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  • GPU hung when switching graphic card

    - by Lie Ryan
    I have a laptop (Dell Inspiron N4110) with a switchable graphic. $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: ATI Technologies Inc NI Whistler [AMD Radeon HD 6600M Series] (rev ff) Normally, my laptop starts with both graphic cards enabled, which caused the laptop to turn very hot and the fan to become very noisy. I have been using a small script to disable the Radeon card. For some time, I'm quite happy with this arrangement. However, I have been having some issues with the Intel card (IGD), the Intel card often randomly hang when running OpenGL apps; and so I want to give the Radeon card (DIS) another chance. I have never been able to switch to the Radeon card, but recently, I found out that if I do a "delayed switching" (DDIS): # echo "DDIS" > /sys/kernel/debug/vgaswitcheroo/switch root@lieryan-dell-ubuntu:/sys/kernel/debug/vgaswitcheroo# cat switch 0:IGD:+:Pwr:0000:00:02.0 1:DIS: :Pwr:0000:01:00.0 then I logoff (i.e. to restart X), the screen switch to pseudo-tty and then it stuck there freezing. At this situation, mouse and keyboard stops working so I can't switch to another ptty. I tried ssh-ing from another computer to salvage logs (dmesg at that point) and whatnot; I found out that when freezing, the active graphic card is the AMD card: -- this is from ssh -- # cat switch 0:IGD: :Off:0000:00:02.0 1:DIS:+:Pwr:0000:01:00.0 but the GPU is apparently hung, looking at dmesg gives: ... [ 1411.649974] vga_switcheroo: client 0 refused switch [ 1411.649985] vga_switcheroo: setting delayed switch to client 1 [ 1423.911759] vga_switcheroo: processing delayed switch to 1 [ 1424.006564] fbcon: Remapping primary device, fb1, to tty 1-63 [ 1424.006799] i915: switched off [ 1424.840351] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1425.718088] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1426.622377] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1427.355683] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id [ 1428.193549] [drm:drm_mode_getfb] *ERROR* invalid framebuffer id ... the invalid framebuffer id error is repeated for many times over ... I were able to successfully recover by switching back to the Intel card and restarting X from ssh; indicating that only the Radeon card has problems switching. System info: $ uname -a Linux lieryan-dell-ubuntu 3.0.0-14-generic #23-Ubuntu SMP Mon Nov 21 20:28:43 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux $ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 11.10 Release: 11.10 Codename: oneiric The laptop also do not have the option to set graphic card at BIOS and the proprietary driver, fglrx, also have never worked; when I installed it through jockey ("Additional Drivers"), glxinfo showed that it still being rendered by Mesa, the /sys/kernel/debug/vgaswitcheroo directory has gone missing, and the driver crashes with a traceback if I use xorg.conf to tell X to use fglrx. Anyone had any idea if it is possible to use this AMD card either with the radeon or the fglrx driver? logs: dmesg

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  • PostSharp, Obfuscation, and IL

    - by simonc
    Aspect-oriented programming (AOP) is a relatively new programming paradigm. Originating at Xerox PARC in 1994, the paradigm was first made available for general-purpose development as an extension to Java in 2001. From there, it has quickly been adapted for use in all the common languages used today. In the .NET world, one of the primary AOP toolkits is PostSharp. Attributes and AOP Normally, attributes in .NET are entirely a metadata construct. Apart from a few special attributes in the .NET framework, they have no effect whatsoever on how a class or method executes within the CLR. Only by using reflection at runtime can you access any attributes declared on a type or type member. PostSharp changes this. By declaring a custom attribute that derives from PostSharp.Aspects.Aspect, applying it to types and type members, and running the resulting assembly through the PostSharp postprocessor, you can essentially declare 'clever' attributes that change the behaviour of whatever the aspect has been applied to at runtime. A simple example of this is logging. By declaring a TraceAttribute that derives from OnMethodBoundaryAspect, you can automatically log when a method has been executed: public class TraceAttribute : PostSharp.Aspects.OnMethodBoundaryAspect { public override void OnEntry(MethodExecutionArgs args) { MethodBase method = args.Method; System.Diagnostics.Trace.WriteLine( String.Format( "Entering {0}.{1}.", method.DeclaringType.FullName, method.Name)); } public override void OnExit(MethodExecutionArgs args) { MethodBase method = args.Method; System.Diagnostics.Trace.WriteLine( String.Format( "Leaving {0}.{1}.", method.DeclaringType.FullName, method.Name)); } } [Trace] public void MethodToLog() { ... } Now, whenever MethodToLog is executed, the aspect will automatically log entry and exit, without having to add the logging code to MethodToLog itself. PostSharp Performance Now this does introduce a performance overhead - as you can see, the aspect allows access to the MethodBase of the method the aspect has been applied to. If you were limited to C#, you would be forced to retrieve each MethodBase instance using Type.GetMethod(), matching on the method name and signature. This is slow. Fortunately, PostSharp is not limited to C#. It can use any instruction available in IL. And in IL, you can do some very neat things. Ldtoken C# allows you to get the Type object corresponding to a specific type name using the typeof operator: Type t = typeof(Random); The C# compiler compiles this operator to the following IL: ldtoken [mscorlib]System.Random call class [mscorlib]System.Type [mscorlib]System.Type::GetTypeFromHandle( valuetype [mscorlib]System.RuntimeTypeHandle) The ldtoken instruction obtains a special handle to a type called a RuntimeTypeHandle, and from that, the Type object can be obtained using GetTypeFromHandle. These are both relatively fast operations - no string lookup is required, only direct assembly and CLR constructs are used. However, a little-known feature is that ldtoken is not just limited to types; it can also get information on methods and fields, encapsulated in a RuntimeMethodHandle or RuntimeFieldHandle: // get a MethodBase for String.EndsWith(string) ldtoken method instance bool [mscorlib]System.String::EndsWith(string) call class [mscorlib]System.Reflection.MethodBase [mscorlib]System.Reflection.MethodBase::GetMethodFromHandle( valuetype [mscorlib]System.RuntimeMethodHandle) // get a FieldInfo for the String.Empty field ldtoken field string [mscorlib]System.String::Empty call class [mscorlib]System.Reflection.FieldInfo [mscorlib]System.Reflection.FieldInfo::GetFieldFromHandle( valuetype [mscorlib]System.RuntimeFieldHandle) These usages of ldtoken aren't usable from C# or VB, and aren't likely to be added anytime soon (Eric Lippert's done a blog post on the possibility of adding infoof, methodof or fieldof operators to C#). However, PostSharp deals directly with IL, and so can use ldtoken to get MethodBase objects quickly and cheaply, without having to resort to string lookups. The kicker However, there are problems. Because ldtoken for methods or fields isn't accessible from C# or VB, it hasn't been as well-tested as ldtoken for types. This has resulted in various obscure bugs in most versions of the CLR when dealing with ldtoken and methods, and specifically, generic methods and methods of generic types. This means that PostSharp was behaving incorrectly, or just plain crashing, when aspects were applied to methods that were generic in some way. So, PostSharp has to work around this. Without using the metadata tokens directly, the only way to get the MethodBase of generic methods is to use reflection: Type.GetMethod(), passing in the method name as a string along with information on the signature. Now, this works fine. It's slower than using ldtoken directly, but it works, and this only has to be done for generic methods. Unfortunately, this poses problems when the assembly is obfuscated. PostSharp and Obfuscation When using ldtoken, obfuscators don't affect how PostSharp operates. Because the ldtoken instruction directly references the type, method or field within the assembly, it is unaffected if the name of the object is changed by an obfuscator. However, the indirect loading used for generic methods was breaking, because that uses the name of the method when the assembly is put through the PostSharp postprocessor to lookup the MethodBase at runtime. If the name then changes, PostSharp can't find it anymore, and the assembly breaks. So, PostSharp needs to know about any changes an obfuscator does to an assembly. The way PostSharp does this is by adding another layer of indirection. When PostSharp obfuscation support is enabled, it includes an extra 'name table' resource in the assembly, consisting of a series of method & type names. When PostSharp needs to lookup a method using reflection, instead of encoding the method name directly, it looks up the method name at a fixed offset inside that name table: MethodBase genericMethod = typeof(ContainingClass).GetMethod(GetNameAtIndex(22)); PostSharp.NameTable resource: ... 20: get_Prop1 21: set_Prop1 22: DoFoo 23: GetWibble When the assembly is later processed by an obfuscator, the obfuscator can replace all the method and type names within the name table with their new name. That way, the reflection lookups performed by PostSharp will now use the new names, and everything will work as expected: MethodBase genericMethod = typeof(#kGy).GetMethod(GetNameAtIndex(22)); PostSharp.NameTable resource: ... 20: #kkA 21: #zAb 22: #EF5a 23: #2tg As you can see, this requires direct support by an obfuscator in order to perform these rewrites. Dotfuscator supports it, and now, starting with SmartAssembly 6.6.4, SmartAssembly does too. So, a relatively simple solution to a tricky problem, with some CLR bugs thrown in for good measure. You don't see those every day! Cross posted from Simple Talk.

