that is sent is a blank email. My IT department is an ASP only shop, so I can get little to no help there. I also cannot install additional libraries like PHPmail or Swiftmailer. You can see a functional copy at http://rpc.elm4you.org/ You can also download a copy from Sourceforge from the link there. Thanks in advance for any insight into this! email_functions.php <?php /********************************************************** Function: build_multipart_headers Author: Michael Berkowski Last Modified: September 2007 *********************************************************** Purpose: Creates email headers for a message of type multipart/mime This will include a plain text part and HTML. **********************************************************/ function build_multipart_headers($boundary_rand) { global $EMAIL_FROM_DISPLAY_NAME, $EMAIL_FROM_ADDRESS, $CALC_PATH, $CALC_TITLE, $SERVER_NAME; // Using \n instead of \r\n because qmail doubles up the \r and screws everything up! $crlf = "\n"; $message_date = date("r"); // Construct headers for multipart/mixed MIME email. It will have a plain text and HTML part $headers = "X-Calc-Name: $CALC_TITLE" . $crlf; $headers .= "X-Calc-Url: http://{$SERVER_NAME}/{$CALC_PATH}" . $crlf; $headers .= "MIME-Version: 1.0" . $crlf; $headers .= "Content-type: multipart/alternative;" . $crlf; $headers .= " boundary=__$boundary_rand" . $crlf; $headers .= "From: $EMAIL_FROM_DISPLAY_NAME <$EMAIL_FROM_ADDRESS>" . $crlf; $headers .= "Sender: $EMAIL_FROM_DISPLAY_NAME <$EMAIL_FROM_ADDRESS>" . $crlf; $headers .= "Reply-to: $EMAIL_FROM_DISPLAY_NAME <$EMAIL_FROM_ADDRESS>" . $crlf; $headers .= "Return-Path: $EMAIL_FROM_DISPLAY_NAME <$EMAIL_FROM_ADDRESS>" . $crlf; $headers .= "Date: $message_date" . $crlf; $headers .= "Message-Id: $boundary_rand@$SERVER_NAME" . $crlf; return $headers; } /********************************************************** Function: build_multipart_body Author: Michael Berkowski Last Modified: September 2007 *********************************************************** Purpose: Builds the email body content to go with the headers from build_multipart_headers() **********************************************************/ function build_multipart_body($plain_text_message, $html_message, $boundary_rand) { //$crlf = "\r\n"; $crlf = "\n"; $boundary = "__" . $boundary_rand; // Begin constructing the MIME multipart message $multipart_message = "This is a multipart message in MIME format." . $crlf . $crlf; $multipart_message .= "--{$boundary}{$crlf}Content-type: text/plain; charset=\"us-ascii\"{$crlf}Content-Transfer-Encoding: 7bit{$crlf}{$crlf}"; $multipart_message .= $plain_text_message . $crlf . $crlf; $multipart_message .= "--{$boundary}{$crlf}Content-type: text/html; charset=\"iso-8859-1\"{$crlf}Content-Transfer-Encoding: 7bit{$crlf}{$crlf}"; $multipart_message .= $html_message . $crlf . $crlf; $multipart_message .= "--{$boundary}--$crlf$crlf"; return $multipart_message; } /********************************************************** Function: build_step_email_body_text Author: Michael Berkowski Last Modified: September 2007 *********************************************************** Purpose: Returns a plain text version of the email body to be used for individually sent step reminders **********************************************************/ function build_step_email_body_text($stepnum, $arr_instructions, $dates, $query_string, $teacher_info ,$name, $class, $project_id) { global $CALC_PATH, $CALC_TITLE, $SERVER_NAME; $step_email_body =<<<BODY $CALC_TITLE Step $stepnum: {$arr_instructions["step$stepnum"]["title"]} Name: $name Class: $class BODY; $step_email_body .= build_text_single_step($stepnum, $arr_instructions, $dates, $query_string, $teacher_info); $step_email_body .= "\n\n"; $step_email_body .=<<<FOOTER The $CALC_TITLE offers suggestions, but be sure to check with your teacher to find out the best working schedule for your assignment! If you would like to stop receiving further reminders for this project, click the link below: http://$SERVER_NAME/$CALC_PATH/deleteproject.php?proj=$project_id FOOTER; // Wrap text to 78 chars per line // Convert any remaining HTML <br /> to \r\n // Strip out any remaining HTML tags. $step_email_body = strip_tags(linebreaks_html2text(wordwrap($step_email_body, 78, "\n"))); return $step_email_body; } /********************************************************** Function: build_step_email_body_html Author: Michael Berkowski Last Modified: September 2007 *********************************************************** Purpose: Same as above, but with HTML **********************************************************/ function build_step_email_body_html($stepnum, $arr_instructions, $dates, $query_string, $teacher_info, $name, $class, $project_id) { global $CALC_PATH, $CALC_TITLE, $SERVER_NAME; $styles = build_html_styles(); $step_email_body =<<<BODY <html> <head> <title> $CALC_TITLE </title> $styles </head> <body> <h1> $CALC_TITLE Schedule </h1> <strong>Name:</strong> $name <br /> <strong>Class:</strong> $class <br /> BODY; $step_email_body .= build_html_single_step($stepnum, $arr_instructions, $dates, $query_string, $teacher_info); $step_email_body .=<<<FOOTER <p> The $CALC_TITLE offers suggestions, but be sure to check with your teacher to find out the best working schedule for your assignment! </p> <p> If you would like to stop receiving further reminders for this project, <a href="http://{$SERVER_NAME}/$CALC_PATH/deleteproject.php?proj=$project_id">click this link.</a> </p> </body> </html> FOOTER; return $step_email_body; } /********************************************************** Function: build_html_styles Author: Michael Berkowski Last Modified: September 2007 *********************************************************** Purpose: Just returns a string of <style /> for the HTML message body **********************************************************/ function build_html_styles() { $styles =<<<STYLES <style type="text/css"> body { font-family: Arial, sans-serif; font-size: 85%; } h1 { font-size: 120%; } table { border: none; } tr { vertical-align: top; } img { display: none; } hr { border: 0; } </style> STYLES; return $styles; } /********************************************************** Function: linebreaks_html2text Author: Michael Berkowski Last Modified: October 2007 *********************************************************** Purpose: Convert <br /> html tags to \n line breaks **********************************************************/ function linebreaks_html2text($in_string) { $out_string = ""; $arr_br = array("<br>", "<br />", "<br/>"); $out_string = str_replace($arr_br, "\n", $in_string); return $out_string; } ?