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  • Can I use a binary literal in C or C++?

    - by hamza
    I need to work with a binary number. I tried writing: const x = 00010000 ; But it didn't work. I know that I can use an hexadecimal number that has the same value as 00010000 but I want to know if there is a type in C++ for binary numbers & if there isn't, is there another solution for my problem?

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  • Deserialization error using Runtime Serialization with the Binary Formatter

    - by Lily
    When I am deserializing a hierarchy I get the following error The input stream is not a valid binary format. The starting contents (in bytes) are The input stream is not a valid binary format. The starting contents (in bytes) are: 20-01-20-20-20-FF-FF-FF-FF-01-20-20-20-20-20-20-20 ..." Any help please? Extra info: public void Serialize(ISyntacticNode person) { Stream stream = File.Open(fileName, FileMode.OpenOrCreate); try { BinaryFormatter binary = new BinaryFormatter(); pList.Add(person); binary.Serialize(stream, pList); stream.Close(); } catch { stream.Close(); } } public List<ISyntacticNode> Deserialize() { Stream stream = File.Open(fileName, FileMode.OpenOrCreate); BinaryFormatter binary = new BinaryFormatter(); try { pList = (List<ISyntacticNode>)binary.Deserialize(stream); binary.Serialize(stream, pList); stream.Close(); } catch { pList = new List<ISyntacticNode>(); binary.Serialize(stream, pList); stream.Close(); } return pList; } I am Serializing a hierarchy which is of type Proxem.Antelope.Parsing.ISyntacticNode Now I have gotten this error System.Runtime.Serialization.SerializationException: Binary stream '116' does not contain a valid BinaryHeader. Possible causes are invalid stream or object version change between serialization and deserialization. i'm using a different instance. How may I avoid this error please

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

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  • Android - big game universe

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • Shell not finding binary when attempting to execute it (it's _definitely_ there)

    - by eegg
    I have a specific set of binaries installed at: ~/.GutenMark/binary/<binaries...> These were previously working correctly, but for seemingly no reason when I attempt to execute them the shell claims not to find them: james@anubis:~/.GutenMark/binary$ ls -al ... -rwxr-xr-x 1 james james 2979036 2009-05-10 13:34 GUItenMark ... -rwxrwxrwx 1 james james 76952 2009-05-10 13:34 GutenMark ... -rwxr-xr-x 1 james james 10156 2009-05-10 13:34 GutenSplit ... james@anubis:~/.GutenMark/binary$ ./GutenMark bash: ./GutenMark: No such file or directory james@anubis:~/.GutenMark/binary$ I've tried to isolate the cause of this, with no success. The same happens with zsh, bash, and sh (all giving their appropriate "file not found" error -- this is definitely not a strange output from the binary itself). The same happens either as user james or as root. Nor is it directory specific; if I move the whole directory installation, or just a single binary, to anywhere else, the same happens when attempting to execute it. The same even happens when I put the directory in $PATH and just execute "GutenMark". It also happens when I execute it from a script (I've tried Python's commands module -- though this appears to just call sh). The problem appears to be specific to the binaries themselves, yet they appear to never actually get executed. Any ideas?

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  • Plot vectors with labels in matlab

    - by mad
    I have a Nx62 matrix with N 62-D vectors and a NX1 vector with the labels for the vectors. I am trying to plot these vectors with their labels because I want to see the behavior of these classes when plotted in a 62-dimensional space. The vectors belong to three classes according to the labels of a NX1 vector cited before. How to to that in matlab? when i do plot(vector,classes) the result is very weird to analyse, how to put labels in the graph? The code i am using to get the labels, vectors and plotting is the following: %labels is a vector with labels, vectors is a matrix where each line is a vector [labels,vectors]=libsvmread('features-im1.txt'); when I plot a three dimensional vector is simple a=[1,2,3] plot(a) and then I get the result but now i have a set of vectors and a set of labels, and i want to see the distribution of them, i want to plot each of these labels but also want to identify their classes. How to do that in matlab? EDIT: This code is almost working. The problem is the fact that for each vector and class the plot will assign a color. I just want three colors and three labels, one per class. [class,vector]=libsvmread('features-im1.txt'); %the plot doesn't allow negative and 0 values in the label class=class+2; labels = {'class -1','class 0','class 1'}; h = plot(vector); legend(h,labels{class})

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  • Convert vector interpolation to quaternion interpolation? (Catmull-Rom)

    - by edA-qa mort-ora-y
    I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to convert the vector based interpolation to a quaternion one? The approach I'm using now is to exact the axis and angle from the quanternion. I then interpolate each of those independently and convert back to a quaternion. Is there a more direct method?

