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  • Moving sprite from one vector to the other

    - by user2002495
    I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go. Here is the code where enemy shoots: private void UpdateCommonBullet(GameTime gt) { foreach (CommonEnemyBullet ceb in bulletList) { ceb.pos += ceb.direction * 1.5f * (float)gt.ElapsedGameTime.TotalSeconds; if (ceb.pos.Y >= 600) ceb.hasFired = false; } for (int i = 0; i < bulletList.Count; i++) { if (!bulletList[i].hasFired) { bulletList.RemoveAt(i); i--; } } } And here is where i get the direction (in the constructor of the bullet): direction = Global.currentPos - this.pos; direction.Normalize(); Global.currentPos is a Vector2 where currently player is located, and is updated eveytime the player moves. This all works fine except that the bullet won't go to player's location. Instead, it tends goes to the "far right" of the player's position. I think it might be the problem where the bullet (this.pos in the direction) is created (at the position of the enemy). But I found no solution of it, please help me.

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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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  • Precise exposition of an image for set number of frames (Vsync?)

    - by Istrebitel
    I need to make a simple enough program in C#, but it seems to be impossible via usual WinForms means. I need to show something (a string of text, an image) on the screen for very small time interval. Since typical monitors are 60Hz, this interval would be 1 or 2 frames (16,6 or 33,3 ms). I tried doing this with usual WinForms, and it is not possible because, apparently, there is no way to know how many frames were output to the monitor since some point in time. I can only draw on the controls, and monitor output is totally independant. So even if I run the timer, say, for 17 ms, between showing and hiding the image, it still sometimes manages not to draw a single frame of my image on the screen (even though theoretically it should, because 17ms 16,6ms). Moreover, even 20ms seems to slow (even though i should be more than enough). I did some game development as a hobby in the past (Delphi X, XNA) and I know that you usually draw the whole screen by yourself, each frame. Also, I know that there is an option called Vsync in most modern games, that allows you to synchronize your framerate to your monitor's frame rate. So, is it possible? I mean, to actually know how many frames were sent to the monitor with w/e I want to show?

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  • How to avoid tons of `instanceof` in collision detection?

    - by Prog
    Consider a simple game with 4 kinds of entities: Robots, Dogs, Missiles, Walls. Here's a simple collision-detection mechanism in psuedocode: (I know, O(n^2). Irrelevant for this question). for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Dog) entityB.die(); if(entityA instanceof Robot && entityB instanceof Missile){ entityA.die(); entityB.die(); } if(entityA instanceof Missile && entityB instanceof Wall) entityB.die(); // .. and so on } } } Obviously this is very ugly, and will get bigger and harder to maintain the more entities there are, and the more conditions there are. One option to make this better is to have separate lists for each kind of entity. For example a Robots list, a Dogs list etc. And than check for collisions of all Robots with Dogs, and all Dogs with Walls, etc. This is better, but I still don't think it's good. So my question is: The collision detection system spotted a collision. Now what? What is the common way to react to the collision? Should the system notify the entity itself that it collided with something, and have it decide for itself how to react? E.g. entityA.reactToCollision(entityB). Or is there some other solution?

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  • How do I have an arrow follow different height parabolas depending on how long the player holds down a key?

    - by Moondustt
    i'm trying to throw an arrow in my game, but i'm having a hard time trying to realize how to make a good parabola. What I need: The more you hold "enter" stronger the arrow goes. The arrow angle will be always the same, 45 degrees. This is what I have already have: private float velocityHeld = 1f; protected override void Update(GameTime gameTime) { private void GetKeyboardEvent() { if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !released) { timeHeld += velocityHeld; holding = true; } else { if (holding) { released = true; holding = false; lastTimeHeld = timeHeld; } } } if (released && timeHeld > 0) { float alpha = MathHelper.ToRadians(45f); double vy = timeHeld * Math.Sin(alpha); double vx = timeHeld * Math.Cos(alpha); ShadowPosition.Y -= (int)vy; ShadowPosition.X += (int)vx; timeHeld -= velocityHeld; } else { released = false; } } My question is, what do I need to do to make the arrow to go bottom as it loses velocity (timeHeld) to make a perfect parabola?

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  • RPGMakerVX - Changing item_max?