> email.php <?php require_once("include/config.php"); require_once("include/instructions.php"); require_once("dbase/dbfunctions.php"); require_once("include/email_functions.php"); ini_set("sendmail_from", "[email protected]"); ini_set("SMTP", "mail.qatar.net.qa"); // Verify that the email has not already been sent by checking for a cookie // whose value is generated each time the form is loaded freshly. if (!(isset($_COOKIE['rpc_transid']) && $_COOKIE['rpc_transid'] == $_POST['transid'])) { // Setup some preliminary variables for email. // The scanning of $_POST['email']already took place when this file was included... $to = $_POST['email']; $subject = $EMAIL_SUBJECT; $boundary_rand = md5(rand()); $mail_type = ""; switch ($_POST['reminder-type']) { case "progressive": $arr_dbase_dates = array(); $conn = rpc_connect(); if (!$conn) { $mail_success = FALSE; $mail_status_message = "Could not register address!"; break; } // Sanitize all the data that will be inserted into table... // We need to remove "CONTENT-TYPE:" from name/class to defang them. // Additionall, we can't allow any line-breaks in those fields to avoid // hacks to email headers. $ins_name = mysql_real_escape_string($name); $ins_name = eregi_replace("CONTENT-TYPE", "...Content_Type...", $ins_name); $ins_name = str_replace("\n", "", $ins_name); $ins_class = mysql_real_escape_string($class); $ins_class = eregi_replace("CONTENT-TYPE", "...Content_Type...", $ins_class); $ins_class = str_replace("\n", "", $ins_class); $ins_email = mysql_real_escape_string($email); $ins_teacher_info = $teacher_info ? "YES" : "NO"; switch ($format) { case "Slides": $ins_format = "SLIDES"; break; case "Video": $ins_format = "VIDEO"; break; case "Essay": default: $ins_format = "ESSAY"; break; } // The transid from the previous form will be used as a project identifier // Steps will be grouped by project identifier. $ins_project_id = mysql_real_escape_string($_POST['transid'] . md5(rand())); $arr_dbase_dates = dbase_dates($dates); $arr_past_dates = array(); // Iterate over the dates array and build a SQL statement for each one. $insert_success = TRUE; // $min_reminder_date = date("Ymd", mktime(0,0,0,date("m"),date("d")+$EMAIL_REMINDER_DAYS_AHEAD,date("Y"))); for ($date_index = 0; $date_index < sizeof($arr_dbase_dates); $date_index++) { // Make sure we're using the right keys... $ins_date_index = $date_index + 1; // The insert will only happen if the date of the event is in the future. // For dates today and earlier, no insert. // For dates today or after the reminder deadline, we'll send the email immediately after the inserts. if ($arr_dbase_dates[$date_index] > (int)$min_reminder_date) { $qry =<<<QRY INSERT INTO email_queue ( NOTIFICATION_ID, PROJECT_ID, EMAIL, NAME, CLASS, FORMAT, TEACHER_INFO, STEP, MESSAGE_DATE ) VALUES ( NULL, '$ins_project_id', '$ins_email', '$ins_name', '$ins_class', '$ins_format', '$ins_teacher_info', $ins_date_index, /*step number*/ {$arr_dbase_dates[$date_index]} /* Date in the integer format yyyymmdd */ ) QRY; // Attempt to do the insert... $result = mysql_query($qry); // If even one insert fails, bail out. if (!$result) { $mail_success = FALSE; $mail_status_message = "Could not register address!"; break; } } // For dates today or earlier, store the steps=>dates in an array so the mails can // be sent immediately. else { $arr_past_dates[$ins_date_index] = $arr_dbase_dates[$date_index]; } } // Close the connection resources. mysql_close($conn); // SEND OUT THE EMAILS THAT HAVE TO GO IMMEDIATELY... // This should only be step 1, but who knows... //var_dump($arr_past_dates); for ($stepnum=1; $stepnum<=sizeof($arr_past_dates); $stepnum++) { $email_teacher_info = ($teacher_info && $EMAIL_TEACHER_REMINDERS) ? TRUE : FALSE; $boundary = md5(rand()); $plain_text_body = build_step_email_body_text($stepnum, $arr_instructions, $dates, $query_string, $email_teacher_info ,$name, $class, $ins_project_id); $html_body = build_step_email_body_html($stepnum, $arr_instructions, $dates, $query_string, $email_teacher_info ,$name, $class, $ins_project_id); $multipart_headers = build_multipart_headers($boundary); $multipart_body = build_multipart_body($plain_text_body, $html_body, $boundary); mail($to, $subject . ": Step " . $stepnum, $multipart_body, $multipart_headers, "[email protected]"); } // Set appropriate flags and messages $mail_success = TRUE; $mail_status_message = "Email address registered!"; $mail_type = "progressive"; set_mail_success_cookie(); break; // Default to a single email message. case "single": default: // We don't want to send images in the message, so strip them out of the existing structure. // This big ugly regex strips the whole table cell containing the image out of the table. // Must find a better solution... //$email_table_html = eregi_replace("<td class=\"stepImageContainer\" width=\"161px\">[\s\r\n\t]*<img class=\"stepImage\" src=\"images/[_a-zA-Z0-9]*\.gif\" alt=\"Step [1-9]{1} logo\" />[\s\r\n\t]*</td>", "\n", $table_html); // Show more descriptive text based on the value of $format switch ($format) { case "Video": $format_display = "Video"; break; case "Slides": $format_display = "Presentation with electronic slides"; break; case "Essay": default: $format_display = "Essay"; break; } $days = (int)$days; $html_message = ""; $styles = build_html_styles(); $html_message =<<<HTMLMESSAGE <html> <head> <title> $CALC_TITLE </title> $styles </head> <body> <h1> $CALC_TITLE Schedule </h1> <strong>Name:</strong> $name <br /> <strong>Class:</strong> $class <br /> <strong>Email:</strong> $email <br /> <strong>Assignment type:</strong> $format_display <br /><br /> <strong>Starting on:</strong> $date1 <br /> <strong>Assignment due:</strong> $date2 <br /> <strong>You have $days days to finish.</strong><br /> <hr /> $email_table_html </body> </html> HTMLMESSAGE; // Create the plain text version of the message... $plain_text_message = strip_tags(linebreaks_html2text(build_text_all_steps($arr_instructions, $dates, $query_string, $teacher_info))); // Add the title, since it doesn't get built in by build_text_all_steps... $plain_text_message = $CALC_TITLE . " Schedule\n\n" . $plain_text_message; $plain_text_message = wordwrap($plain_text_message, 78, "\n"); $multipart_headers = build_multipart_headers($boundary_rand); $multipart_message = build_multipart_body($plain_text_message, $html_message, $boundary_rand); $mail_success = FALSE; if (mail($to, $subject, $multipart_message, $multipart_headers, "[email protected]")) { $mail_success = TRUE; $mail_status_message = "Email sent!"; $mail_type = "single"; set_mail_success_cookie(); } else { $mail_success = FALSE; $mail_status_message = "Could not send email!"; } break; } } function set_mail_success_cookie() { // Prevent the mail from being resent on page reload. Set a timestamp cookie. // Expires in 24 hours. setcookie("rpc_transid", $_POST['transid'], time() + 86400); } ?>