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • Random Vector within a cone

    - by Paul
    I'm looking to create a random vector within a cone given the radius (base). It feels like I've been traversing through many pages on the internet and still I'm no further forward to getting an answer. I was thinking I could get a point within the base of the cone and have it point towards the apex (then just use the inverse of that for my animation) but this seems like an incredibly long winded approach.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • How to efficiently convert String, integer, double, datetime to binary and vica versa?

    - by Ben
    Hi, I'm quite new to C# (I'm using .NET 4.0) so please bear with me. I need to save some object properties (their properties are int, double, String, boolean, datetime) to a file. But I want to encrypt the files using my own encryption, so I can't use FileStream to convert to binary. Also I don't want to use object serialization, because of performance issues. The idea is simple, first I need to somehow convert objects (their properties) to binary (array), then encrypt (some sort of xor) the array and append it to the end of the file. When reading first decrypt the array and then somehow convert the binary array back to object properties (from which I'll generate objects). I know (roughly =) ) how to convert these things by hand and I could code it, but it would be useless (too slow). I think the best way would be just to get properties' representation in memory and save that. But I don't know how to do it using C# (maybe using pointers?). Also I though about using MemoryStream but again I think it would be inefficient. I am thinking about class Converter, but it does not support toByte(datetime) (documentation says it always throws exception). For converting back I think the only options is class Converter. Note: I know the structure of objects and they will not change, also the maximum String length is also known. Thank you for all your ideas and time. EDIT: I will be storing only parts of objects, in some cases also parts of different objects (a couple of properties from one object type and a couple from another), thus I think that serialization is not an option for me.

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  • Photoshop vector line

    - by Yuval
    When I use the line tool in Photoshop, it creates a vector layer mask with the shape of that line. When I draw a curved line with the pen tool, the only option I see for making a line out of the path is "Stroke path", which is not vector (raster). How do I create a vector line/curve with the pen tool in Photoshop (CS4)? Thanks!

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  • R: How can I reorder the rows of a matrix, data.frame or vector according to another one.

    - by John
    test1 <- as.matrix(c(1, 2, 3, 4, 5)) row.names(test1) <- c("a", "b", "c", "d", "e") test2 <- as.matrix(c(6, 7, 8, 9, 10)) row.names(test2) <- c("e", "d", "c", "b", "a") test1 [,1] a 1 d 2 c 3 b 4 e 5 test2 [,1] e 6 d 7 c 8 b 9 a 10 How can I reorder test2 so that the rows are in the same order as test1? e.g: test2 [,1] a 10 d 7 c 8 b 9 e 6 I tried to use the reorder function with: reorder (test1, test2) but I could not figure out the correct syntax. I see that reorder takes a vector, and I'm here using a matrix. My real data has one character vector and another as a data.frame. I figured that the data structure would not matter too much for this example above, I just need help with the syntax and can adapt it to my real problem.

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  • How to return a 'read-only' copy of a vector

    - by michael
    Hi, I have a class which has a private attribute vector rectVec; class A { private: vector<Rect> rectVec; }; My question is how can I return a 'read-only' copy of my Vector? I am thinking of doing this: class A { public: const vect<Rect>& getRectVec() { return rectVect; } } Is that the right way? I am thinking this can guard against the callee modify the vector(add/delete Rect in vector), what about the Rect inside the vector?

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  • sudo apt-get update problem

