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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • Surface RT: To Be Or Not To Be (Part 1)

    - by smehaffie
    So the Surface RT has been out for 9 months and Microsoft just declared a $900 million dollar write-down. So how did this happen and what does it mean for Microsoft’s efforts to break into the tablet market? I have been thinking a lot about most of the information below since the Surface product line was released. If you are looking for a “Microsoft Is Dead” story, then don’t read any further. But if you want an honest look at what I think led Microsoft to this point and what I think can be done to make Surface RT devices better, then please continue reading. What Led Microsoft To The $900 Million Write-Down Surface Unveiling:Microsoft totally missed the boat when they unveiled the Surface product line on June 18th, 2012. Microsoft should’ve been ready to post the specifications of both devices that night. Microsoft should’ve had a site up and running right after the event so people could pre-order the devices. This would have given them a good idea what the interest was in each device.  They could also have used this data to make a better estimate for the number of units to to have available for the launch and beyond.  They also lost out on taking advantage of the excitement generated by the Surface RT and Surface Pro announcement. They could have thrown in a free touch keyboard to anyone who pre-ordered. The advertising should have started right after the announcement and gotten bigger as launch day approached. Push for as many pre-order as possible and build excitement for the launch. Actual Launch (Surface RT): By this time all excitement was gone from the initial announcement, except for the Micorsoft faithful. Microsoft should have been ready to sell the Surface in as many markets as possible at launch. The limited market release was a real letdown for a lot of people.  A limited release right after the initial announce is understandable, but not at the official launch of the product. Microsoft overpriced the device and now they are lowering it to what it should have been to start with. The $349 price is within the range I suggested it should be at before pricing was announced. (Surface Tablets: The Price Must Be Right). Limited ordering options online was also a killer. User should have been able to buy the base unit of each device and then add on whatever keyboard they wanted to (this applies more to the Surface Pro).  There should have also been a place where users could order any additional add-ins that they wanted to buy (covers, extra power supplies, etc.) Marketing was better and the dancing “Click In” commercial was cool, but the ads comparing the iPad with Siri should have been on the air from day one of the announcement (or at least the launch).  Consumers want to know why you tablet is better, not just that is has a clickable keyboard and built-in kickstand. They could have also compared it to some of the other mid-range tablets if they had not overprices it to begin with. Stock Applications (Mail, People, Calendar, Music, Video, Reader and IE): This is where Microsoft really blew it. They had all the time in the world to make these applications the best of breed and instead we got applications that seemed thrown together.  Some updates have made these application better, but they are all still lacking in features that should have been there from day one. This did not help to enhance a new users experience any. ** I will admit that the applications that were data driven were first class citizen’s and that makes it even more perplexing why MS could knock it out of the park with the Weather, Travel, Finance, Bing, etc.) and fail so miserably on the core applications users would use the most on a tablet. Desktop on Tablet: The desktop just is so out of place on the tablet  I understand it was needed for Office but think it would have been better to not have the desktop in Windows RT, but instead open up the Office applications in full screen mode, in a desktop shell (same goes for  IE11).That way the user wouldn’t realize they are leaving Metro and going to the desktop. The other option would have been to just not include Office on Windows RT devices. Instead they could have made awesome Widows Store Apps for Word, Excel, OneNote and PowerPoint. In addition, they could have made the stock Mail, People, and Calendar applications contain all the functions that Outlook gives desktop users. Having some of the settings in desktop mode and others under “Change PC Settings” made Windows RT seemed unfinished and rushed to market. What Can Be Done To Make Windows RT Based Tablets Better (At least in my opinion) Either eliminate the desktop all together from Windows RT or at least make the user experience better by hiding the fact the user is running Office/IE in the desktop. Personally I ‘d like them to totally get rid of it and just make awesome Windows Store Application version of Word, Excel PowerPoint & OneNote.  This might also make the OS smaller and give the user more available disk space. I doubt there will ever be a Windows Store App versions of Office, but I still think it is a good idea. Make is so users can easily direct their documents, picture, videos and music to their extra storage and can access these files from the standard libraries.  A user should not have to create a VM on their microSD card or create symbolic links to get this to work properly. Most consumers would not be able to do this. Then users get frustrated when they run out or room on their main storage because nothing is automatically save to their microSD card when saved to libraries.  This is a major bug that needs to be fixed, otherwise Microsoft’s selling point of having a microSD slot is worthless. Allows users to uninstall and re-install any of the Office product that come with the Surface. That way people can free up storage space by uninstalling the Office applications they do not need. Everyone’s needs are different, so make the options flexible. Don’t take up storage space for applications the user will not use. Make the Core applications the “Cream of the Crop” Windows App Store applications. The should set the bar for all other Store applications. Improve performance as much as possible, if it seems to be sluggish on a tablet consumer will not buy it. They need to price the next line of Surface product very aggressive to undercut not only iPad but also Android low end tablets (Nook, Kindle Fire, and Nexus, etc.) Give developers incentives to write quality applications for the devices. Don’t reward developers for cranking out cookie cutter, low quality applications. I’d even suggest Microsoft consider implementing some new store certification guideline to stop these type of applications being published. Allow users to easily move the recover disk “partition between their microSD card and main storage. My Predictions for the Surface RT and Windows RT I honestly think even with all the missteps MS has made since the announcement  about the Surface product line, that they are on the right path. I was excited the Surface tablets when they were announced, and I still am. The truth be told, Windows 8 on a tablet (aka: Windows RT) is better than both iOS and Android. My nephew who is an Apple fan boy told me after he saw and used Windows 8 (he got the beta running on his iPad), that Windows 8 kicked Apples butt as a tablet OS. So there is hope for all Windows RT based tablets. I agree with my nephew and that is why whenever anyone asks me about my Surface, I love showing it off and recommend it. The 6 keys to gaining market share in the tablet market are; Aggressive pricing by both Microsoft and their OEM’s Good quality devices put out by Microsoft and their OEM’s (there are some out there, but not enough) Marketing, Marketing, Marketing from both Microsoft and their OEM’s (Need more ads showing why windows based tablets are better than iPads and Android tablets) Getting Widows tablets in retails stores all over, and giving sales people incentive to sell them. Consumers like to try electronics out before they buy them, and most will listen to what the sales person suggest. Microsoft needs sales people in retail stores directing people to buy windows based tablets over iPads and Android tablets. I think the Microsoft Stores within Best Buy is a good start, but they also need to get prominent displays in Walmart, Target, etc.. Release a smaller form factor Surface, Hopefully the 8”-10” next generation Surface is not a rumor. Make “Surface” the brand name for all Microsoft tablets and hybrid devices that they come out with. They cannot change the name with each new release.  Make Surface synonymous with quality, the same way that iPad  is for Apple. Well, that is my 2 cents on the subject. Let me know your thoughts by leaving a comment below. Soon to follow will be my thought on the Surface Pro, so keep an eye out for it. var addthis_pub="smehaffie"; var addthis_options="email, print, digg, slashdot, delicious, twitter, live, myspace, facebook, google, stumbleupon, newsvine";

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  • CodePlex Daily Summary for Sunday, March 06, 2011

    CodePlex Daily Summary for Sunday, March 06, 2011Popular ReleasesIIS Tuner: IIS Tuner 1.0: IIS and ASP.NET performance optimization toolMinemapper: Minemapper v0.1.6: Once again supports biomes, thanks to an updated Minecraft Biome Extractor, which added support for the new Minecraft beta v1.3 map format. Updated mcmap to support new biome format.CRM 2011 OData Query Designer: CRM 2011 OData Query Designer: The CRM 2011 OData Query Designer is a Silverlight 4 application that is packaged as a Managed CRM 2011 Solution. This tool allows you to build OData queries by selecting filter criteria, select attributes and order by attributes. The tool also allows you to Execute the query and view the ATOM and JSON data returned. The look and feel of this component will improve and new functionality will be added in the near future so please provide feedback on your experience. Import this solution int...AutoLoL: AutoLoL v1.6.4: It is now possible to run the clicker anyway when it can't detect the Masteries Window Fixed a critical bug in the open file dialog Removed the resize button Some UI changes 3D camera movement is now more intuitive (Trackball rotation) When an error occurs on the clicker it will attempt to focus AutoLoLYAF.NET (aka Yet Another Forum.NET): v1.9.5.5 RTW: YAF v1.9.5.5 RTM (Date: 3/4/2011 Rev: 4742) Official Discussion Thread here: http://forum.yetanotherforum.net/yaf_postsm47149_v1-9-5-5-RTW--Date-3-4-2011-Rev-4742.aspx Changes in v1.9.5.5 Rev. #4661 - Added "Copy" function to forum administration -- Now instead of having to manually re-enter all the access masks, etc, you can just duplicate an existing forum and modify after the fact. Rev. #4642 - New Setting to Enable/Disable Last Unread posts links Rev. #4641 - Added Arabic Language t...Snippet Designer: Snippet Designer 1.3.1: Snippet Designer 1.3.1 for Visual Studio 2010This is a bug fix release. Change logFixed bug where Snippet Designer would fail if you had the most recent Productivity Power Tools installed Fixed bug where "Export as Snippet" was failing in non-english locales Fixed bug where opening a new .snippet file would fail in non-english localesChiave File Encryption: Chiave 1.0: Final Relase for Chave 1.0 Stable: Application for file encryption and decryption using 512 Bit rijndael encyrption algorithm with simple to use UI. Its written in C# and compiled in .Net version 3.5. It incorporates features of Windows 7 like Jumplists, Taskbar progress and Aero Glass. Now with added support to Windows XP! Change Log from 0.9.2 to 1.0: ==================== Added: > Added Icon Overlay for Windows 7 Taskbar Icon. >Added Thumbnail Toolbar buttons to make the navigation easier...DotNetNuke® Community Edition: 05.06.02 Beta: Major HighlightsFixed issue where "My Folder" was not available in the URL control and the Telerik HTML Editor Fixed issue where HTML Editor dialogs were not displaying correctly in alternate languages Fixed issue with Regex for email validation Fixed race condition in the core scheduler Fixed issue where editing Host page settings would result in broken host menu Fixed issue where "Apply to All Modules" setting was not propogating settings correctly. Fixed issue where browser lan...DirectQ: Release 1.8.7 (RC1): Release candidate 1 of 1.8.7GoogleTrail: TrailMap Beta 1: Trailmap beta 1 release Now we have updated custom map builder. Now we have complete gpx file editor. Now we have elevation data update service for any gpx file. (currently supports only google only).Chirpy - VS Add In For Handling Js, Css, DotLess, and T4 Files: Margogype Chirpy (ver 2.0): Chirpy loves Americans. Chirpy hates Americanos.ASP.NET: Sprite and Image Optimization Preview 3: The ASP.NET Sprite and Image Optimization framework is designed to decrease the amount of time required to request and display a page from a web server by performing a variety of optimizations on the page’s images. This is the third preview of the feature and works with ASP.NET Web Forms 4, ASP.NET MVC 3, and ASP.NET Web Pages (Razor) projects. The binaries are also available via NuGet: AspNetSprites-Core AspNetSprites-WebFormsControl AspNetSprites-MvcAndRazorHelper It includes the foll...Sandcastle Help File Builder: SHFB v1.9.2.0 Release: This release supports the Sandcastle June 2010 Release (v2.6.10621.1). It includes full support for generating, installing, and removing MS Help Viewer files. This new release is compiled under .NET 4.0, supports Visual Studio 2010 solutions and projects as documentation sources, and adds support for projects targeting the Silverlight Framework. NOTE: The included help file and the online help have not been completely updated to reflect all changes in this release. A refresh will be issue...Network Monitor Open Source Parsers: Microsoft Network Monitor Parsers 3.4.2554: The Network Monitor Parsers packages contain parsers for more than 400 network protocols, including RFC based public protocols and protocols for Microsoft products defined in the Microsoft Open Specifications for Windows and SQL Server. NetworkMonitor_Parsers.msi is the base parser package which defines parsers for commonly used public protocols and protocols for Microsoft Windows. In this release, we have added 4 new protocol parsers and updated 79 existing parsers in the NetworkMonitor_Pa...Image Resizer for Windows: Image Resizer 3 Preview 1: Prepare to have your minds blown. This is the first preview of what will eventually become 39613. There are still a lot of rough edges and plenty of areas still under construction, but for your basic needs, it should be relativly stable. Note: You will need the .NET Framework 4 installed to use this version. Below is a status report of where this release is in terms of the overall goal for version 3. If you're feeling a bit technically ambitious and want to check out some of the features th...JSON Toolkit: JSON Toolkit 1.1: updated GetAllJsonObjects() method and GetAllProperties() methods to JsonObject and Properties propertiesFacebook Graph Toolkit: Facebook Graph Toolkit 1.0: Refer to http://computerbeacon.net for Documentation and Tutorial New features:added FQL support added Expires property to Api object added support for publishing to a user's friend / Facebook Page added support for posting and removing comments on posts added support for adding and removing likes on posts and comments added static methods for Page class added support for Iframe Application Tab of Facebook Page added support for obtaining the user's country, locale and age in If...ASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.7.1: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager small improvements for some helpers and AjaxDropdown has Data like the Lookup except it's value gets reset and list refilled if any element from data gets changedManaged Extensibility Framework: MEF 2 Preview 3: This release aims .net 4.0 and Silverlight 4.0. Accordingly, there are two solutions files. The assemblies are named System.ComponentModel.Composition.Codeplex.dll as a way to avoid clashing with the version shipped with the 4th version of the framework. Introduced CompositionOptions to container instantiation CompositionOptions.DisableSilentRejection makes MEF throw an exception on composition errors. Useful for diagnostics Support for open generics Support for attribute-less registr...PHPExcel: PHPExcel 1.7.6 Production: DonationsDonate via PayPal via PayPal. If you want to, we can also add your name / company on our Donation Acknowledgements page. PEAR channelWe now also have a full PEAR channel! Here's how to use it: New installation: pear channel-discover pear.pearplex.net pear install pearplex/PHPExcel Or if you've already installed PHPExcel before: pear upgrade pearplex/PHPExcel The official page can be found at http://pearplex.net. Want to contribute?Please refer the Contribute page.New Projectsasp.net mvc 3 simple cms: asp.net mvc3 cms for learling purpose.C++ Mini Framework: C++ Mini Framework is a simple and easy to use class library in source format to quickly do things you commonly need to do in native projects with the purpose to get you started specifically targeting new C++ developers hopping you will be productive from the very start.Community Megaphone Helpers: Community Megaphone Helpers is a project intended as a means of sharing and accepting contributions for reusable Razor helper modules for functionality used in the Community Megaphone events web application, including Bing maps and more. Supports Microsoft WebMatrix & MVC 3CRM 2011 OData Query Designer: The CRM 2011 OData Query Designer is a Silverlight 4 application that is packaged as a Managed CRM 2011 Solution. The tool allows you to build OData REST queries by selecting filter criteria, select attributes and order by attributes. The tool also allows you to Execute the queryFaceted Search: Implementation of faceted (advanced) search with composite client side UI. Abstraction interfaces for intagration with different server side technologies, implementation for ASP.NET MVC. FileRenamePro: FileRenamePro makes it easier for users to rename files using advanced rules and regular expressions. It's developed in C#.GT5 Mobile: Gran-Turismo Remote Racing mobile site wrapper.KAT: KAT - Knowledge Assessment Tool is a Solution from IndERP in order to automate Performance and Process Management for a Technology/Job Oriented Companies. monopoly game: Monopoly is an open source project for educational purposes. The project will incorporate XNA, Silverlight, WCF technologies. The project will also show good design patterns considerations, and integration into Facebook App. The project will be written in C#.MuDB: MuDB is an embedded object-oriented database for the .NET Micro Framework which provides a simple yet useful interface for managing data.NDataStructure: A library providing a handful of useful data structures omitted from the .NET framework.Set NuGet version number: A simple command line tool that makes it easy to set the version number within a NuGet .nuspec package configuration file. This is useful for when you want to automatically update and publish a NuGet package from your build system.Sightreader: Small application to aid in the wrote learning of basic musical notation.SSAS Operations Templates: SSAS Operations Templates includes SSIS packages, scripts and code samples for automating maintenance of SSAS in a production environment. Includes operations such as backup the current state of cube designs in production, scripting paritition creation, etc.Team Run Log: Team Run LogTEDHelper: Download TED movie's subtitle. ?? TED ?????。testprojectit339: project339Ultimate Resume Repository: A class library and application for storing resumes of multiple people with the ability to export a targeted resume in various, configurable formats. Further additions may include cover letters, browser add-ons to populate applications, job search engine integration, etc...Umbraco: Inspired DataTypes: New datatypes that are not in the default install to make Umbraco have some new controls such as Content/Media Treeview, Content/Media Drop Down List with Treeview. Controls have options to restrict DocumentTypes or MediaType and the start location to retreive fromUsing different schemas in the same Orchestration Receive Port: Using different schemas in the same Orchestration Receive PortWF4Host: Examples in re-hosting Workflow 4 designer.WMP Hotkeys: WMP Hotkeys is a windows media player plugin that enable users to use VLC player like keyboard shortcuts(e.g SPACE to play/pause) in Windows Media Player.