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • Announcement: Employee Info Starter Kit (v6.0–ASP.NET MVC Edition) is Released

    - by Mohammad Ashraful Alam
    Originally posted on: http://geekswithblogs.net/joycsharp/archive/2013/06/16/announcement-employee-info-starter-kit-v6.0asp.net-mvc-edition-is-released.aspxAfter a long wait, the next version of Employee Info Starter Kit is released! This starter kit is basically a project template that contains code samples targeting a specific technology, such as ASP.NET Web Form, ASP.NET MVC etc. Since its first release, this open source project gained a huge popularity in the developer community and had 250K+ combined downloads. This starter kit is honored to be placed at the official ASP.NET site, along with other asp.net starter kits, which all are being considered as the “best” ASP.NET coding standards, recommended by Microsoft. EISK is showcased in Microsoft’s Channel 9’s Weekly Show, as well. The ASP.NET MVC Edition of the new version 6.0 bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End Specifications Creating a new employee record Read existing employee records Update an existing employee record Delete existing employee records Role based security model Key Technology Areas ASP.NET MVC 4 Entity Framework 4.3.1 Sql Server Compact Edition 4 Visual Studio 2012 QuickStart Guide Getting started with EISK 6.0 ASP.NET is pretty easy. Once you've Visual Studio 2012 installed, then just follow the steps as provided below: Download the EISK 6.0 MVC version. Extract the file. From the extracted folder, click the solution file "Eisk.MVC-VS2012.sln". Right click the "Eisk.MVC" project node and select "Select set as StartUp Project". Hit Ctrl+F5 and explore! Architectural Overview Overall architecture is based on Model-View-Controller pattern Support for desktop & mobile browsers. Usage of Domain Model, Repository and Unit of Work pattern from Domain Driven Development approach Usage of Data Annotations in model (entity) classes to centralize basic validation mechanism that facilitates DRY principle Usage of IValidatableObject interface in model (entity) classes that isolates custom business logic from application layer Usage of OOP inheritance and Value Object pattern in model (entity) classes that provides reusability in application architecture Usage of View Model, Editor Model pattern that provides mechanism for testable view rendering logic Several helper classes and extension methods to enable developers build application with reduced code If you want to learn more about it in details, just check the following links: Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture Enjoy!

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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  • How to get my IR remote to work? Lirc can't see it

    - by user1234567
    I'm using Ubuntu 11.10 (amd64) and I'm trying to get my infrared remote control working. The IR device is a part of a DVB-T USB stick (Based on a RTL2832u chip). I'm using these drivers - it's the only way of getting this device to work under 11.10 that I found. It's a big impromevent from previous Ubuntu version, where I had to edit the driver's code. The device works quite great - and the IR part of it works, too. The driver's page says that the code it's in alpha stage, but I'm pretty sure that my issue has nothing to do with that. If, and only if driver's module is loaded with parameter rtl2832u_rc_mode=2 (which means "use NEC protocol for IR") the remote kind of works, I can see this by running cat /dev/.. ../input6 - when I press a button, random letters appear. The remote works just like a keyboard, but keys are totally messed up - when I press '5' the volume goes down, etc. I would like to use Lirc to fix that, but Lirc can't detect my device (i.e. irw shows nothing). I suspect, it's because something gets into control of the device and sets it up as a keyboard. Lirc seems to be working, it's KDE settings module works too, but it just doesn't detect the device. The Lirc page describes this issue, but since 2009 - the last year when that page was updated, Ubuntu moved from HAL (described there) to DeviceKit, rendering provided instruction useless. I had a similar issue with my previous remote, but the keys were not messed up so much - the remote was usable, so I gave up trying to get Lirc working. I tried the answer provided here, but it changed nothing. I also tried forcing lircd to use my device, but this didn't work too: for i in /sys/class/input/input* ; do echo -n "$(basename "$i"): "; cat "$i/name"; done shows input0: Power Button input1: Power Button input2: Logitech Logitech USB Keyboard input3: A4Tech PS/2+USB Mouse input6: IR-receiver inside an USB DVB receiver But when I run: lircd -n --device=name='IR*' as root (also tried with the full name) I always see: lircd-0.9.0[3983]: lircd(default) ready, using /var/run/lirc/lircd lircd-0.9.0[3983]: accepted new client on /var/run/lirc/lircd lircd-0.9.0[3983]: could not get file information for name=IR* lircd-0.9.0[3983]: default_init(): No such file or directory lircd-0.9.0[3983]: Failed to initialize hardware So, how to set up Lirc with devinput driver in such case?