    - by Jeon
    I have a problem with sudo apt-get update that I can't seem to fix and It's causing problems with alot of installations I want to do. I run Ubuntu 12.04. Ign http://ftp.availo.se precise InRelease Ign http://ftp.availo.se precise-updates InRelease Ign http://ftp.availo.se precise-backports InRelease Ign http://ftp.availo.se precise-security InRelease Get:1 http://repository.spotify.com stable InRelease [2,979 B] Ign http://ppa.launchpad.net precise InRelease Ign http://extras.ubuntu.com precise InRelease Ign http://archive.canonical.com precise InRelease Ign http://ppa.launchpad.net precise InRelease Ign http://ppa.launchpad.net precise InRelease Ign http://repository.spotify.com stable InRelease Ign http://ftp.availo.se precise Release.gpg Ign http://ftp.availo.se precise-updates Release.gpg Ign http://ftp.availo.se precise-backports Release.gpg Ign http://repository.spotify.com stable/non-free amd64 Packages/DiffIndex Hit http://ppa.launchpad.net precise Release.gpg Hit http://ppa.launchpad.net precise Release.gpg Hit http://archive.canonical.com precise Release.gpg Hit http://extras.ubuntu.com precise Release.gpg Ign http://ftp.availo.se precise-security Release.gpg Ign http://repository.spotify.com stable/non-free i386 Packages/DiffIndex Ign http://repository.spotify.com stable/non-free TranslationIndex Hit http://ppa.launchpad.net precise Release.gpg Hit http://archive.canonical.com precise Release Hit http://extras.ubuntu.com precise Release Ign http://ftp.availo.se precise Release Ign http://ftp.availo.se precise-updates Release Hit http://ppa.launchpad.net precise Release Hit http://archive.canonical.com precise/partner amd64 Packages Hit http://extras.ubuntu.com precise/main Sources Ign http://ftp.availo.se precise-backports Release Ign http://ftp.availo.se precise-security Release Hit http://ppa.launchpad.net precise Release Hit http://archive.canonical.com precise/partner i386 Packages Ign http://archive.canonical.com precise/partner TranslationIndex Hit http://ppa.launchpad.net precise Release Hit http://extras.ubuntu.com precise/main amd64 Packages Hit http://extras.ubuntu.com precise/main i386 Packages Ign http://ftp.availo.se precise/main TranslationIndex Ign http://ftp.availo.se precise/multiverse TranslationIndex Ign http://ftp.availo.se precise/restricted TranslationIndex Hit http://ppa.launchpad.net precise/main Sources Hit http://ppa.launchpad.net precise/main amd64 Packages Hit http://ppa.launchpad.net precise/main i386 Packages Ign http://ppa.launchpad.net precise/main TranslationIndex Ign http://extras.ubuntu.com precise/main TranslationIndex Ign http://ftp.availo.se precise/universe TranslationIndex Hit http://ppa.launchpad.net precise/main Sources Hit http://ppa.launchpad.net precise/main amd64 Packages Hit http://ppa.launchpad.net precise/main i386 Packages Ign http://ppa.launchpad.net precise/main TranslationIndex Hit http://ppa.launchpad.net precise/main Sources Hit http://ppa.launchpad.net precise/main amd64 Packages Hit http://ppa.launchpad.net precise/main i386 Packages Ign http://ppa.launchpad.net precise/main TranslationIndex Ign http://ftp.availo.se precise-updates/main TranslationIndex Ign http://ftp.availo.se precise-updates/multiverse TranslationIndex Ign http://ftp.availo.se precise-updates/restricted TranslationIndex Ign http://ftp.availo.se precise-updates/universe TranslationIndex Hit http://repository.spotify.com stable/non-free amd64 Packages Ign http://ftp.availo.se precise-backports/main TranslationIndex Ign http://ftp.availo.se precise-backports/multiverse TranslationIndex Ign http://ftp.availo.se precise-backports/restricted TranslationIndex Ign http://ftp.availo.se precise-backports/universe TranslationIndex Hit http://repository.spotify.com stable/non-free i386 Packages Ign http://archive.canonical.com precise/partner Translation-en_US Ign http://ftp.availo.se precise-security/main TranslationIndex Ign http://ftp.availo.se precise-security/multiverse TranslationIndex Ign http://ftp.availo.se precise-security/restricted TranslationIndex Ign http://ftp.availo.se precise-security/universe TranslationIndex Ign http://repository.spotify.com stable/non-free Translation-en_US Ign http://archive.canonical.com precise/partner Translation-en Ign http://repository.spotify.com stable/non-free Translation-en Ign http://extras.ubuntu.com precise/main Translation-en_US Ign http://extras.ubuntu.com precise/main Translation-en Ign http://ppa.launchpad.net precise/main Translation-en_US Ign http://ppa.launchpad.net precise/main Translation-en Ign http://ppa.launchpad.net precise/main Translation-en_US Ign http://ppa.launchpad.net precise/main Translation-en Ign http://ppa.launchpad.net precise/main Translation-en_US Ign http://ppa.launchpad.net precise/main Translation-en Err http://ftp.availo.se precise/main Sources 404 Not Found Err http://ftp.availo.se precise/restricted Sources 404 Not Found Err http://ftp.availo.se precise/universe Sources 404 Not Found Err http://ftp.availo.se precise/multiverse Sources 404 Not Found Err http://ftp.availo.se precise/main amd64 Packages 404 Not 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amd64 Packages 404 Not Found Err http://ftp.availo.se precise-updates/multiverse amd64 Packages 404 Not Found Err http://ftp.availo.se precise-updates/main i386 Packages 404 Not Found Err http://ftp.availo.se precise-updates/restricted i386 Packages 404 Not Found Err http://ftp.availo.se precise-updates/universe i386 Packages 404 Not Found Err http://ftp.availo.se precise-updates/multiverse i386 Packages 404 Not Found Err http://ftp.availo.se precise-backports/main Sources 404 Not Found Err http://ftp.availo.se precise-backports/restricted Sources 404 Not Found Err http://ftp.availo.se precise-backports/universe Sources 404 Not Found Err http://ftp.availo.se precise-backports/multiverse Sources 404 Not Found Err http://ftp.availo.se precise-backports/main amd64 Packages 404 Not Found Err http://ftp.availo.se precise-backports/restricted amd64 Packages 404 Not Found Err http://ftp.availo.se precise-backports/universe amd64 Packages 404 Not Found Err http://ftp.availo.se precise-backports/multiverse amd64 Packages 404 Not Found Err http://ftp.availo.se precise-backports/main i386 Packages 404 Not Found Err http://ftp.availo.se precise-backports/restricted i386 Packages 404 Not Found Err http://ftp.availo.se