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  • How to solve exception_priv _instruction exception while running destop project? [on hold]

    - by Haritha
    While running desktop project im getting exception_priv _instruction how to solve this??? while running this page is coming # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_PRIV_INSTRUCTION (0xc0000096) at pc=0x02f5a92b, pid=3012, tid=3104 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) Client VM (21.0-b17 mixed mode, sharing windows-x86 ) # Problematic frame: # C 0x02f5a92b # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x02f5a800): JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] siginfo: ExceptionCode=0xc0000096 Registers: EAX=0x000df4f0, EBX=0x32afc180, ECX=0x000df4f0, EDX=0x00000020 ESP=0x0773f768, EBP=0x0773f790, ESI=0x32afc180, EDI=0x02f5a800 EIP=0x02f5a92b, EFLAGS=0x00010206 Top of Stack: (sp=0x0773f768) 0x0773f768: 02bd429c 02bd429c 0773f770 32afc180 0x0773f778: 0773f7b8 32b022c8 00000000 32afc180 0x0773f788: 00000000 0773f7a0 0773f7dc 00943187 0x0773f798: 229ec1c0 00948839 69081736 00000000 0x0773f7a8: 089b0048 00000000 00000014 00001406 0x0773f7b8: 00000002 0773f7bc 32afbeb0 0773f7f8 0x0773f7c8: 32b022c8 00000000 32afbf00 0773f7a0 0x0773f7d8: 0773f7f0 0773f81c 00943187 69081736 Instructions: (pc=0x02f5a92b) 0x02f5a90b: 00 43 00 00 00 00 f0 bc 02 e8 00 e9 22 40 f7 73 0x02f5a91b: 07 85 a5 94 00 90 f7 73 07 50 cc a0 6d d8 49 c0 0x02f5a92b: 6d 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x02f5a93b: 00 00 00 00 00 00 00 00 00 08 80 3d 37 00 00 00 Register to memory mapping: EAX=0x000df4f0 is an unknown value EBX=0x32afc180 is an oop {method} - klass: {other class} ECX=0x000df4f0 is an unknown value EDX=0x00000020 is an unknown value ESP=0x0773f768 is pointing into the stack for thread: 0x02f5a800 EBP=0x0773f790 is pointing into the stack for thread: 0x02f5a800 ESI=0x32afc180 is an oop {method} - klass: {other class} EDI=0x02f5a800 is a thread Stack: [0x076f0000,0x07740000], sp=0x0773f768, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C 0x02f5a92b j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub V [jvm.dll+0x122c7e] V [jvm.dll+0x1c9c0e] V [jvm.dll+0x122e73] V [jvm.dll+0x122ed7] V [jvm.dll+0xccd1f] V [jvm.dll+0x14433f] V [jvm.dll+0x171549] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0xb713] GetModuleFileNameA+0x1b4 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglVertexPointer(IIIJJ)V+0 j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x003d6c00 JavaThread "DestroyJavaVM" [_thread_blocked, id=3240, stack(0x008c0000,0x00910000)] =>0x02f5a800 JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] 0x02bcf000 JavaThread "Service Thread" daemon [_thread_blocked, id=2612, stack(0x02e00000,0x02e50000)] 0x02bc1000 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2776, stack(0x02db0000,0x02e00000)] 0x02bbf400 JavaThread "Attach Listener" daemon [_thread_blocked, id=2448, stack(0x02d60000,0x02db0000)] 0x02bbe000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1764, stack(0x02d10000,0x02d60000)] 0x02bb8000 JavaThread "Finalizer" daemon [_thread_blocked, id=3864, stack(0x02cc0000,0x02d10000)] 0x02bb3400 JavaThread "Reference Handler" daemon [_thread_blocked, id=2424, stack(0x02c70000,0x02cc0000)] Other Threads: 0x02bb1800 VMThread [stack: 0x02c20000,0x02c70000] [id=3076] 0x02bd1000 WatcherThread [stack: 0x02e50000,0x02ea0000] [id=3276] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 4928K, used 2571K [0x229c0000, 0x22f10000, 0x27f10000) eden space 4416K, 46% used [0x229c0000, 0x22bc2e38, 0x22e10000) from space 512K, 100% used [0x22e90000, 0x22f10000, 0x22f10000) to space 512K, 0% used [0x22e10000, 0x22e10000, 0x22e90000) tenured generation total 10944K, used 634K [0x27f10000, 0x289c0000, 0x329c0000) the space 10944K, 5% used [0x27f10000, 0x27faea60, 0x27faec00, 0x289c0000) compacting perm gen total 12288K, used 1655K [0x329c0000, 0x335c0000, 0x369c0000) the space 12288K, 13% used [0x329c0000, 0x32b5dc58, 0x32b5de00, 0x335c0000) ro space 10240K, 42% used [0x369c0000, 0x36dfc660, 0x36dfc800, 0x373c0000) rw space 12288K, 53% used [0x373c0000, 0x37a38180, 0x37a38200, 0x37fc0000) Code Cache [0x00940000, 0x009d8000, 0x02940000) total_blobs=305 nmethods=80 adapters=158 free_code_cache=32183Kb largest_free_block=32955904 Dynamic libraries: 0x00400000 - 0x0042f000 C:\Program Files\Java\jre7\bin\javaw.exe 0x7c900000 - 0x7c9af000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x629c0000 - 0x629c9000 C:\WINDOWS\system32\LPK.DLL 0x74d90000 - 0x74dfb000 C:\WINDOWS\system32\USP10.dll 0x78aa0000 - 0x78b5e000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x6d940000 - 0x6dc61000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x71ad0000 - 0x71ad9000 C:\WINDOWS\system32\WSOCK32.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d8d0000 - 0x6d8dc000 C:\Program Files\Java\jre7\bin\verify.dll 0x6d370000 - 0x6d390000 C:\Program Files\Java\jre7\bin\java.dll 0x6d920000 - 0x6d933000 C:\Program Files\Java\jre7\bin\zip.dll 0x6cec0000 - 0x6cf42000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\37fe1abc\gdx.dll 0x10000000 - 0x1004c000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\52d76f2b\lwjgl.dll 0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll 0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll 0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll 0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x070b0000 - 0x07115000 C:\DOCUME~1\7stl0225\LOCALS~1\Temp\libgdx7stl0225\52d76f2b\OpenAL32.dll 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x76fd0000 - 0x7704f000 C:\WINDOWS\system32\CLBCATQ.DLL 0x77050000 - 0x77115000 C:\WINDOWS\system32\COMRes.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.dll 0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll 0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll 0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll 0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll 0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll 0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv 0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv 0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll 0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll 0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x69000000 - 0x691a9000 C:\WINDOWS\system32\sisgl.dll 0x73b30000 - 0x73b45000 C:\WINDOWS\system32\mscms.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x66e90000 - 0x66ed1000 C:\WINDOWS\system32\icm32.dll 0x07760000 - 0x0778d000 C:\Program Files\WordWeb\WHook.dll 0x74c80000 - 0x74cac000 C:\WINDOWS\system32\OLEACC.dll 0x76080000 - 0x760e5000 C:\WINDOWS\system32\MSVCP60.dll VM Arguments: jvm_args: -Dfile.encoding=Cp1252 java_command: sevenseas.game.MainDesktop Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre7/bin/client;C:/Program Files/Java/jre7/bin;C:/Program Files/Java/jre7/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Java\jdk1.7.0\bin;C:\eclipse; USERNAME=7stl0225 OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 4 Stepping 1, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 4 stepping 1, cmov, cx8, fxsr, mmx, sse, sse2, sse3 Memory: 4k page, physical 2031088k(939252k free), swap 3969920k(3011396k free) vm_info: Java HotSpot(TM) Client VM (21.0-b17) for windows-x86 JRE (1.7.0-b147), built on Jun 27 2011 02:25:52 by "java_re" with unknown MS VC++:1600 time: Sat Oct 26 12:35:14 2013 elapsed time: 0 seconds

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  • Unable to cast transparent proxy to type &lt;type&gt;

