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  • What is the fastest (possibly unsafe) way to read a byte[]?

    - by Aidiakapi
    I'm working on a server project in C#, and after a TCP message is received, it is parsed, and stored in a byte[] of exact size. (Not a buffer of fixed length, but a byte[] of an absolute length in which all data is stored.) Now for reading this byte[] I'll be creating some wrapper functions (also for compatibility), these are the signatures of all functions I need: public byte ReadByte(); public sbyte ReadSByte(); public short ReadShort(); public ushort ReadUShort(); public int ReadInt(); public uint ReadUInt(); public float ReadFloat(); public double ReadDouble(); public string ReadChars(int length); public string ReadString(); The string is a \0 terminated string, and is probably encoded in ASCII or UTF-8, but I cannot tell that for sure, since I'm not writing the client. The data exists of: byte[] _data; int _offset; Now I can write all those functions manually, like this: public byte ReadByte() { return _data[_offset++]; } public sbyte ReadSByte() { byte r = _data[_offset++]; if (r >= 128) return (sbyte)(r - 256); else return (sbyte)r; } public short ReadShort() { byte b1 = _data[_offset++]; byte b2 = _data[_offset++]; if (b1 >= 128) return (short)(b1 * 256 + b2 - 65536); else return (short)(b1 * 256 + b2); } public short ReadUShort() { byte b1 = _data[_offset++]; return (short)(b1 * 256 + _data[_offset++]); } But I wonder if there's a faster way, not excluding the use of unsafe code, since this seems a little bit too much work for simple processing.

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  • Adding Functions to an Implementation of Vector

    - by Meursault
    I have this implementation of vector that I've been working on for a few days using examples from a textbook: #include <iostream> #include <string> #include <cassert> #include <algorithm> #include <cstring> // Vector.h using namespace std; template <class T> class Vector { public: typedef T * iterator; Vector(); Vector(unsigned int size); Vector(unsigned int size, const T & initial); Vector(const Vector<T> & v); // copy constructor ~Vector(); unsigned int capacity() const; // return capacity of vector (in elements) unsigned int size() const; // return the number of elements in the vector bool empty() const; iterator begin(); // return an iterator pointing to the first element iterator end(); // return an iterator pointing to one past the last element T & front(); // return a reference to the first element T & back(); // return a reference to the last element void push_back(const T & value); // add a new element void pop_back(); // remove the last element void reserve(unsigned int capacity); // adjust capacity void resize(unsigned int size); // adjust size void erase(unsigned int size); // deletes an element from the vector T & operator[](unsigned int index); // return reference to numbered element Vector<T> & operator=(const Vector<T> &); private: unsigned int my_size; unsigned int my_capacity; T * buffer; }; template<class T>// Vector<T>::Vector() { my_capacity = 0; my_size = 0; buffer = 0; } template<class T> Vector<T>::Vector(const Vector<T> & v) { my_size = v.my_size; my_capacity = v.my_capacity; buffer = new T[my_size]; for (int i = 0; i < my_size; i++) buffer[i] = v.buffer[i]; } template<class T>// Vector<T>::Vector(unsigned int size) { my_capacity = size; my_size = size; buffer = new T[size]; } template<class T>// Vector<T>::Vector(unsigned int size, const T & initial) { my_size = size; //added = size my_capacity = size; buffer = new T [size]; for (int i = 0; i < size; i++) buffer[i] = initial; } template<class T>// Vector<T> & Vector<T>::operator = (const Vector<T> & v) { delete[ ] buffer; my_size = v.my_size; my_capacity = v.my_capacity; buffer = new T [my_size]; for (int i = 0; i < my_size; i++) buffer[i] = v.buffer[i]; return *this; } template<class T>// typename Vector<T>::iterator Vector<T>::begin() { return buffer; } template<class T>// typename Vector<T>::iterator Vector<T>::end() { return buffer + size(); } template<class T>// T& Vector<T>::Vector<T>::front() { return buffer[0]; } template<class T>// T& Vector<T>::Vector<T>::back() { return buffer[size - 1]; } template<class T> void Vector<T>::push_back(const T & v) { if (my_size >= my_capacity) reserve(my_capacity +5); buffer [my_size++] = v; } template<class T>// void Vector<T>::pop_back() { my_size--; } template<class T>// void Vector<T>::reserve(unsigned int capacity) { if(buffer == 0) { my_size = 0; my_capacity = 0; } if (capacity <= my_capacity) return; T * new_buffer = new T [capacity]; assert(new_buffer); copy (buffer, buffer + my_size, new_buffer); my_capacity = capacity; delete[] buffer; buffer = new_buffer; } template<class T>// unsigned int Vector<T>::size()const { return my_size; } template<class T>// void Vector<T>::resize(unsigned int size) { reserve(size); my_size = size; } template<class T>// T& Vector<T>::operator[](unsigned int index) { return buffer[index]; } template<class T>// unsigned int Vector<T>::capacity()const { return my_capacity; } template<class T>// Vector<T>::~Vector() { delete[]buffer; } template<class T> void Vector<T>::erase(unsigned int size) { } int main() { Vector<int> v; v.reserve(2); assert(v.capacity() == 2); Vector<string> v1(2); assert(v1.capacity() == 2); assert(v1.size() == 2); assert(v1[0] == ""); assert(v1[1] == ""); v1[0] = "hi"; assert(v1[0] == "hi"); Vector<int> v2(2, 7); assert(v2[1] == 7); Vector<int> v10(v2); assert(v10[1] == 7); Vector<string> v3(2, "hello"); assert(v3.size() == 2); assert(v3.capacity() == 2); assert(v3[0] == "hello"); assert(v3[1] == "hello"); v3.resize(1); assert(v3.size() == 1); assert(v3[0] == "hello"); Vector<string> v4 = v3; assert(v4.size() == 1); assert(v4[0] == v3[0]); v3[0] = "test"; assert(v4[0] != v3[0]); assert(v4[0] == "hello"); v3.pop_back(); assert(v3.size() == 0); Vector<int> v5(7, 9); Vector<int>::iterator it = v5.begin(); while (it != v5.end()) { assert(*it == 9); ++it; } Vector<int> v6; v6.push_back(100); assert(v6.size() == 1); assert(v6[0] == 100); v6.push_back(101); assert(v6.size() == 2); assert(v6[0] == 100); v6.push_back(101); cout << "SUCCESS\n"; } So far it works pretty well, but I want to add a couple of functions to it that I can't find examples for, a SWAP function that would look at two elements of the vector and switch their values and and an ERASE function that would delete a specific value or range of values in the vector. How should I begin implementing the two extra functions?