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  • Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

    - by stoney78us
    I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code: //Data double[] vertices = {line strip 1, line strip 2, line strip 3}; //series of vertices int linestrip1offset = index of the first vertex in line strip 1; int linestrip2offset = index of the first vertex in line strip 2; int linestrip3offset = index of the first vertex in line strip 3; int linestrip1VertexNum = number of vertices in linestrip 1; int linestrip2VertexNum = number of vertices in linestrip 2; int linestrip3VertexNum = number of vertices in linestrip 3; //Setting Up void init() { int[] vBO = new int[1]; GL.GenBuffer(1, vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw); GL.EnableClientState(Array.VertexArray); } //Drawing void draw() { GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum ); GL.DisableClientState(ArrayCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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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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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • Organization &amp; Architecture UNISA Studies &ndash; Chap 4

    - by MarkPearl
    Learning Outcomes Explain the characteristics of memory systems Describe the memory hierarchy Discuss cache memory principles Discuss issues relevant to cache design Describe the cache organization of the Pentium Computer Memory Systems There are key characteristics of memory… Location – internal or external Capacity – expressed in terms of bytes Unit of Transfer – the number of bits read out of or written into memory at a time Access Method – sequential, direct, random or associative From a users perspective the two most important characteristics of memory are… Capacity Performance – access time, memory cycle time, transfer rate The trade off for memory happens along three axis… Faster access time, greater cost per bit Greater capacity, smaller cost per bit Greater capacity, slower access time This leads to people using a tiered approach in their use of memory   As one goes down the hierarchy, the following occurs… Decreasing cost per bit Increasing capacity Increasing access time Decreasing frequency of access of the memory by the processor The use of two levels of memory to reduce average access time works in principle, but only if conditions 1 to 4 apply. A variety of technologies exist that allow us to accomplish this. Thus it is possible to organize data across the hierarchy such that the percentage of accesses to each successively lower level is substantially less than that of the level above. A portion of main memory can be used as a buffer to hold data temporarily that is to be read out to disk. This is sometimes referred to as a disk cache and improves performance in two ways… Disk writes are clustered. Instead of many small transfers of data, we have a few large transfers of data. This improves disk performance and minimizes processor involvement. Some data designed for write-out may be referenced by a program before the next dump to disk. In that case the data is retrieved rapidly from the software cache rather than slowly from disk. Cache Memory Principles Cache memory is substantially faster than main memory. A caching system works as follows.. When a processor attempts to read a word of memory, a check is made to see if this in in cache memory… If it is, the data is supplied, If it is not in the cache, a block of main memory, consisting of a fixed number of words is loaded to the cache. Because of the phenomenon of locality of references, when a block of data is fetched into the cache, it is likely that there will be future references to that same memory location or to other words in the block. Elements of Cache Design While there are a large number of cache implementations, there are a few basic design elements that serve to classify and differentiate cache architectures… Cache Addresses Cache Size Mapping Function Replacement Algorithm Write Policy Line Size Number of Caches Cache Addresses Almost all non-embedded processors support virtual memory. Virtual memory in essence allows a program to address memory from a logical point of view without needing to worry about the amount of physical memory available. When virtual addresses are used the designer may choose to place the cache between the MMU (memory management unit) and the processor or between the MMU and main memory. The disadvantage of virtual memory is that most virtual memory systems supply each application with the same virtual memory address space (each application sees virtual memory starting at memory address 0), which means the cache memory must be completely flushed with each application context switch or extra bits must be added to each line of the cache to identify which virtual address space the address refers to. Cache Size We would like the size of the cache to be small enough so that the overall average cost per bit is close to that of main memory alone and large enough so that the overall average access time is close to that of the cache alone. Also, larger caches are slightly slower than smaller ones. Mapping Function Because there are fewer cache lines than main memory blocks, an algorithm is needed for mapping main memory blocks into cache lines. The choice of mapping function dictates how the cache is organized. Three techniques can be used… Direct – simplest technique, maps each block of main memory into only one possible cache line Associative – Each main memory block to be loaded into any line of the cache Set Associative – exhibits the strengths of both the direct and associative approaches while reducing their disadvantages For detailed explanations of each approach – read the text book (page 148 – 154) Replacement Algorithm For associative and set associating mapping a replacement algorithm is needed to determine which of the existing blocks in the cache must be replaced by a new block. There are four common approaches… LRU (Least recently used) FIFO (First in first out) LFU (Least frequently used) Random selection Write Policy When a block resident in the cache is to be replaced, there are two cases to consider If no writes to that block have happened in the cache – discard it If a write has occurred, a process needs to be initiated where the changes in the cache are propagated back to the main memory. There are several approaches to achieve this including… Write Through – all writes to the cache are done to the main memory as well at the point of the change Write Back – when a block is replaced, all dirty bits are written back to main memory The problem is complicated when we have multiple caches, there are techniques to accommodate for this but I have not summarized them. Line Size When a block of data is retrieved and placed in the cache, not only the desired word but also some number of adjacent words are retrieved. As the block size increases from very small to larger sizes, the hit ratio will at first increase because of the principle of locality, which states that the data in the vicinity of a referenced word are likely to be referenced in the near future. As the block size increases, more useful data are brought into cache. The hit ratio will begin to decrease as the block becomes even bigger and the probability of using the newly fetched information becomes less than the probability of using the newly fetched information that has to be replaced. Two specific effects come into play… Larger blocks reduce the number of blocks that fit into a cache. Because each block fetch overwrites older cache contents, a small number of blocks results in data being overwritten shortly after they are fetched. As a block becomes larger, each additional word is farther from the requested word and therefore less likely to be needed in the near future. The relationship between block size and hit ratio is complex, and no set approach is judged to be the best in all circumstances.   Pentium 4 and ARM cache organizations The processor core consists of four major components: Fetch/decode unit – fetches program instruction in order from the L2 cache, decodes these into a series of micro-operations, and stores the results in the L2 instruction cache Out-of-order execution logic – Schedules execution of the micro-operations subject to data dependencies and resource availability – thus micro-operations may be scheduled for execution in a different order than they were fetched from the instruction stream. As time permits, this unit schedules speculative execution of micro-operations that may be required in the future Execution units – These units execute micro-operations, fetching the required data from the L1 data cache and temporarily storing results in registers Memory subsystem – This unit includes the L2 and L3 caches and the system bus, which is used to access main memory when the L1 and L2 caches have a cache miss and to access the system I/O resources

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  • How do we provide valid time estimates during Sprint Planning without doing "too much" design?

    - by Michael Edenfield
    My team is getting up to speed with Scrum, but most of us are more familiar with non-agile or "pseudo-"agile methodologies. The part that is the biggest hurdle for us is running an efficient Sprint Planning meeting where we break our backlog items into tasks, and estimate hours. (I'm using the terminology from the VS2010 Scrum Template; apologies if I use the wrong word somewhere.) When we try to figure out how long a task is going to take, we often fall into the trap of designing the feature at the code level -- table layout, interfaces, etc -- in order to figure out how long that's going to take. I'm pretty sure this is not the appropriate place to be doing that kind of design. We should be scheduling tasks for these design meetings during the sprint. However, we are having trouble figuring out how else to come up with meaningful estimates for the tasks. Are there any practical habits/techniques/etc. for making a judgement call about how long a feature is going to take, without knowing how you plan to implement it? If our time estimates are going to change significantly once the design has been completed, how can we properly budget our Sprint backlog ahead of time? EDIT: Just to clarify, since some of the comments/answers are very valid but I think addressing the wrong question. We know that what we're doing is not right, and that we should be building time into the sprint for this design. Conceptually all of the developers understand that. We also also bringing in a team member with Scrum experience to keep us on track if we start going off into the weeds. The problem is that, without going through this design process, we are finding it difficult to provide concrete time estimates for anything. We are constantly saying things like "well if we design it this way it might take 8 hours but if we end up having to do this other way instead that will take about 32 but it might not be as bad once we start trying to write it...". I also assume that this process will get better once we have some historical velocity to work from, but many of the technologies and architectural patterns we are using are new to us. But if potentially-wildly-wrong estimates are just a natural part of adapting this process then we will just need to recondition ourselves to accept that :)

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  • What's up with LDoms: Part 5 - A few Words about Consoles