    - by Rick Strahl
    This is not the first time I've run into this wonderful error while creating new AppDomains in .NET and then trying to load types and access them across App Domains. In almost all cases the problem I've run into with this error the problem comes from the two AppDomains involved loading different copies of the same type. Unless the types match exactly and come exactly from the same assembly the typecast will fail. The most common scenario is that the types are loaded from different assemblies - as unlikely as that sounds. An Example of Failure To give some context, I'm working on some old code in Html Help Builder that creates a new AppDomain in order to parse assembly information for documentation purposes. I create a new AppDomain in order to load up an assembly process it and then immediately unload it along with the AppDomain. The AppDomain allows for unloading that otherwise wouldn't be possible as well as isolating my code from the assembly that's being loaded. The process to accomplish this is fairly established and I use it for lots of applications that use add-in like functionality - basically anywhere where code needs to be isolated and have the ability to be unloaded. My pattern for this is: Create a new AppDomain Load a Factory Class into the AppDomain Use the Factory Class to load additional types from the remote domain Here's the relevant code from my TypeParserFactory that creates a domain and then loads a specific type - TypeParser - that is accessed cross-AppDomain in the parent domain:public class TypeParserFactory : System.MarshalByRefObject,IDisposable { …/// <summary> /// TypeParser Factory method that loads the TypeParser /// object into a new AppDomain so it can be unloaded. /// Creates AppDomain and creates type. /// </summary> /// <returns></returns> public TypeParser CreateTypeParser() { if (!CreateAppDomain(null)) return null; /// Create the instance inside of the new AppDomain /// Note: remote domain uses local EXE's AppBasePath!!! TypeParser parser = null; try { Assembly assembly = Assembly.GetExecutingAssembly(); string assemblyPath = Assembly.GetExecutingAssembly().Location; parser = (TypeParser) this.LocalAppDomain.CreateInstanceFrom(assemblyPath, typeof(TypeParser).FullName).Unwrap(); } catch (Exception ex) { this.ErrorMessage = ex.GetBaseException().Message; return null; } return parser; } private bool CreateAppDomain(string lcAppDomain) { if (lcAppDomain == null) lcAppDomain = "wwReflection" + Guid.NewGuid().ToString().GetHashCode().ToString("x"); AppDomainSetup setup = new AppDomainSetup(); // *** Point at current directory setup.ApplicationBase = AppDomain.CurrentDomain.BaseDirectory; //setup.PrivateBinPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "bin"); this.LocalAppDomain = AppDomain.CreateDomain(lcAppDomain,null,setup); // Need a custom resolver so we can load assembly from non current path AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve); return true; } …} Note that the classes must be either [Serializable] (by value) or inherit from MarshalByRefObject in order to be accessible remotely. Here I need to call methods on the remote object so all classes are MarshalByRefObject. The specific problem code is the loading up a new type which points at an assembly that visible both in the current domain and the remote domain and then instantiates a type from it. This is the code in question:Assembly assembly = Assembly.GetExecutingAssembly(); string assemblyPath = Assembly.GetExecutingAssembly().Location; parser = (TypeParser) this.LocalAppDomain.CreateInstanceFrom(assemblyPath, typeof(TypeParser).FullName).Unwrap(); The last line of code is what blows up with the Unable to cast transparent proxy to type <type> error. Without the cast the code actually returns a TransparentProxy instance, but the cast is what blows up. In other words I AM in fact getting a TypeParser instance back but it can't be cast to the TypeParser type that is loaded in the current AppDomain. Finding the Problem To see what's going on I tried using the .NET 4.0 dynamic type on the result and lo and behold it worked with dynamic - the value returned is actually a TypeParser instance: Assembly assembly = Assembly.GetExecutingAssembly(); string assemblyPath = Assembly.GetExecutingAssembly().Location; object objparser = this.LocalAppDomain.CreateInstanceFrom(assemblyPath, typeof(TypeParser).FullName).Unwrap(); // dynamic works dynamic dynParser = objparser; string info = dynParser.GetVersionInfo(); // method call works // casting fails parser = (TypeParser)objparser; So clearly a TypeParser type is coming back, but nevertheless it's not the right one. Hmmm… mysterious.Another couple of tries reveal the problem however:// works dynamic dynParser = objparser; string info = dynParser.GetVersionInfo(); // method call works // c:\wwapps\wwhelp\wwReflection20.dll (Current Execution Folder) string info3 = typeof(TypeParser).Assembly.CodeBase; // c:\program files\vfp9\wwReflection20.dll (my COM client EXE's folder) string info4 = dynParser.GetType().Assembly.CodeBase; // fails parser = (TypeParser)objparser; As you can see the second value is coming from a totally different assembly. Note that this is even though I EXPLICITLY SPECIFIED an assembly path to load the assembly from! Instead .NET decided to load the assembly from the original ApplicationBase folder. Ouch! How I actually tracked this down was a little more tedious: I added a method like this to both the factory and the instance types and then compared notes:public string GetVersionInfo() { return ".NET Version: " + Environment.Version.ToString() + "\r\n" + "wwReflection Assembly: " + typeof(TypeParserFactory).Assembly.CodeBase.Replace("file:///", "").Replace("/", "\\") + "\r\n" + "Assembly Cur Dir: " + Directory.GetCurrentDirectory() + "\r\n" + "ApplicationBase: " + AppDomain.CurrentDomain.SetupInformation.ApplicationBase + "\r\n" + "App Domain: " + AppDomain.CurrentDomain.FriendlyName + "\r\n"; } For the factory I got: .NET Version: 4.0.30319.239wwReflection Assembly: c:\wwapps\wwhelp\bin\wwreflection20.dllAssembly Cur Dir: c:\wwapps\wwhelpApplicationBase: C:\Programs\vfp9\App Domain: wwReflection534cfa1f For the instance type I got: .NET Version: 4.0.30319.239wwReflection Assembly: C:\\Programs\\vfp9\wwreflection20.dllAssembly Cur Dir: c:\\wwapps\\wwhelpApplicationBase: C:\\Programs\\vfp9\App Domain: wwDotNetBridge_56006605 which clearly shows the problem. You can see that both are loading from different appDomains but the each is loading the assembly from a different location. Probably a better solution yet (for ANY kind of assembly loading problem) is to use the .NET Fusion Log Viewer to trace assembly loads.The Fusion viewer will show a load trace for each assembly loaded and where it's looking to find it. Here's what the viewer looks like: The last trace above that I found for the second wwReflection20 load (the one that is wonky) looks like this:*** Assembly Binder Log Entry (1/13/2012 @ 3:06:49 AM) *** The operation was successful. Bind result: hr = 0x0. The operation completed successfully. Assembly manager loaded from: C:\Windows\Microsoft.NET\Framework\V4.0.30319\clr.dll Running under executable c:\programs\vfp9\vfp9.exe --- A detailed error log follows. === Pre-bind state information === LOG: User = Ras\ricks LOG: DisplayName = wwReflection20, Version=4.61.0.0, Culture=neutral, PublicKeyToken=null (Fully-specified) LOG: Appbase = file:///C:/Programs/vfp9/ LOG: Initial PrivatePath = NULL LOG: Dynamic Base = NULL LOG: Cache Base = NULL LOG: AppName = vfp9.exe Calling assembly : (Unknown). === LOG: This bind starts in default load context. LOG: Using application configuration file: C:\Programs\vfp9\vfp9.exe.Config LOG: Using host configuration file: LOG: Using machine configuration file from C:\Windows\Microsoft.NET\Framework\V4.0.30319\config\machine.config. LOG: Policy not being applied to reference at this time (private, custom, partial, or location-based assembly bind). LOG: Attempting download of new URL file:///C:/Programs/vfp9/wwReflection20.DLL. LOG: Assembly download was successful. Attempting setup of file: C:\Programs\vfp9\wwReflection20.dll LOG: Entering run-from-source setup phase. LOG: Assembly Name is: wwReflection20, Version=4.61.0.0, Culture=neutral, PublicKeyToken=null LOG: Binding succeeds. Returns assembly from C:\Programs\vfp9\wwReflection20.dll. LOG: Assembly is loaded in default load context. WRN: The same assembly was loaded into multiple contexts of an application domain: WRN: Context: Default | Domain ID: 2 | Assembly Name: wwReflection20, Version=4.61.0.0, Culture=neutral, PublicKeyToken=null WRN: Context: LoadFrom | Domain ID: 2 | Assembly Name: wwReflection20, Version=4.61.0.0, Culture=neutral, PublicKeyToken=null WRN: This might lead to runtime failures. WRN: It is recommended to inspect your application on whether this is intentional or not. WRN: See whitepaper http://go.microsoft.com/fwlink/?LinkId=109270 for more information and common solutions to this issue. Notice that the fusion log clearly shows that the .NET loader makes no attempt to even load the assembly from the path I explicitly specified. Remember your Assembly Locations As mentioned earlier all failures I've seen like this ultimately resulted from different versions of the same type being available in the two AppDomains. At first sight that seems ridiculous - how could the types be different and why would you have multiple assemblies - but there are actually a number of scenarios where it's quite possible to have multiple copies of the same assembly floating around in multiple places. If you're hosting different environments (like hosting the Razor Engine, or ASP.NET Runtime for example) it's common to create a private BIN folder and it's important to make sure that there's no overlap of assemblies. In my case of Html Help Builder the problem started because I'm using COM interop to access the .NET assembly and the above code. COM Interop has very specific requirements on where assemblies can be found and because I was mucking around with the loader code today, I ended up moving assemblies around to a new location for explicit loading. The explicit load works in the main AppDomain, but failed in the remote domain as I showed. The solution here was simple enough: Delete the extraneous assembly which was left around by accident. Not a common problem, but one that when it bites is pretty nasty to figure out because it seems so unlikely that types wouldn't match. I know I've run into this a few times and writing this down hopefully will make me remember in the future rather than poking around again for an hour trying to debug the issue as I did today. Hopefully it'll save some of you some time as well in the future.© Rick Strahl, West Wind Technologies, 2005-2012Posted in .NET  COM   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Node.js Adventure - Storage Services and Service Runtime

    - by Shaun
    When I described on how to host a Node.js application on Windows Azure, one of questions might be raised about how to consume the vary Windows Azure services, such as the storage, service bus, access control, etc.. Interact with windows azure services is available in Node.js through the Windows Azure Node.js SDK, which is a module available in NPM. In this post I would like to describe on how to use Windows Azure Storage (a.k.a. WAS) as well as the service runtime.   Consume Windows Azure Storage Let’s firstly have a look on how to consume WAS through Node.js. As we know in the previous post we can host Node.js application on Windows Azure Web Site (a.k.a. WAWS) as well as Windows Azure Cloud Service (a.k.a. WACS). In theory, WAWS is also built on top of WACS worker roles with some more features. Hence in this post I will only demonstrate for hosting in WACS worker role. The Node.js code can be used when consuming WAS when hosted on WAWS. But since there’s no roles in WAWS, the code for consuming service runtime mentioned in the next section cannot be used for WAWS node application. We can use the solution that I created in my last post. Alternatively we can create a new windows azure project in Visual Studio with a worker role, add the “node.exe” and “index.js” and install “express” and “node-sqlserver” modules, make all files as “Copy always”. In order to use windows azure services we need to have Windows Azure Node.js SDK, as knows as a module named “azure” which can be installed through NPM. Once we downloaded and installed, we need to include them in our worker role project and make them as “Copy always”. You can use my “Copy all always” tool mentioned in my last post to update the currently worker role project file. You can also find the source code of this tool here. The source code of Windows Azure SDK for Node.js can be found in its GitHub page. It contains two parts. One is a CLI tool which provides a cross platform command line package for Mac and Linux to manage WAWS and Windows Azure Virtual Machines (a.k.a. WAVM). The other is a library for managing and consuming vary windows azure services includes tables, blobs, queues, service bus and the service runtime. I will not cover all of them but will only demonstrate on how to use tables and service runtime information in this post. You can find the full document of this SDK here. Back to Visual Studio and open the “index.js”, let’s continue our application from the last post, which was working against Windows Azure SQL Database (a.k.a. WASD). The code should looks like this. 1: var express = require("express"); 2: var sql = require("node-sqlserver"); 3:  4: var connectionString = "Driver={SQL Server Native Client 10.0};Server=tcp:ac6271ya9e.database.windows.net,1433;Database=synctile;Uid=shaunxu@ac6271ya9e;Pwd={PASSWORD};Encrypt=yes;Connection Timeout=30;"; 5: var port = 80; 6:  7: var app = express(); 8:  9: app.configure(function () { 10: app.use(express.bodyParser()); 11: }); 12:  13: app.get("/", function (req, res) { 14: sql.open(connectionString, function (err, conn) { 15: if (err) { 16: console.log(err); 17: res.send(500, "Cannot open connection."); 18: } 19: else { 20: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 21: if (err) { 22: console.log(err); 23: res.send(500, "Cannot retrieve records."); 24: } 25: else { 26: res.json(results); 27: } 28: }); 29: } 30: }); 31: }); 32:  33: app.get("/text/:key/:culture", function (req, res) { 34: sql.open(connectionString, function (err, conn) { 35: if (err) { 36: console.log(err); 37: res.send(500, "Cannot open connection."); 38: } 39: else { 40: var key = req.params.key; 41: var culture = req.params.culture; 42: var command = "SELECT * FROM [Resource] WHERE [Key] = '" + key + "' AND [Culture] = '" + culture + "'"; 43: conn.queryRaw(command, function (err, results) { 44: if (err) { 45: console.log(err); 46: res.send(500, "Cannot retrieve records."); 47: } 48: else { 49: res.json(results); 50: } 51: }); 52: } 53: }); 54: }); 55:  56: app.get("/sproc/:key/:culture", function (req, res) { 57: sql.open(connectionString, function (err, conn) { 58: if (err) { 59: console.log(err); 60: res.send(500, "Cannot open connection."); 61: } 62: else { 63: var key = req.params.key; 64: var culture = req.params.culture; 65: var command = "EXEC GetItem '" + key + "', '" + culture + "'"; 66: conn.queryRaw(command, function (err, results) { 67: if (err) { 68: console.log(err); 69: res.send(500, "Cannot retrieve records."); 70: } 71: else { 72: res.json(results); 73: } 74: }); 75: } 76: }); 77: }); 78:  79: app.post("/new", function (req, res) { 80: var key = req.body.key; 81: var culture = req.body.culture; 82: var val = req.body.val; 83:  84: sql.open(connectionString, function (err, conn) { 85: if (err) { 86: console.log(err); 87: res.send(500, "Cannot open connection."); 88: } 89: else { 90: var command = "INSERT INTO [Resource] VALUES ('" + key + "', '" + culture + "', N'" + val + "')"; 91: conn.queryRaw(command, function (err, results) { 92: if (err) { 93: console.log(err); 94: res.send(500, "Cannot retrieve records."); 95: } 96: else { 97: res.send(200, "Inserted Successful"); 98: } 99: }); 100: } 101: }); 102: }); 103:  104: app.listen(port); Now let’s create a new function, copy the records from WASD to table service. 1. Delete the table named “resource”. 2. Create a new table named “resource”. These 2 steps ensures that we have an empty table. 3. Load all records from the “resource” table in WASD. 4. For each records loaded from WASD, insert them into the table one by one. 5. Prompt to user when finished. In order to use table service we need the storage account and key, which can be found from the developer portal. Just select the storage account and click the Manage Keys button. Then create two local variants in our Node.js application for the storage account name and key. Since we need to use WAS we need to import the azure module. Also I created another variant stored the table name. In order to work with table service I need to create the storage client for table service. This is very similar as the Windows Azure SDK for .NET. As the code below I created a new variant named “client” and use “createTableService”, specified my storage account name and key. 1: var azure = require("azure"); 2: var storageAccountName = "synctile"; 3: var storageAccountKey = "/cOy9L7xysXOgPYU9FjDvjrRAhaMX/5tnOpcjqloPNDJYucbgTy7MOrAW7CbUg6PjaDdmyl+6pkwUnKETsPVNw=="; 4: var tableName = "resource"; 5: var client = azure.createTableService(storageAccountName, storageAccountKey); Now create a new function for URL “/was/init” so that we can trigger it through browser. Then in this function we will firstly load all records from WASD. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: } 18: } 19: }); 20: } 21: }); 22: }); When we succeed loaded all records we can start to transform them into table service. First I need to recreate the table in table service. This can be done by deleting and creating the table through table client I had just created previously. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: // transform the records 26: } 27: }); 28: }); 29: } 30: } 31: }); 32: } 33: }); 34: }); As you can see, the azure SDK provide its methods in callback pattern. In fact, almost all modules in Node.js use the callback pattern. For example, when I deleted a table I invoked “deleteTable” method, provided the name of the table and a callback function which will be performed when the table had been deleted or failed. Underlying, the azure module will perform the table deletion operation in POSIX async threads pool asynchronously. And once it’s done the callback function will be performed. This is the reason we need to nest the table creation code inside the deletion function. If we perform the table creation code after the deletion code then they will be invoked in parallel. Next, for each records in WASD I created an entity and then insert into the table service. Finally I send the response to the browser. Can you find a bug in the code below? I will describe it later in this post. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: // transform the records 26: for (var i = 0; i < results.rows.length; i++) { 27: var entity = { 28: "PartitionKey": results.rows[i][1], 29: "RowKey": results.rows[i][0], 30: "Value": results.rows[i][2] 31: }; 32: client.insertEntity(tableName, entity, function (error) { 33: if (error) { 34: error["target"] = "insertEntity"; 35: res.send(500, error); 36: } 37: else { 38: console.log("entity inserted"); 39: } 40: }); 41: } 42: // send the 43: console.log("all done"); 44: res.send(200, "All done!"); 45: } 46: }); 47: }); 48: } 49: } 50: }); 51: } 52: }); 53: }); Now we can publish it to the cloud and have a try. But normally we’d better test it at the local emulator first. In Node.js SDK there are three build-in properties which provides the account name, key and host address for local storage emulator. We can use them to initialize our table service client. We also need to change the SQL connection string to let it use my local database. The code will be changed as below. 1: // windows azure sql database 2: //var connectionString = "Driver={SQL Server Native Client 10.0};Server=tcp:ac6271ya9e.database.windows.net,1433;Database=synctile;Uid=shaunxu@ac6271ya9e;Pwd=eszqu94XZY;Encrypt=yes;Connection Timeout=30;"; 3: // sql server 4: var connectionString = "Driver={SQL Server Native Client 11.0};Server={.};Database={Caspar};Trusted_Connection={Yes};"; 5:  6: var azure = require("azure"); 7: var storageAccountName = "synctile"; 8: var storageAccountKey = "/cOy9L7xysXOgPYU9FjDvjrRAhaMX/5tnOpcjqloPNDJYucbgTy7MOrAW7CbUg6PjaDdmyl+6pkwUnKETsPVNw=="; 9: var tableName = "resource"; 10: // windows azure storage 11: //var client = azure.createTableService(storageAccountName, storageAccountKey); 12: // local storage emulator 13: var client = azure.createTableService(azure.ServiceClient.DEVSTORE_STORAGE_ACCOUNT, azure.ServiceClient.DEVSTORE_STORAGE_ACCESS_KEY, azure.ServiceClient.DEVSTORE_TABLE_HOST); Now let’s run the application and navigate to “localhost:12345/was/init” as I hosted it on port 12345. We can find it transformed the data from my local database to local table service. Everything looks fine. But there is a bug in my code. If we have a look on the Node.js command window we will find that it sent response before all records had been inserted, which is not what I expected. The reason is that, as I mentioned before, Node.js perform all IO operations in non-blocking model. When we inserted the records we executed the table service insert method in parallel, and the operation of sending response was also executed in parallel, even though I wrote it at the end of my logic. The correct logic should be, when all entities had been copied to table service with no error, then I will send response to the browser, otherwise I should send error message to the browser. To do so I need to import another module named “async”, which helps us to coordinate our asynchronous code. Install the module and import it at the beginning of the code. Then we can use its “forEach” method for the asynchronous code of inserting table entities. The first argument of “forEach” is the array that will be performed. The second argument is the operation for each items in the array. And the third argument will be invoked then all items had been performed or any errors occurred. Here we can send our response to browser. 1: app.get("/was/init", function (req, res) { 2: // load all records from windows azure sql database 3: sql.open(connectionString, function (err, conn) { 4: if (err) { 5: console.log(err); 6: res.send(500, "Cannot open connection."); 7: } 8: else { 9: conn.queryRaw("SELECT * FROM [Resource]", function (err, results) { 10: if (err) { 11: console.log(err); 12: res.send(500, "Cannot retrieve records."); 13: } 14: else { 15: if (results.rows.length > 0) { 16: // begin to transform the records into table service 17: // recreate the table named 'resource' 18: client.deleteTable(tableName, function (error) { 19: client.createTableIfNotExists(tableName, function (error) { 20: if (error) { 21: error["target"] = "createTableIfNotExists"; 22: res.send(500, error); 23: } 24: else { 25: async.forEach(results.rows, 26: // transform the records 27: function (row, callback) { 28: var entity = { 29: "PartitionKey": row[1], 30: "RowKey": row[0], 31: "Value": row[2] 32: }; 33: client.insertEntity(tableName, entity, function (error) { 34: if (error) { 35: callback(error); 36: } 37: else { 38: console.log("entity inserted."); 39: callback(null); 40: } 41: }); 42: }, 43: // send reponse 44: function (error) { 45: if (error) { 46: error["target"] = "insertEntity"; 47: res.send(500, error); 48: } 49: else { 50: console.log("all done"); 51: res.send(200, "All done!"); 52: } 53: } 54: ); 55: } 56: }); 57: }); 58: } 59: } 60: }); 61: } 62: }); 63: }); Run it locally and now we can find the response was sent after all entities had been inserted. Query entities against table service is simple as well. Just use the “queryEntity” method from the table service client and providing the partition key and row key. We can also provide a complex query criteria as well, for example the code here. In the code below I queried an entity by the partition key and row key, and return the proper localization value in response. 1: app.get("/was/:key/:culture", function (req, res) { 2: var key = req.params.key; 3: var culture = req.params.culture; 4: client.queryEntity(tableName, culture, key, function (error, entity) { 5: if (error) { 6: res.send(500, error); 7: } 8: else { 9: res.json(entity); 10: } 11: }); 12: }); And then tested it on local emulator. Finally if we want to publish this application to the cloud we should change the database connection string and storage account. For more information about how to consume blob and queue service, as well as the service bus please refer to the MSDN page.   Consume Service Runtime As I mentioned above, before we published our application to the cloud we need to change the connection string and account information in our code. But if you had played with WACS you should have known that the service runtime provides the ability to retrieve configuration settings, endpoints and local resource information at runtime. Which means we can have these values defined in CSCFG and CSDEF files and then the runtime should be able to retrieve the proper values. For example we can add some role settings though the property window of the role, specify the connection string and storage account for cloud and local. And the can also use the endpoint which defined in role environment to our Node.js application. In Node.js SDK we can get an object from “azure.RoleEnvironment”, which provides the functionalities to retrieve the configuration settings and endpoints, etc.. In the code below I defined the connection string variants and then use the SDK to retrieve and initialize the table client. 1: var connectionString = ""; 2: var storageAccountName = ""; 3: var storageAccountKey = ""; 4: var tableName = ""; 5: var client; 6:  7: azure.RoleEnvironment.getConfigurationSettings(function (error, settings) { 8: if (error) { 9: console.log("ERROR: getConfigurationSettings"); 10: console.log(JSON.stringify(error)); 11: } 12: else { 13: console.log(JSON.stringify(settings)); 14: connectionString = settings["SqlConnectionString"]; 15: storageAccountName = settings["StorageAccountName"]; 16: storageAccountKey = settings["StorageAccountKey"]; 17: tableName = settings["TableName"]; 18:  19: console.log("connectionString = %s", connectionString); 20: console.log("storageAccountName = %s", storageAccountName); 21: console.log("storageAccountKey = %s", storageAccountKey); 22: console.log("tableName = %s", tableName); 23:  24: client = azure.createTableService(storageAccountName, storageAccountKey); 25: } 26: }); In this way we don’t need to amend the code for the configurations between local and cloud environment since the service runtime will take care of it. At the end of the code we will listen the application on the port retrieved from SDK as well. 1: azure.RoleEnvironment.getCurrentRoleInstance(function (error, instance) { 2: if (error) { 3: console.log("ERROR: getCurrentRoleInstance"); 4: console.log(JSON.stringify(error)); 5: } 6: else { 7: console.log(JSON.stringify(instance)); 8: if (instance["endpoints"] && instance["endpoints"]["nodejs"]) { 9: var endpoint = instance["endpoints"]["nodejs"]; 10: app.listen(endpoint["port"]); 11: } 12: else { 13: app.listen(8080); 14: } 15: } 16: }); But if we tested the application right now we will find that it cannot retrieve any values from service runtime. This is because by default, the entry point of this role was defined to the worker role class. In windows azure environment the service runtime will open a named pipeline to the entry point instance, so that it can connect to the runtime and retrieve values. But in this case, since the entry point was worker role and the Node.js was opened inside the role, the named pipeline was established between our worker role class and service runtime, so our Node.js application cannot use it. To fix this problem we need to open the CSDEF file under the azure project, add a new element named Runtime. Then add an element named EntryPoint which specify the Node.js command line. So that the Node.js application will have the connection to service runtime, then it’s able to read the configurations. Start the Node.js at local emulator we can find it retrieved the connections, storage account for local. And if we publish our application to azure then it works with WASD and storage service through the configurations for cloud.   Summary In this post I demonstrated how to use Windows Azure SDK for Node.js to interact with storage service, especially the table service. I also demonstrated on how to use WACS service runtime, how to retrieve the configuration settings and the endpoint information. And in order to make the service runtime available to my Node.js application I need to create an entry point element in CSDEF file and set “node.exe” as the entry point. I used five posts to introduce and demonstrate on how to run a Node.js application on Windows platform, how to use Windows Azure Web Site and Windows Azure Cloud Service worker role to host our Node.js application. I also described how to work with other services provided by Windows Azure platform through Windows Azure SDK for Node.js. Node.js is a very new and young network application platform. But since it’s very simple and easy to learn and deploy, as well as, it utilizes single thread non-blocking IO model, Node.js became more and more popular on web application and web service development especially for those IO sensitive projects. And as Node.js is very good at scaling-out, it’s more useful on cloud computing platform. Use Node.js on Windows platform is new, too. The modules for SQL database and Windows Azure SDK are still under development and enhancement. It doesn’t support SQL parameter in “node-sqlserver”. It does support using storage connection string to create the storage client in “azure”. But Microsoft is working on make them easier to use, working on add more features and functionalities.   PS, you can download the source code here. You can download the source code of my “Copy all always” tool here.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • New Enhancements for InnoDB Memcached