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  • Torchlight Black Screen and doesn't show up

    - by Lelouch Reyiz
    When I open it in full screen I get a black screen that covers whole screen,in windowed mode middle of screen.Here is a video: https://copy.com/fvrGw7QIJ8Z0 Terminal Output: alperen@alperen-Inspiron-N5010 /usr/local/games/Torchlight $ ./Torchlight.bin.x86_64 Creating resource group General Creating resource group Internal Creating resource group Autodetect SceneManagerFactory for type 'DefaultSceneManager' registered. Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. FreeImage version: 3.13.1 This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz DDS codec registering Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. Loading library lib64/OGRE/RenderSystem_GL Installing plugin: GL RenderSystem OpenGL Rendering Subsystem created. Plugin successfully installed Loading library lib64/OGRE/Plugin_ParticleFX Installing plugin: ParticleFX Particle Emitter Type 'Point' registered Particle Emitter Type 'Box' registered Particle Emitter Type 'Ellipsoid' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ring' registered Particle Emitter Type 'HollowEllipsoid' registered Particle Affector Type 'LinearForce' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourInterpolator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'DeflectorPlane' registered Plugin successfully installed Loading library lib64/OGRE/Plugin_OctreeSceneManager Installing plugin: Octree & Terrain Scene Manager Plugin successfully installed *-*-* OGRE Initialising *-*-* Version 1.6.5 (Shoggoth) terminate called after throwing an instance of 'std::out_of_range' what(): basic_string::substr Error: signal: 6 ./Torchlight.bin.x86_64(_ZN10LinuxUtils13crash_handlerEi+0x25)[0x17eb6f5] /lib/x86_64-linux-gnu/libc.so.6(+0x37000)[0x7fc647877000] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x39)[0x7fc647876f89] /lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fc64787a398] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x155)[0x7fc6481826b5] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e836)[0x7fc648180836] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e863)[0x7fc648180863] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5eaa2)[0x7fc648180aa2] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZSt20__throw_out_of_rangePKc+0x67)[0x7fc6481d25d7] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xbe3d3)[0x7fc6481e03d3] ./Torchlight.bin.x86_64(_ZN11CFileSystem21buildMassiveDataGroupEv+0x453)[0x1617805] ./Torchlight.bin.x86_64(_ZN11CFileSystemC1Eb+0x14be)[0x16145ae] ./Torchlight.bin.x86_64(_ZN22CMasterResourceManagerC1EP9CSettings+0x41a)[0xfe1d0a] ./Torchlight.bin.x86_64(_ZN5CGame5setupEb+0x79a)[0x73ceaa] ./Torchlight.bin.x86_64(_ZN5CGame5beginEPv+0x28d)[0x73b839] ./Torchlight.bin.x86_64(main+0x649)[0x146dbe4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fc647861ec5] ./Torchlight.bin.x86_64[0x739ca9]

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  • User connection management in Reporting Services configuration

    - by Testas
    IT professionals will use Reporting Services Configuration Manager to perform post installation tasks for SQL Server Reporting Services. Introduced in SQL Server 2005, Reporting Services Configuration Manager provides an intuitive interface to perform tasks including specifying the report server database, report manager url, and indeed one of the first post installation tasks that should be performed is backing up the encryption keys that are used to protect the sensitive information within the rdl files.  Many of the options that are selected within Reporting Services Configuration Manager are written to a number of configuration files including the rsreportserver.config file located in C:\Program Files\Microsoft SQL Server\Report Server InstanceName\Reporting Services\ReportServer folder.When opening this file you will notice that there are more configuration settings within the rsreportserver.config file than is available through the Reporting Services Configuration Manager Interface. As a result there are additional configuration options that can be defined within this file.  A customer was having a problem performing stress tests against a new Report Server that would be going live for an enterprise reporting system. One aspect of the stress test was to fire 50 connections from a single user account. When performing the stress test an error described that the maximum active request had been exceeded. Within the rsreportserver.config, there is a key that is added to the file:  <Add Key=”MaxActiveReqForOneUser” Value=”20”/>  Changing the value from 20 to 50 accommodated the needs of the stress test, however, a wider question should be asked pertaining to this setting when implementing Reporting Services to a production environment. Within an intranet environment, the default setting is appropriate when network bandwidth is high, users are known and demand for reports is particularly high from a group of users.  However, when deploying a Reporting Server solution to an extranet, or the internet, you may want to consider reducing this setting to reduce to scope of connections that can be acquired by a single user and placing unnecessary pressure on the report server. I do hope that Reporting Services Configuration Manager evolves to include an advanced page that includes an intuitive interface to change configuration settings such as the MaxActiveReqForOneUser, and also configure rendering and data extensions and define secure connection levels to the report server. All these options can be configured within the rsreportserver.config file, and these are setting that customers would like to see in Reporting Services Configuration Manager in the future.   If you think that the SQL community would benefit from this addition, you can vote on it at Microsoft Connect  https://connect.microsoft.com/SQLServer/feedback/details/565575/extending-reporting-services-configuration-manager-rscm    

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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  • Devoxx 2011: Java EE 6 Hands-on Lab Delivered