    - by Stefan Hinker
    Back again to look at a detail of LDom configuration that is often forgotten - the virtual console server. Remember, LDoms are SPARC systems.  As such, each guest will have it's own OBP running.  And to connect to that OBP, the administrator will need a console connection.  Since it's OBP, and not some x86 BIOS, this console will be very serial in nature ;-)  It's really very much like in the good old days, where we had a terminal concentrator where all those serial cables ended up in.  Just like with other components in LDoms, the virtualized solution looks very similar. Every LDom guest requires exactly one console connection.  Envision this similar to the RS-232 port on older SPARC systems.  The LDom framework provides one or more console services that provide access to these connections.  This would be the virtual equivalent of a network terminal server (NTS), where all those serial cables are plugged in.  In the physical world, we'd have a list somewhere, that would tell us which TCP-Port of the NTS was connected to which server.  "ldm list" does just that: root@sun # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- UART 16 7680M 0.4% 27d 8h 22m jupiter bound ------ 5002 20 8G mars active -n---- 5000 2 8G 0.5% 55d 14h 10m venus active -n---- 5001 2 8G 0.5% 56d 40m pluto inactive ------ 4 4G The column marked "CONS" tells us, where to reach the console of each domain. In the case of the primary domain, this is actually a (more) physical connection - it's the console connection of the physical system, which is either reachable via the ILOM of that system, or directly via the serial console port on the chassis. All the other guests are reachable through the console service which we created during the inital setup of the system.  Note that pluto does not have a port assigned.  This is because pluto is not yet bound.  (Binding can be viewed very much as the assembly of computer parts - CPU, Memory, disks, network adapters and a serial console cable are all put together when binding the domain.)  Unless we set the port number explicitly, LDoms Manager will do this on a first come, first serve basis.  For just a few domains, this is fine.  For larger deployments, it might be a good idea to assign these port numbers manually using the "ldm set-vcons" command.  However, there is even better magic associated with virtual consoles. You can group several domains into one console group, reachable through one TCP port of the console service.  This can be useful when several groups of administrators are to be given access to different domains, or for other grouping reasons.  Here's an example: root@sun # ldm set-vcons group=planets service=console jupiter root@sun # ldm set-vcons group=planets service=console pluto root@sun # ldm bind jupiter root@sun # ldm bind pluto root@sun # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- UART 16 7680M 6.1% 27d 8h 24m jupiter bound ------ 5002 200 8G mars active -n---- 5000 2 8G 0.6% 55d 14h 12m pluto bound ------ 5002 4 4G venus active -n---- 5001 2 8G 0.5% 56d 42m root@sun # telnet localhost 5002 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'. sun-vnts-planets: h, l, c{id}, n{name}, q:l DOMAIN ID DOMAIN NAME DOMAIN STATE 2 jupiter online 3 pluto online sun-vnts-planets: h, l, c{id}, n{name}, q:npluto Connecting to console "pluto" in group "planets" .... Press ~? for control options .. What I did here was add the two domains pluto and jupiter to a new console group called "planets" on the service "console" running in the primary domain.  Simply using a group name will create such a group, if it doesn't already exist.  By default, each domain has its own group, using the domain name as the group name.  The group will be available on port 5002, chosen by LDoms Manager because I didn't specify it.  If I connect to that console group, I will now first be prompted to choose the domain I want to connect to from a little menu. Finally, here's an example how to assign port numbers explicitly: root@sun # ldm set-vcons port=5044 group=pluto service=console pluto root@sun # ldm bind pluto root@sun # ldm list NAME STATE FLAGS CONS VCPU MEMORY UTIL UPTIME primary active -n-cv- UART 16 7680M 3.8% 27d 8h 54m jupiter active -t---- 5002 200 8G 0.5% 30m mars active -n---- 5000 2 8G 0.6% 55d 14h 43m pluto bound ------ 5044 4 4G venus active -n---- 5001 2 8G 0.4% 56d 1h 13m With this, pluto would always be reachable on port 5044 in its own exclusive console group, no matter in which order other domains are bound. Now, you might be wondering why we always have to mention the console service name, "console" in all the examples here.  The simple answer is because there could be more than one such console service.  For all "normal" use, a single console service is absolutely sufficient.  But the system is flexible enough to allow more than that single one, should you need them.  In fact, you could even configure such a console service on a domain other than the primary (or control domain), which would make that domain a real console server.  I actually have a customer who does just that - they want to separate console access from the control domain functionality.  But this is definately a rather sophisticated setup. Something I don't want to go into in this post is access control.  vntsd, which is the daemon providing all these console services, is fully RBAC-aware, and you can configure authorizations for individual users to connect to console groups or individual domain's consoles.  If you can't wait until I get around to security, check out the man page of vntsd. Further reading: The Admin Guide is rather reserved on this subject.  I do recommend to check out the Reference Manual. The manpage for vntsd will discuss all the control sequences as well as the grouping and authorizations mentioned here.

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  • Why do old programming languages continue to be revised?

    - by SunAvatar
    This question is not, "Why do people still use old programming languages?" I understand that quite well. In fact the two programming languages I know best are C and Scheme, both of which date back to the 70s. Recently I was reading about the changes in C99 and C11 versus C89 (which seems to still be the most-used version of C in practice and the version I learned from K&R). Looking around, it seems like every programming language in heavy use gets a new specification at least once per decade or so. Even Fortran is still getting new revisions, despite the fact that most people using it are still using FORTRAN 77. Contrast this with the approach of, say, the typesetting system TeX. In 1989, with the release of TeX 3.0, Donald Knuth declared that TeX was feature-complete and future releases would contain only bug fixes. Even beyond this, he has stated that upon his death, "all remaining bugs will become features" and absolutely no further updates will be made. Others are free to fork TeX and have done so, but the resulting systems are renamed to indicate that they are different from the official TeX. This is not because Knuth thinks TeX is perfect, but because he understands the value of a stable, predictable system that will do the same thing in fifty years that it does now. Why do most programming language designers not follow the same principle? Of course, when a language is relatively new, it makes sense that it will go through a period of rapid change before settling down. And no one can really object to minor changes that don't do much more than codify existing pseudo-standards or correct unintended readings. But when a language still seems to need improvement after ten or twenty years, why not just fork it or start over, rather than try to change what is already in use? If some people really want to do object-oriented programming in Fortran, why not create "Objective Fortran" for that purpose, and leave Fortran itself alone? I suppose one could say that, regardless of future revisions, C89 is already a standard and nothing stops people from continuing to use it. This is sort of true, but connotations do have consequences. GCC will, in pedantic mode, warn about syntax that is either deprecated or has a subtly different meaning in C99, which means C89 programmers can't just totally ignore the new standard. So there must be some benefit in C99 that is sufficient to impose this overhead on everyone who uses the language. This is a real question, not an invitation to argue. Obviously I do have an opinion on this, but at the moment I'm just trying to understand why this isn't just how things are done already. I suppose the question is: What are the (real or perceived) advantages of updating a language standard, as opposed to creating a new language based on the old?

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • CodePlex Daily Summary for Wednesday, September 05, 2012