    - by Calvin Sun
    In MySQL 5.6, we continued our development on InnoDB Memcached and completed a few widely desirable features that make InnoDB Memcached a competitive feature in more scenario. Notablely, they are 1) Support multiple table mapping 2) Added background thread to auto-commit long running transactions 3) Enhancement in binlog performance  Let’s go over each of these features one by one. And in the last section, we will go over a couple of internally performed performance tests. Support multiple table mapping In our earlier release, all InnoDB Memcached operations are mapped to a single InnoDB table. In the real life, user might want to use this InnoDB Memcached features on different tables. Thus being able to support access to different table at run time, and having different mapping for different connections becomes a very desirable feature. And in this GA release, we allow user just be able to do both. We will discuss the key concepts and key steps in using this feature. 1) "mapping name" in the "get" and "set" command In order to allow InnoDB Memcached map to a new table, the user (DBA) would still require to "pre-register" table(s) in InnoDB Memcached “containers” table (there is security consideration for this requirement). If you would like to know about “containers” table, please refer to my earlier blogs in blogs.innodb.com. Once registered, the InnoDB Memcached will then be able to look for such table when they are referred. Each of such registered table will have a unique "registration name" (or mapping_name) corresponding to the “name” field in the “containers” table.. To access these tables, user will include such "registration name" in their get or set commands, in the form of "get @@new_mapping_name.key", prefix "@@" is required for signaling a mapped table change. The key and the "mapping name" are separated by a configurable delimiter, by default, it is ".". So the syntax is: get [@@mapping_name.]key_name set [@@mapping_name.]key_name  or  get @@mapping_name set @@mapping_name Here is an example: Let's set up three tables in the "containers" table: The first is a map to InnoDB table "test/demo_test" table with mapping name "setup_1" INSERT INTO containers VALUES ("setup_1", "test", "demo_test", "c1", "c2", "c3", "c4", "c5", "PRIMARY");  Similarly, we set up table mappings for table "test/new_demo" with name "setup_2" and that to table "mydatabase/my_demo" with name "setup_3": INSERT INTO containers VALUES ("setup_2", "test", "new_demo", "c1", "c2", "c3", "c4", "c5", "secondary_index_x"); INSERT INTO containers VALUES ("setup_3", "my_database", "my_demo", "c1", "c2", "c3", "c4", "c5", "idx"); To switch to table "my_database/my_demo", and get the value corresponding to “key_a”, user will do: get @@setup_3.key_a (this will also output the value that corresponding to key "key_a" or simply get @@setup_3 Once this is done, this connection will switch to "my_database/my_demo" table until another table mapping switch is requested. so it can continue issue regular command like: get key_b  set key_c 0 0 7 These DMLs will all be directed to "my_database/my_demo" table. And this also implies that different connections can have different bindings (to different table). 2) Delimiter: For the delimiter "." that separates the "mapping name" and key value, we also added a configure option in the "config_options" system table with name of "table_map_delimiter": INSERT INTO config_options VALUES("table_map_delimiter", "."); So if user wants to change to a different delimiter, they can change it in the config_option table. 3) Default mapping: Once we have multiple table mapping, there should be always a "default" map setting. For this, we decided if there exists a mapping name of "default", then this will be chosen as default mapping. Otherwise, the first row of the containers table will chosen as default setting. Please note, user tables can be repeated in the "containers" table (for example, user wants to access different columns of the table in different settings), as long as they are using different mapping/configure names in the first column, which is enforced by a unique index. 4) bind command In addition, we also extend the protocol and added a bind command, its usage is fairly straightforward. To switch to "setup_3" mapping above, you simply issue: bind setup_3 This will switch this connection's InnoDB table to "my_database/my_demo" In summary, with this feature, you now can direct access to difference tables with difference session. And even a single connection, you can query into difference tables. Background thread to auto-commit long running transactions This is a feature related to the “batch” concept we discussed in earlier blogs. This “batch” feature allows us batch the read and write operations, and commit them only after certain calls. The “batch” size is controlled by the configure parameter “daemon_memcached_w_batch_size” and “daemon_memcached_r_batch_size”. This could significantly boost performance. However, it also comes with some disadvantages, for example, you will not be able to view “uncommitted” operations from SQL end unless you set transaction isolation level to read_uncommitted, and in addition, this will held certain row locks for extend period of time that might reduce the concurrency. To deal with this, we introduce a background thread that “auto-commits” the transaction if they are idle for certain amount of time (default is 5 seconds). The background thread will wake up every second and loop through every “connections” opened by Memcached, and check for idle transactions. And if such transaction is idle longer than certain limit and not being used, it will commit such transactions. This limit is configurable by change “innodb_api_bk_commit_interval”. Its default value is 5 seconds, and minimum is 1 second, and maximum is 1073741824 seconds. With the help of such background thread, you will not need to worry about long running uncommitted transactions when set daemon_memcached_w_batch_size and daemon_memcached_r_batch_size to a large number. This also reduces the number of locks that could be held due to long running transactions, and thus further increase the concurrency. Enhancement in binlog performance As you might all know, binlog operation is not done by InnoDB storage engine, rather it is handled in the MySQL layer. In order to support binlog operation through InnoDB Memcached, we would have to artificially create some MySQL constructs in order to access binlog handler APIs. In previous lab release, for simplicity consideration, we open and destroy these MySQL constructs (such as THD) for each operations. This required us to set the “batch” size always to 1 when binlog is on, no matter what “daemon_memcached_w_batch_size” and “daemon_memcached_r_batch_size” are configured to. This put a big restriction on our capability to scale, and also there are quite a bit overhead in creating destroying such constructs that bogs the performance down. With this release, we made necessary change that would keep MySQL constructs as long as they are valid for a particular connection. So there will not be repeated and redundant open and close (table) calls. And now even with binlog option is enabled (with innodb_api_enable_binlog,), we still can batch the transactions with daemon_memcached_w_batch_size and daemon_memcached_r_batch_size, thus scale the write/read performance. Although there are still overheads that makes InnoDB Memcached cannot perform as fast as when binlog is turned off. It is much better off comparing to previous release. And we are continuing optimize the solution is this area to improve the performance as much as possible. Performance Study: Amerandra of our System QA team have conducted some performance studies on queries through our InnoDB Memcached connection and plain SQL end. And it shows some interesting results. The test is conducted on a “Linux 2.6.32-300.7.1.el6uek.x86_64 ix86 (64)” machine with 16 GB Memory, Intel Xeon 2.0 GHz CPU X86_64 2 CPUs- 4 Core Each, 2 RAID DISKS (1027 GB,733.9GB). Results are described in following tables: Table 1: Performance comparison on Set operations Connections 5.6.7-RC-Memcached-plugin ( TPS / Qps) with memcached-threads=8*** 5.6.7-RC* X faster Set (QPS) Set** 8 30,000 5,600 5.36 32 59,000 13,000 4.54 128 68,000 8,000 8.50 512 63,000 6.800 9.23 * mysql-5.6.7-rc-linux2.6-x86_64 ** The “set” operation when implemented in InnoDB Memcached involves a couple of DMLs: it first query the table to see whether the “key” exists, if it does not, the new key/value pair will be inserted. If it does exist, the “value” field of matching row (by key) will be updated. So when used in above query, it is a precompiled store procedure, and query will just execute such procedures. *** added “–daemon_memcached_option=-t8” (default is 4 threads) So we can see with this “set” query, InnoDB Memcached can run 4.5 to 9 time faster than MySQL server. Table 2: Performance comparison on Get operations Connections 5.6.7-RC-Memcached-plugin ( TPS / Qps) with memcached-threads=8 5.6.7-RC* X faster Get (QPS) Get 8 42,000 27,000 1.56 32 101,000 55.000 1.83 128 117,000 52,000 2.25 512 109,000 52,000 2.10 With the “get” query (or the select query), memcached performs 1.5 to 2 times faster than normal SQL. Summary: In summary, we added several much-desired features to InnoDB Memcached in this release, allowing user to operate on different tables with this Memcached interface. We also now provide a background commit thread to commit long running idle transactions, thus allow user to configure large batch write/read without worrying about large number of rows held or not being able to see (uncommit) data. We also greatly enhanced the performance when Binlog is enabled. We will continue making efforts in both performance enhancement and functionality areas to make InnoDB Memcached a good demo case for our InnoDB APIs. Jimmy Yang, September 29, 2012