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  • NEC Corporation uPD720200 USB 3.0 controller doesn't run at full speed

    - by Radek Zyskowski
    I have fresh install of Ubuntu 10.10. I have external HD on USB 3.0. Trying to connect this via PCI Express NEC controller. dmesg: [ 8966.820078] usb 6-3: new high speed USB device using xhci_hcd and address 0 [ 8966.839831] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.840580] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.841329] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.842079] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.843343] scsi8 : usb-storage 6-3:1.0 [ 8967.847144] scsi 8:0:0:0: Direct-Access SAMSUNG HD204UI 1AQ1 PQ: 0 ANSI: 5 [ 8967.847589] sd 8:0:0:0: Attached scsi generic sg2 type 0 [ 8967.847923] sd 8:0:0:0: [sdb] 3907029168 512-byte logical blocks: (2.00 TB/1.81 TiB) [ 8967.848341] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.850959] sd 8:0:0:0: [sdb] Write Protect is off [ 8967.850963] sd 8:0:0:0: [sdb] Mode Sense: 23 00 00 00 [ 8967.850966] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.851818] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.852365] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.852370] sdb: sdb1 [ 8967.871315] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.871853] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.871856] sd 8:0:0:0: [sdb] Attached SCSI disk [ 8967.950728] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.951355] sd 8:0:0:0: [sdb] Sense Key : Recovered Error [current] [descriptor] [ 8967.951361] Descriptor sense data with sense descriptors (in hex): [ 8967.951363] 72 01 04 1d 00 00 00 0e 09 0c 00 00 00 00 00 00 [ 8967.951375] 00 00 00 00 00 50 [ 8967.951380] sd 8:0:0:0: [sdb] ASC=0x4 ASCQ=0x1d [ 8968.790076] xhci_hcd 0000:02:00.0: HC died; cleaning up [ 8968.790076] usb 6-3: USB disconnect, address 2 [ 8999.008554] scsi 8:0:0:0: [sdb] Unhandled error code [ 8999.008558] scsi 8:0:0:0: [sdb] Result: hostbyte=DID_TIME_OUT driverbyte=DRIVER_OK [ 8999.008562] scsi 8:0:0:0: [sdb] CDB: Read(10): 28 00 74 70 97 39 00 00 3e 00 [ 8999.008573] end_request: I/O error, dev sdb, sector 1953535801 [ 8999.008578] Buffer I/O error on device sdb1, logical block 1953535738 [ 8999.008582] Buffer I/O error on device sdb1, logical block 1953535739 [ 8999.008585] Buffer I/O error on device sdb1, logical block 1953535740 [ 8999.008589] Buffer I/O error on device sdb1, logical block 1953535741 [ 8999.008592] Buffer I/O error on device sdb1, logical block 1953535742 [ 8999.008595] Buffer I/O error on device sdb1, logical block 1953535743 [ 8999.008600] Buffer I/O error on device sdb1, logical block 1953535744 [ 8999.008603] Buffer I/O error on device sdb1, logical block 1953535745 [ 8999.008606] Buffer I/O error on device sdb1, logical block 1953535746 [ 8999.008609] Buffer I/O error on device sdb1, logical block 1953535747 [ 8999.008642] scsi 8:0:0:0: rejecting I/O to offline device [ 8999.008747] scsi 8:0:0:0: [sdb] Unhandled error code [ 8999.008749] scsi 8:0:0:0: [sdb] Result: hostbyte=DID_NO_CONNECT driverbyte=DRIVER_OK [ 8999.008752] scsi 8:0:0:0: [sdb] CDB: Read(10): 28 00 74 70 97 77 00 00 3e 00 [ 8999.008760] end_request: I/O error, dev sdb, sector 1953535863 sudo lspci -v 2:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30) Physical Slot: 32 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at fe9fe000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable- Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [140] Device Serial Number ff-ff-ff-ff-ff-ff-ff-ff Capabilities: [150] #18 Kernel driver in use: xhci_hcd Kernel modules: xhci-hcd If I try to put into this controller any USB 2.0, it works fine. But USB 3.0 nope. Any idea?

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  • Boggling Direct3D9 dynamic vertex buffer Lock crash/post-lock failure on Intel GMA X3100.