    - by arungupta
    I, along with Alexis's help, delivered a Java EE 6 hands-on lab to a packed room of about 40+ attendees at Devoxx 2011. The lab was derived from the OTN Developer Days 2012 version but added lot more content to showcase several Java EE 6 technologies. The problem statement from the lab document states: This hands-on lab builds a typical 3-tier Java EE 6 Web application that retrieves customer information from a database and displays it in a Web page. The application also allows new customers to be added to the database as well. The string-based and type-safe queries are used to query and add rows to the database. Each row in the database table is published as a RESTful resource and is then accessed programmatically. Typical design patterns required by a Web application like validation, caching, observer, partial page rendering, and cross-cutting concerns like logging are explained and implemented using different Java EE 6 technologies. The lab covered Java Persistence API 2, Servlet 3, Enterprise JavaBeans 3.1, JavaServer Faces 2, Java API for RESTful Web Services 1.1, Contexts and Dependency Injection 1.0, and Bean Validation 1.0 over 47 pages of detailed self-paced instructions. Here is the complete Table of Contents: The lab can be downloaded from here and requires only NetBeans IDE "All" or "Java EE" version, which includes GlassFish anyway. All the feedback received from the lab has been incorporated in the instructions and bugs filed (Updated 49559, 205232, 205248, 205256). 80% of the attendees could easily complete the lab and some even completed in much less than 3 hours. That indicates that either more content needs to be added to the lab or the intellectual level of the attendees at the conference was pretty high. I think the lab has enough content for 3 hours but we moved at a much more faster pace so I conclude on the latter. Truly a joy to conduct a lab to 40 Devoxxians! Another related lab that might be handy for folks is "Develop, Deploy, and Monitor your Java EE 6 applications using GlassFish 3.1 Cluster". It explains how: Create a 2-instance GlassFish cluster Front-end with a Web server and a load balancer Demonstrate session replication and fail over Monitor the application using JavaScript The complete lab instructions and source code are available and you can try them. I plan to continue evolving the contents for the Java EE 6 hands-on lab to cover more technologies and features and will announce them on this blog. Let me know on what else would you like to see in the future versions.

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  • Devoxx 2011: Java EE 6 Hands-on Lab Delivered

    - by arungupta
    I, along with Alexis's help, delivered a Java EE 6 hands-on lab to a packed room of about 40+ attendees at Devoxx 2011. The lab was derived from the OTN Developer Days 2012 version but added lot more content to showcase several Java EE 6 technologies. The problem statement from the lab document states: This hands-on lab builds a typical 3-tier Java EE 6 Web application that retrieves customer information from a database and displays it in a Web page. The application also allows new customers to be added to the database as well. The string-based and type-safe queries are used to query and add rows to the database. Each row in the database table is published as a RESTful resource and is then accessed programmatically. Typical design patterns required by a Web application like validation, caching, observer, partial page rendering, and cross-cutting concerns like logging are explained and implemented using different Java EE 6 technologies. The lab covered Java Persistence API 2, Servlet 3, Enterprise JavaBeans 3.1, JavaServer Faces 2, Java API for RESTful Web Services 1.1, Contexts and Dependency Injection 1.0, and Bean Validation 1.0 over 47 pages of detailed self-paced instructions. Here is the complete Table of Contents: The lab can be downloaded from here and requires only NetBeans IDE "All" or "Java EE" version, which includes GlassFish anyway. All the feedback received from the lab has been incorporated in the instructions and bugs filed (Updated 49559, 205232, 205248, 205256). 80% of the attendees could easily complete the lab and some even completed in much less than 3 hours. That indicates that either more content needs to be added to the lab or the intellectual level of the attendees at the conference was pretty high. I think the lab has enough content for 3 hours but we moved at a much more faster pace so I conclude on the latter. Truly a joy to conduct a lab to 40 Devoxxians! Another related lab that might be handy for folks is "Develop, Deploy, and Monitor your Java EE 6 applications using GlassFish 3.1 Cluster". It explains how: Create a 2-instance GlassFish cluster Front-end with a Web server and a load balancer Demonstrate session replication and fail over Monitor the application using JavaScript The complete lab instructions and source code are available and you can try them. I plan to continue evolving the contents for the Java EE 6 hands-on lab to cover more technologies and features and will announce them on this blog. Let me know on what else would you like to see in the future versions.

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  • Choosing a VS project type (C++)