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • BizTalk: History of one project architecture

    - by Leonid Ganeline
    "In the beginning God made heaven and earth. Then he started to integrate." At the very start was the requirement: integrate two working systems. Small digging up: It was one system. It was good but IT guys want to change it to the new one, much better, chipper, more flexible, and more progressive in technologies, more suitable for the future, for the faster world and hungry competitors. One thing. One small, little thing. We cannot turn off the old system (call it A, because it was the first), turn on the new one (call it B, because it is second but not the last one). The A has a hundreds users all across a country, they must study B. A still has a lot nice custom features, home-made features that cannot disappear. These features have to be moved to the B and it is a long process, months and months of redevelopment. So, the decision was simple. Let’s move not jump, let’s both systems working side-by-side several months. In this time we could teach the users and move all custom A’s special functionality to B. That automatically means both systems should work side-by-side all these months and use the same data. Data in A and B must be in sync. That’s how the integration projects get birth. Moreover, the specific of the user tasks requires the both systems must be in sync in real-time. Nightly synchronization is not working, absolutely.   First draft The first draft seems simple. Both systems keep data in SQL databases. When data changes, the Create, Update, Delete operations performed on the data, and the sync process could be started. The obvious decision is to use triggers on tables. When we are talking about data, we are talking about several entities. For example, Orders and Items [in Orders]. We decided to use the BizTalk Server to synchronize systems. Why it was chosen is another story. Second draft   Let’s take an example how it works in more details. 1.       User creates a new entity in the A system. This fires an insert trigger on the entity table. Trigger has to pass the message “Entity created”. This message includes all attributes of the new entity, but I focused on the Id of this entity in the A system. Notation for this message is id.A. System A sends id.A to the BizTalk Server. 2.       BizTalk transforms id.A to the format of the system B. This is easiest part and I will not focus on this kind of transformations in the following text. The message on the picture is still id.A but it is in slightly different format, that’s why it is changing in color. BizTalk sends id.A to the system B. 3.       The system B creates the entity on its side. But it uses different id-s for entities, these id-s are id.B. System B saves id.A+id.B. System B sends the message id.A+id.B back to the BizTalk. 4.       BizTalk sends the message id.A+id.B to the system A. 5.       System A saves id.A+id.B. Why both id-s should be saved on both systems? It was one of the next requirements. Users of both systems have to know the systems are in sync or not in sync. Users working with the entity on the system A can see the id.B and use it to switch to the system B and work there with the copy of the same entity. The decision was to store the pairs of entity id-s on both sides. If there is only one id, the entities are not in sync yet (for the Create operation). Third draft Next problem was the reliability of the synchronization. The synchronizing process can be interrupted on each step, when message goes through the wires. It can be communication problem, timeout, temporary shutdown one of the systems, the second system cannot be synchronized by some internal reason. There were several potential problems that prevented from enclosing the whole synchronization process in one transaction. Decision was to restart the whole sync process if it was not finished (in case of the error). For this purpose was created an additional service. Let’s call it the Resync service. We still keep the id pairs in both systems, but only for the fast access not for the synchronization process. For the synchronizing these id-s now are kept in one main place, in the Resync service database. The Resync service keeps record as: ·       Id.A ·       Id.B ·       Entity.Type ·       Operation (Create, Update, Delete) ·       IsSyncStarted (true/false) ·       IsSyncFinished (true/false0 The example now looks like: 1.       System A creates id.A. id.A is saved on the A. Id.A is sent to the BizTalk. 2.       BizTalk sends id.A to the Resync and to the B. id.A is saved on the Resync. 3.       System B creates id.B. id.A+id.B are saved on the B. id.A+id.B are sent to the BizTalk. 4.       BizTalk sends id.A+id.B to the Resync and to the A. id.A+id.B are saved on the Resync. 5.       id.A+id.B are saved on the B. Resync changes the IsSyncStarted and IsSyncFinished flags accordingly. The Resync service implements three main methods: ·       Save (id.A, Entity.Type, Operation) ·       Save (id.A, id.B, Entity.Type, Operation) ·       Resync () Two Save() are used to save id-s to the service storage. See in the above example, in 2 and 4 steps. What about the Resync()? It is the method that finishes the interrupted synchronization processes. If Save() is started by the trigger event, the Resync() is working as an independent process. It periodically scans the Resync storage to find out “unfinished” records. Then it restarts the synchronization processes. It tries to synchronize them several times then gives up.     One more thing, both systems A and B must tolerate duplicates of one synchronizing process. Say on the step 3 the system B was not able to send id.A+id.B back. The Resync service must restart the synchronization process that will send the id.A to B second time. In this case system B must just send back again also created id.A+id.B pair without errors. That means “tolerate duplicates”. Fourth draft Next draft was created only because of the aesthetics. As it always happens, aesthetics gave significant performance gain to the whole system. First was the stupid question. Why do we need this additional service with special database? Can we just master the BizTalk to do something like this Resync() does? So the Resync orchestration is doing the same thing as the Resync service. It is started by the Id.A and finished by the id.A+id.B message. The first works as a Start message, the second works as a Finish message.     Here is a diagram the whole process without errors. It is pretty straightforward. The Resync orchestration is waiting for the Finish message specific period of time then resubmits the Id.A message. It resubmits the Id.A message specific number of times then gives up and gets suspended. It can be resubmitted then it starts the whole process again: waiting [, resubmitting [, get suspended]], finishing. Tuning up The Resync orchestration resubmits the id.A message with special “Resubmitted” flag. The subscription filter on the Resync orchestration includes predicate as (Resubmit_Flag != “Resubmitted”). That means only the first Sync orchestration starts the Resync orchestration. Other Sync orchestration instantiated by the resubmitting can finish this Resync orchestration but cannot start another instance of the Resync   Here is a diagram where system B was inaccessible for some period of time. The Resync orchestration resubmitted the id.A two times. Then system B got the response the id.A+id.B and this finished the Resync service execution. What is interesting about this, there were submitted several identical id.A messages and only one id.A+id.B message. Because of this, the system B and the Resync must tolerate the duplicate messages. We also told about this requirement for the system B. Now the same requirement is for the Resunc. Let’s assume the system B was very slow in the first response and the Resync service had time to resubmit two id.A messages. System B responded not, as it was in previous case, with one id.A+id.B but with two id.A+id.B messages. First of them finished the Resync execution for the id.A. What about the second id.A+id.B? Where it goes? So, we have to add one more internal requirement. The whole solution must tolerate many identical id.A+id.B messages. It is easy task with the BizTalk. I added the “SinkExtraMessages” subscriber (orchestration with one receive shape), that just get these messages and do nothing. Real design Real architecture is much more complex and interesting. In reality each system can submit several id.A almost simultaneously and completely unordered. There are not only the “Create entity” operation but the Update and Delete operations. And these operations relate each other. Say the Update operation after Delete means not the same as Update after Create. In reality there are entities related each other. Say the Order and Order Items. Change on one of it could start the series of the operations on another. Moreover, the system internals are the “black boxes” and we cannot predict the exact content and order of the operation series. It worth to say, I had to spend a time to manage the zombie message problems. The zombies are still here, but this is not a problem now. And this is another story. What is interesting in the last design? One orchestration works to help another to be more reliable. Why two orchestration design is more reliable, isn’t it something strange? The Synch orchestration takes all the message exchange between systems, here is the area where most of the errors could happen. The Resync orchestration sends and receives messages only within the BizTalk server. Is there another design? Sure. All Resync functionality could be implemented inside the Sync orchestration. Hey guys, some other ideas?

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  • The Internet of Things & Commerce: Part 3 -- Interview with Kristen J. Flanagan, Commerce Product Management

    - by Katrina Gosek, Director | Commerce Product Strategy-Oracle
    Internet of Things & Commerce Series: Part 3 (of 3) And now for the final installment my three part series on the Internet of Things & Commerce. Post one, “The Next 7,000 Days”, introduced the idea of the Internet of Things, followed by a second post interviewing one of our chief commerce innovation strategists, Brian Celenza.  This final post in the series is an interview with Kristen J. Flanagan, lead product manager for Oracle Commerce omnichannel strategy. She takes us through the past, present, and future of how our Commerce Solution is re-imagining the way physical and digital shopping come together. ------- QUESTION: It’s your job to stay on top of what our customers’ need to not only run their online businesses effectively, but also to make sure they have product capabilities they can innovate and grow on. What key trend has been top-of-mind for you and our customers around this collision of physical and digital shopping? Kristen: I’ll agree with Brian Celenza that hands down mobile has forced a major disruption in shopping and selling behavior. A few years ago, mobile exploded at a pace I don't think anyone was expecting. Early on, we saw our customers scrambling to establish a mobile presence---mostly through "screen scraping" technologies. As smartphones continued to advance (at lightening speed!), our customers started to investigate ways to truly tap in to their eCommerce capabilities to deliver the mobile experience. They started looking to us for a means of using the eCommerce services and capabilities to deliver a mobile experience that is tailored for mobile rather than the desktop experience on a smaller screen. In the future, I think we'll see customers starting to really understand what their shoppers need and expect from a mobile offering and how they can adapt their content and delivery of that content to meet those needs. And, mobile shopping doesn’t stop at the consumer / buyer. Because the in-store experience is compelling and has advantages that digital just can't offer, we're also starting to see the eCommerce services being leveraged for mobile for in-store sales associates. Brick-and-mortar retailers are interested in putting the omnichannel product catalog, promotions, and cart into the hands of knowledgeable associates. Retailers are now looking to connect and harness the eCommerce data in-store so that shoppers have a reason to walk-in. I think we'll be seeing a lot more customers thinking about melding the in-store and digital experiences to present a richer offering for shoppers.    QUESTION: What are some examples of what our customers are doing currently to bring these concepts to reality? Kristen: Well, without question, connecting digital and brick-and-mortar worlds is becoming tablestakes for selling experiences. If a brand has a foot in both worlds (i.e., isn’t a pureplay online retailer), they have to connect the dots because shoppers – whether consumers or B2B buyers –don't think in clearly defined channels anymore. The expectation is connectedness – for on- and offline experiences, promotions, products, and customer data. What does this mean practically for businesses selling goods on- and offline? It touches a lot of systems: inventory info on the eCommerce site, fulfillment options across channels (buy online/pickup in store), order information (representing various channels for a cohesive view of shopper order history), promotions across digital and store, etc.  A few years ago, the main link between store and digital was the smartphone. We all remember when “apps” became a thing and many of our customers were scrambling to get a native app out there. Now we're seeing more strategic thinking around the benefits of mobile web vs. native and how that ties in to the purpose and role of mobile within the digital channel. Put it more broadly, how these pieces fit together in the overall brand puzzle.  The same could be said for “showrooming.” Where it was a major concern (i.e., shoppers using stores to look at merchandise and then order online from Amazon), in recent months, it’s emerged that the inverse is now becoming a a reality as well. "Webrooming" (using digital sites to do research before making a purchase in the store) is a new behavior pure play retailers are challenged with. There are many technologies, behaviors, and information that need to tie together to offer a holistic omnichannel shopping experience. As a result, brands are looking for ways to connect the digital and in-store experiences to bridge the gaps: shared assortments across channels, assisted selling apps that arm associates with information about shoppers, shared promotions, inventory, etc. QUESTION: How has Oracle Commerce been built to help brands make the link between in-store and digital over the last few years? Kristen: Over the last seven years, the product has been in step with the changes in industry needs. Here is a brief history of the evolution: Prior to Oracle’s acquisition of ATG and Endeca, key investments were made to cross-channel functionality that we are still building on today. Commerce Service Center (v2007.1) ATG introduced the Commerce Service Center in 2007.1 and marked the first entry into what was then called “cross-channel.” The Commerce Service Center is a call-center-agent-facing application that enables agents to see shopper orders, online catalog, promotions, and pricing. It is tightly integrated with the eCommerce capabilities of the platform and commerce engine and provided a means of connecting data from the call center and online channels.  REST services framework (v9.1)  In v9.1 we introduced the REST services framework and interface in the Platform that enabled customers to use ATG web services in other applications. This framework has become the basis for our subsequent omni-channel features and functionality. Multisite Architecture (v10) With the v10 release, we introduced the Multisite Architecture, which enabled customers to manage multiple sites (and channels) within a single instance of the BCC. Customers could create site- and channel-specific catalogs, promotions, targeters, and scenarios. Endeca Page Builder (2.x) / Experience Manager (3.x) With the introduction of Endeca for Mobile (now part of the core platform, available through the reference store – see blow) on top of Page Builder (and then eventually Experience Manager), Endeca gave business users the tools to create and manage native and mobile web applications. And since the acquisition of both ATG (2011) and Endeca (2012), Oracle Commerce has leveraged the best of each leading technology’s capabilities for omnichannel commerce to continue to drive innovation for our customers. Service enablement of core Oracle Commerce capabilities (v10.1.1, 10.2, & 11) After the establishment of the REST services framework and interface, we followed up in subsequent releases with service enablement of core Oracle Commerce capabilities throughout the iOS native app and the enablement of the core Commerce Service Center features. The result is that customers can leverage these services for their integrations with other systems, as well as their omnichannel initiatives.  Mobile web reference application (v10.1) In 10.1 we introduced the shopper-facing mobile reference application that showed how to use Oracle Commerce to deliver a mobile web experience for shoppers. This included the use of Experience Manager and cartridges to drive those experiences on select pages.  Native (iOS) reference application (v10.1.1)  We came out with the 10.1.1 shopper-facing native iOS ref app that illustrated how to use the Commerce REST services to deliver an iOS app. Also included Experience Manager-driven pages.   Assisted Selling reference application (v10.2.1)  The Assisted Selling reference application is our first reference application designed for the in-store associate. This iOS app shows customers how they can use Oracle Commerce data and information to provide a high-touch, consultative sales environment as well as to put the endless aisle into hands of their associates. Shoppers can start a cart online, and in-store associates can access that cart via the application to provide more information or add products and then transact using the ATG engine. Support for Retail promotions (v11) As part of the v11 release, we worked with teams in the Oracle Retail Global Business Unit (RGBU) to assess which promotion types and capabilities are supported across our products. Those products included Oracle Commerce, Oracle Point of Service (ORPOS), and Oracle Retail Price Management (RPM). The result is that customers can now more easily support omnichannel use cases between the store and digital.  Making sure Oracle Commerce can help support the omnichannel needs of our customers is core to our product strategy. With 89% of consumers now use two or more channels to make a single purchase, ensuring that cross-channel interactions are linked is critical to a great customer experience – and to sales. As Oracle Commerce evolves, we want to make it simple for organizations to create, deliver, and scale experiences across touchpoints with our create once, deploy commerce anywhere framework. We have a flexible, services-oriented architecture that allows data, content, catalogs, cart, experiences, personalization, and merchandising to be shared across touchpoints and easily extended in to new environments like mobile, social, in-store, Call Center, and new Websites. [For the latest downloads and Oracle Commerce documentation, please visit the Oracle Technical Network.] ------ Thank you to both Brian and Kristen for their contributions and to this blog series and their continued thought leadership for Oracle Commerce. We are all looking forward to the coming years of months of new shopping behaviors and opportunities to innovate. Because – if the digital fabric of our everyday lives continues to change at the same pace – the next five years (that just under 2,000 days), will be dramatic. ---------- THIS DOCUMENT IS FOR INFORMATIONAL PURPOSES ONLY AND MAY NOT BE INCORPORATED INTO A CONTRACT OR AGREEMENT