    - by nj
    Hi, For starters I'm a fairly seasoned graphics programmer but as wel all know, everyone makes mistakes. Unfortunately the codebase is a bit too large to start throwing sensible snippets here and re-creating the whole situation in an isolated CPP/codebase is too tall an order -- for which I am sorry, do not have the time. I'll do my best to explain. B.t.w, I will of course supply specific pieces of code if someone wonders how I'm handling this-or-that! As with all resources in the D3DPOOL_DEFAULT pool, when the device context is taken away from you you'll sooner or later will have to reset your resources. I've built a mechanism to handle this for all relevant resources that's been working for years; but that fact nothingwithstanding I've of course checked, asserted and doubted any assumption since this bug came to light. What happens is as follows: I have a rather large dynamic vertex buffer, exact size 18874368 bytes. This buffer is locked (and discarded fully using the D3DLOCK_DISCARD flag) each frame prior to generating dynamic geometry (isosurface-related, f.y.i) to it. This works fine, until, of course, I start to reset. It might take 1 time, it might take 2 or it might take 5 resets to set off a bug that causes an access violation either on the pointer returned by the Lock() operation on the renewed resource or a plain crash -- regarding a somewhat similar address, but without the offset that it has tacked on to it in the first case because in that case we're somewhere halfway writing -- iside the D3D9 dll Lock() call. I've tested this on other hardware, upgraded my GMA X3100 drivers (using a MacBook with BootCamp) to the latest ones, but I can't reproduce it on any other machine and I'm at a loss about what's wrong here. I have tried to reproduce a similar situation with a similar buffer (I've got a large scratch pad of the same type I filled with quads) and beyond a certain amount of bytes it started to behave likewise. I'm not asking for a solution here but I'm very interested if there are other developers here who have battled with the same foe or maybe some who can point me in some insightful direction, maybe ask some questions that might shed a light on what I may or may not be overlooking. Another interesting artifact is that the vertex buffer starts to bug if I supply both D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE together which, even though not very logical (you're not going to overwrite if you've just discarded all), gives graphics glitches. Thanks and any corrections are more than welcome. Niels p.s - A friend of mine raised the valid point that it is a huge buffer for onboard video RAM and it's being at least double or triple buffered internally due to it's dynamic nature. On the other hand, the debug output (D3D9 debug DLL + max. warning output) remains silent. p.s 2 - Had it tested on more machines and still works -- it's probably a matter of circumstance: the huge dynamic, internally double/trippled buffered buffer, not a lot of memory and drivers that don't complain when they should.. Unless someone has a better suggestion; I'd still love to hear it :)

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  • how to make the vim plugin "Project" and "Mini Buffer Explorer" work together?

    - by SunLiWei
    As the title says, I need to make these plugins work together well. The mini buffer explorer just automatically opens after I open the second file(press Enter in project plugin window), then Mini Buffer Explorer opens as the third window on the top of my screen. But after I switch back to project plugin window and press Enter to open the third file, a fourth window opened! It seems project plugin can't overwrite the second file's window. Project plugin 1.4.1 Mini Buffer Explorer plugin 6.4.0

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  • System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host

    - by coffeeaddict
    We have 2 identical database tables on our dev server. In both is a table that holds an X509Certificate2 data in one of its fields. When I grab the cert along with the password that I've been using all along, it works over the first database just fine. I run the same code though over the 2nd database and get this error and I don't get why if the setup is exactly the same and the database is also on this server. So I'm not sure why when I switch my connection string to talk to Database2, even though it's setup the same and the code I'm running over it is the same, it complains. Here's the stack trace: An existing connection was forcibly closed by the remote host Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [SocketException (0x2746): An existing connection was forcibly closed by the remote host] System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) +232 [IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.] System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) +7035903 System.Net.FixedSizeReader.ReadPacket(Byte[] buffer, Int32 offset, Int32 count) +58 System.Net.Security.SslState.StartReadFrame(Byte[] buffer, Int32 readBytes, AsyncProtocolRequest asyncRequest) +116 System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest) +123 System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest) +86 System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest) +123 System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest) +86 System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest) +123 System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest) +86 System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest) +123 System.Net.Security.SslState.ForceAuthentication(Boolean receiveFirst, Byte[] buffer, AsyncProtocolRequest asyncRequest) +7184357 System.Net.Security.SslState.ProcessAuthentication(LazyAsyncResult lazyResult) +217 System.Threading.ExecutionContext.runTryCode(Object userData) +376 System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) +0 System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) +98 System.Net.TlsStream.ProcessAuthentication(LazyAsyncResult result) +1134 System.Net.TlsStream.Write(Byte[] buffer, Int32 offset, Int32 size) +88 System.Net.PooledStream.Write(Byte[] buffer, Int32 offset, Int32 size) +20 System.Net.ConnectStream.WriteHeaders(Boolean async) +360 [WebException: The underlying connection was closed: An unexpected error occurred on a send.] System.Web.Services.Protocols.WebClientProtocol.GetWebResponse(WebRequest request) +857631 System.Web.Services.Protocols.HttpWebClientProtocol.GetWebResponse(WebRequest request) +10 System.Web.Services.Protocols.SoapHttpClientProtocol.Invoke(String methodName, Object[] parameters) +243 Pmall.PayPal.PayPalApi.PayPalAPIAASoapBinding.SetExpressCheckout(SetExpressCheckoutReq SetExpressCheckoutReq) in C:\www\ssss\ssss\ssss\ssss\Reference.cs:1304 ssss.PayPal.ExpressCheckout.PayPalCheckout.SetExpressCheckout(PaymentDetailsType[] paymentDetails, String returnURL, String cancelURL, PayPalPaymentFlowType paymentFlowType) in C:\www\ssss\ssss\ssss\PayPalCheckout.cs:96 ssss.Web.ssss.SetExpressCheckout() in C:\www\ssss\ssss\ssss.aspx.cs:83 ssss.Web.ssss.Page_Load(Object sender, EventArgs e) in C:\www\ssss\ssss\Register.aspx.cs:24 System.Web.Util.CalliHelper.EventArgFunctionCaller(IntPtr fp, Object o, Object t, EventArgs e) +25 System.Web.Util.CalliEventHandlerDelegateProxy.Callback(Object sender, EventArgs e) +42 System.Web.UI.Control.OnLoad(EventArgs e) +132 System.Web.UI.Control.LoadRecursive() +66 System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +2428

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  • MIPS: removing non alpha-numeric characters from a string