    - by rackemup420
    I've been working on a game for awhile and I am developing it with RPG Maker VX. I came to a point where I needed to... I guess for lack of better explanation... Limit the key items to just 1. So I started looking through my scripts and found (in Game_Party): #-------------------------------------------------------------------------- # * Get Maximum Number of Items Possessed #-------------------------------------------------------------------------- def max_item_number(item) return 99 end and added below it: #-------------------------------------------------------------------------- # * Get Maximum Number of Key Items Possessed #-------------------------------------------------------------------------- def max_key_item_number(item) return 1 end and right below that is: #-------------------------------------------------------------------------- # * Determine if Maximum Number of Items Are Possessed #-------------------------------------------------------------------------- def item_max?(item) item_number(item) >= max_item_number(item) end So I changed the last one too: #-------------------------------------------------------------------------- # * Determine if Maximum Number of Items Are Possessed #-------------------------------------------------------------------------- def item_max?(item) if key_item? == true item_number(item) >= max_key_item_number(item) end if key_item? == false item_number(item) >= max_item_number(item) end end Now this seemed to not affect anything (that I could tell). I tested it and its still the same as before I touched anything. I am new to developing games and relatively new to scripting for them. Is this approach even close to what I want to do? Any help is greatly apprecieated!

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  • Slick UnicodeFont displays in different location depending on the screen size?

    - by Joehot2000
    I am using the Slick2D library to draw text. The text draws perfectly, however it is in the wrong location! I could easily draw it in the correct location, however the problem is that the "correct location" is very different depending on the size of the screen - And my game needs to be able to have the screen size changed. Here is the render method for the text: public static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glUseProgram(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glMatrixMode(GL_PROJECTION); glLoadMatrix(orthographicProjectionMatrix); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_LIGHTING); font.drawString(0, 0, "OMG ITS TEXT!", Color.green); glEnable(GL_LIGHTING); glPopMatrix(); glMatrixMode(GL_PROJECTION); glLoadMatrix(perspectiveProjectionMatrix); glMatrixMode(GL_MODELVIEW); } So, how can I set the text to be in the middle of the screen irrespective of screen size? Thanks!

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  • Basics of Join Predicate Pushdown in Oracle