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  • Managed Service Architectures Part I

    - by barryoreilly
    Instead of thinking about service oriented architecture, a concept that is continually defined, redefined, abused and mistreated, perhaps it is time to drop the acronym and consider what we actually need to get the job done.   ‘Pure’ SOA involves the modeling of an organisation’s processes, the so called ‘Top Down’ approach, followed by the implementation of these processes as services.     Another approach, more commonly seen in the wild, is the bottom up approach. This usually involves services that simply start popping up in the organization, and SOA in this case is often just an attempt to rein in these services. Such projects, although described as SOA projects for a variety of reasons, have clearly little relation to process driven architecture. Much has been written about these two approaches, with many deciding that a hybrid of both methods is needed to succeed with SOA.   These hybrid methods are a sensible compromise, but one gets the feeling that there is too much focus on ‘Succeeding with SOA’. Organisations who focus too much on bottom up development, or who waste too much time and money on top down approaches that don’t produce results, are often recommended to attempt an ‘agile’(Erl) or ‘middle-out’ (Microsoft) approach in order to succeed with SOA.  The problem with recommending this approach is that, in most cases, succeeding with SOA isn’t the aim of the project. If a project is started with the simple aim of ‘Succeeding with SOA’ then the reasons for the projects existence probably need to be questioned.   There are a number of things we can be sure of: ·         An organisation will have a number of disparate IT systems ·         Some of these systems will have redundant data and functionality ·         Integration will give considerable ROI ·         Integration will already be under way. ·         Services will already exist in the organisation ·         These services will be inconsistent in their implementation and in their governance   So there are three goals here: 1.       Alignment between the business and IT 2.     Integration of disparate systems 3.     Management of services.   2 and 3 are going to happen,  in fact they must happen if any degree of return is expected from the IT department. Ignoring 1 is considered a typical mistake in SOA implementations, as it ignores the business implications. However, the business implication of this approach is the money saved in more efficient IT processes. 2 and 3 are ongoing, and they will continue happening, even if a large project to produce a SOA metamodel is started. The result will then be an unstructured cackle of services, and a metamodel that is already going out of date. So we get stuck in and rebuild our services so that they match the metamodel, with the far reaching consequences that this will have on all our LOB systems are current. Lets imagine that this actually works ( how often do we rip and replace working software because it doesn't fit a certain pattern? Never -that's the point of integration), we will now be working with a metamodel that is out of date, and most likely incomplete if the organisation is large.      Accepting that an object can have more than one model over time, with perhaps more than one model being  at any given time will help us realise the limitations of the top down model. It is entirely normal , and perhaps necessary, for an organisation to be able to view an entity from different perspectives.   So, instead of trying to constantly force these goals in a straight line, why not let them happen in parallel, and manage the changes in each layer.     If  company A has chosen to model their business processes and create a business architecture, there will be a reason behind this. Often the aim is to make the business more flexible and able to cope with change, through alignment between the business and the IT department.   If company B’s IT department recognizes the problem of wild services springing up everywhere, and decides to do something about it, by designing a platform and processes for the introduction of services, is this not a valid approach?   With the hybrid approach, it is recommended that company A begin deploying services as quickly as possible. Based on models that are clearly incomplete, and which will therefore change rapidly and often in the near future. Natural business evolution will also mean that the models can be guaranteed to change in the not so near future. To ‘Succeed with SOA’ Company B needs to go back to the drawing board and start modeling processes and objects. So, in effect, we are telling business analysts to start developing code based on a model they are unsure of, and telling programmers to ignore the obvious and growing problems in their IT department and start drawing lines and boxes.     Could the problem be that there are two different problem domains? And the whole concept of SOA as it being described by clever salespeople today creates an example of oft dreaded ‘tight coupling’ between these two domains?   Could it be that we have taken two large problem areas, and bundled the solution together in order to create a magic bullet? And then convinced ourselves that the bullet actually exists?   Company A wants to have a closer relationship between the business and its IT department, in order to become a more flexible organization. Company B wants to decrease the maintenance costs of its IT infrastructure. If both companies focus on succeeding with SOA, then they aren’t focusing on their actual goals.   If Company A starts building services from incomplete models, without a gameplan, they will end up in the same situation as company B, with wild services. If company B focuses on modeling, they could easily end up with the same problems as company A.   Now we have two companies, who a short while ago had one problem each, that now have two problems each. This has happened because of a focus on ‘Succeeding with SOA’, rather than solving the problem at hand.   This is not to suggest that the two problem domains are unrelated, a strategy that encompasses both will obviously be good for the organization. But only if the organization realizes this and can develop such a strategy. This strategy cannot be bought in a box.       Anyone who has worked with SOA for a while will be used to analyzing the solutions to a problem and judging the solution’s level of coupling. If we have two applications that each perform separate functions, but need to communicate with each other, we create a integration layer between them, perhaps with a service, but we do all we can to reduce the dependency between the two systems. Using the same approach, we can separate the modeling (business architecture) and the service hosting (technical architecture).     The business architecture describes the processes and business objects in the business domain.   The technical architecture describes the hosting and management and implementation of services.   The glue that binds these together, the integration layer in our analogy, is the service contract, where the operations map the processes to their technical implementation, and the messages map business concepts to software objects in the implementation.   If we reduce the coupling between these layers, we should be able to allow developers to develop services, and business analysts to develop models, without the changes rippling through from one side to the other.   This would allow company A to carry on modeling, and company B to develop a service platform, each achieving their intended goal, without necessarily creating the problems seen in pure top down or bottom up approaches. Company B could then at a later date map their service infrastructure to a unified model, and company A could carry on modeling, insulating deployed services from changes in the ongoing modeling.   How do we do this?  The concept of service virtualization has been around for a while, and is instantly realizable in Microsoft’s Managed Services Engine. Here we can create a layer of virtual services, which represent the business analyst’s view, presenting uniform contracts to the outside world. These services can then transform and route messages to the actual service implementations. I like to think of the virtual services with their beautifully modeled interfaces as ‘SOA services’, and the implementations as simple integration ‘adapter’ services providing an interface to a technical implementation. The Managed Services Engine also provides policy based control over services, regardless of where they are deployed, simplifying handling of security, logging, exception handling etc.   This solves a big problem. The pressure to deliver services quickly is always there in projects. It is very important to quickly show value when implementing service architectures. There is also pressure to deliver quality, and you can’t easily do both at the same time. This approach allows quick delivery with quality increasing over time, allowing modeling and service development to occur in parallel and independent of each other. The link between business modeling and service implementation is not one that is obvious to many organizations, and requires a certain maturity to realize and drive forward. It is also completely possible that a company can benefit from one without the other, even if this approach is frowned upon today, there are many companies doing so and seeing ROI.   Of course there are disadvantages to this. The biggest one being the transformations necessary between the virtual interfaces and the service implementations. Bad choices in developing the services in the service implementation could mean that it is impossible to map the modeled processes to the implementation with redevelopment of the service. In many cases the architect will not have a choice here anyway, as proprietary systems are often delivered with predeveloped services. The alternative is to wait until the model is finished and then build the service according the model. However, if that approach worked we wouldn’t be having this discussion! And even when it does work, natural business evolution will mean that the two concepts (model and implementation) will immediately start to drift away from each other, so coupling them tightly together so that they are forever bound to the model that only applies at the time of the modeling work will not really achieve a great deal. Architecture is all about trade offs, and here a choice has to be made. The choice is between something will initially be of low quality but will work, or something that may well be impossible to achieve in most situations.         In conclusion, top-down is a natural approach for business analysts, and bottom-up  is a natural approach for developers. Instead of trying to force something on both that neither want, and which has not shown itself to be successful,  why not let them get on with their jobs, and let an enterprise architect coordinate the processes?

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  • SpriteFont Exception, no such character?

    - by Michal Bozydar Pawlowski
    I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the comments to customize the appearance of the font in your game, and to change the characters which are available to draw with. --> <XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics"> <Asset Type="Graphics:FontDescription"> <!-- Modify this string to change the font that will be imported. --> <FontName>Segoe UI</FontName> <!-- Size is a float value, measured in points. Modify this value to change the size of the font. --> <Size>20</Size> <!-- Spacing is a float value, measured in pixels. Modify this value to change the amount of spacing in between characters. --> <Spacing>0</Spacing> <!-- UseKerning controls the layout of the font. If this value is true, kerning information will be used when placing characters. --> <UseKerning>true</UseKerning> <!-- Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic", and "Bold, Italic", and are case sensitive. --> <Style>Regular</Style> <!-- If you uncomment this line, the default character will be substituted if you draw or measure text that contains characters which were not included in the font. --> <!-- <DefaultCharacter>*</DefaultCharacter> --> <!-- CharacterRegions control what letters are available in the font. Every character from Start to End will be built and made available for drawing. The default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin character set. The characters are ordered according to the Unicode standard. See the documentation for more information. --> <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#32;</Start> <End>&#1200;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> It has the character regions (32-1200) And I get this exception: A first chance exception of type 'System.ArgumentException' occurred in Microsoft.Xna.Framework.Graphics.ni.dll The character '?' (0x0441) is not available in this SpriteFont. If applicable, adjust the font's start and end CharacterRegions to include this character. Parameter name: character Why? I'm drawing the string like this: spriteBatch.DrawString(font24, zasadyText, zasadyTextPos, kolorCzcionki1, -0.05f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f) I even changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception -- EDIT -- Ok, I got the solution. It was a letter mistake in language. I had this: if (jezyk == "ru_RU") { font14 = Content.Load<SpriteFont>("ru_font14"); font24 = Content.Load<SpriteFont>("ru_font24"); font12 = Content.Load<SpriteFont>("ru_czcionkaFloty"); font10 = Content.Load<SpriteFont>("ru_font10"); font28 = Content.Load<SpriteFont>("ru_font28"); font20 = Content.Load<SpriteFont>("ru_font20"); } else { font14 = Content.Load<SpriteFont>("font14"); font24 = Content.Load<SpriteFont>("font24"); font12 = Content.Load<SpriteFont>("czcionkaFloty"); font10 = Content.Load<SpriteFont>("font10"); font28 = Content.Load<SpriteFont>("font28"); font20 = Content.Load<SpriteFont>("font20"); } and there should be not "ru_RU" but "ru-RU" I have no idea. I changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception

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  • Why unhandled exceptions are useful