precise-backports/universe i386 Packages 404 Not Found Err http://ftp.availo.se precise-backports/multiverse i386 Packages 404 Not Found Err http://ftp.availo.se precise-security/main Sources 404 Not Found Err http://ftp.availo.se precise-security/restricted Sources 404 Not Found Err http://ftp.availo.se precise-security/universe Sources 404 Not Found Err http://ftp.availo.se precise-security/multiverse Sources 404 Not Found Err http://ftp.availo.se precise-security/main amd64 Packages 404 Not Found Err http://ftp.availo.se precise-security/restricted amd64 Packages 404 Not Found Err http://ftp.availo.se precise-security/universe amd64 Packages 404 Not Found Err http://ftp.availo.se precise-security/multiverse amd64 Packages 404 Not Found Err http://ftp.availo.se precise-security/main i386 Packages 404 Not Found Err http://ftp.availo.se precise-security/restricted i386 Packages 404 Not Found Err http://ftp.availo.se precise-security/universe i386 Packages 404 Not Found Err http://ftp.availo.se precise-security/multiverse i386 Packages 404 Not Found Ign http://ftp.availo.se precise/main Translation-en_US Ign http://ftp.availo.se precise/main Translation-en Ign http://ftp.availo.se precise/multiverse Translation-en_US Ign http://ftp.availo.se precise/multiverse Translation-en Ign http://ftp.availo.se precise/restricted Translation-en_US Ign http://ftp.availo.se precise/restricted Translation-en Ign http://ftp.availo.se precise/universe Translation-en_US Ign http://ftp.availo.se precise/universe Translation-en Ign http://ftp.availo.se precise-updates/main Translation-en_US Ign http://ftp.availo.se precise-updates/main Translation-en Ign http://ftp.availo.se precise-updates/multiverse Translation-en_US Ign http://ftp.availo.se precise-updates/multiverse Translation-en Ign http://ftp.availo.se precise-updates/restricted Translation-en_US Ign http://ftp.availo.se precise-updates/restricted Translation-en Ign http://ftp.availo.se precise-updates/universe Translation-en_US Ign http://ftp.availo.se precise-updates/universe Translation-en Ign http://ftp.availo.se precise-backports/main Translation-en_US Ign http://ftp.availo.se precise-backports/main Translation-en Ign http://ftp.availo.se precise-backports/multiverse Translation-en_US Ign http://ftp.availo.se precise-backports/multiverse Translation-en Ign http://ftp.availo.se precise-backports/restricted Translation-en_US Ign http://ftp.availo.se precise-backports/restricted Translation-en Ign http://ftp.availo.se precise-backports/universe Translation-en_US Ign http://ftp.availo.se precise-backports/universe Translation-en Ign http://ftp.availo.se precise-security/main Translation-en_US Ign http://ftp.availo.se precise-security/main Translation-en Ign http://ftp.availo.se precise-security/multiverse Translation-en_US Ign http://ftp.availo.se precise-security/multiverse Translation-en Ign http://ftp.availo.se precise-security/restricted Translation-en_US Ign http://ftp.availo.se precise-security/restricted Translation-en Ign http://ftp.availo.se precise-security/universe Translation-en_US Ign http://ftp.availo.se precise-security/universe Translation-en Fetched 2,979 B in 9s (328 B/s) W: GPG error: http://repository.spotify.com stable InRelease: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 082CCEDF94558F59 W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/main/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/restricted/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/universe/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/multiverse/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/main/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/restricted/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/universe/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/multiverse/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/restricted/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/universe/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise/multiverse/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/main/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/restricted/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/universe/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/multiverse/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/main/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/restricted/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/universe/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/multiverse/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/restricted/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/universe/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-updates/multiverse/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/main/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/restricted/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/universe/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/multiverse/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/main/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/restricted/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/universe/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/multiverse/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/restricted/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/universe/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-backports/multiverse/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/main/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/restricted/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/universe/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/multiverse/source/Sources 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/main/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/restricted/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/universe/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/multiverse/binary-amd64/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/restricted/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/universe/binary-i386/Packages 404 Not Found W: Failed to fetch http://ftp.availo.se/ubuntu/dists/precise-security/multiverse/binary-i386/Packages 404 Not Found E: Some index files failed to download. They have been ignored, or old ones used instead. I would appreciate a fix to this. Thank you for the help.