    - by Maria Colgan
    Happy New Year to all of our readers! We hope you all had a great holiday season. We start the new year by continuing our series on Optimizer transformations. This time it is the turn of Predicate Pushdown. I would like to thank Rafi Ahmed for the content of this blog.Normally, a view cannot be joined with an index-based nested loop (i.e., index access) join, since a view, in contrast with a base table, does not have an index defined on it. A view can only be joined with other tables using three methods: hash, nested loop, and sort-merge joins. Introduction The join predicate pushdown (JPPD) transformation allows a view to be joined with index-based nested-loop join method, which may provide a more optimal alternative. In the join predicate pushdown transformation, the view remains a separate query block, but it contains the join predicate, which is pushed down from its containing query block into the view. The view thus becomes correlated and must be evaluated for each row of the outer query block. These pushed-down join predicates, once inside the view, open up new index access paths on the base tables inside the view; this allows the view to be joined with index-based nested-loop join method, thereby enabling the optimizer to select an efficient execution plan. The join predicate pushdown transformation is not always optimal. The join predicate pushed-down view becomes correlated and it must be evaluated for each outer row; if there is a large number of outer rows, the cost of evaluating the view multiple times may make the nested-loop join suboptimal, and therefore joining the view with hash or sort-merge join method may be more efficient. The decision whether to push down join predicates into a view is determined by evaluating the costs of the outer query with and without the join predicate pushdown transformation under Oracle's cost-based query transformation framework. The join predicate pushdown transformation applies to both non-mergeable views and mergeable views and to pre-defined and inline views as well as to views generated internally by the optimizer during various transformations. The following shows the types of views on which join predicate pushdown is currently supported. UNION ALL/UNION view Outer-joined view Anti-joined view Semi-joined view DISTINCT view GROUP-BY view Examples Consider query A, which has an outer-joined view V. The view cannot be merged, as it contains two tables, and the join between these two tables must be performed before the join between the view and the outer table T4. A: SELECT T4.unique1, V.unique3 FROM T_4K T4,            (SELECT T10.unique3, T10.hundred, T10.ten             FROM T_5K T5, T_10K T10             WHERE T5.unique3 = T10.unique3) VWHERE T4.unique3 = V.hundred(+) AND       T4.ten = V.ten(+) AND       T4.thousand = 5; The following shows the non-default plan for query A generated by disabling join predicate pushdown. When query A undergoes join predicate pushdown, it yields query B. Note that query B is expressed in a non-standard SQL and shows an internal representation of the query. B: SELECT T4.unique1, V.unique3 FROM T_4K T4,           (SELECT T10.unique3, T10.hundred, T10.ten             FROM T_5K T5, T_10K T10             WHERE T5.unique3 = T10.unique3             AND T4.unique3 = V.hundred(+)             AND T4.ten = V.ten(+)) V WHERE T4.thousand = 5; The execution plan for query B is shown below. In the execution plan BX, note the keyword 'VIEW PUSHED PREDICATE' indicates that the view has undergone the join predicate pushdown transformation. The join predicates (shown here in red) have been moved into the view V; these join predicates open up index access paths thereby enabling index-based nested-loop join of the view. With join predicate pushdown, the cost of query A has come down from 62 to 32.  As mentioned earlier, the join predicate pushdown transformation is cost-based, and a join predicate pushed-down plan is selected only when it reduces the overall cost. Consider another example of a query C, which contains a view with the UNION ALL set operator.C: SELECT R.unique1, V.unique3 FROM T_5K R,            (SELECT T1.unique3, T2.unique1+T1.unique1             FROM T_5K T1, T_10K T2             WHERE T1.unique1 = T2.unique1             UNION ALL             SELECT T1.unique3, T2.unique2             FROM G_4K T1, T_10K T2             WHERE T1.unique1 = T2.unique1) V WHERE R.unique3 = V.unique3 and R.thousand < 1; The execution plan of query C is shown below. In the above, 'VIEW UNION ALL PUSHED PREDICATE' indicates that the UNION ALL view has undergone the join predicate pushdown transformation. As can be seen, here the join predicate has been replicated and pushed inside every branch of the UNION ALL view. The join predicates (shown here in red) open up index access paths thereby enabling index-based nested loop join of the view. Consider query D as an example of join predicate pushdown into a distinct view. We have the following cardinalities of the tables involved in query D: Sales (1,016,271), Customers (50,000), and Costs (787,766).  D: SELECT C.cust_last_name, C.cust_city FROM customers C,            (SELECT DISTINCT S.cust_id             FROM sales S, costs CT             WHERE S.prod_id = CT.prod_id and CT.unit_price > 70) V WHERE C.cust_state_province = 'CA' and C.cust_id = V.cust_id; The execution plan of query D is shown below. As shown in XD, when query D undergoes join predicate pushdown transformation, the expensive DISTINCT operator is removed and the join is converted into a semi-join; this is possible, since all the SELECT list items of the view participate in an equi-join with the outer tables. Under similar conditions, when a group-by view undergoes join predicate pushdown transformation, the expensive group-by operator can also be removed. With the join predicate pushdown transformation, the elapsed time of query D came down from 63 seconds to 5 seconds. Since distinct and group-by views are mergeable views, the cost-based transformation framework also compares the cost of merging the view with that of join predicate pushdown in selecting the most optimal execution plan. Summary We have tried to illustrate the basic ideas behind join predicate pushdown on different types of views by showing example queries that are quite simple. Oracle can handle far more complex queries and other types of views not shown here in the examples. Again many thanks to Rafi Ahmed for the content of this blog post.