    CodePlex Daily Summary for Wednesday, September 05, 2012Popular ReleasesDesktop Google Reader: 1.4.6: Sorting feeds alphabetical is now optional (see preferences window)DotNetNuke® Community Edition CMS: 06.02.03: Major Highlights Fixed issue where mailto: links were not working when sending bulk email Fixed issue where uses did not see friendship relationships Problem is in 6.2, which does not show in the Versions Affected list above. Fixed the issue with cascade deletes in comments in CoreMessaging_Notification Fixed UI issue when using a date fields as a required profile property during user registration Fixed error when running the product in debug mode Fixed visibility issue when...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.65: Fixed null-reference error in the build task constructor.BLACK ORANGE: HPAD TEXT EDITOR 0.9 Beta: HOW TO RUN THE TEXT EDITOR Download the HPAD ARCHIVED FILES which is in .rar format Extract using Winrar Make sure that extracted files are in the same folder Double-Click on HPAD.exe application fileTelerikMvcGridCustomBindingHelper: Version 1.0.15.247-RC2: TelerikMvcGridCustomBindingHelper 1.0.15.247 RC2 Release notes: This is a RC version (hopefully the last one), please test and report any error or problem you encounter. This release is all about performance and fixes Support: "Or" and "Does Not contain" filter options Improved BooleanSubstitutes, Custom Aggregates and expressions-to-queryover Add EntityFramework examples in ExampleWebApplication Many other improvements and fixes Fix invalid cast on CustomAggregates Support for ...ServiceMon - Extensible Real-time, Service Monitoring Utility: ServiceMon Release 0.9.0.44: Auto-uploaded from build serverJavaScript Grid: Release 09-05-2012: Release 09-05-2012xUnit.net Contrib: xunitcontrib-dotCover 0.6.1 (dotCover 2.1 beta): xunitcontrib release 0.6.1 for dotCover 2.1 beta This release provides a test runner plugin for dotCover 2.1 beta, targetting all versions of xUnit.net. (See the xUnit.net project to download xUnit.net itself.) This release adds support for running xUnit.net tests to dotCover 2.1 beta's Visual Studio plugin. PLEASE NOTE: You do NOT need this if you also have ReSharper and the existing 0.6.1 release installed. DotCover will use ReSharper's test runners if available. This release includes th...B INI Sharp Library: B INI Sharp Library v1.0.0.0 Realsed: The frist realsedActive Forums for DotNetNuke CMS: Active Forums 5.0.0 RC: RC release of Active Forums 5.0.Droid Explorer: Droid Explorer 0.8.8.7 Beta: Bug in the display icon for apk's, will fix with next release Added fallback icon if unable to get the image/icon from the Cloud Service Removed some stale plugins that were either out dated or incomplete. Added handler for *.ab files for restoring backups Added plugin to create device backups Backups stored in %USERPROFILE%\Android Backups\%DEVICE_ID%\ Added custom folder icon for the android backups directory better error handling for installing an apk bug fixes for the Runn...BI System Monitor: v2.1: Data Audits report and supporting SQL, and SSIS package Environment Overview report enhancements, improving the appearance, addition of data audit finding indicators Note: SQL 2012 version coming soon.The Visual Guide for Building Team Foundation Server 2012 Environments: Version 1: --Nearforums - ASP.NET MVC forum engine: Nearforums v8.5: Version 8.5 of Nearforums, the ASP.NET MVC Forum Engine. New features include: Built-in search engine using Lucene.NET Flood control improvements Notifications improvements: sync option and mail body View Roadmap for more details webdeploy package sha1 checksum: 961aff884a9187b6e8a86d68913cdd31f8deaf83WiX Toolset: WiX Toolset v3.6: WiX Toolset v3.6 introduces the Burn bootstrapper/chaining engine and support for Visual Studio 2012 and .NET Framework 4.5. Other minor functionality includes: WixDependencyExtension supports dependency checking among MSI packages. WixFirewallExtension supports more features of Windows Firewall. WixTagExtension supports Software Id Tagging. WixUtilExtension now supports recursive directory deletion. Melt simplifies pure-WiX patching by extracting .msi package content and updating .w...Iveely Search Engine: Iveely Search Engine (0.2.0): ????ISE?0.1.0??,?????,ISE?0.2.0?????????,???????,????????20???follow?ISE,????,??ISE??????????,??????????,?????????,?????????0.2.0??????,??????????。 Iveely Search Engine ?0.2.0?????????“??????????”,??????,?????????,???????,???????????????????,????、????????????。???0.1.0????????????: 1. ??“????” ??。??????????,?????????,???????????????????。??:????????,????????????,??????????????????。??????。 2. ??“????”??。?0.1.0??????,???????,???????????????,?????????????,????????,?0.2.0?,???????...GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixSmart Data Access layer: Smart Data access Layer Ver 3: In this version support executing inline query is added. Check Documentation section for detail.DotNetNuke® Form and List: 06.00.04: DotNetNuke Form and List 06.00.04 Don't forget to backup your installation before upgrade. Changes in 06.00.04 Fix: Sql Scripts for 6.003 missed object qualifiers within stored procedures Fix: added missing resource "cmdCancel.Text" in form.ascx.resx Changes in 06.00.03 Fix: MakeThumbnail was broken if the application pool was configured to .Net 4 Change: Data is now stored in nvarchar(max) instead of ntext Changes in 06.00.02 The scripts are now compatible with SQL Azure, tested in a ne...Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.New ProjectsA Simple Eng-Hindi CMS: A simple English- Hindi dual language content management system for small business/personal websites.Active Social Migrator: This project for managing the Active Social migration tool.ANSI Console User Control: Custom console control for .NET WinformsAutoSPInstallerGUI: GUI Configuration Tool for SPAutoInstaller Codeplex ProjectCode Documentation Checkin Policy: This checkin policy for Visual Studio 2012 checks if c# code is documented the way it's configured in the config of the policy. Code Dojo/Kata - Free Time Coding: Doing some katas of the Coding Dojo page. http://codingdojo.org/cgi-bin/wiki.pl?KataCataloguefjycUnifyShow: fjycUnifyShowHidden Capture (HC): HC is simple and easy utility to hidden and auto capture desktop or active windowHRC Integration Services: Fake SQL Server Integration Services. LOLKooboo CMS Sites Switcher: Kooboo CMS Sites SwitcherMod.CookieDetector: Orchard module for detecting whether cookies are enabledMyCodes: Created!MySQL Statement Monitor: MySQL Statement Monitor is a monitoring tool that monitors SQL statements transferred over the network.NeoModulusPIRandom: The idea with PI Random is to use easy string manipulation and simple math to generate a pseudo random number. Net Core Tech - Medical Record System: This is a Medical Record System ProjectOraPowerShell: PowerShell library for backup and maintenance of a Oracle Database environment under Microsoft Windows 2008PinDNN: PinDNN is a module that imparts Pinterest-like functionality to DotNetNuke sites. This module works with a MongoDB database and uses the built-in social relatioPyrogen Code Generator: PyroGen is a simple code generator accepting C# as the markup language.restMs: wil be deleted soonScript.NET: Script.NET is a script management utility for web forms and MVC, using ScriptJS-like features to link dependencies between scripts.SpringExample-Pagination: Simple Spring example with PaginationXNA and Component Based Design: This project includes code for XNA and Component Based Design

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • Checking timeouts made more readable

    - by Markus
    I have several situations where I need to control timeouts in a technical application. Either in a loop or as a simple check. Of course – handling this is really easy, but none of these is looking cute. To clarify, here is some C# (Pseudo) code: private DateTime girlWentIntoBathroom; girlWentIntoBathroom = DateTime.Now; do { // do something } while (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now); or if (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); Now I was inspired by something a saw in Ruby on StackOverflow: Now I’m wondering if this construct can be made more readable using extension methods. My goal is something that can be read like “If girlWentIntoBathroom is more than 10 seconds ago” 1st attempt if (girlWentIntoBathroom > (10).Seconds().Ago()) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); So I wrote an extension for integer that converts the integer into a TimeSpan public static TimeSpan Seconds(this int amount) { return new TimeSpan(0, 0, amount); } After that, I wrote an extension for TimeSpan like this: public static DateTime Ago(this TimeSpan diff) { return DateTime.Now.Add(-diff); } This works fine so far, but has a great disadvantage. The logic is inverted! Since girlWentIntoBathroom is a timestamp in the past, the right side of the equation needs to count backwards: impossible. Just inverting the equation is no solution, because it will invert the read sentence as well. 2nd attempt So I tried something new: if (girlWentIntoBathroom.IsMoreThan(10).SecondsAgo()) MessageBox.Show("Knock louder"); else MessageBox.Show("Wait a little longer"); IsMoreThan() needs to transport the past timestamp as well as the span for the extension SecondsAgo(). It could be: public static DateWithIntegerSpan IsMoreThan(this DateTime baseTime, int span) { return new DateWithIntegerSpan() { Date = baseTime, Span = span }; } Where DateWithIntegerSpan is simply: public class DateWithIntegerSpan { public DateTime Date {get; set;} public int Span { get; set; } } And SecondsAgo() is public static bool SecondsAgo(this DateWithIntegerSpan dateAndSpan) { return dateAndSpan.Date.Add(new TimeSpan(0, 0, dateAndSpan.Span)) < DateTime.Now; } Using this approach, the English sentence matches the expected behavior. But the disadvantage is, that I need a helping class (DateWithIntegerSpan). Has anyone an idea to make checking timeouts look more cute and closer to a readable sentence? Am I a little too insane thinking about something minor like this?

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  • Tiling Problem Solutions for Various Size "Dominoes"

    - by user67081
    I've got an interesting tiling problem, I have a large square image (size 128k so 131072 squares) with dimensons 256x512... I want to fill this image with certain grain types (a 1x1 tile, a 1x2 strip, a 2x1 strip, and 2x2 square) and have no overlap, no holes, and no extension past the image boundary. Given some probability for each of these grain types, a list of the number required to be placed is generated for each. Obviously an iterative/brute force method doesn't work well here if we just randomly place the pieces, instead a certain algorithm is required. 1) all 2x2 square grains are randomly placed until exhaustion. 2) 1x2 and 2x1 grains are randomly placed alternatively until exhaustion 3) the remaining 1x1 tiles are placed to fill in all holes. It turns out this algorithm works pretty well for some cases and has no problem filling the entire image, however as you might guess, increasing the probability (and thus number) of 1x2 and 2x1 grains eventually causes the placement to stall (since there are too many holes created by the strips and not all them can be placed). My approach to this solution has been as follows: 1) Create a mini-image of size 8x8 or 16x16. 2) Fill this image randomly and following the algorithm specified above so that the desired probability of the entire image is realized in the mini-image. 3) Create N of these mini-images and then randomly successively place them in the large image. Unfortunately there are some downfalls to this simplification. 1) given the small size of the mini-images, nailing an exact probability for the entire image is not possible. Example if I want p(2x1)=P(1x2)=0.4, the mini image may only give 0.41 as the closes probability. 2) The mini-images create a pseudo boundary where no overlaps occur which isn't really descriptive of the model this is being used for. 3) There is only a fixed number of mini-images so i'm not sure how random this really is. I'm really just looking to brainstorm about possible solutions to this. My main concern is really to nail down closer probabilities, now one might suggest I just increase the mini-image size. Well I have, and it turns out that in certain cases(p(1x2)=p(2x1)=0.5) the mini-image 16x16 isn't even iteratively solvable.. So it's pretty obvious how difficult it is to randomly solve this for anything greater than 8x8 sizes.. So I'd love to hear some ideas. Thanks

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  • Reasons NOT to use JSF [closed]

    - by Vain Fellowman
    I am new to StackExchange, but I figured you would be able to help me. We're crating a new Java Enterprise application, replacing an legacy JSP solution. Due to many many changes, the UI and parts of the business logic will completely be rethought and reimplemented. Our first thought was JSF, as it is the standard in Java EE. At first I had a good impression. But now I am trying to implement a functional prototype, and have some really serious concerns about using it. First of all, it creates the worst, most cluttered invalid pseudo-HTML/CSS/JS mix I've ever seen. It violates every single rule I learned in web-development. Furthermore it throws together, what never should be so tightly coupled: Layout, Design, Logic and Communication with the server. I don't see how I would be able to extend this output comfortably, whether styling with CSS, adding UI candy (like configurable hot-keys, drag-and-drop widgets) or whatever. Secondly, it is way too complicated. Its complexity is outstanding. If you ask me, it's a poor abstraction of basic web technologies, crippled and useless in the end. What benefits do I have? None, if you think about. Hundreds of components? I see ten-thousands of HTML/CSS snippets, ten-thousands of JavaScript snippets and thousands of jQuery plug-ins in addition. It solves really many problems - we wouldn't have if we wouldn't use JSF. Or the front-controller pattern at all. And Lastly, I think we will have to start over in, say 2 years. I don't see how I can implement all of our first GUI mock-up (Besides; we have no JSF Expert in our team). Maybe we could hack it together somehow. And then there will be more. I'm sure we could hack our hack. But at some point, we'll be stuck. Due to everything above the service tier is in control of JSF. And we will have to start over. My suggestion would be to implement a REST api, using JAX-RS. Then create a HTML5/Javascript client with client side MVC. (or some flavor of MVC..) By the way; we will need the REST api anyway, as we are developing a partial Android front-end, too. I doubt, that JSF is the best solution nowadays. As the Internet is evolving, I really don't see why we should use this 'rake'. Now, what are pros/cons? How can I emphasize my point to not use JSF? What are strong points to use JSF over my suggestion?