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  • From Binary to Data Structures

    - by Cédric Menzi
    Table of Contents Introduction PE file format and COFF header COFF file header BaseCoffReader Byte4ByteCoffReader UnsafeCoffReader ManagedCoffReader Conclusion History This article is also available on CodeProject Introduction Sometimes, you want to parse well-formed binary data and bring it into your objects to do some dirty stuff with it. In the Windows world most data structures are stored in special binary format. Either we call a WinApi function or we want to read from special files like images, spool files, executables or may be the previously announced Outlook Personal Folders File. Most specifications for these files can be found on the MSDN Libarary: Open Specification In my example, we are going to get the COFF (Common Object File Format) file header from a PE (Portable Executable). The exact specification can be found here: PECOFF PE file format and COFF header Before we start we need to know how this file is formatted. The following figure shows an overview of the Microsoft PE executable format. Source: Microsoft Our goal is to get the PE header. As we can see, the image starts with a MS-DOS 2.0 header with is not important for us. From the documentation we can read "...After the MS DOS stub, at the file offset specified at offset 0x3c, is a 4-byte...". With this information we know our reader has to jump to location 0x3c and read the offset to the signature. The signature is always 4 bytes that ensures that the image is a PE file. The signature is: PE\0\0. To prove this we first seek to the offset 0x3c, read if the file consist the signature. So we need to declare some constants, because we do not want magic numbers.   private const int PeSignatureOffsetLocation = 0x3c; private const int PeSignatureSize = 4; private const string PeSignatureContent = "PE";   Then a method for moving the reader to the correct location to read the offset of signature. With this method we always move the underlining Stream of the BinaryReader to the start location of the PE signature.   private void SeekToPeSignature(BinaryReader br) { // seek to the offset for the PE signagure br.BaseStream.Seek(PeSignatureOffsetLocation, SeekOrigin.Begin); // read the offset int offsetToPeSig = br.ReadInt32(); // seek to the start of the PE signature br.BaseStream.Seek(offsetToPeSig, SeekOrigin.Begin); }   Now, we can check if it is a valid PE image by reading of the next 4 byte contains the content PE.   private bool IsValidPeSignature(BinaryReader br) { // read 4 bytes to get the PE signature byte[] peSigBytes = br.ReadBytes(PeSignatureSize); // convert it to a string and trim \0 at the end of the content string peContent = Encoding.Default.GetString(peSigBytes).TrimEnd('\0'); // check if PE is in the content return peContent.Equals(PeSignatureContent); }   With this basic functionality we have a good base reader class to try the different methods of parsing the COFF file header. COFF file header The COFF header has the following structure: Offset Size Field 0 2 Machine 2 2 NumberOfSections 4 4 TimeDateStamp 8 4 PointerToSymbolTable 12 4 NumberOfSymbols 16 2 SizeOfOptionalHeader 18 2 Characteristics If we translate this table to code, we get something like this:   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public MachineType Machine; public ushort NumberOfSections; public uint TimeDateStamp; public uint PointerToSymbolTable; public uint NumberOfSymbols; public ushort SizeOfOptionalHeader; public Characteristic Characteristics; } BaseCoffReader All readers do the same thing, so we go to the patterns library in our head and see that Strategy pattern or Template method pattern is sticked out in the bookshelf. I have decided to take the template method pattern in this case, because the Parse() should handle the IO for all implementations and the concrete parsing should done in its derived classes.   public CoffHeader Parse() { using (var br = new BinaryReader(File.Open(_fileName, FileMode.Open, FileAccess.Read, FileShare.Read))) { SeekToPeSignature(br); if (!IsValidPeSignature(br)) { throw new BadImageFormatException(); } return ParseInternal(br); } } protected abstract CoffHeader ParseInternal(BinaryReader br);   First we open the BinaryReader, seek to the PE signature then we check if it contains a valid PE signature and rest is done by the derived implementations. Byte4ByteCoffReader The first solution is using the BinaryReader. It is the general way to get the data. We only need to know which order, which data-type and its size. If we read byte for byte we could comment out the first line in the CoffHeader structure, because we have control about the order of the member assignment.   