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  • XNA Notes 010

    - by George Clingerman
    With GDC 2011 wrapping up there were a LOT of great interviews and posts with and about XNA and XBLIG and some of our more notorious developers. Definitely worth spending many, many hours watching, listening and reading all those. Very inspiring! Also, don’t forget to get signed up for Dream Build Play! And just as an early warning reminder do NOT, I repeat do NOT wait to submit your game the last day. There are major issues submitting the last day every year and you do not want all your hard work to be hanging on whether your entry actually went through in that last day. Plan on submitting a few days if not a week before. I’m serious, you’ll thank yourself later! Now on to what’s happening in the XNA community! Time Critical XNA News: PAX East Meet Up (really wish I was going!) http://forums.create.msdn.com/forums/p/71921/439262.aspx Want to stay panicked about the countdown to Dream Build Play? Mike McLaughlin shares his DBP countdown clock http://twitter.com/#!/mikebmcl/status/44454458960252928 XNA Team: Nick Gravelyn Only needs less than 600 new users in his unique marketing plan for Pixel Man 2 http://nickgravelyn.com/pixelman2/ And hares his ad revenue numbers with his XNA WP7 games http://theoneswiththelight.com/2011/my-results-with-ad-revenue-for-wp7-games/ XNA MVPs: Andy “The ZMan” Dunn posts his 15,000th App Hub forum post and shares a few thoughts on the MVP summit http://forums.create.msdn.com/forums/t/77625.aspx Chris Williams shares his thoughts on the MVP summit http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx XNA Developers: Nathan Fouts of Mommy’s Best games Wraps up GDC http://mommysbest.blogspot.com/2011/03/gdc-2011-wrapped.html And shares the wonderful screenshots from Serious Sam. (I’m so jealous people at PAX East willl be playing a demo of this game!) http://mommysbest.blogspot.com/2011/03/serious-sam-double-d.html James Silva of Ska Studios announces http://www.ska-studios.com/2011/03/09/vampire-smile-at-hotel-sierra/ http://www.ska-studios.com/2011/03/08/vengeance-begins-april-6th/ http://www.ska-studios.com/2011/03/04/good-morning-gato-52/ Michael McLaughlin writes an extremely useful set of tips for XNA WP7 developers http://geekswithblogs.net/mikebmcl/archive/2011/03/10/tips-for-xna-wp7-developers.aspx Robert Boyd “the one man XBLIG improving machine” posts his 9 tips for marketing an Xbox LIVE Indie Gam http://www.gamasutra.com/blogs/RobertBoyd/20110309/7183/9_Tips_for_XBLIG_Marketing.php http://forums.create.msdn.com/forums/p/77534/470586.aspx#470586 And shares his day by day experience at GDC this year http://www.gamasutra.com/blogs/RobertBoyd/20110301/7118/GDC_Saves_the_World__Impressions_Day_1.php http://www.gamasutra.com/blogs/RobertBoyd/20110301/7123/GDC_Saves_the_World__Impressions_Day_2.php http://www.gamasutra.com/blogs/RobertBoyd/20110303/7129/GDC_Saves_the_World__Impressions_Day_3.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7133/GDC_Saves_the_World__Impressions_Day_4.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7160/GDC_Saves_the_World__Impressions_Day_5.php Phillipe Da Silva releases new IGF Pong Sample preview http://www.vimeo.com/20904070 Xbox LIVE Indie Games (XBLIG): Gamergeddon posts XBox Indie Game Roundup for March 6th http://www.gamergeddon.com/2011/03/06/xbox-indie-game-round-up-march-6th/ Dealspwn interviews FortressCraft developer Projector Games http://www.dealspwn.com/fortresscraft-developer-interview-minecraft-clones-venting-haters-part-1/ http://www.dealspwn.com/fortresscraft-developer-interview-part-2-trials-tribulations-indie-development/ Writings of Mass Destruction continues the Xbox LIVE Indie Game a day campaign, here’s his take on FishCraft (be sure to check out his other posts!) http://writingsofmassdeduction.com/2011/03/05/day-116-fishcraft/ Tom Ogburn shares his GDC notes on the XBLIG panel jotted quickly while attending the panel http://twitter.com/#!