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  • Error "Input length must be multiple of 8 when decrypting with padded cipher"

    - by Ross Peoples
    I am trying to move a project from C# to Java for a learning exercise. I am still very new to Java, but I have a TripleDES class in C# that encrypts strings and returns a string value of the encrypted byte array. Here is my C# code: using System; using System.IO; using System.Collections.Generic; using System.Security.Cryptography; using System.Text; namespace tDocc.Classes { /// <summary> /// Triple DES encryption class /// </summary> public static class TripleDES { private static byte[] key = { 110, 32, 73, 24, 125, 66, 75, 18, 79, 150, 211, 122, 213, 14, 156, 136, 171, 218, 119, 240, 81, 142, 23, 4 }; private static byte[] iv = { 25, 117, 68, 23, 99, 78, 231, 219 }; /// <summary> /// Encrypt a string to an encrypted byte array /// </summary> /// <param name="plainText">Text to encrypt</param> /// <returns>Encrypted byte array</returns> public static byte[] Encrypt(string plainText) { UTF8Encoding utf8encoder = new UTF8Encoding(); byte[] inputInBytes = utf8encoder.GetBytes(plainText); TripleDESCryptoServiceProvider tdesProvider = new TripleDESCryptoServiceProvider(); ICryptoTransform cryptoTransform = tdesProvider.CreateEncryptor(key, iv); MemoryStream encryptedStream = new MemoryStream(); CryptoStream cryptStream = new CryptoStream(encryptedStream, cryptoTransform, CryptoStreamMode.Write); cryptStream.Write(inputInBytes, 0, inputInBytes.Length); cryptStream.FlushFinalBlock(); encryptedStream.Position = 0; byte[] result = new byte[encryptedStream.Length]; encryptedStream.Read(result, 0, (int)encryptedStream.Length); cryptStream.Close(); return result; } /// <summary> /// Decrypt a byte array to a string /// </summary> /// <param name="inputInBytes">Encrypted byte array</param> /// <returns>Decrypted string</returns> public static string Decrypt(byte[] inputInBytes) { UTF8Encoding utf8encoder = new UTF8Encoding(); TripleDESCryptoServiceProvider tdesProvider = new TripleDESCryptoServiceProvider(); ICryptoTransform cryptoTransform = tdesProvider.CreateDecryptor(key, iv); MemoryStream decryptedStream = new MemoryStream(); CryptoStream cryptStream = new CryptoStream(decryptedStream, cryptoTransform, CryptoStreamMode.Write); cryptStream.Write(inputInBytes, 0, inputInBytes.Length); cryptStream.FlushFinalBlock(); decryptedStream.Position = 0; byte[] result = new byte[decryptedStream.Length]; decryptedStream.Read(result, 0, (int)decryptedStream.Length); cryptStream.Close(); UTF8Encoding myutf = new UTF8Encoding(); return myutf.GetString(result); } /// <summary> /// Decrypt an encrypted string /// </summary> /// <param name="text">Encrypted text</param> /// <returns>Decrypted string</returns> public static string DecryptText(string text) { if (text == "") { return text; } return Decrypt(Convert.FromBase64String(text)); } /// <summary> /// Encrypt a string /// </summary> /// <param name="text">Unencrypted text</param> /// <returns>Encrypted string</returns> public static string EncryptText(string text) { if (text == "") { return text; } return Convert.ToBase64String(Encrypt(text)); } } /// <summary> /// Random number generator /// </summary> public static class RandomGenerator { /// <summary> /// Generate random number /// </summary> /// <param name="length">Number of randomizations</param> /// <returns>Random number</returns> public static int GenerateNumber(int length) { byte[] randomSeq = new byte[length]; new RNGCryptoServiceProvider().GetBytes(randomSeq); int code = Environment.TickCount; foreach (byte b in randomSeq) { code += (int)b; } return code; } } /// <summary> /// Hash generator class /// </summary> public static class Hasher { /// <summary> /// Hash type /// </summary> public enum eHashType { /// <summary> /// MD5 hash. Quick but collisions are more likely. This should not be used for anything important /// </summary> MD5 = 0, /// <summary> /// SHA1 hash. Quick and secure. This is a popular method for hashing passwords /// </summary> SHA1 = 1, /// <summary> /// SHA256 hash. Slower than SHA1, but more secure. Used for encryption keys /// </summary> SHA256 = 2, /// <summary> /// SHA348 hash. Even slower than SHA256, but offers more security /// </summary> SHA348 = 3, /// <summary> /// SHA512 hash. Slowest but most secure. Probably overkill for most applications /// </summary> SHA512 = 4, /// <summary> /// Derrived from MD5, but only returns 12 digits /// </summary> Digit12 = 5 } /// <summary> /// Hashes text using a specific hashing method /// </summary> /// <param name="text">Input text</param> /// <param name="hash">Hash method</param> /// <returns>Hashed text</returns> public static string GetHash(string text, eHashType hash) { if (text == "") { return text; } if (hash == eHashType.MD5) { MD5CryptoServiceProvider hasher = new MD5CryptoServiceProvider(); return ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); } else if (hash == eHashType.SHA1) { SHA1Managed hasher = new SHA1Managed(); return ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); } else if (hash == eHashType.SHA256) { SHA256Managed hasher = new SHA256Managed(); return ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); } else if (hash == eHashType.SHA348) { SHA384Managed hasher = new SHA384Managed(); return ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); } else if (hash == eHashType.SHA512) { SHA512Managed hasher = new SHA512Managed(); return ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); } else if (hash == eHashType.Digit12) { MD5CryptoServiceProvider hasher = new MD5CryptoServiceProvider(); string newHash = ByteToHex(hasher.ComputeHash(Encoding.ASCII.GetBytes(text))); return newHash.Substring(0, 12); } return ""; } /// <summary> /// Generates a hash based on a file's contents. Used for detecting changes to a file and testing for duplicate files /// </summary> /// <param name="info">FileInfo object for the file to be hashed</param> /// <param name="hash">Hash method</param> /// <returns>Hash string representing the contents of the file</returns> public static string GetHash(FileInfo info, eHashType hash) { FileStream hashStream = new FileStream(info.FullName, FileMode.Open, FileAccess.Read); string hashString = ""; if (hash == eHashType.MD5) { MD5CryptoServiceProvider hasher = new MD5CryptoServiceProvider(); hashString = ByteToHex(hasher.ComputeHash(hashStream)); } else if (hash == eHashType.SHA1) { SHA1Managed hasher = new SHA1Managed(); hashString = ByteToHex(hasher.ComputeHash(hashStream)); } else if (hash == eHashType.SHA256) { SHA256Managed hasher = new SHA256Managed(); hashString = ByteToHex(hasher.ComputeHash(hashStream)); } else if (hash == eHashType.SHA348) { SHA384Managed hasher = new SHA384Managed(); hashString = ByteToHex(hasher.ComputeHash(hashStream)); } else if (hash == eHashType.SHA512) { SHA512Managed hasher = new SHA512Managed(); hashString = ByteToHex(hasher.ComputeHash(hashStream)); } hashStream.Close(); hashStream.Dispose(); hashStream = null; return hashString; } /// <summary> /// Converts a byte array to a hex string /// </summary> /// <param name="data">Byte array</param> /// <returns>Hex string</returns> public static string ByteToHex(byte[] data) { StringBuilder builder = new StringBuilder(); foreach (byte hashByte in data) { builder.Append(string.Format("{0:X1}", hashByte)); } return builder.ToString(); } /// <summary> /// Converts a hex string to a byte array /// </summary> /// <param name="hexString">Hex string</param> /// <returns>Byte array</returns> public static byte[] HexToByte(string hexString) { byte[] returnBytes = new byte[hexString.Length / 2]; for (int i = 0; i <= returnBytes.Length - 1; i++) { returnBytes[i] = byte.Parse(hexString.Substring(i * 2, 2), System.Globalization.NumberStyles.HexNumber); } return returnBytes; } } } And her is what I've got for Java code so far, but I'm getting the error "Input length must be multiple of 8 when decrypting with padded cipher" when I run the test on this: import java.security.InvalidAlgorithmParameterException; import java.security.InvalidKeyException; import javax.crypto.Cipher; import javax.crypto.NoSuchPaddingException; import javax.crypto.SecretKey; import javax.crypto.spec.IvParameterSpec; import javax.crypto.spec.SecretKeySpec; import com.tdocc.utils.Base64; public class TripleDES { private static byte[] keyBytes = { 110, 32, 73, 24, 125, 66, 75, 18, 79, (byte)150, (byte)211, 122, (byte)213, 14, (byte)156, (byte)136, (byte)171, (byte)218, 119, (byte)240, 81, (byte)142, 23, 4 }; private static byte[] ivBytes = { 25, 117, 68, 23, 99, 78, (byte)231, (byte)219 }; public static String encryptText(String plainText) { try { if (plainText.isEmpty()) return plainText; return Base64.decode(TripleDES.encrypt(plainText)).toString(); } catch (Exception e) { e.printStackTrace(); } return null; } public static byte[] encrypt(String plainText) throws InvalidKeyException, InvalidAlgorithmParameterException, NoSuchPaddingException { try { final SecretKey key = new SecretKeySpec(keyBytes, "DESede"); final IvParameterSpec iv = new IvParameterSpec(ivBytes); final Cipher cipher = Cipher.getInstance("DESede/CBC/PKCS5Padding"); cipher.init(Cipher.ENCRYPT_MODE, key, iv); final byte[] plainTextBytes = plainText.getBytes("utf-8"); final byte[] cipherText = cipher.doFinal(plainTextBytes); return cipherText; } catch (Exception e) { e.printStackTrace(); } return null; } public static String decryptText(String message) { try { if (message.isEmpty()) return message; else return TripleDES.decrypt(message.getBytes()); } catch (Exception e) { e.printStackTrace(); } return null; } public static String decrypt(byte[] message) { try { final SecretKey key = new SecretKeySpec(keyBytes, "DESede"); final IvParameterSpec iv = new IvParameterSpec(ivBytes); final Cipher cipher = Cipher.getInstance("DESede/CBC/PKCS5Padding"); cipher.init(Cipher.DECRYPT_MODE, key, iv); final byte[] plainText = cipher.doFinal(message); return plainText.toString(); } catch (Exception e) { e.printStackTrace(); } return null; } }