    - by Kron
    I'm in the process of writing a program in MIPS that will determine whether or not a user entered string is a palindrome. It has three subroutines which are under construction. Here is the main block of code, subroutines to follow with relevant info: .data Buffer: .asciiz " " # 80 bytes in Buffer intro: .asciiz "Hello, please enter a string of up to 80 characters. I will then tell you if that string was a palindrome!" .text main: li $v0, 4 # print_string call number la $a0, intro # pointer to string in memory syscall li $v0, 8 #syscall code for reading string la $a0, Buffer #save read string into buffer li $a1, 80 #string is 80 bytes long syscall li $s0, 0 #i = 0 li $t0, 80 #max for i to reach la $a0, Buffer jal stripNonAlpha li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall li $s0, 0 jal findEnd jal toUpperCase li $v0, 4 # print_string call number la $a0, Buffer # pointer to string in memory syscall Firstly, it's supposed to remove all non alpha-numeric characters from the string before hand, but when it encounters a character designated for removal, all characters after that are removed. stripNonAlpha: beq $s0, $t0, stripEnd #if i = 80 end add $t4, $s0, $a0 #address of Buffer[i] in $t4 lb $s1, 0($t4) #load value of Buffer[i] addi $s0, $s0, 1 #i = i + 1 slti $t1, $s1, 48 #if ascii code is less than 48 bne $t1, $zero, strip #remove ascii character slti $t1, $s1, 58 #if ascii code is greater than 57 #and slti $t2, $s1, 65 #if ascii code is less than 65 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 91 #if ascii code is greater than 90 #and slti $t2, $s1, 97 #if ascii code is less than 97 slt $t3, $t1, $t2 bne $t3, $zero, strip #remove ascii character slti $t1, $s1, 123 #if ascii character is greater than 122 beq $t1, $zero, strip #remove ascii character j stripNonAlpha #go to stripNonAlpha strip: #add $t5, $s0, $a0 #address of Buffer[i] in $t5 sb $0, 0($t4) #Buffer[i] = 0 #addi $s0, $s0, 1 #i = i + 1 j stripNonAlpha #go to stripNonAlpha stripEnd: la $a0, Buffer #save modified string into buffer jr $ra #return Secondly, it is supposed to convert all lowercase characters to uppercase. toUpperCase: beq $s0, $s2, upperEnd add $t4, $s0, $a0 lb $s1, 0($t4) addi $s1, $s1, 1 slti $t1, $s1, 97 #beq $t1, $zero, upper slti $t2, $s1, 123 slt $t3, $t1, $t2 bne $t1, $zero, upper j toUpperCase upper: add $t5, $s0, $a0 addi $t6, $t6, -32 sb $t6, 0($t5) j toUpperCase upperEnd: la $a0, Buffer jr $ra The final subroutine, which checks if the string is a palindrome isn't anywhere near complete at the moment. I'm having trouble finding the end of the string because I'm not sure what PC-SPIM uses as the carriage return character. Any help is appreciated, I have the feeling most of my problems result from something silly and stupid so feel free to point out anything, no matter how small.

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  • Call HttpWebRequest in another thread as UI with Task class - avoid to dispose object created in Task scope

    - by John
    I would like call HttpWebRequest on another thread as UI, because I must make 200 request or server and downloaded image. My scenation is that I make a request on server, create image and return image. This I make in another thread. I use Task class, but it call automaticaly Dispose method on all object created in task scope. So I return null object from this method. public BitmapImage CreateAvatar(Uri imageUri, int sex) { if (imageUri == null) return CreateDefaultAvatar(sex); BitmapImage image = null; new Task(() => { var request = WebRequest.Create(imageUri); var response = request.GetResponse(); using (var stream = response.GetResponseStream()) { Byte[] buffer = new Byte[response.ContentLength]; int offset = 0, actuallyRead = 0; do { actuallyRead = stream.Read(buffer, offset, buffer.Length - offset); offset += actuallyRead; } while (actuallyRead > 0); image = new BitmapImage { CreateOptions = BitmapCreateOptions.None, CacheOption = BitmapCacheOption.OnLoad }; image.BeginInit(); image.StreamSource = new MemoryStream(buffer); image.EndInit(); image.Freeze(); } }).Start(); return image; } How avoid it? Thank Mr. Jon Skeet try this: private Stream GetImageStream(Uri imageUri) { Byte[] buffer = null; //new Task(() => //{ var request = WebRequest.Create(imageUri); var response = request.GetResponse(); using (var stream = response.GetResponseStream()) { buffer= new Byte[response.ContentLength]; int offset = 0, actuallyRead = 0; do { actuallyRead = stream.Read(buffer, offset, buffer.Length - offset); offset += actuallyRead; } while (actuallyRead > 0); } //}).Start(); return new MemoryStream(buffer); } It return object which is null a than try this: private Stream GetImageStream(Uri imageUri) { Byte[] buffer = null; new Task(() => { var request = WebRequest.Create(imageUri); var response = request.GetResponse(); using (var stream = response.GetResponseStream()) { buffer= new Byte[response.ContentLength]; int offset = 0, actuallyRead = 0; do { actuallyRead = stream.Read(buffer, offset, buffer.Length - offset); offset += actuallyRead; } while (actuallyRead > 0); } }).Start(); return new MemoryStream(buffer); } Method above return null

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  • Split string in C every white space