/TOgburn/status/44454191028125696 http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/802.aspx Dave Voyles of Armless Octopus has crazy good coverage on XNA and Xbox LIVE Indie Game developers at GDC 2011. Interviews and articles all extremely well done! http://www.armlessoctopus.com/2011/03/06/gdc-2011-successful-indie-developers-share-insight-on-microsofts-self-publishing-service/ There’s honestly so many posts and interviews you should just hit his front page and scroll down through all of the latest ones. http://www.armlessoctopus.com/ GameMarx Episode 12 http://www.gamemarx.com/video/the-show/27/ep-12-march-4-2011.aspx B.U.T.T.O.N now on Steam! http://www.gamesetwatch.com/2011/03/button_party_game_now_on_steam.php German Xbox Dashboard gets review program from GamePro http://www.armlessoctopus.com/2011/03/07/gamepo-indie-review-show-debuts-on-german-xbox-dashboard/ XboxIndies.com (one of the best XNA sites out there at this point!) continues to add review sites to it’s main review feed. (And don’t forget to play with that awesome XBLIG pivot control!) http://xboxindies.com/ Kris Steele of FunInfused Games shares early footage of his game World of Chalk http://twitter.com/#!/kriswd40/status/45007114371989504 Raymond Matthews of Darkstarmatryx reviews FunInfused Games Abduction Action http://www.darkstarmatryx.com/?p=264 TheVideoGamerRob reviews Zombie Football Carnage http://videogamerrob.wordpress.com/2011/03/08/xblig-review-zombie-football-carnage/ XBLIG Square Off Making the Jump to WP7 http://www.wp7connect.com/2011/03/08/xblig-square-off-will-make-the-jump-to-windows-phone/ Mommy’s Best Games making the news round with their Serious Sam announcement http://www.joystiq.com/2011/03/09/serious-sam-gets-serious-indie-cred-with-new-indie-series/ Most quoted and linked XBLIG article of the week with the least amount of actual facts and reporting. Shared only because it makes me sad that this is the best coverage we get. (Hey reporters, there’s LOT and LOTS of XBLIG and XNA experts you can contact if you need to check up on facts or wonder why on questions like, Why can’t XBLIGs have Nazis? There’s actually a real answer for that..) http://www.joystiq.com/2011/03/06/xblig-facts-nazi-killing-a-no-no-revenue-a-yes-yes/ XNA Development: Mort8088 has been in an XNA tutorial writing frenzy releasing 4 XNA 4.0 entry level tutorials this week! http://mort8088.com/2011/03/06/xna-4-0-tutorial-0-intro/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-1-fonts/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-2-sprites/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-3-input-from-keyboard/ Interesting discussion on what it means to be a community (you do have to sign up to be a member of the XNA UK forums to read it...) http://twitter.com/#!/XNAUK/status/44705269254594560 Slyprid continues his incredible pace on Transmute and shares screens of his new Animation Builder http://twitter.com/#!/slyprid/status/45169271847911424 http://forgottenstarstudios.com/blog/ Philippe Da Silva wants to know who is using IGF for their games. If it’s you, drop him a note letting him know! http://twitter.com/#!/philippedasilva/status/44325893719588864 New Sunburn Video Tutorials released http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/07/new-documentation-video-tutorials.aspx Loading and rendering animated collada models using XNA 4.0 http://bunkernetz.wordpress.com/2011/03/09/loading-and-rendering-animated-collada-models-using-xna-4-0/ XNA for Silverlight Developers Part 6 Accelerometer Input http://buzzgamesnews.blogspot.com/2011/03/xna-for-silverlight-developers-part-6.html