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  • Gui problem after rewriting to MVC

    - by trevor_nise
    I'm practicing MVC style programming. I have a Mastermind game in a single file, working with no problems (maybe apart of the fact that "Check" button is invisible at start). http://paste.pocoo.org/show/226726/ But when I've rewritten it to model, view, controller files - when I click on empty Pin (that should be updated, and repainted with new color) - noting happens. Can anybody see any problems here ? I've tried placing repaint() in different places, but it simply does not work at all :/ Main : public class Main { public static void main(String[] args){ Model model = new Model(); View view = new View("Mastermind", 400, 590, model); Controller controller = new Controller(model, view); view.setVisible(true); } } Model : import java.util.Random; public class Model{ static final int LINE = 5, SCORE = 10, OPTIONS = 20; Pin pins[][] = new Pin[21][LINE]; int combination[] = new int[LINE]; int curPin = 0; int turn = 1; Random generator = new Random(); int repaintPin; boolean pinsRepaint=false; int pinsToRepaint; boolean isUpdate = true, isPlaying = true, isRowFull = false; static final int HIT_X[] = {270,290,310,290,310}, HIT_Y[] = {506,496,496,516,516}; public Model(){ for ( int i=0; i < SCORE; i++ ){ for ( int j = 0; j < LINE; j++ ){ pins[i][j] = new Pin(20,0); pins[i][j].setPosition(j*50+30,510-i*50); pins[i+SCORE][j] = new Pin(8,0); pins[i+SCORE][j].setPosition(HIT_X[j],HIT_Y[j]-i*50); } } for ( int i=0; i < LINE; i++ ){ pins[OPTIONS][i] = new Pin( 20, i+2 ); pins[OPTIONS][i].setPosition( 370,i * 50 + 56); } } void fillHole(int color) { pins[turn-1][curPin].setColor(color+1); pinsRepaint = true; pinsToRepaint = turn; curPin = (curPin+1) % LINE; if (curPin == 0){ isRowFull = true; } pinsRepaint = false; pinsToRepaint = 0; } void check() { int junkPins[] = new int[LINE], junkCode[] = new int[LINE]; int pinCount = 0, pico = 0; for ( int i = 0; i < LINE; i++ ) { junkPins[i] = pins[turn-1][i].getColor(); junkCode[i] = combination[i]; } for ( int i = 0; i < LINE; i++ ){ if (junkPins[i]==junkCode[i]) { pins[turn+SCORE][pinCount].setColor(1); pinCount++; pico++; junkPins[i] = 98; junkCode[i] = 99; } } for ( int i = 0; i < LINE; i++ ){ for ( int j = 0; j < LINE; j++ ) if (junkPins[i]==junkCode[j]) { pins[turn+SCORE][pinCount].setColor(2); pinCount++; junkPins[i] = 98; junkCode[j] = 99; j = LINE; } } pinsRepaint = true; pinsToRepaint = turn + SCORE; pinsRepaint = false; pinsToRepaint=0; if ( pico == LINE ){ isPlaying = false; } else if ( turn >= 10 ){ isPlaying = false; } else{ curPin = 0; isRowFull = false; turn++; } } void combination() { for ( int i = 0; i < LINE; i++ ){ combination[i] = generator.nextInt(6) + 1; } } } class Pin{ private int color, X, Y, radius; public Pin(){ X = 0; Y = 0; radius = 0; color = 0; } public Pin( int r,int c ){ X = 0; Y = 0; radius = r; color = c; } public int getX(){ return X; } public int getY(){ return Y; } public int getRadius(){ return radius; } public void setRadius(int r){ radius = r; } public void setPosition( int x,int y ){ this.X = x ; this.Y = y ; } public void setColor( int c ){ color = c; } public int getColor() { return color; } } View: import java.awt.*; import javax.swing.*; public class View extends Frame{ Model model; JButton checkAnswer; private JPanel button; private static final Color COLORS[] = {Color.black, Color.white, Color.red, Color.yellow, Color.green, Color.blue, new Color(7, 254, 250)}; public View(String name, int w, int h, Model m){ model = m; setTitle( name ); setSize( w,h ); setResizable( false ); this.setLayout(new BorderLayout()); button = new JPanel(); button.setSize( new Dimension(400, 100)); button.setVisible(true); checkAnswer = new JButton("Check"); checkAnswer.setSize( new Dimension(200, 30)); button.add( checkAnswer ); this.add( button, BorderLayout.SOUTH); button.setVisible(true); } @Override public void paint( Graphics g ) { g.setColor( new Color(238, 238, 238)); g.fillRect( 0,0,400,590); for ( int i=0; i < model.pins.length; i++ ) { paintPins(model.pins[i][0],g); paintPins(model.pins[i][1],g); paintPins(model.pins[i][2],g); paintPins(model.pins[i][3],g); paintPins(model.pins[i][4],g); } } @Override public void update( Graphics g ) { if ( model.isUpdate ) { paint(g); } else { model.isUpdate = true; paintPins(model.pins[model.repaintPin-1][0],g); paintPins(model.pins[model.repaintPin-1][1],g); paintPins(model.pins[model.repaintPin-1][2],g); paintPins(model.pins[model.repaintPin-1][3],g); paintPins(model.pins[model.repaintPin-1][4],g); } } void repaintPins( int pin ) { model.repaintPin = pin; model.isUpdate = false; repaint(); } public void paintPins(Pin p, Graphics g ){ int X = p.getX(); int Y = p.getY(); int color = p.getColor(); int radius = p.getRadius(); int x = X-radius; int y = Y-radius; if (color > 0){ g.setColor( COLORS[color]); g.fillOval( x,y,2*radius,2*radius ); } else{ g.setColor( new Color(238, 238, 238) ); g.drawOval( x,y,2*radius-1,2*radius-1 ); } g.setColor( Color.black ); g.drawOval( x,y,2*radius,2*radius ); } } Controller: import java.awt.*; import java.awt.event.*; public class Controller implements MouseListener, ActionListener { private Model model; private View view; public Controller(Model m, View v){ model = m; view = v; view.addWindowListener( new WindowAdapter(){ public void windowClosing(WindowEvent e){ System.exit(0); } }); view.addMouseListener(this); view.checkAnswer.addActionListener(this); model.combination(); } public void actionPerformed( ActionEvent e ) { if(e.getSource() == view.checkAnswer){ if(model.isRowFull){ model.check(); } } } public void mousePressed(MouseEvent e) { Point mouse = new Point(); mouse = e.getPoint(); if (model.isPlaying){ if (mouse.x > 350) { int button = 1 + (int)((mouse.y - 32) / 50); if ((button >= 1) && (button <= 5)){ model.fillHole(button); if(model.pinsRepaint){ view.repaintPins( model.pinsToRepaint ); } } } } } public void mouseClicked(MouseEvent e) {} public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }

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  • o write a C++ program to encrypt and decrypt certain codes.