    - by Simon Cooper
    It’s the bane of most programmers’ lives – an unhandled exception causes your application or webapp to crash, an ugly dialog gets displayed to the user, and they come complaining to you. Then, somehow, you need to figure out what went wrong. Hopefully, you’ve got a log file, or some other way of reporting unhandled exceptions (obligatory employer plug: SmartAssembly reports an application’s unhandled exceptions straight to you, along with the entire state of the stack and variables at that point). If not, you have to try and replicate it yourself, or do some psychic debugging to try and figure out what’s wrong. However, it’s good that the program crashed. Or, more precisely, it is correct behaviour. An unhandled exception in your application means that, somewhere in your code, there is an assumption that you made that is actually invalid. Coding assumptions Let me explain a bit more. Every method, every line of code you write, depends on implicit assumptions that you have made. Take this following simple method, that copies a collection to an array and includes an item if it isn’t in the collection already, using a supplied IEqualityComparer: public static T[] ToArrayWithItem( ICollection<T> coll, T obj, IEqualityComparer<T> comparer) { // check if the object is in collection already // using the supplied comparer foreach (var item in coll) { if (comparer.Equals(item, obj)) { // it's in the collection already // simply copy the collection to an array // and return it T[] array = new T[coll.Count]; coll.CopyTo(array, 0); return array; } } // not in the collection // copy coll to an array, and add obj to it // then return it T[] array = new T[coll.Count+1]; coll.CopyTo(array, 0); array[array.Length-1] = obj; return array; } What’s all the assumptions made by this fairly simple bit of code? coll is never null comparer is never null coll.CopyTo(array, 0) will copy all the items in the collection into the array, in the order defined for the collection, starting at the first item in the array. The enumerator for coll returns all the items in the collection, in the order defined for the collection comparer.Equals returns true if the items are equal (for whatever definition of ‘equal’ the comparer uses), false otherwise comparer.Equals, coll.CopyTo, and the coll enumerator will never throw an exception or hang for any possible input and any possible values of T coll will have less than 4 billion items in it (this is a built-in limit of the CLR) array won’t be more than 2GB, both on 32 and 64-bit systems, for any possible values of T (again, a limit of the CLR) There are no threads that will modify coll while this method is running and, more esoterically: The C# compiler will compile this code to IL according to the C# specification The CLR and JIT compiler will produce machine code to execute the IL on the user’s computer The computer will execute the machine code correctly That’s a lot of assumptions. Now, it could be that all these assumptions are valid for the situations this method is called. But if this does crash out with an exception, or crash later on, then that shows one of the assumptions has been invalidated somehow. An unhandled exception shows that your code is running in a situation which you did not anticipate, and there is something about how your code runs that you do not understand. Debugging the problem is the process of learning more about the new situation and how your code interacts with it. When you understand the problem, the solution is (usually) obvious. The solution may be a one-line fix, the rewrite of a method or class, or a large-scale refactoring of the codebase, but whatever it is, the fix for the crash will incorporate the new information you’ve gained about your own code, along with the modified assumptions. When code is running with an assumption or invariant it depended on broken, then the result is ‘undefined behaviour’. Anything can happen, up to and including formatting the entire disk or making the user’s computer sentient and start doing a good impression of Skynet. You might think that those can’t happen, but at Halting problem levels of generality, as soon as an assumption the code depended on is broken, the program can do anything. That is why it’s important to fail-fast and stop the program as soon as an invariant is broken, to minimise the damage that is done. What does this mean in practice? To start with, document and check your assumptions. As with most things, there is a level of judgement required. How you check and document your assumptions depends on how the code is used (that’s some more assumptions you’ve made), how likely it is a method will be passed invalid arguments or called in an invalid state, how likely it is the assumptions will be broken, how expensive it is to check the assumptions, and how bad things are likely to get if the assumptions are broken. Now, some assumptions you can assume unless proven otherwise. You can safely assume the C# compiler, CLR, and computer all run the method correctly, unless you have evidence of a compiler, CLR or processor bug. You can also assume that interface implementations work the way you expect them to; implementing an interface is more than simply declaring methods with certain signatures in your type. The behaviour of those methods, and how they work, is part of the interface contract as well. For example, for members of a public API, it is very important to document your assumptions and check your state before running the bulk of the method, throwing ArgumentException, ArgumentNullException, InvalidOperationException, or another exception type as appropriate if the input or state is wrong. For internal and private methods, it is less important. If a private method expects collection items in a certain order, then you don’t necessarily need to explicitly check it in code, but you can add comments or documentation specifying what state you expect the collection to be in at a certain point. That way, anyone debugging your code can immediately see what’s wrong if this does ever become an issue. You can also use DEBUG preprocessor blocks and Debug.Assert to document and check your assumptions without incurring a performance hit in release builds. On my coding soapbox… A few pet peeves of mine around assumptions. Firstly, catch-all try blocks: try { ... } catch { } A catch-all hides exceptions generated by broken assumptions, and lets the program carry on in an unknown state. Later, an exception is likely to be generated due to further broken assumptions due to the unknown state, causing difficulties when debugging as the catch-all has hidden the original problem. It’s much better to let the program crash straight away, so you know where the problem is. You should only use a catch-all if you are sure that any exception generated in the try block is safe to ignore. That’s a pretty big ask! Secondly, using as when you should be casting. Doing this: (obj as IFoo).Method(); or this: IFoo foo = obj as IFoo; ... foo.Method(); when you should be doing this: ((IFoo)obj).Method(); or this: IFoo foo = (IFoo)obj; ... foo.Method(); There’s an assumption here that obj will always implement IFoo. If it doesn’t, then by using as instead of a cast you’ve turned an obvious InvalidCastException at the point of the cast that will probably tell you what type obj actually is, into a non-obvious NullReferenceException at some later point that gives you no information at all. If you believe obj is always an IFoo, then say so in code! Let it fail-fast if not, then it’s far easier to figure out what’s wrong. Thirdly, document your assumptions. If an algorithm depends on a non-trivial relationship between several objects or variables, then say so. A single-line comment will do. Don’t leave it up to whoever’s debugging your code after you to figure it out. Conclusion It’s better to crash out and fail-fast when an assumption is broken. If it doesn’t, then there’s likely to be further crashes along the way that hide the original problem. Or, even worse, your program will be running in an undefined state, where anything can happen. Unhandled exceptions aren’t good per-se, but they give you some very useful information about your code that you didn’t know before. And that can only be a good thing.

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  • When was sys.dm_os_wait_stats last cleared?

    - by SQLOS Team
    The sys.dm_os_wait_stats DMV provides essential metrics for diagnosing SQL Server performance problems. Returning incrementally accumulating information about all the completed waits encountered by executing threads it is a useful way to identify bottlenecks such as IO latency issues or waits on locks. The counters are reset each time SQL server is restarted, or when the following command is run: DBCC SQLPERF ('sys.dm_os_wait_stats', CLEAR); To make sense out of these wait values you need to know how they change over time. Suppose you are asked to troubleshoot a system and you don't know when the wait stats were last zeroed. Is there any way to find the elapsed time since this happened? If the wait stats were not cleared using the DBCC SQLPERF command then you can simply correlate the stats with the time SQL Server was started using the sqlserver_start_time column introduced in SQL Server 2008 R2: SELECT sqlserver_start_time from sys.dm_os_sys_info However how do you tell if someone has run DBCC SQLPERF ('sys.dm_os_wait_stats', CLEAR) since the server was started, and if they did, when? Without this information the initial, or historical, wait_stats have less value until you can measure deltas over time. There is a way to at least estimate when the stats were last cleared, by using the wait stats themselves and choosing a thread that spends most of its time sleeping. A good candidate is the SQL Trace incremental flush task, which mostly sleeps (in 4 second intervals) and in between it attempts to flush (if there are new events – which is rare when only default trace is running) – so it pretty much sleeps all the time. Hence the time it has spent waiting is very close to the elapsed time since the counter was reset. Credit goes to Ivan Penkov in the SQLOS dev team for suggesting this. Here's an example (excuse formatting): 144 seconds after the server was started: select top 10 wait_type, wait_time_ms from sys.dm_os_wait_stats order by wait_time_ms desc wait_type                                                               wait_time_ms--------------------------------------------------------------------------------------------------------------- XE_DISPATCHER_WAIT                                      242273LAZYWRITER_SLEEP                                          146010LOGMGR_QUEUE                                                145412DIRTY_PAGE_POLL                                             145411XE_TIMER_EVENT                                               145216REQUEST_FOR_DEADLOCK_SEARCH             145194SQLTRACE_INCREMENTAL_FLUSH_SLEEP    144325SLEEP_TASK                                                        73359BROKER_TO_FLUSH                                           73113PREEMPTIVE_OS_AUTHENTICATIONOPS       143 (10 rows affected) Reset: DBCC SQLPERF('sys.dm_os_wait_stats', CLEAR)" DBCC execution completed. If DBCC printed error messages, contact your system administrator. After 8 seconds: select top 10 wait_type, wait_time_ms from sys.dm_os_wait_stats order by wait_time_ms desc wait_type                                                                 wait_time_ms--------------------------------------------------------------------------------------------------------------------- REQUEST_FOR_DEADLOCK_SEARCH              10013LAZYWRITER_SLEEP                                           8124SQLTRACE_INCREMENTAL_FLUSH_SLEEP     8017LOGMGR_QUEUE                                                 7579DIRTY_PAGE_POLL                                              7532XE_TIMER_EVENT                                                5007BROKER_TO_FLUSH                                            4118SLEEP_TASK                                                         3089PREEMPTIVE_OS_AUTHENTICATIONOPS        28SOS_SCHEDULER_YIELD                                   27 (10 rows affected)   After 12 seconds: select top 10 wait_type, wait_time_ms from sys.dm_os_wait_stats order by wait_time_ms desc wait_type                                                                  wait_time_ms------------------------------------------------------------------------------------------------------ REQUEST_FOR_DEADLOCK_SEARCH               15020LAZYWRITER_SLEEP                                            14206LOGMGR_QUEUE                                                  14036DIRTY_PAGE_POLL                                               13973SQLTRACE_INCREMENTAL_FLUSH_SLEEP      12026XE_TIMER_EVENT                                                 10014SLEEP_TASK                                                          7207BROKER_TO_FLUSH                                             7207PREEMPTIVE_OS_AUTHENTICATIONOPS         57SOS_SCHEDULER_YIELD                                     28 (10 rows affected) It may not be accurate to the millisecond, but it can provide a useful data point, and give an indication whether the wait stats were manually cleared after startup, and if so approximately when. - Guy     Originally posted at http://blogs.msdn.com/b/sqlosteam/

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  • How does gluLookAt work?

    - by Chan
    From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int Rx = 0; static const int Ry = 1; static const int Rz = 2; static const int Ux = 4; static const int Uy = 5; static const int Uz = 6; static const int Ax = 8; static const int Ay = 9; static const int Az = 10; static const int Tx = 12; static const int Ty = 13; static const int Tz = 14; void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lmodel_ambient[] = { 0.8, 0.0, 0.0, 0.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void displayModelviewMatrix(float MV[16]) { int SPACING = 12; cout << left; cout << "\tMODELVIEW MATRIX\n"; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << "R" << setw(SPACING) << "U" << setw(SPACING) << "A" << setw(SPACING) << "T" << endl; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << MV[Rx] << setw(SPACING) << MV[Ux] << setw(SPACING) << MV[Ax] << setw(SPACING) << MV[Tx] << endl; cout << setw(SPACING) << MV[Ry] << setw(SPACING) << MV[Uy] << setw(SPACING) << MV[Ay] << setw(SPACING) << MV[Ty] << endl; cout << setw(SPACING) << MV[Rz] << setw(SPACING) << MV[Uz] << setw(SPACING) << MV[Az] << setw(SPACING) << MV[Tz] << endl; cout << setw(SPACING) << MV[3] << setw(SPACING) << MV[7] << setw(SPACING) << MV[11] << setw(SPACING) << MV[15] << endl; cout << "--------------------------------------------------" << endl; cout << endl; } void reshape(int w, int h) { float ratio = static_cast<float>(w)/h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, ratio, 1.0, 425.0); } void draw() { float m[16]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv(GL_MODELVIEW_MATRIX, m); gluLookAt( 300.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f ); glColor3f(1.0, 0.0, 0.0); glutSolidCube(100.0); glGetFloatv(GL_MODELVIEW_MATRIX, m); displayModelviewMatrix(m); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); glutInitWindowPosition(100, 100); glutCreateWindow("Demo"); glutReshapeFunc(reshape); glutDisplayFunc(draw); init(); glutMainLoop(); return 0; } No matter what value I use for the eye vector: 300, 0, 0 or 0, 300, 0 or 0, 0, 300 the translation vector is the same, which doesn't make any sense because the order of code is in backward order so glTranslatef should run first, then the 2 rotations. Plus, the rotation matrix, is completely independent of the translation column (in the ModelView matrix), then what would cause this weird behavior? Here is the output with the eye vector is (0.0f, 300.0f, 0.0f) MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 0 0 0 0 0 0 0 0 0 1 0 -300 0 0 0 1 -------------------------------------------------- I would expect the T column to be (0, -300, 0)! So could anyone help me explain this? The implementation of gluLookAt from http://www.mesa3d.org void GLAPIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz) { float forward[3], side[3], up[3]; GLfloat m[4][4]; forward[0] = centerx - eyex; forward[1] = centery - eyey; forward[2] = centerz - eyez; up[0] = upx; up[1] = upy; up[2] = upz; normalize(forward); /* Side = forward x up */ cross(forward, up, side); normalize(side); /* Recompute up as: up = side x forward */ cross(side, forward, up); __gluMakeIdentityf(&m[0][0]); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[0][1] = up[0]; m[1][1] = up[1]; m[2][1] = up[2]; m[0][2] = -forward[0]; m[1][2] = -forward[1]; m[2][2] = -forward[2]; glMultMatrixf(&m[0][0]); glTranslated(-eyex, -eyey, -eyez); }

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

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

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  • MySQL Query GROUP_CONCAT Over Multiple Rows

    - by PeteGO
    I'm getting name and address data out of generic question / answer data to create some kind of normalised reporting database. The query I've got uses group_concat and works for individual sets of questions but not for multiple sets. I've tried to simplify what I'm doing by using just forename and surname and just 3 records, 2 for 1 person and 1 for another. In reality though there are more than 300,000 records. Example of results with qs.Id = 1. QuestionSetId Forename Surname ------------------------------------------------------- 1 Bob Jones Example of results with qs.Id IN (1, 2, 3). QuestionSetId Forename Surname ------------------------------------------------------- 3 Bob,Bob,Frank Jones,Jones,Smith What I would like to see for qs.Id IN (1, 2, 3). QuestionSetId Forename Surname ------------------------------------------------------- 1 Bob Jones 2 Bob Jones 3 Frank Smith So how can I make the 2nd example return a separate row for each set of name and address information? I realise the current way the data is stored is "questionable" but I cannot change the way the data is stored. I can get sets of individual answers but not sure how to combine the others. My simplified Schema that I cannot change: CREATE TABLE StaticQuestion ( Id INT NOT NULL, StaticText VARCHAR(500) NOT NULL); CREATE TABLE Question ( Id INT NOT NULL, Text VARCHAR(500) NOT NULL); CREATE TABLE StaticQuestionQuestionLink ( Id INT NOT NULL, StaticQuestionId INT NOT NULL, QuestionId INT NOT NULL, DateEffective DATETIME NOT NULL); CREATE TABLE Answer ( Id INT NOT NULL, Text VARCHAR(500) NOT NULL); CREATE TABLE QuestionSet ( Id INT NOT NULL, DateEffective DATETIME NOT NULL); CREATE TABLE QuestionAnswerLink ( Id INT NOT NULL, QuestionSetId INT NOT NULL, QuestionId INT NOT NULL, AnswerId INT NOT NULL, StaticQuestionId INT NOT NULL); Some example data for only forename and surname. INSERT INTO StaticQuestion (Id, StaticText) VALUES (1, 'FirstName'), (2, 'LastName'); INSERT INTO Question (Id, Text) VALUES (1, 'What is your first name?'), (2, 'What is your forename?'), (3, 'What is your Surname?'); INSERT INTO StaticQuestionQuestionLink (Id, StaticQuestionId, QuestionId, DateEffective) VALUES (1, 1, 1, '2001-01-01'), (2, 1, 2, '2008-08-08'), (3, 2, 3, '2001-01-01'); INSERT INTO Answer (Id, Text) VALUES (1, 'Bob'), (2, 'Jones'), (3, 'Bob'), (4, 'Jones'), (5, 'Frank'), (6, 'Smith'); INSERT INTO QuestionSet (Id, DateEffective) VALUES (1, '2002-03-25'), (2, '2009-05-05'), (3, '2009-08-06'); INSERT INTO QuestionAnswerLink (Id, QuestionSetId, QuestionId, AnswerId, StaticQuestionId) VALUES (1, 1, 1, 1, 1), (2, 1, 3, 2, 2), (3, 2, 2, 3, 1), (4, 2, 3, 4, 2), (5, 3, 2, 5, 1), (6, 3, 3, 6, 2); Just in case SQLFiddle is down here are the 3 queries from the examples I've linked to: 1: - working query but only on 1 set of data. SELECT MAX(QuestionSetId) AS QuestionSetId, GROUP_CONCAT(Forename) AS Forename, GROUP_CONCAT(Surname) AS Surname FROM (SELECT x.QuestionSetId, CASE x.StaticQuestionId WHEN 1 THEN Text END AS Forename, CASE x.StaticQuestionId WHEN 2 THEN Text END AS Surname FROM (SELECT (SELECT link.StaticQuestionId FROM StaticQuestionQuestionLink link WHERE link.Id = qa.QuestionId AND link.DateEffective <= qs.DateEffective AND link.StaticQuestionId IN (1, 2) ORDER BY link.DateEffective DESC LIMIT 1) AS StaticQuestionId, a.Text, qa.QuestionSetId FROM QuestionSet qs INNER JOIN QuestionAnswerLink qa ON qs.Id = qa.QuestionSetId INNER JOIN Answer a ON qa.AnswerId = a.Id WHERE qs.Id IN (1)) x) y 2: - working query but undesired results on multiple sets of data. SELECT MAX(QuestionSetId) AS QuestionSetId, GROUP_CONCAT(Forename) AS Forename, GROUP_CONCAT(Surname) AS Surname FROM (SELECT x.QuestionSetId, CASE x.StaticQuestionId WHEN 1 THEN Text END AS Forename, CASE x.StaticQuestionId WHEN 2 THEN Text END AS Surname FROM (SELECT (SELECT link.StaticQuestionId FROM StaticQuestionQuestionLink link WHERE link.Id = qa.QuestionId AND link.DateEffective <= qs.DateEffective AND link.StaticQuestionId IN (1, 2) ORDER BY link.DateEffective DESC LIMIT 1) AS StaticQuestionId, a.Text, qa.QuestionSetId FROM QuestionSet qs INNER JOIN QuestionAnswerLink qa ON qs.Id = qa.QuestionSetId INNER JOIN Answer a ON qa.AnswerId = a.Id WHERE qs.Id IN (1, 2, 3)) x) y 3: - working query on multiple sets of data only on 1 field (answer) though. SELECT qs.Id AS QuestionSet, a.Text AS Answer FROM QuestionSet qs INNER JOIN QuestionAnswerLink qalink ON qs.Id = qalink.QuestionSetId INNER JOIN StaticQuestionQuestionLink sqqlink ON qalink.QuestionId = sqqlink.QuestionId INNER JOIN Answer a ON qalink.AnswerId = a.Id WHERE sqqlink.StaticQuestionId = 1 /* FirstName */ AND sqqlink.DateEffective = (SELECT DateEffective FROM StaticQuestionQuestionLink WHERE StaticQuestionId = 1 AND DateEffective <= qs.DateEffective ORDER BY DateEffective DESC LIMIT 1)