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  • C# Performance Pitfall – Interop Scenarios Change the Rules

    - by Reed
    C# and .NET, overall, really do have fantastic performance in my opinion.  That being said, the performance characteristics dramatically differ from native programming, and take some relearning if you’re used to doing performance optimization in most other languages, especially C, C++, and similar.  However, there are times when revisiting tricks learned in native code play a critical role in performance optimization in C#. I recently ran across a nasty scenario that illustrated to me how dangerous following any fixed rules for optimization can be… The rules in C# when optimizing code are very different than C or C++.  Often, they’re exactly backwards.  For example, in C and C++, lifting a variable out of loops in order to avoid memory allocations often can have huge advantages.  If some function within a call graph is allocating memory dynamically, and that gets called in a loop, it can dramatically slow down a routine. This can be a tricky bottleneck to track down, even with a profiler.  Looking at the memory allocation graph is usually the key for spotting this routine, as it’s often “hidden” deep in call graph.  For example, while optimizing some of my scientific routines, I ran into a situation where I had a loop similar to: for (i=0; i<numberToProcess; ++i) { // Do some work ProcessElement(element[i]); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This loop was at a fairly high level in the call graph, and often could take many hours to complete, depending on the input data.  As such, any performance optimization we could achieve would be greatly appreciated by our users. After a fair bit of profiling, I noticed that a couple of function calls down the call graph (inside of ProcessElement), there was some code that effectively was doing: // Allocate some data required DataStructure* data = new DataStructure(num); // Call into a subroutine that passed around and manipulated this data highly CallSubroutine(data); // Read and use some values from here double values = data->Foo; // Cleanup delete data; // ... return bar; Normally, if “DataStructure” was a simple data type, I could just allocate it on the stack.  However, it’s constructor, internally, allocated it’s own memory using new, so this wouldn’t eliminate the problem.  In this case, however, I could change the call signatures to allow the pointer to the data structure to be passed into ProcessElement and through the call graph, allowing the inner routine to reuse the same “data” memory instead of allocating.  At the highest level, my code effectively changed to something like: DataStructure* data = new DataStructure(numberToProcess); for (i=0; i<numberToProcess; ++i) { // Do some work ProcessElement(element[i], data); } delete data; Granted, this dramatically reduced the maintainability of the code, so it wasn’t something I wanted to do unless there was a significant benefit.  In this case, after profiling the new version, I found that it increased the overall performance dramatically – my main test case went from 35 minutes runtime down to 21 minutes.  This was such a significant improvement, I felt it was worth the reduction in maintainability. In C and C++, it’s generally a good idea (for performance) to: Reduce the number of memory allocations as much as possible, Use fewer, larger memory allocations instead of many smaller ones, and Allocate as high up the call stack as possible, and reuse memory I’ve seen many people try to make similar optimizations in C# code.  For good or bad, this is typically not a good idea.  The garbage collector in .NET completely changes the rules here. In C#, reallocating memory in a loop is not always a bad idea.  In this scenario, for example, I may have been much better off leaving the original code alone.  The reason for this is the garbage collector.  The GC in .NET is incredibly effective, and leaving the allocation deep inside the call stack has some huge advantages.  First and foremost, it tends to make the code more maintainable – passing around object references tends to couple the methods together more than necessary, and overall increase the complexity of the code.  This is something that should be avoided unless there is a significant reason.  Second, (unlike C and C++) memory allocation of a single object in C# is normally cheap and fast.  Finally, and most critically, there is a large advantage to having short lived objects.  If you lift a variable out of the loop and reuse the memory, its much more likely that object will get promoted to Gen1 (or worse, Gen2).  This can cause expensive compaction operations to be required, and also lead to (at least temporary) memory fragmentation as well as more costly collections later. As such, I’ve found that it’s often (though not always) faster to leave memory allocations where you’d naturally place them – deep inside of the call graph, inside of the loops.  This causes the objects to stay very short lived, which in turn increases the efficiency of the garbage collector, and can dramatically improve the overall performance of the routine as a whole. In C#, I tend to: Keep variable declarations in the tightest scope possible Declare and allocate objects at usage While this tends to cause some of the same goals (reducing unnecessary allocations, etc), the goal here is a bit different – it’s about keeping the objects rooted for as little time as possible in order to (attempt) to keep them completely in Gen0, or worst case, Gen1.  It also has the huge advantage of keeping the code very maintainable – objects are used and “released” as soon as possible, which keeps the code very clean.  It does, however, often have the side effect of causing more allocations to occur, but keeping the objects rooted for a much shorter time. Now – nowhere here am I suggesting that these rules are hard, fast rules that are always true.  That being said, my time spent optimizing over the years encourages me to naturally write code that follows the above guidelines, then profile and adjust as necessary.  In my current project, however, I ran across one of those nasty little pitfalls that’s something to keep in mind – interop changes the rules. In this case, I was dealing with an API that, internally, used some COM objects.  In this case, these COM objects were leading to native allocations (most likely C++) occurring in a loop deep in my call graph.  Even though I was writing nice, clean managed code, the normal managed code rules for performance no longer apply.  After profiling to find the bottleneck in my code, I realized that my inner loop, a innocuous looking block of C# code, was effectively causing a set of native memory allocations in every iteration.  This required going back to a “native programming” mindset for optimization.  Lifting these variables and reusing them took a 1:10 routine down to 0:20 – again, a very worthwhile improvement. Overall, the lessons here are: Always profile if you suspect a performance problem – don’t assume any rule is correct, or any code is efficient just because it looks like it should be Remember to check memory allocations when profiling, not just CPU cycles Interop scenarios often cause managed code to act very differently than “normal” managed code. Native code can be hidden very cleverly inside of managed wrappers

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  • Day 3 - XNA: Hacking around with images