    - by redsolja
    I want to write a program in C that displays each word of a whole sentence (taken as input) at a seperate line. This is what i have done so far: void manipulate(char *buffer); int get_words(char *buffer); int main(){ char buff[100]; printf("sizeof %d\nstrlen %d\n", sizeof(buff), strlen(buff)); // Debugging reasons bzero(buff, sizeof(buff)); printf("Give me the text:\n"); fgets(buff, sizeof(buff), stdin); manipulate(buff); return 0; } int get_words(char *buffer){ // Function that gets the word count, by counting the spaces. int count; int wordcount = 0; char ch; for (count = 0; count < strlen(buffer); count ++){ ch = buffer[count]; if((isblank(ch)) || (buffer[count] == '\0')){ // if the character is blank, or null byte add 1 to the wordcounter wordcount += 1; } } printf("%d\n\n", wordcount); return wordcount; } void manipulate(char *buffer){ int words = get_words(buffer); char *newbuff[words]; char *ptr; int count = 0; int count2 = 0; char ch = '\n'; ptr = buffer; bzero(newbuff, sizeof(newbuff)); for (count = 0; count < 100; count ++){ ch = buffer[count]; if (isblank(ch) || buffer[count] == '\0'){ buffer[count] = '\0'; if((newbuff[count2] = (char *)malloc(strlen(buffer))) == NULL) { printf("MALLOC ERROR!\n"); exit(-1); } strcpy(newbuff[count2], ptr); printf("\n%s\n",newbuff[count2]); ptr = &buffer[count + 1]; count2 ++; } } } Although the output is what i want, i have really many black spaces after the final word displayed, and the malloc() returns NULL so the MALLOC ERROR! is displayed in the end. I can understand that there is a mistake at my malloc() implementation but i do not know what it is. Is there another more elegant - generally better way to do it? Thanks in advance.

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • Visual Studio 2013 Static Code Analysis in depth: What? When and How?

    - by Hosam Kamel
    In this post I'll illustrate in details the following points What is static code analysis? When to use? Supported platforms Supported Visual Studio versions How to use Run Code Analysis Manually Run Code Analysis Automatically Run Code Analysis while check-in source code to TFS version control (TFSVC) Run Code Analysis as part of Team Build Understand the Code Analysis results & learn how to fix them Create your custom rule set Q & A References What is static Rule analysis? Static Code Analysis feature of Visual Studio performs static code analysis on code to help developers identify potential design, globalization, interoperability, performance, security, and a lot of other categories of potential problems according to Microsoft's rules that mainly targets best practices in writing code, and there is a large set of those rules included with Visual Studio grouped into different categorized targeting specific coding issues like security, design, Interoperability, globalizations and others. Static here means analyzing the source code without executing it and this type of analysis can be performed through automated tools (like Visual Studio 2013 Code Analysis Tool) or manually through Code Review which already supported in Visual Studio 2012 and 2013 (check Using Code Review to Improve Quality video on Channel9) There is also Dynamic analysis which performed on executing programs using software testing techniques such as Code Coverage for example. When to use? Running Code analysis tool at regular intervals during your development process can enhance the quality of your software, examines your code for a set of common defects and violations is always a good programming practice. Adding that Code analysis can also find defects in your code that are difficult to discover through testing allowing you to achieve first level quality gate for you application during development phase before you release it to the testing team. Supported platforms .NET Framework, native (C and C++) Database applications. Support Visual Studio versions All version of Visual Studio starting Visual Studio 2013 (except Visual Studio Test Professional) check Feature comparisons Create and modify a custom rule set required Visual Studio Premium or Ultimate. How to use? Code Analysis can be run manually at any time from within the Visual Studio IDE, or even setup to automatically run as part of a Team Build or check-in policy for Team Foundation Server. Run Code Analysis Manually To run code analysis manually on a project, on the Analyze menu, click Run Code Analysis on your project or simply right click on the project name on the Solution Explorer choose Run Code Analysis from the context menu Run Code Analysis Automatically To run code analysis each time that you build a project, you select Enable Code Analysis on Build on the project's Property Page Run Code Analysis while check-in source code to TFS version control (TFSVC) Team Foundation Version Control (TFVC) provides a way for organizations to enforce practices that lead to better code and more efficient group development through Check-in policies which are rules that are set at the team project level and enforced on developer computers before code is allowed to be checked in. (This is available only if you're using Team Foundation Server) Require permissions on Team Foundation Server: you must have the Edit project-level information permission set to Allow typically your account must be part of Project Administrators, Project Collection Administrators, for more information about Team Foundation permissions check http://msdn.microsoft.com/en-us/library/ms252587(v=vs.120).aspx In Team Explorer, right-click the team project name, point to Team Project Settings, and then click Source Control. In the Source Control dialog box, select the Check-in Policy tab. Click Add to create a new check-in policy. Double-click the existing Code Analysis item in the Policy Type list to change the policy. Check or Uncheck the policy option based on the configurations you need to perform as illustrated below: Enforce check-in to only contain files that are part of current solution: code analysis can run only on files specified in solution and project configuration files. This policy guarantees that all code that is part of a solution is analyzed. Enforce C/C++ Code Analysis (/analyze): Requires that all C or C++ projects be built with the /analyze compiler option to run code analysis before they can be checked in. Enforce Code Analysis for Managed Code: Requires that all managed projects run code analysis and build before they can be checked in. Check Code analysis rule set reference on MSDN What is Rule Set? Rule Set is a group of code analysis rules like the example below where Microsoft.Design is the rule set name where "Do not declare static members on generic types" is the code analysis rule Once you configured the Analysis rule the policy will be enabled for all the team member in this project whenever a team member check-in any source code to the TFSVC the policy section will highlight the Code Analysis policy as below TFS is a very extensible platform so you can simply implement your own custom Code Analysis Check-in policy, check this link for more details http://msdn.microsoft.com/en-us/library/dd492668.aspx but you have to be aware also about compatibility between different TFS versions check http://msdn.microsoft.com/en-us/library/bb907157.aspx Run Code Analysis as part of Team Build With Team Foundation Build (TFBuild), you can create and manage build processes that automatically compile and test your applications, and perform other important functions. Code Analysis can be enabled in the Build Definition file by selecting the correct value for the build process parameter "Perform Code Analysis" Once configure, Kick-off your build definition to queue a new build, Code Analysis will run as part of build workflow and you will be able to see code analysis warning as part of build report Understand the Code Analysis results & learn how to fix them Now after you went through Code Analysis configurations and the different ways of running it, we will go through the Code Analysis result how to understand them and how to resolve them. Code Analysis window in Visual Studio will show all the analysis results based on the rule sets you configured in the project file properties, let's dig deep into what each result item contains: 1 Check ID The unique identifier for the rule. CheckId and Category are used for in-source suppression of a warning.       2 Title The title of warning message       3 Description A description of the problem or suggested fix 4 File Name File name and the line of code number which violate the code analysis rule set 5 Category The code analysis category for this error 6 Warning /Error Depend on how you configure it in the rule set the default is Warning level 7 Action Copy: copy the warning information to the clipboard Create Work Item: If you're connected to Team Foundation Server you can create a work item most probably you may create a Task or Bug and assign it for a developer to fix certain code analysis warning Suppress Message: There are times when you might decide not to fix a code analysis warning. You might decide that resolving the warning requires too much recoding in relation to the probability that the issue will arise in any real-world implementation of your code. Or you might believe that the analysis that is used in the warning is inappropriate for the particular context. You can suppress individual warnings so that they no longer appear in the Code Analysis window. Two options available: In Source inserts a SuppressMessage attribute in the source file above the method that generated the warning. This makes the suppression more discoverable. In Suppression File adds a SuppressMessage attribute to the GlobalSuppressions.cs file of the project. This can make the management of suppressions easier. Note that the SuppressMessage attribute added to GlobalSuppression.cs also targets the method that generated the warning. It does not suppress the warning globally.       Visual Studio makes it very easy to fix Code analysis warning, all you have to do is clicking on the Check Id hyperlink if you are not aware how to fix the warring and you'll be directed to MSDN online or local copy based on the configuration you did while installing Visual Studio and you will find all the information about the warring including how to fix it. Create a Custom Code Analysis Rule Set The Microsoft standard rule sets provide groups of rules that are organized by function and depth. For example, the Microsoft Basic Design Guidelines Rules and the Microsoft Extended Design Guidelines Rules contain rules that focus on usability and maintainability issues, with added emphasis on naming rules in the Extended rule set, you can create and modify a custom rule set to meet specific project needs associated with code analysis. To create a custom rule set, you open one or more standard rule sets in the rule set editor. Create and modify a custom rule set required Visual Studio Premium or Ultimate. You can check How to: Create a Custom Rule Set on MSDN for more details http://msdn.microsoft.com/en-us/library/dd264974.aspx Q & A Visual Studio static code analysis vs. FxCop vs. StyleCpp http://www.excella.com/blog/stylecop-vs-fxcop-difference-between-code-analysis-tools/ Code Analysis for SharePoint Apps and SPDisposeCheck? This post lists some of the rule set you can run specifically for SharePoint applications and how to integrate SPDisposeCheck as well. Code Analysis for SQL Server Database Projects? This post illustrate how to run static code analysis on T-SQL through SSDT ReSharper 8 vs. Visual Studio 2013? This document lists some of the features that are provided by ReSharper 8 but are missing or not as fully implemented in Visual Studio 2013. References A Few Billion Lines of Code Later: Using Static Analysis to Find Bugs in the Real World http://cacm.acm.org/magazines/2010/2/69354-a-few-billion-lines-of-code-later/fulltext What is New in Code Analysis for Visual Studio 2013 http://blogs.msdn.com/b/visualstudioalm/archive/2013/07/03/what-is-new-in-code-analysis-for-visual-studio-2013.aspx Analyze the code quality of Windows Store apps using Visual Studio static code analysis http://msdn.microsoft.com/en-us/library/windows/apps/hh441471.aspx [Hands-on-lab] Using Code Analysis with Visual Studio 2012 to Improve Code Quality http://download.microsoft.com/download/A/9/2/A9253B14-5F23-4BC8-9C7E-F5199DB5F831/Using%20Code%20Analysis%20with%20Visual%20Studio%202012%20to%20Improve%20Code%20Quality.docx Originally posted at "Hosam Kamel| Developer & Platform Evangelist" http://blogs.msdn.com/hkamel