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  • IE positioning problems

    - by Kyle Sevenoaks
    In every browser but IE, on euroworker.no/order the little green arrow under the word "produkt" sits on top of my div container. Why in the world does this not work in IE? Thing is, it works on two pages out of four in IE but all four in other browsers. CSS for the top prgress indicator: #checkoutProgress { width: auto; padding-top: 1em; height: 30px; overflow:hidden; font-family: "Helvetica"; font-size:18px; float:left; /* margin-bottom:22px;*/ margin-left:0px; } #checkoutProgress a { padding: 10px; /*border-width: 2px; margin-right: 20px;*/ text-decoration:none; font-size: 17.26px; color:#dadada; text-transform:uppercase; } #checkoutProgress a:hover { padding: 10px; /*border-width: 2px; margin-right: 20px;*/ text-decoration:none; font-size: 17.26px; color:#818072; } /* completed steps */ #checkoutProgress a.completed { border-color: #70D66D; } /* current step */ #checkoutProgress a.active { /* border-color: #ADD8E6;*/ font-weight: bold; /*background-color: #fffccc; border-color: #ADD8E6;*/ background-image:url(../../upload/urhere_arr.png); background-position:bottom center; /*padding-left:15px;*/ color:#a3a398; } For the box: div #roundbigbox { background-image:url(../../upload/EW_p_og_L.png); background-position:top center; background-repeat:no-repeat; padding:5px; padding-top:10px; padding-bottom:0px; width:760px; height:1%; border-width:1px; border-color:#dddddd; border-radius:10px; -moz-border-radius:10px; -webkit-border-radius:10px; z-index:1; position:relative; overflow:hidden; margin:0; margin-bottom:10px; } fieldset css: fieldset.container { border: 0; } And some HTML: <fieldset class="container"> <div id="checkoutProgress" class="progressCart"> <a href="/order" class=" active" id="progressCart"><span>Produkt</span></span></a> <a href="/checkout/selectAddress" class="completed " id="progressAddress"><span>kunde info</span></a> <a href="/checkout/shipping" class="completed " id="progressShipping"><span>Leveringsmåte</span></a> <a href="/checkout/pay" class="" id="progressPayment"><span>Betaling & Fullfør</span><</a> </div> </fieldset> </div> <form action="/order... > <input type="hidden"...> <div id="roundbigbox"> <p id="pro">Produkter</p> More content </div>

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  • Weird XPath behavior in libxml2

    - by Josh K
    I have this XML tree that looks like this (I've changed the tag names but if you're really clever you may figure out what I'm actually doing.) <ListOfThings> <Thing foo:action="add"> <Bar>doStuff --slowly</Bar> <Index>1</Index> </Thing> <Thing foo:action="add"> <Bar>ping yourMother.net</Bar> <Index>2</Index> </Thing> </ListOfThings> With libxml2, I want to programmatically insert a new Thing tag into the ListOfThings with the Index being the highest current index, plus one. I do it like this (sanity checking removed for brevity): xpath = "//urn:myformat[@foo='bar']/" "urn:mysection[@name='baz']/" "urn:ListOfThings/urn:Thing/urn:Index"; xpathObj = xmlXPathEvalExpression(xpath, xpathCtx); nodes = xpathObj->nodesetval; /* Find last value and snarf the value of the tag */ highest = atoi(nodes->nodeTab[nodes->nodeNr - 1]->children->content); snprintf(order, sizeof(order), "%d", highest + 1); /* highest index plus one */ /* now move up two levels.. */ cmdRoot = nodes->nodeTab[nodes->nodeNr - 1]; ASSERT(cmdRoot->parent && cmdRoot->parent->parent); cmdRoot = cmdRoot->parent->parent; /* build the child tag */ newTag = xmlNewNode(NULL, "Thing"); xmlSetProp(newTag, "foo:action", "add"); /* set new node values */ xmlNewTextChild(newTag, NULL, "Bar", command); xmlNewChild(newTag, NULL, "Index", order); /* append this to cmdRoot */ xmlAddChild(cmdRoot, newTag); But if I call this function twice (to add two Things), the XPath expression doesn't catch the new entry I made. Is there a function I need to call to kick XPath in the shins and get it to make sure it really looks over the whole xmlDocPtr again? It clearly does get added to the document, because when I save it, I get the new tags I added. To be clear, the output looks like this: <ListOfThings> <Thing foo:action="add"> <Bar>doStuff --slowly</Bar> <Index>1</Index> </Thing> <Thing foo:action="add"> <Bar>ping yourMother.net</Bar> <Index>2</Index> </Thing> <Thing foo:action="add"> <Bar>newCommand1</Bar> <Index>3</Index> </Thing> <Thing foo:action="add"> <Bar>newCommand2</Bar> <Index>3</Index> <!-- this is WRONG! --> </Thing> </ListOfThings> I used a debugger to check what happened after xmlXPathEvalExpression got called and I saw that nodes->nodeNr was the same each time. Help me, lazyweb, you're my only hope!

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  • Multiple pages PHP how????

    - by sandy
    Here I have a problem in this code .. I want to specify the 4 values in each page .. But I can not ... So far there is a problem, I think, in limit <?php if(!isset($_GET["page"])) { $page=1; include ("connect.php"); } else { $page= intval($_GET['page']); } $max=4; $from=($max*$page)- $max; $sql = mysql_query("select * from uploads,members,rooms where uploads.MemberID = members.MemberID and uploads.RoomID = rooms.RoomID and UploadCategory='L' order by UploadID desc limit $from,$max "); $num_sql = mysql_num_rows($sql); ?> <table width="400" border="0" cellspacing="1" cellpadding="0"> <tr> <td><form name="form1" method="post" action=""> <div align="center"> <table width="400" border="0" cellpadding="3" cellspacing="1" bgcolor="#CCCCCC"> <tr> <td bgcolor="#FFFFFF">&nbsp;</td> <td colspan="4" bgcolor="#FFFFFF"> <p align="center"><font size="4"> file</font></td> </tr> <tr> <td align="center" bgcolor="#FFFFFF">#</td> <td align="center" bgcolor="#FFFFFF"><strong>member</strong></td> <td align="center" bgcolor="#FFFFFF"><strong> Name</strong></td> </tr> </div> <?php //$sql1 = mysql_query("select * from book order by id desc limit $from,$max "); //$num_sql1 = mysql_num_rows($sql1); $pages=ceil($num_sql/$max); $num = mysql_num_rows($sql); //$result = mysql_query("SELECT * FROM book order by id"); while($row = mysql_fetch_array($sql)) { ?> <tr> <td align="center" bgcolor="#FFFFFF"><input name="checkbox[]" type="checkbox" id="checkbox[]" value="<?php echo $row['UploadID']; ?>"></td> <td bgcolor="#FFFFFF"> <?php echo $row[MemberName]. "<br />"; ?></td> <td bgcolor="#FFFFFF"> <?php echo $row[UpoadName]."<br />"; ?></td> </tr> <?php } ?> <tr> <td colspan="5" align="center" bgcolor="#FFFFFF"><input name="delete" type="submit" id="delete" value="delete"></td> </tr> <?php if($page>1) { $prev=$page-1; echo"<a href=".$PHP_SELF."?page=$prev\"></a>"; } for($i=1;$i<=$pages;$i++) { if($page==$i) echo" [$i] "; else { echo" <a href=".$PHP_SELF."?page=$i\">$i</a> "; } } if($page<$pages) { $next=$page+1; echo"<a href=".$PHP_SELF."?page=$next\"></a>"; } ?> </html> thanks alote

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  • Double Linked List Insertion Sorting Bug

    - by house
    Hello, I have implemented an insertion sort in a double link list (highest to lowest) from a file of 10,000 ints, and output to file in reverse order. To my knowledge I have implemented such a program, however I noticed in the ouput file, a single number is out of place. Every other number is in correct order. The number out of place is a repeated number, but the other repeats of this number are in correct order. Its just strange how this number is incorrectly placed. Also the unsorted number is only 6 places out of sync. I have looked through my program for days now with no idea where the problem lies, so I turn to you for help. Below is the code in question, (side note: can my question be deleted by myself? rather my colleges dont thieve my code, if not how can it be deleted?) void DLLIntStorage::insertBefore(int inValue, node *nodeB) { node *newNode; newNode = new node(); newNode->prev = nodeB->prev; newNode->next = nodeB; newNode->value = inValue; if(nodeB->prev==NULL) { this->front = newNode; } else { nodeB->prev->next = newNode; } nodeB->prev = newNode; } void DLLIntStorage::insertAfter(int inValue, node *nodeB) { node *newNode; newNode = new node(); newNode->next = nodeB->next; newNode->prev = nodeB; newNode->value = inValue; if(nodeB->next == NULL) { this->back = newNode; } else { nodeB->next->prev = newNode; } nodeB->next = newNode; } void DLLIntStorage::insertFront(int inValue) { node *newNode; if(this->front == NULL) { newNode = new node(); this->front = newNode; this->back = newNode; newNode->prev = NULL; newNode->next = NULL; newNode->value = inValue; } else { insertBefore(inValue, this->front); } } void DLLIntStorage::insertBack(int inValue) { if(this->back == NULL) { insertFront(inValue); } else { insertAfter(inValue, this->back); } } ifstream& operator>> (ifstream &in, DLLIntStorage &obj) { int readInt, counter = 0; while(!in.eof()) { if(counter==dataLength) //stops at 10,000 { break; } in >> readInt; if(obj.front != NULL ) { obj.insertion(readInt); } else { obj.insertBack(readInt); } counter++; } return in; } void DLLIntStorage::insertion(int inValue) { node* temp; temp = this->front; if(temp->value >= inValue) { insertFront(inValue); return; } else { while(temp->next!=NULL && temp!=this->back) { if(temp->value >= inValue) { insertBefore(inValue, temp); return; } temp = temp->next; } } if(temp == this->back) { insertBack(inValue); } } Thankyou for your time.

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  • innter.HTML not working after submit button is clicked

    - by user1781453
    I am trying to get the innerHTML to change to what is in the end of the function "calculate" but nothing happens once I hit submit. Here is my code: Pizza Order Form .outp {border-style:solid;background-color:white; border-color:red;padding:1em; border-width: .5em;} .notes {font-size:smaller;font-style:italic;} p {margin-left: 15%; width: 65%;} textarea {resize : none;} </style> function calculate(){ var type; var newline=""; var sum=0; var toppings=""; if( document.getElementById("small").checked==true){ type="Small Pizza"; sum+=4; } if( document.getElementById("medium").checked==true){ type="Medium Pizza"; sum+=6; } if( document.getElementById("large").checked==true){ type="Large Pizza"; sum+=8; } if( document.getElementById("pepperoni").checked==true){ toppings=toppings+"pepperoni, "; sum+=0.75; } if( document.getElementById("olives").checked==true){ toppings=toppings+"olives, "; sum+=0.6; } if( document.getElementById("sausage").checked==true){ toppings=toppings+"sausage, "; sum+=0.75; } if( document.getElementById("peppers").checked==true){ toppings=toppings+"peppers, "; sum+=0.5; } if( document.getElementById("onions").checked==true){ toppings=toppings+"onions, "; sum+=0.5; } if( document.getElementById("cheese").checked==true){ toppings=toppings+"Cheese Only, "; } var length = toppings.length; toppings = toppings.slice(0,length-2); document.getElementById("opta").innerHTML = type+newline+"Toppings:"+newline+toppings+newline+"Price - $"+sum; } Joe's Pizza Palace On-line Order Form <p id = "op" class = "outp" > <b /> Select the size Pizza you want: &nbsp;&nbsp; <input type="radio" name = "size" id="small" value = "small"> Small - $4.00 <b /> <input type="radio" name = "size" id="medium" value = "medium"> Medium - $6.00 <b /> <input type="radio" name = "size" id="large" value = "large"> Large - $8.00 <b /> </p> <p id = "op1" class = "outp" > <b /> Select the toppings: &nbsp;&nbsp; <input type="checkbox" name = "size" id="pepperoni" value = "pepperoni"> Pepperoni ($0.75) <b /> <input type="checkbox" name = "size" id="olives" value = "olives"> Olives ($0.60) <b /> <input type="checkbox" name = "size" id="sausage" value = "sausage"> Sausage ($0.75) <b /> <br /> <input type="checkbox" name = "size" id="peppers" value = "peppers"> Peppers ($0.50) <b /> <input type="checkbox" name = "size" id="onions" value = "onions"> Onions ($0.50) <b /> <input type="checkbox" name = "size" id="cheese" value = "cheese"> Cheese Only <b /> To obtain the price of your order click on the price button below: <br /><br /> <input type="button" align = "left" onclick="calculate();" value="Price (Submit Button)"/> <input type="reset" align = "left" value="Clear Form"/> <br /><br /> <textarea class="outp3" id="opta" style="border-color:black;" rows="6" cols="40" > </textarea>

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