    - by typoknig
    Hi all, I do not use C++ much (I try to stick to the easier stuff like Java and VB.NET), but the lately I have not had a choice. When I am picking a project type in VS for some C++ source I download, what project type should I pick? I had just been sticking with Win32 Console Applications, but I just downloaded some code (below) that will not work right even when it compiles with out errors. I have tried to use a CLR Console Application and an empty project too, and have changed many variables along the way, but I cannot get this code to work. I noticed that this code does not have "int main()" at its beginning, does that have something to do with it? Anyways, here is the code, got it from here: /* Demo of modified Lucas-Kanade optical flow algorithm. See the printf below */ #ifdef _CH_ #pragma package <opencv> #endif #ifndef _EiC #include "cv.h" #include "highgui.h" #include <stdio.h> #include <ctype.h> #endif #include <windows.h> #define FULL_IMAGE_AS_OUTPUT_FILE #define cvMirror cvFlip //IplImage *image = 0, *grey = 0, *prev_grey = 0, *pyramid = 0, *prev_pyramid = 0, *swap_temp; IplImage **buf = 0; IplImage *image1 = 0; IplImage *imageCopy=0; IplImage *image = 0; int win_size = 10; const int MAX_COUNT = 500; CvPoint2D32f* points[2] = {0,0}, *swap_points; char* status = 0; //int count = 0; //int need_to_init = 0; //int night_mode = 0; int flags = 0; //int add_remove_pt = 0; bool bLButtonDown = false; //bool bstopLoop = false; CvPoint pt, pt1,pt2; //IplImage* img1; FILE* FileDest; char* strImageDir = "E:\\Projects\\TSCreator\\Images"; char* strItemName = "b"; int imageCount=0; int bFirstFace = 1; // flag for first face int mode = 1; // Mode 1 - Haar Traing Sample Creation, 2 - HMM sample creation, Mode = 3 - Both Harr and HMM. //int startImgeNo = 1; bool isEqualRation = false; //Weidth to height ratio is equal //Selected Image data IplImage *selectedImage = 0; int selectedX = 0, selectedY = 0, currentImageNo = 0, selectedWidth = 0, selectedHeight= 0; CvRect selectedROI; void saveFroHarrTraining(IplImage *src, int x, int y, int width, int height, int imageCount); void saveForHMMTraining(IplImage *src, CvRect roi,int imageCount); // Code for draw ROI Cropping Image void on_mouse( int event, int x, int y, int flags, void* param ) { char f[200]; CvRect reg; if( !image ) return; if( event == CV_EVENT_LBUTTONDOWN ) { bLButtonDown = true; pt1.x = x; pt1.y = y; } else if ( event == CV_EVENT_MOUSEMOVE ) //Draw the selected area rectangle { pt2.x = x; pt2.y = y; if(bLButtonDown) { if( !image1 ) { /* allocate all the buffers */ image1 = cvCreateImage( cvGetSize(image), 8, 3 ); image1->origin = image->origin; points[0] = (CvPoint2D32f*)cvAlloc(MAX_COUNT*sizeof(points[0][0])); points[1] = (CvPoint2D32f*)cvAlloc(MAX_COUNT*sizeof(points[0][0])); status = (char*)cvAlloc(MAX_COUNT); flags = 0; } cvCopy( image, image1, 0 ); //Equal Weight-Height Ratio if(isEqualRation) { pt2.y = pt1.y + (pt2.x-pt1.x); } //Max Height and Width is the image width and height if(pt2.x>image->width) { pt2.x = image->width; } if(pt2.y>image->height) { pt2.y = image->height; } CvPoint InnerPt1 = pt1; CvPoint InnerPt2 = pt2; if ( InnerPt1.x > InnerPt2.x) { int tempX = InnerPt1.x; InnerPt1.x = InnerPt2.x; InnerPt2.x = tempX; } if ( pt2.y < InnerPt1.y ) { int tempY = InnerPt1.y; InnerPt1.y = InnerPt2.y; InnerPt2.y = tempY; } InnerPt1.y = image->height - InnerPt1.y; InnerPt2.y = image->height - InnerPt2.y; CvFont font; double hScale=1.0; double vScale=1.0; int lineWidth=1; cvInitFont(&font,CV_FONT_HERSHEY_SIMPLEX|CV_FONT_ITALIC, hScale,vScale,0,lineWidth); char size [200]; reg.x = pt1.x; reg.y = image->height - pt2.y; reg.height = abs (pt2.y - pt1.y); reg.width = InnerPt2.x -InnerPt1.x; //print width and heght of the selected reagion sprintf(size, "(%dx%d)",reg.width, reg.height); cvPutText (image1,size,cvPoint(10,10), &font, cvScalar(255,255,0)); cvRectangle(image1, InnerPt1, InnerPt2, CV_RGB(255,0,0), 1); //Mark Selected Reagion selectedImage = image; selectedX = pt1.x; selectedY = pt1.y; selectedWidth = reg.width; selectedHeight = reg.height; selectedROI = reg; //Show the modified image cvShowImage("HMM-Harr Positive Image Creator",image1); } } else if ( event == CV_EVENT_LBUTTONUP ) { bLButtonDown = false; // pt2.x = x; // pt2.y = y; // // if ( pt1.x > pt2.x) // { // int tempX = pt1.x; // pt1.x = pt2.x; // pt2.x = tempX; // } // // if ( pt2.y < pt1.y ) // { // int tempY = pt1.y; // pt1.y = pt2.y; // pt2.y = tempY; // // } // //reg.x = pt1.x; //reg.y = image->height - pt2.y; // //reg.height = abs (pt2.y - pt1.y); ////reg.width = reg.height/3; //reg.width = pt2.x -pt1.x; ////reg.height = (2 * reg.width)/3; #ifdef FULL_IMAGE_AS_OUTPUT_FILE CvRect FullImageRect; FullImageRect.x = 0; FullImageRect.y = 0; FullImageRect.width = image->width; FullImageRect.height = image->height; IplImage *regionFullImage =0; regionFullImage = cvCreateImage(cvSize (FullImageRect.width, FullImageRect.height), image->depth, image->nChannels); image->roi = NULL; //cvSetImageROI (image, FullImageRect); //cvCopy (image, regionFullImage, 0); #else IplImage *region =0; region = cvCreateImage(cvSize (reg.width, reg.height), image1->depth, image1->nChannels); image->roi = NULL; cvSetImageROI (image1, reg); cvCopy (image1, region, 0); #endif //cvNamedWindow("Result", CV_WINDOW_AUTOSIZE); //selectedImage = image; //selectedX = pt1.x; //selectedY = pt1.y; //selectedWidth = reg.width; //selectedHeight = reg.height; ////currentImageNo = startImgeNo; //selectedROI = reg; /*if(mode == 1) { saveFroHarrTraining(image,pt1.x,pt1.y,reg.width,reg.height,startImgeNo); } else if(mode == 2) { saveForHMMTraining(image,reg,startImgeNo); } else if(mode ==3) { saveFroHarrTraining(image,pt1.x,pt1.y,reg.width,reg.height,startImgeNo); saveForHMMTraining(image,reg,startImgeNo); } else { printf("Invalid mode."); } startImgeNo++;*/ } } /* Save popsitive samples for Harr Training. Also add an entry to the PositiveSample.txt with the location of the item of interest. */ void saveFroHarrTraining(IplImage *src, int x, int y, int width, int height, int imageCount) { char f[255] ; sprintf(f,"%s\\%s\\harr_%s%d%d.jpg",strImageDir,strItemName,strItemName,imageCount/10, imageCount%10); cvNamedWindow("Harr", CV_WINDOW_AUTOSIZE); cvShowImage("Harr", src); cvSaveImage(f, src); printf("output%d%d \t ", imageCount/10, imageCount%10); printf("width %d \t", width); printf("height %d \t", height); printf("x1 %d \t", x); printf("y1 %d \t\n", y); char f1[255]; sprintf(f1,"%s\\PositiveSample.txt",strImageDir); FileDest = fopen(f1, "a"); fprintf(FileDest, "%s\\harr_%s%d.jpg 1 %d %d %d %d \n",strItemName,strItemName, imageCount, x, y, width, height); fclose(FileDest); } /* Create Sample Images for HMM recognition algorythm trai ning. */ void saveForHMMTraining(IplImage *src, CvRect roi,int imageCount) { char f[255] ; printf("x=%d, y=%d, w= %d, h= %d\n",roi.x,roi.y,roi.width,roi.height); //Create the file name sprintf(f,"%s\\%s\\hmm_%s%d.pgm",strImageDir,strItemName,strItemName, imageCount); //Create storage for grayscale image IplImage* gray = cvCreateImage(cvSize(roi.width,roi.height), 8, 1); //Create storage for croped reagon IplImage* regionFullImage = cvCreateImage(cvSize(roi.width,roi.height),8,3); //Croped marked region cvSetImageROI(src,roi); cvCopy(src,regionFullImage); cvResetImageROI(src); //Flip croped image - otherwise it will saved upside down cvConvertImage(regionFullImage, regionFullImage, CV_CVTIMG_FLIP); //Convert croped image to gray scale cvCvtColor(regionFullImage,gray, CV_BGR2GRAY); //Show final grayscale image cvNamedWindow("HMM", CV_WINDOW_AUTOSIZE); cvShowImage("HMM", gray); //Save final grayscale image cvSaveImage(f, gray); } int maina( int argc, char** argv ) { CvCapture* capture = 0; //if( argc == 1 || (argc == 2 && strlen(argv[1]) == 1 && isdigit(argv[1][0]))) // capture = cvCaptureFromCAM( argc == 2 ? argv[1][0] - '0' : 0 ); //else if( argc == 2 ) // capture = cvCaptureFromAVI( argv[1] ); char* video; if(argc ==7) { mode = atoi(argv[1]); strImageDir = argv[2]; strItemName = argv[3]; video = argv[4]; currentImageNo = atoi(argv[5]); int a = atoi(argv[6]); if(a==1) { isEqualRation = true; } else { isEqualRation = false; } } else { printf("\nUsage: TSCreator.exe <Mode> <Sample Image Save Path> <Sample Image Save Directory> <Video File Location> <Start Image No> <Is Equal Ratio>\n"); printf("Mode = 1 - Haar Traing Sample Creation. \nMode = 2 - HMM sample creation.\nMode = 3 - Both Harr and HMM\n"); printf("Is Equal Ratio = 0 or 1. 1 - Equal weidth and height, 0 - custom."); printf("Note: You have to create the image save directory in correct path first.\n"); printf("Eg: TSCreator.exe 1 E:\Projects\TSCreator\Images A 11.avi 1 1\n\n"); return 0; } capture = cvCaptureFromAVI(video); if( !capture ) { fprintf(stderr,"Could not initialize capturing...\n"); return -1; } cvNamedWindow("HMM-Harr Positive Image Creator", CV_WINDOW_AUTOSIZE); cvSetMouseCallback("HMM-Harr Positive Image Creator", on_mouse, 0); //cvShowImage("Test", image1); for(;;) { IplImage* frame = 0; int i, k, c; frame = cvQueryFrame( capture ); if( !frame ) break; if( !image ) { /* allocate all the buffers */ image = cvCreateImage( cvGetSize(frame), 8, 3 ); image->origin = frame->origin; //grey = cvCreateImage( cvGetSize(frame), 8, 1 ); //prev_grey = cvCreateImage( cvGetSize(frame), 8, 1 ); //pyramid = cvCreateImage( cvGetSize(frame), 8, 1 ); // prev_pyramid = cvCreateImage( cvGetSize(frame), 8, 1 ); points[0] = (CvPoint2D32f*)cvAlloc(MAX_COUNT*sizeof(points[0][0])); points[1] = (CvPoint2D32f*)cvAlloc(MAX_COUNT*sizeof(points[0][0])); status = (char*)cvAlloc(MAX_COUNT); flags = 0; } cvCopy( frame, image, 0 ); // cvCvtColor( image, grey, CV_BGR2GRAY ); cvShowImage("HMM-Harr Positive Image Creator", image); cvSetMouseCallback("HMM-Harr Positive Image Creator", on_mouse, 0); c = cvWaitKey(0); if((char)c == 's') { //Save selected reagion as training data if(selectedImage) { printf("Selected Reagion Saved\n"); if(mode == 1) { saveFroHarrTraining(selectedImage,selectedX,selectedY,selectedWidth,selectedHeight,currentImageNo); } else if(mode == 2) { saveForHMMTraining(selectedImage,selectedROI,currentImageNo); } else if(mode ==3) { saveFroHarrTraining(selectedImage,selectedX,selectedY,selectedWidth,selectedHeight,currentImageNo); saveForHMMTraining(selectedImage,selectedROI,currentImageNo); } else { printf("Invalid mode."); } currentImageNo++; } } } cvReleaseCapture( &capture ); //cvDestroyWindow("HMM-Harr Positive Image Creator"); cvDestroyAllWindows(); return 0; } #ifdef _EiC main(1,"lkdemo.c"); #endif If I put... #include "stdafx.h" int _tmain(int argc, _TCHAR* argv[]) { return 0; } ... before the previous code (and link it to the correct OpenCV .lib files) it compiles without errors, but does nothing at the command line. How do I make it work?