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  • Writing data over RxTx using usbserial?

    - by Jeach
    I'm using the RxTx library over usbserial on a Linux distro. The RxTx lib seems to behave quite differently (in a bad way) than how it works over serial. One of my biggest problems is that the RxTx SerialPortEvent.OUTPUT_BUFFER_EMPTY does not work on linux over usbserial. How do I know when I should write to the stream? Any indicators I might have missed? So far my experience with writing and reading concurrently have not been great. Does anyone know if I should lock the DATA_AVAILABLE handler from being invoked while I'm writing on the stream? Or RxTx accepts concurrent read/writes? Thanks in advance

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  • Use JTS topology in JavaFx

    - by borovsky
    I have some polygon in jts topology library. if I want to draw on javafx pane I do: Polygon poly=new Polygon();//javafx //g is geometry of jts for (Coordinate coord : g.getCoordinates()) { poly.getPoints().addAll(coord.x, coord.y); } and got extra four edges that are not expected: but the same data look good in test builder: what is wrong? order of traversing the geometry? any ideas?

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  • How to check if two System.Drawing.Color structures represent the same color in 16 bit color depth?

    - by David
    How can I check if two System.Drawing.Color structures represent the same color in 16 bit color depth (or generally based on the value of Screen.PrimaryScreen.BitsPerPixel)? Let's say I set Form.TransparencyKey to Value1 (of Color type), I want to check that when the user selects a new background color for the form (Value2), I don't set the entire form transparent. On 32bit color depth screens I simply compare the two values: if (Value1 == Value2) However, this does not work on 16bit color depth screens, as more Color values for the Value2 would represent the same actual 16bit color as Value1, as I found out the hard way.