    - by Amber
    Step 1: Write a function int GetText(char[],int); which fills a character array from a requested file. That is, the function should prompt the user to input the filename, and then read up to the number of characters given as the second argument, terminating when the number has been reached or when the end of file is encountered. The file should then be closed. The number of characters placed in the array is then returned as the value of the function. Every character in the file should be transferred to the array. Whitespace should not be removed. When testing, assume that no more than 5000 characters will be read. The function should be placed in a file called coding.cpp while the main will be in ass5.cpp. To enable the prototypes to be accessible, the file coding.h contains the prototypes for all the functions that are to be written in coding.cpp for this assignment. (You may write other functions. If they are called from any of the functions in coding.h, they must appear in coding.cpp where their prototypes should also appear. Do not alter coding.h. Any other functions written for this assignment should be placed, along with their prototypes, with the main function.) Step 2: Write a function int SimplifyText(char[],int); which simplifies the text in the first argument, an array containing the number of characters as given in the second argument, by converting all alphabetic characters to lower case, removing all non-alpha characters, and replacing multiple whitespace by one blank. Any leading whitespace at the beginning of the array should be removed completely. The resulting number of characters should be returned as the value of the function. Note that another array cannot appear in the function (as the file does not contain one). For example, if the array contained the 29 characters "The 39 Steps" by John Buchan (with the " appearing in the array), the simplified text would be the steps by john buchan of length 24. The array should not contain a null character at the end. Step 3: Using the file test.txt, test your program so far. You will need to write a function void PrintText(const char[],int,int); that prints out the contents of the array, whose length is the second argument, breaking the lines to exactly the number of characters in the third argument. Be warned that, if the array contains newlines (as it would when read from a file), lines will be broken earlier than the specified length. Step 4: Write a function void Caesar(const char[],int,char[],int); which takes the first argument array, with length given by the second argument and codes it into the third argument array, using the shift given in the fourth argument. The shift must be performed cyclicly and must also be able to handle negative shifts. Shifts exceeding 26 can be reduced by modulo arithmetic. (Is C++'s modulo operations on negative numbers a problem here?) Demonstrate that the test file, as simplified, can be coded and decoded using a given shift by listing the original input text, the simplified text (indicating the new length), the coded text and finally the decoded text. Step 5: The permutation cypher does not limit the character substitution to just a shift. In fact, each of the 26 characters is coded to one of the others in an arbitrary way. So, for example, a might become f, b become q, c become d, but a letter never remains the same. How the letters are rearranged can be specified using a seed to the random number generator. The code can then be decoded, if the decoder has the same random number generator and knows the seed. Write the function void Permute(const char[],int,char[],unsigned long); with the same first three arguments as Caesar above, with the fourth argument being the seed. The function will have to make up a permutation table as follows: To find what a is coded as, generate a random number from 1 to 25. Add that to a to get the coded letter. Mark that letter as used. For b, generate 1 to 24, then step that many letters after b, ignoring the used letter if encountered. For c, generate 1 to 23, ignoring a or b's codes if encountered. Wrap around at z. Here's an example, for only the 6 letters a, b, c, d, e, f. For the letter a, generate, from 1-5, a 2. Then a - c. c is marked as used. For the letter b, generate, from 1-4, a 3. So count 3 from b, skipping c (since it is marked as used) yielding the coding of b - f. Mark f as used. For c, generate, from 1-3, a 3. So count 3 from c, skipping f, giving a. Note the wrap at the last letter back to the first. And so on, yielding a - c b - f c - a d - b (it got a 2) e - d f - e Thus, for a given seed, a translation table is required. To decode a piece of text, we need the table generated to be re-arranged so that the right hand column is in order. In fact you can just store the table in the reverse way (e.g., if a gets encoded to c, put a opposite c is the table). Write a function called void DePermute(const char[],int,char[], unsigned long); to reverse the permutation cypher. Again, test your functions using the test file. At this point, any main program used to test these functions will not be required as part of the assignment. The remainder of the assignment uses some of these functions, and needs its own main function. When submitted, all the above functions will be tested by the marker's own main function. Step 6: If the seed number is unknown, decoding is difficult. Write a main program which: (i) reads in a piece of text using GetText; (ii) simplifies the text using SimplifyText; (iii) prints the text using PrintText; (iv) requests two letters to swap. If we think 'a' in the text should be 'q' we would type aq as input. The text would be modified by swapping the a's and q's, and the text reprinted. Repeat this last step until the user considers the text is decoded, when the input of the same letter twice (requesting a letter to be swapped with itself) terminates the program. Step 7: If we have a large enough sample of coded text, we can use knowledge of English to aid in finding the permutation. The first clue is in the frequency of occurrence of each letter. Write a function void LetterFreq(const char[],int,freq[]); which takes the piece of text given as the first two arguments (same as above) and returns in the 26 long array of structs (the third argument), the table of the frequency of the 26 letters. This frequency table should be in decreasing order of popularity. A simple Selection Sort will suffice. (This will be described in lectures.) When printed, this summary would look something like v x r s z j p t n c l h u o i b w d g e a q y k f m 168106 68 66 59 54 48 45 44 35 26 24 22 20 20 20 17 13 12 12 4 4 1 0 0 0 The formatting will require the use of input/output manipulators. See the header file for the definition of the struct called freq. Modify the program so that, before each swap is requested, the current frequency of the letters is printed. This does not require further calls to LetterFreq, however. You may use the traditional order of regular letter frequencies (E T A I O N S H R D L U) as a guide when deciding what characters to exchange. Step 8: The decoding process can be made more difficult if blank is also coded. That is, consider the alphabet to be 27 letters. Rewrite LetterFreq and your main program to handle blank as another character to code. In the above frequency order, space usually comes first.

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  • Write a C++ program to encrypt and decrypt certain codes.

    - by Amber
    Step 1: Write a function int GetText(char[],int); which fills a character array from a requested file. That is, the function should prompt the user to input the filename, and then read up to the number of characters given as the second argument, terminating when the number has been reached or when the end of file is encountered. The file should then be closed. The number of characters placed in the array is then returned as the value of the function. Every character in the file should be transferred to the array. Whitespace should not be removed. When testing, assume that no more than 5000 characters will be read. The function should be placed in a file called coding.cpp while the main will be in ass5.cpp. To enable the prototypes to be accessible, the file coding.h contains the prototypes for all the functions that are to be written in coding.cpp for this assignment. (You may write other functions. If they are called from any of the functions in coding.h, they must appear in coding.cpp where their prototypes should also appear. Do not alter coding.h. Any other functions written for this assignment should be placed, along with their prototypes, with the main function.) Step 2: Write a function int SimplifyText(char[],int); which simplifies the text in the first argument, an array containing the number of characters as given in the second argument, by converting all alphabetic characters to lower case, removing all non-alpha characters, and replacing multiple whitespace by one blank. Any leading whitespace at the beginning of the array should be removed completely. The resulting number of characters should be returned as the value of the function. Note that another array cannot appear in the function (as the file does not contain one). For example, if the array contained the 29 characters "The 39 Steps" by John Buchan (with the " appearing in the array), the simplified text would be the steps by john buchan of length 24. The array should not contain a null character at the end. Step 3: Using the file test.txt, test your program so far. You will need to write a function void PrintText(const char[],int,int); that prints out the contents of the array, whose length is the second argument, breaking the lines to exactly the number of characters in the third argument. Be warned that, if the array contains newlines (as it would when read from a file), lines will be broken earlier than the specified length. Step 4: Write a function void Caesar(const char[],int,char[],int); which takes the first argument array, with length given by the second argument and codes it into the third argument array, using the shift given in the fourth argument. The shift must be performed cyclicly and must also be able to handle negative shifts. Shifts exceeding 26 can be reduced by modulo arithmetic. (Is C++'s modulo operations on negative numbers a problem here?) Demonstrate that the test file, as simplified, can be coded and decoded using a given shift by listing the original input text, the simplified text (indicating the new length), the coded text and finally the decoded text. Step 5: The permutation cypher does not limit the character substitution to just a shift. In fact, each of the 26 characters is coded to one of the others in an arbitrary way. So, for example, a might become f, b become q, c become d, but a letter never remains the same. How the letters are rearranged can be specified using a seed to the random number generator. The code can then be decoded, if the decoder has the same random number generator and knows the seed. Write the function void Permute(const char[],int,char[],unsigned long); with the same first three arguments as Caesar above, with the fourth argument being the seed. The function will have to make up a permutation table as follows: To find what a is coded as, generate a random number from 1 to 25. Add that to a to get the coded letter. Mark that letter as used. For b, generate 1 to 24, then step that many letters after b, ignoring the used letter if encountered. For c, generate 1 to 23, ignoring a or b's codes if encountered. Wrap around at z. Here's an example, for only the 6 letters a, b, c, d, e, f. For the letter a, generate, from 1-5, a 2. Then a - c. c is marked as used. For the letter b, generate, from 1-4, a 3. So count 3 from b, skipping c (since it is marked as used) yielding the coding of b - f. Mark f as used. For c, generate, from 1-3, a 3. So count 3 from c, skipping f, giving a. Note the wrap at the last letter back to the first. And so on, yielding a - c b - f c - a d - b (it got a 2) e - d f - e Thus, for a given seed, a translation table is required. To decode a piece of text, we need the table generated to be re-arranged so that the right hand column is in order. In fact you can just store the table in the reverse way (e.g., if a gets encoded to c, put a opposite c is the table). Write a function called void DePermute(const char[],int,char[], unsigned long); to reverse the permutation cypher. Again, test your functions using the test file. At this point, any main program used to test these functions will not be required as part of the assignment. The remainder of the assignment uses some of these functions, and needs its own main function. When submitted, all the above functions will be tested by the marker's own main function. Step 6: If the seed number is unknown, decoding is difficult. Write a main program which: (i) reads in a piece of text using GetText; (ii) simplifies the text using SimplifyText; (iii) prints the text using PrintText; (iv) requests two letters to swap. If we think 'a' in the text should be 'q' we would type aq as input. The text would be modified by swapping the a's and q's, and the text reprinted. Repeat this last step until the user considers the text is decoded, when the input of the same letter twice (requesting a letter to be swapped with itself) terminates the program. Step 7: If we have a large enough sample of coded text, we can use knowledge of English to aid in finding the permutation. The first clue is in the frequency of occurrence of each letter. Write a function void LetterFreq(const char[],int,freq[]); which takes the piece of text given as the first two arguments (same as above) and returns in the 26 long array of structs (the third argument), the table of the frequency of the 26 letters. This frequency table should be in decreasing order of popularity. A simple Selection Sort will suffice. (This will be described in lectures.) When printed, this summary would look something like v x r s z j p t n c l h u o i b w d g e a q y k f m 168106 68 66 59 54 48 45 44 35 26 24 22 20 20 20 17 13 12 12 4 4 1 0 0 0 The formatting will require the use of input/output manipulators. See the header file for the definition of the struct called freq. Modify the program so that, before each swap is requested, the current frequency of the letters is printed. This does not require further calls to LetterFreq, however. You may use the traditional order of regular letter frequencies (E T A I O N S H R D L U) as a guide when deciding what characters to exchange. Step 8: The decoding process can be made more difficult if blank is also coded. That is, consider the alphabet to be 27 letters. Rewrite LetterFreq and your main program to handle blank as another character to code. In the above frequency order, space usually comes first.