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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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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  • Single Responsibility Principle Implementation

    - by Mike S
    In my spare time, I've been designing a CMS in order to learn more about actual software design and architecture, etc. Going through the SOLID principles, I already notice that ideas like "MVC", "DRY", and "KISS", pretty much fall right into place. That said, I'm still having problems deciding if one of two implementations is the best choice when it comes to the Single Responsibility Principle. Implementation #1: class User getName getPassword getEmail // etc... class UserManager create read update delete class Session start stop class Login main class Logout main class Register main The idea behind this implementation is that all user-based actions are separated out into different classes (creating a possible case of the aptly-named Ravioli Code), but following the SRP to a "tee", almost literally. But then I thought that it was a bit much, and came up with this next implementation class UserView extends View getLogin //Returns the html for the login screen getShortLogin //Returns the html for an inline login bar getLogout //Returns the html for a logout button getRegister //Returns the html for a register page // etc... as needed class UserModel extends DataModel implements IDataModel // Implements no new methods yet, outside of the interface methods // Haven't figured out anything special to go here at the moment // All CRUD operations are handled by DataModel // through methods implemented by the interface class UserControl extends Control implements IControl login logout register startSession stopSession class User extends DataObject getName getPassword getEmail // etc... This is obviously still very organized, and still very "single responsibility". The User class is a data object that I can manipulate data on and then pass to the UserModel to save it to the database. All the user data rendering (what the user will see) is handled by UserView and it's methods, and all the user actions are in one space in UserControl (plus some automated stuff required by the CMS to keep a user logged in or to ensure that they stay out.) I personally can't think of anything wrong with this implementation either. In my personal feelings I feel that both are effectively correct, but I can't decide which one would be easier to maintain and extend as life goes on (despite leaning towards Implementation #1.) So what about you guys? What are your opinions on this? Which one is better? What basics (or otherwise, nuances) of that principle have I missed in either design?