protected override CoffHeader ParseInternal(BinaryReader br) { CoffHeader coff = new CoffHeader(); coff.Machine = (MachineType)br.ReadInt16(); coff.NumberOfSections = (ushort)br.ReadInt16(); coff.TimeDateStamp = br.ReadUInt32(); coff.PointerToSymbolTable = br.ReadUInt32(); coff.NumberOfSymbols = br.ReadUInt32(); coff.SizeOfOptionalHeader = (ushort)br.ReadInt16(); coff.Characteristics = (Characteristic)br.ReadInt16(); return coff; }   If the structure is as short as the COFF header here and the specification will never changed, there is probably no reason to change the strategy. But if a data-type will be changed, a new member will be added or ordering of member will be changed the maintenance costs of this method are very high. UnsafeCoffReader Another way to bring the data into this structure is using a "magically" unsafe trick. As above, we know the layout and order of the data structure. Now, we need the StructLayout attribute, because we have to ensure that the .NET Runtime allocates the structure in the same order as it is specified in the source code. We also need to enable "Allow unsafe code (/unsafe)" in the project's build properties. Then we need to add the following constructor to the CoffHeader structure.   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public CoffHeader(byte[] data) { unsafe { fixed (byte* packet = &data[0]) { this = *(CoffHeader*)packet; } } } }   The "magic" trick is in the statement: this = *(CoffHeader*)packet;. What happens here? We have a fixed size of data somewhere in the memory and because a struct in C# is a value-type, the assignment operator = copies the whole data of the structure and not only the reference. To fill the structure with data, we need to pass the data as bytes into the CoffHeader structure. This can be achieved by reading the exact size of the structure from the PE file.   protected override CoffHeader ParseInternal(BinaryReader br) { return new CoffHeader(br.ReadBytes(Marshal.SizeOf(typeof(CoffHeader)))); }   This solution is the fastest way to parse the data and bring it into the structure, but it is unsafe and it could introduce some security and stability risks. ManagedCoffReader In this solution we are using the same approach of the structure assignment as above. But we need to replace the unsafe part in the constructor with the following managed part:   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public CoffHeader(byte[] data) { IntPtr coffPtr = IntPtr.Zero; try { int size = Marshal.SizeOf(typeof(CoffHeader)); coffPtr = Marshal.AllocHGlobal(size); Marshal.Copy(data, 0, coffPtr, size); this = (CoffHeader)Marshal.PtrToStructure(coffPtr, typeof(CoffHeader)); } finally { Marshal.FreeHGlobal(coffPtr); } } }     Conclusion We saw that we can parse well-formed binary data to our data structures using different approaches. The first is probably the clearest way, because we know each member and its size and ordering and we have control about the reading the data for each member. But if add member or the structure is going change by some reason, we need to change the reader. The two other solutions use the approach of the structure assignment. In the unsafe implementation we need to compile the project with the /unsafe option. We increase the performance, but we get some security risks.

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  • unstripped binary or object creating debian package

    - by Jaime
    I'm new to package creation and I'm trying to create a .deb package and keep getting 'unstripped-binary-or-object' on all my libraries and executables. I have everything setup in the directory tree where I want them to end up (and a DEBIAN folder with the control file) and then do fakeroot dpkg-deb --build ./mypackage when I lint with lintian mypackage.deb I get that error. Any ideas or suggestions? Thanks

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  • How do I convert decimal numbers to binary in Perl?

    - by David
    I am trying to make a program that converts decimal numbers or text into binary numbers in perl. The program asks for user input of a character or string , and then prints out the result to the console. How do I do this? My code I have been working on is below, but i cannot seem to fix it. print "Enter a number to convert: "; chomp($decimal = <STDIN>); print "\nConverting $number to binary...\n"; $remainder = $decimal%2; while($decimal > 0) { $decimal/2; print $remainder; }

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