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  • Android - Buffering Lag with VideoView

    - by Chris
    I am using VideoView to display a video in my app. The problem is that, once the layout gets created there is lag of almost 10-30 seconds before which the video starts to play. I can see in LogCat that the video is buffering during the lag. Is there a way I can minimize this lag, or tell MediaPlayer to play the video sooner? Thanks Chris

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  • Stack Overflow Exploit in C

    - by Fernando Gonzalez
    Hey there guys, the question is actually about stack overflows in C. I have an assigment that I can not get done for the life of me, i've looked at everything in the gdb and I just cant figure it. The question is the following: int i,n; void confused() { printf("who called me"); exit(0); } void shell_call(char *c) { printf(" ***Now calling \"%s\" shell command *** \n",c); system(c); exit(0); } void victim_func() { int a[4]; printf("[8]:%x\n", &a[8]); printf("Enter n: "); scanf("%d",&n); printf("Enter %d HEX Values \n",n); for(i=0;i<n;i++) scanf("%x",&a[i]); printf("Done reading junk numbers\n"); } int main() { printf("ls=736c --- ps = 7370 --- cal = 6c6163\n"); printf("location of confused %x \n", confused); printf("location of shell_call %x \n", shell_call); victim_func(); printf("Done, thank you\n"); } Ok, so I managed to get the first question correctly, which is to arbitrarily call one of the two functions not explicitly called in the main path. By the way, this has to be done while running the program without any modifications. I did this by running the program, setting N to 7, which gets me to the Function Pointer of the victim_func frame, I write a[7] with the memory address of confused or shell_call, and it works. (I have a 64 bit machine, thats why I have to get it to 7, since the EBI pointer is 2 ints wide, instead of 1) My question is the following, how could I control which argument gets passed to the shell_code funcion? ie. how do i write a string to char* c. The whole point is executing unix commands like "ps" etc, by running only the program. I figured writing the EBI pointer with the hex representation of "ps" and setting the arg list of shell_call to that, but that didn't work. I also tried inputing argsv arguments and setting the arg list of shell_call to the arg_list of main, but didnt work either. I think the second version should work, but i believe im not setting the arg list of the new stack frame correctly ( I did it by writing a[8] to 0, since its the first part of the functin pointer, and writing a[9]=736c and a[10]=0000, but its probably not right since those are the parameters of victim_func. So how do i access the parameters of shell_call?

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  • How to play an .mp3 using QBuffer with Phonon in a PyQt Qt environment

    - by thedax
    With the code I have right now I CAN play .mp3 data from files succesfully. However I need to play the same data using a QtCore.QBuffer (NOT from a file). When I use the example of the docs it errors an unexpected type of QBuffer! However...... that is what it SHOULD see, according to the docs. But............... it throws: TypeError: Phonon.MediaObject.setCurrentSource(Phonon.MediaSource): argument 1 has unexpected type 'QBuffer' The code I use is (1): someBuffer = QtCore.QBuffer() someBuffer.writeData(TrackData) mediaObject.setCurrentSource(someBuffer) I also tried (2): someBuffer = QtCore.QBuffer() mediaObject.setCurrentSource(someBuffer) someBuffer.writeData(TrackData) and (3): someBuffer = QtCore.QBuffer() someBuffer.writeData(TrackData) mediaObject.setCurrentSource(Phonon.MediaSource(someBuffer)) The last example (3) throws an different ERROR and wipes my Gui off screen ;-) ASSERT: "d-connected" in file /builddir/build/BUILD/phonon-4.5.1/phonon/streaminterface.cpp, line xxxx Notes: TrackData contains the mp3 data and IS PLAYING OK when I write it to a File and use that as a resource to mediaObject.setCurrentSource(Phonon.MediaSource())I also experimented with a QByteArray but that leads to the same "unexpected QBuffer" error. To be more precise everything I feed setCurrentSource is not accepted. Tried a string (errors an unexpected type of String), tried a QBuffer (errors an unexpected type of QBuffer), tried a QByteArray (errors an unexpected type of QByteArray). BTW: I run Qt, PyQt on Linux. Any ideas??

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  • C++ cin keeps skipping.....