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  • Rails - How to use modal form to add object in one model, then reflect that change on main page?

    - by Jim
    I'm working on a Rails app and I've come across a situation where I'm unsure of the cleanest way to proceed. I posted a question on SO with code samples and such - it has received no answers, and the more I think about the problem, the more I think I might be approaching this the wrong way. (See the SO question at http://stackoverflow.com/questions/9521319/how-to-reference-form-when-rendering-partial-from-js-erb-file) So, in more of a generic architecture type question: Right now I have a form where a user can add a new recipe. The form also allows the user to select ingredients (it uses a collection_select which contains Ingredient.all). The catch is - I'd like the user to be able to add a new ingredient on the fly, without leaving the recipe form. Using a hidden div and some jQuery/AJAX, I have a link the user can click to popup a modal form containing ingredients/new.html.erb which is a simple form. When that form is submitted, I call ingredients/create.js.erb to validate the ingredient was saved and hide the modal div. Now I am back to my recipe form, but my collection_select hasn't updated. It seems I have a few choices here: try and re-render the collection_select portion of the form so it grabs a new list of ingredients. This was the method I was attempting when I wrote the SO question. The problem I run into is the partial I use for the collection_select needs the parent form passed in, and when I try and render from the JS file I don't know how to pass it the form object. Reload the recipe form. This works (the collection_select now contains the new ingredient), but the user loses any progress they made on the recipe form. I would need a way to persist the form data - I thought about manually passing the values back and forth, but that is sloppy and there has to be a better way... Try and manually insert the tags using jQuery - this would be simple, but because I'm allowing for multiple ingredients to be added, I can't be certain what ID to target. Now, I can't be the only person to have this issue - so is there an easier way I'm missing? I like option 2 above, but I don't know if there's an easy way to grab the entire params hash as if I had submitted the main recipes form. Hopefully someone can point me in the right direction so I can find an answer to this... If this doesn't make any sense at all, let me know - I can post code samples if you want, but most of the pertinent code is up on the SO question. Thanks!

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • How to recognize an optimus laptop?

    - by kellogs
    kellogs@kellogs-K52Jc ~ $ lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 03:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 80) 03:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 80) 03:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 80) 03:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 80) 03:00.5 Ethernet controller: JMicron Technology Corp. JMC250 PCI Express Gigabit Ethernet Controller (rev 03) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) kellogs@kellogs-K52Jc ~ $ inxi -SGx System: Host: kellogs-K52Jc Kernel: 3.5.0-17-generic x86_64 (64 bit, gcc: 4.7.2) Desktop: KDE 4.9.5 (Qt 4.8.3) Distro: Linux Mint 14 Nadia Graphics: Card: Intel Core Processor Integrated Graphics Controller bus-ID: 00:02.0 X.Org: 1.13.0 drivers: intel (unloaded: fbdev,vesa) Resolution: [email protected] GLX Renderer: Mesa DRI Intel Ironlake Mobile GLX Version: 2.1 Mesa 9.0.3 Direct Rendering: Yes kellogs@kellogs-K52Jc ~ $ lshw [...] *-display description: VGA compatible controller product: Core Processor Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 18 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:44 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:e080(size=8) Manufacturer advertises the K52Jc model which I bought as optimus enabled. However, no traces of it in the output above. Of course, Bumblebee would not start on this machine. Should I rest assured that is a defective / un-optimused machine ?

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  • Some More New ADF Features in JDeveloper 11.1.2

    - by Steven Davelaar
    The official list of new features in JDeveloper 11.1.2 is documented here. While playing with JDeveloper 11.1.2 and scanning the web user interface developer's guide for 11.1.2, I noticed some additional new features in ADF Faces, small but might come in handy:  You can use the af:formatString and af:formatNamed constructs in EL expressions to use substituation variables. For example: <af:outputText value="#{af:formatString('The current user is: {0}',someBean.currentUser)}"/> See section 3.5.2 in web user interface guide for more info. A new ADF Faces Client Behavior tag: af:checkUncommittedDataBehavior. See section 20.3 in web user interface guide for more info. For this tag to work, you also need to set the  uncommittedDataWarning  property on the af:document tag. And this property has quite some issues as you can read here. I did a quick test, the alert is shown for a button that is on the same page, however, if you have a menu in a shell page with dynamic regions, then clicking on another menu item does not raise the alert if you have pending changes in the currently displayed region. For now, the JHeadstart implementation of pending changes still seems the best choice (will blog about that soon). New properties on the af:document tag: smallIconSource creates a so-called favicon that is displayed in front of the URL in the browser address bar. The largeIconSource property specifies the icon used by a mobile device when bookmarking the page to the home page. See section 9.2.5 in web user interface guide for more info. Also notice the failedConnectionText property which I didn't know but was already available in JDeveloper 11.1.1.4. The af:showDetail tag has a new property handleDisclosure which you can set to client for faster rendering. In JDeveloper 11.1.1.x, an expression like #{bindings.JobId.inputValue} would return the internal list index number when JobId was a list binding. To get the actual JobId attribute value, you needed to use #{bindings.JobId.attributeValue}. In JDeveloper 11.1.2 this is no longer needed, the #{bindings.JobId.inputValue} expression will return the attribute value corresponding with the selected index in the choice list. Did you discover other "hidden" new features? Please add them as comment to this blog post so everybody can benefit. 

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  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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