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  • repaint problem

    - by user357816
    I have a problem with my repaint in the method move. I dont know what to doo, the code is below import java.awt.*; import java.io.*; import java.text.*; import java.util.*; import javax.sound.sampled.*; import javax.swing.*; import javax.swing.Timer; import java.awt.event.*; import java.lang.*; public class bbb extends JPanel { public Stack<Integer> stacks[]; public JButton auto,jugar,nojugar; public JButton ok,ok2; public JLabel info=new JLabel("Numero de Discos: "); public JLabel instruc=new JLabel("Presiona la base de las torres para mover las fichas"); public JLabel instruc2=new JLabel("No puedes poner una pieza grande sobre una pequenia!"); public JComboBox numeros=new JComboBox(); public JComboBox velocidad=new JComboBox(); public boolean seguir=false,parar=false,primera=true; public int n1,n2,n3; public int click1=0; public int opcion=1,tiempo=50; public int op=1,continuar=0,cont=0; public int piezas=0; public int posx,posy; public int no; public bbb() throws IOException { stacks = new Stack[3]; stacks[0]=new Stack<Integer>(); stacks[1]=new Stack<Integer>(); stacks[2]=new Stack<Integer>(); setPreferredSize(new Dimension(1366,768)); ok=new JButton("OK"); ok.setBounds(new Rectangle(270,50,70,25)); ok.addActionListener(new okiz()); ok2=new JButton("OK"); ok2.setBounds(new Rectangle(270,50,70,25)); ok2.addActionListener(new vel()); add(ok2);ok2.setVisible(false); auto=new JButton("Automatico"); auto.setBounds(new Rectangle(50,80,100,25)); auto.addActionListener(new a()); jugar=new JButton("PLAY"); jugar.setBounds(new Rectangle(100,100,70,25)); jugar.addActionListener(new play()); nojugar=new JButton("PAUSE"); nojugar.setBounds(new Rectangle(100,150,70,25)); nojugar.addActionListener(new stop()); setLayout(null); info.setBounds(new Rectangle(50,50,170,25)); info.setForeground(Color.white); instruc.setBounds(new Rectangle(970,50,570,25)); instruc.setForeground(Color.white); instruc2.setBounds(new Rectangle(970,70,570,25)); instruc2.setForeground(Color.white); add(instruc);add(instruc2); add(jugar);add(nojugar);jugar.setVisible(false);nojugar.setVisible(false); add(info); info.setVisible(false); add(ok); ok.setVisible(false); add(auto); numeros.setBounds(new Rectangle(210,50,50,25)); numeros.addItem(1);numeros.addItem(2);numeros.addItem(3);numeros.addItem(4);numeros.addItem(5); numeros.addItem(6);numeros.addItem(7);numeros.addItem(8);numeros.addItem(9);numeros.addItem(10); add(numeros); numeros.setVisible(false); velocidad.setBounds(new Rectangle(150,50,100,25)); velocidad.addItem("Lenta"); velocidad.addItem("Intermedia"); velocidad.addItem("Rapida"); add(velocidad); velocidad.setVisible(false); } public void Mover(int origen, int destino) { for (int i=0;i<3;i++) { System.out.print("stack "+i+": "); for(int n : stacks[i]) System.out.print(n+";"); System.out.println(""); } System.out.println("de <"+origen+"> a <"+destino+">"); stacks[destino].push(stacks[origen].pop()); System.out.println(""); this.validate(); this.repaint( ); } public void hanoi(int origen, int destino, int cuantas) { while (parar) {} if (cuantas <= 1) Mover(origen,destino); else { hanoi(origen,3 - (origen+destino),cuantas-1); Mover(origen,destino); hanoi(3 - (origen+destino),destino,cuantas-1); } } public void paintComponent(Graphics g) { ImageIcon fondo= new ImageIcon("fondo.jpg"); g.drawImage(fondo.getImage(),0, 0,1366,768,null); g.setColor(new Color((int)(Math.random() * 254), (int)(Math.random() *255), (int)(Math.random() * 255))); g.fillRect(0,0,100,100); g.setColor(Color.white); g.fillRect(150,600,250,25); g.fillRect(550,600,250,25); g.fillRect(950,600,250,25); g.setColor(Color.red); g.fillRect(270,325,10,275); g.fillRect(270+400,325,10,275); g.fillRect(270+800,325,10,275); int x, y,top=0; g.setColor(Color.yellow); x=150;y=580; for(int ii:stacks[0]) { g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} x=550;y=580; for(int ii:stacks[1]) {g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} x=950;y=580; for(int ii:stacks[2]) {g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} System.out.println("ENTRO"); setOpaque(false); } private class play implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { parar=false; if(primera=true) { hanoi(0,2,no); primera=false; } } } private class stop implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { parar=true; } } private class vel implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { if (velocidad.getSelectedItem()=="Lenta") {tiempo=150;} else if (velocidad.getSelectedItem()=="Intermedia") {tiempo=75;} else tiempo=50; ok2.setVisible(false); jugar.setVisible(true); nojugar.setVisible(true); } } private class a implements ActionListener //auto { public void actionPerformed(ActionEvent algo) { auto.setVisible(false); info.setVisible(true); numeros.setVisible(true); ok.setVisible(true); op=3; } } private class okiz implements ActionListener //ok { public void actionPerformed(ActionEvent algo) { no=Integer.parseInt(numeros.getSelectedItem().toString()); piezas=no; if (no>0 && no<11) { info.setVisible(false); numeros.setVisible(false); ok.setVisible(false); for (int i=no;i>0;i--) stacks[0].push(i); opcion=2; if (op==3) { info.setText("Velocidad: ");info.setVisible(true); velocidad.setVisible(true); ok2.setVisible(true); } } else { } repaint(); } } } the code of the other class that calls the one up is below: import java.awt.*; import java.io.*; import java.net.URL; import javax.imageio.*; import javax.swing.*; import javax.swing.border.*; import java.lang.*; import java.awt.event.*; public class aaa extends JPanel { private ImageIcon Background; private JLabel fondo; public static void main(String[] args) throws IOException { JFrame.setDefaultLookAndFeelDecorated(true); final JPanel cp = new JPanel(new BorderLayout()); JFrame frame = new JFrame ("Torres de Hanoi"); frame.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE); frame.setSize(550,550); frame.setVisible(true); bbb panel = new bbb(); frame.getContentPane().add(panel); frame.pack(); frame.setVisible(true); } }

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  • Prevent RDP logon brute force in mikrotik router via winbox

    - by holian
    Masters, I need help, how to config our router to block RDP brute force attacks I would like to set our router to only allow RDP connection from a specified country (our specified IP ranges), plus i need to set up router to block (take ips to black list) and drop brute force attepmst to specified port numbers. I try to set this with changeing the ftp port to rdp port. http://wiki.mikrotik.com/wiki/Bruteforce_login_prevention_%28FTP_%26_SSH Any suggestion tnx. H Current configuration: I try to configure the router via Winbox. I set some NAT rules (from dyndns to local address, rdp port) In the filter rules tab: I'm not sure this configuration should do the trick?! Is the content text "530 login incorrect" is fit for RDP connection to? Because in the tutorial used for filtering FTP connection. How to set router to allow RDP attempts from specified IP ranges? Thank you // New config

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  • Logs show failed password for invalid user root from <IP Address> port 2924 ssh2

    - by Chris Hanson
    I'm getting a constant flow of these messages in my logs. The port is variable (seemingly between 1024 and 65535). I can simulate it myself by running sftp root@<my ip> I've commented out the sftp subsystem line in my sshd_config. These ports should be closed by provider's firewall. I don't understand: Why sftp would be selecting a random port like that. It seems to be behaving like FTP in passive mode, but I can't make any sense of why that would be. Why it can even hit my server in the first place if these ports are closed.

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