    - by user69514
    I am having problems with my program. WHen I run it, it asks the user for the album, the title, but then it just exits the loop without asking for the price and the sale tax. Any ideas what's going on? This is a sample run Discounts effective for September 15, 2010 Classical 8% Country 4% International 17% Jazz 0% Rock 16% Show 12% Are there more transactions? Y/N y Enter Artist of CD: Sevendust Enter Title of CD: Self titled Enter Genre of CD: Rock enter price Are there more transactions? Y/N Thank you for shopping with us! Program code: #include <iostream> #include <string> using namespace std; int counter = 0; string discount_tiles[] = {"Classical", "Country", "International", "Jazz", "Rock", "Show"}; int discount_amounts[] = {8, 4, 17, 0, 16, 12, 14}; string date = "September 15, 2010"; // Array Declerations //Artist array char** artist = new char *[100]; //Title array char** title = new char *[100]; //Genres array char** genres = new char *[100]; //Price array double* price[100]; //Discount array double* tax[100]; // sale price array double* sale_price[100]; //sale tax array double* sale_tax[100]; //cash price array double* cash_price[100]; //Begin Prototypes char* getArtist(); char* getTitle(); char* getGenre(); double* getPrice(); double* getTax(); unsigned int* AssignDiscounts(); void ReadTransaction (char ** artist, char ** title, char ** genre, float ** cash, float & taxrate, int albumcount); void computesaleprice(); bool AreThereMore (); //End Prototypes bool areThereMore () { char answer; cout << "Are there more transactions? Y/N" << endl; cin >> answer; if (answer =='y' || answer =='Y') return true; else return false; } char* getArtist() { char * artist= new char [100]; cout << "Enter Artist of CD: " << endl; cin.getline(artist,100); cin.ignore(); return artist; } char* getTitle() { char * title= new char [100]; cout << "Enter Title of CD: " << endl; cin.getline(title,100); cin.ignore(); return title; } char* getGenre() { char * genre= new char [100]; cout << "Enter Genre of CD: " << endl; cin.getline(genre,100); cin.ignore(); return genre; } double* getPrice() { //double* price = new double(); //cout << "Enter Price of CD: " << endl; //cin >> *price; //return price; double p = 0.0; cout<< "enter price" << endl; cin >> p; cin.ignore(); double* pp = &p; return pp; } double* getTax() { double* tax= new double(); cout << "Enter local sales tax: " << endl; cin >> *tax; return tax; } int findDiscount(string str){ if(str.compare(discount_tiles[0]) == 0) return discount_amounts[0]; else if(str.compare(discount_tiles[0]) == 0) return discount_amounts[1]; else if(str.compare(discount_tiles[0]) == 0) return discount_amounts[2]; else if(str.compare(discount_tiles[0]) == 0) return discount_amounts[3]; else if(str.compare(discount_tiles[0]) == 0) return discount_amounts[4]; else if(str.compare(discount_tiles[0]) == 0) return discount_amounts[5]; else{ cout << "Error in findDiscount function" << endl; return 0; } } void computesaleprice() { /** fill in array for all purchases **/ for( int i=0; i<=counter; i++){ double temp = *price[i]; temp -= findDiscount(genres[i]); double* tmpPntr = new double(); tmpPntr = &temp; sale_price[i] = tmpPntr; delete(&temp); delete(tmpPntr); } } void printDailyDiscounts(){ cout << "Discounts effective for " << date << endl; for(int i=0; i < 6; i++){ cout << discount_tiles[i] << "\t" << discount_amounts[i] << "%" << endl; } } //Begin Main int main () { for( int i=0; i<100; i++){ artist[i]=new char [100]; title[i]=new char [100]; genres[i]=new char [100]; price[i] = new double(0.0); tax[i] = new double(0.0); } // End Array Decleration printDailyDiscounts(); bool flag = true; while(flag == true){ if(areThereMore() == true){ artist[counter] = getArtist(); title[counter] = getTitle(); genres[counter] = getGenre(); price[counter] = getPrice(); //tax[counter] = getTax(); //counter++; flag = true; } else { flag = false; } } //compute sale prices //computesaleprice(); cout << "Thank you for shopping with us!" << endl; return 0; } //End Main /** void ReadTransaction (char ** artist, char ** title, char ** genre, float ** cash, float & taxrate, int albumcount) { strcpy(artist[albumcount],getArtist()); strcpy(title[albumcount],getTitle()); strcpy(genre[albumcount],getGenre()); //cash[albumcount][0]=computesaleprice();??????? //taxrate=getTax;?????????????? } * * */ unsigned int * AssignDiscounts() { unsigned int * discount = new unsigned int [7]; cout << "Enter Classical Discount: " << endl; cin >> discount[0]; cout << "Enter Country Discount: " << endl; cin >> discount[1]; cout << "Enter International Discount: " << endl; cin >> discount[2]; cout << "Enter Jazz Discount: " << endl; cin >> discount[3]; cout << "Enter Pop Discount: " << endl; cin >> discount[4]; cout << "Enter Rock Discount: " << endl; cin >> discount[5]; cout << "Enter Show Discount: " << endl; cin >> discount[6]; return discount; } /** char ** AssignGenres () { char ** genres = new char * [7]; for (int x=0;x<7;x++) genres[x] = new char [20]; strcpy(genres [0], "Classical"); strcpy(genres [1], "Country"); strcpy(genres [2], "International"); strcpy(genres [3], "Jazz"); strcpy(genres [4], "Pop"); strcpy(genres [5], "Rock"); strcpy(genres [6], "Show"); return genres; } **/ float getTax(float taxrate) { cout << "Please enter store tax rate: " << endl; cin >> taxrate; return taxrate; }

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  • How to get a fully transparent backbuffer in directx 9 without vista Desktop Window Manager

    - by flawlesslyfaulted
    I currently have an activex control that initiates a media (video/audio) framework another development group in my company developed and I am providing a window handle to that code. That handle is being used by their rendering plugin in the pipeline that uses Direct3d for rendering the video using that handle. I have seperate LPDIRECT3D9EX and LPDIRECT3DDEVICE9EX pointers that I initialize in my activex control. I am trying to clear a backbuffer to transparent and then use directx drawing primatives to draw on that backbuffer producing a transparent window with my drawing primatives over the streaming video on the directx surface below. It appears that clearing a device backbuffer with full alpha transparency is ignored by directx. d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 1, 0 /*full alpha*/), 1.0f, 0); I can see the object I draw but they are drawn on top of a backbuffer that has the RGB color specified without the alpha value. The project linked (http://www.codeproject.com/KB/directx/umvistad3d.aspx) to in the stackoverflow question below does what I want but requires vista's Desktop Window Manager and won't work for XP. http://stackoverflow.com/questions/148275/how-do-i-draw-transparent-directx-content-in-a-transparent-window I have tried with D3DRS_ALPHABLENDENABLE true with configured blend with no avail. I have also tried to have pixels with full alpha values not rendered using D3DRS_ALPHATESTENABLE, D3DRS_ALPHAREF, and D3DRS_ALPHAFUNC setup but this doesn't work either. I have tried using ColorFill with alpha after retrieving the backbuffer with GetBackBuffer but this doesn't work either. (again only RGB is used) Finally I have tried creating a texture, selecting a surface, colorfilling that surface with a fully transparent alpha value, then loading that surface onto the backbuffer but only the RGB values appear to be used. I have checked the capabilities using the DXCapsViewer.exe and the D3DFMT_A8R8G8B8 backbuffer format that I am using for the backbuffer is valid so it can't be that. Has anyone gotten a transparent backbuffer in directx to work in XP?

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