    - by dapostolov
    Yay! Today I'm going to get into some code! My mind has been on this all day! I find it amusing how I practice, daily, to be "in the moment" or "present" and the excitement and anticipation of this project seems to snatch it away from me frequently. WELL!!! (Shakes Excitedly) Let's do this =)! Let's code! For these next few days it is my intention to better understand image rendering using XNA; after said prototypes are complete I should (fingers crossed) be able to dive into my game code using the design document I hammered out the other night. On a personal note, I think the toughest thing right now is finding the time to do this project. Each night, after my little ones go to bed I can only really afford a couple hours of work on this project. However, I hope to utilise this time as best as I can because this is the first time in a while I've found a project that I've been passionate about. A friend recently asked me if I intend to go 3D or extend the game design. Yes. For now I'm keeping it simple. Lastly, just as a note, as I was doing some further research into image rendering this morning I came across some other XNA content and lessons learned. I believe this content could have probably been posted in the first couple of posts, however, I will share the new content as I learn it at the end of each day. Maybe I'll take some time later to fix the posts but for now Installation and Deployment - Lessons Learned I had installed the XNA studio  (Day 1) and the site instructions were pretty easy to follow. However, I had a small difficulty with my development environment. You see, I run a virtual desktop development environment. Even though I was able to code and compile all the tutorials the game failed to run...because I lacked a 3D capable card; it was not detected on the virtual box... First Lesson: The XNA runtime needs to "see" the 3D card! No sweat, Il copied the files over to my parent box and executed the program. ERROR. Hmm... Second Lesson (which I should have probably known but I let the excitement get the better of me): you need the XNA runtime on the client PC to run the game, oh, and don't forget the .Net Runtime! Sprite, it ain't just a Soft Drink... With these prototypes I intend to understand and perform the following tasks. learn game development terminology how to place and position (rotate) a static image on the screen how to layer static images on the screen understand image scaling can we reuse images? understand how framerate is handled in XNA how to display text , basic shapes, and colors on the screen how to interact with an image (collision of user input?) how to animate an image and understand basic animation techniques how to detect colliding images or screen edges how to manipulate the image, lets say colors, stretching how to focus on a segment of an image...like only displaying a frame on a film reel what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) Well, let's start with this "prototype" task list for now...Today, let's get an image on the screen and maybe I can mark a few of the tasks as completed... C# Prototype1 New Visual Studio Project Select the XNA Game Studio 3.1 Project Type Select the Windows Game 3.1 Template Type Prototype1 in the Name textbox provided Press OK. At this point code has auto-magically been created. Feel free to press the F5 key to run your first XNA program. You should have a blue screen infront of you. Without getting into the nitty gritty right, the code that was generated basically creates some basic code to clear the window content with the lovely CornFlowerBlue color. Something to notice, when you move your mouse into the window...nothing. ooooo spoooky. Let's put an image on that screen! Step A - Get an Image into the solution Under "Content" in your Solution Explorer, right click and add a new folder and name it "Sprites". Copy a small image in there; I copied a "Royalty Free" wizard hat from a quick google search and named it wizards_hat.jpg (rightfully so!) Step B - Add the sprite and position fields Now, open/edit  Game1.cs Locate the following line:  SpriteBatch spriteBatch; Under this line type the following:         SpriteBatch spriteBatch; // the line you are looking for...         Texture2D sprite;         Vector2 position; Step C - Load the image asset Locate the "Load Content" Method and duplicate the following:             protected override void LoadContent()         {             spriteBatch = new SpriteBatch(GraphicsDevice);             // your image name goes here...             sprite = Content.Load<Texture2D>("Sprites\\wizards_hat");             position = new Vector2(200, 100);             base.LoadContent();         } Step D - Draw the image Locate the "Draw" Method and duplicate the following:        protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             spriteBatch.Draw(sprite, position, Color.White);             spriteBatch.End();             base.Draw(gameTime);         }  Step E - Compile and Run Engage! (F5) - Debug! Your image should now display on a cornflowerblue window about 200 pixels from the left and 100 pixels from the top. Awesome! =) Pretty cool how we only coded a few lines to display an image, but believe me, there is plenty going on behind the scenes. However, for now, I'm going to call it a night here. Blogging all this progress certainly takes time... However, tomorrow night I'm going to detail what we just did, plus start checking off points on that list! I'm wondering right now if I should add pictures / code to this post...let me know if you want them =) Best Regards, D.

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • Searching for tasks with code – Executables and Event Handlers

    Searching packages or just enumerating through all tasks is not quite as straightforward as it may first appear, mainly because of the way you can nest tasks within other containers. You can see this illustrated in the sample package below where I have used several sequence containers and loops. To complicate this further all containers types, including packages and tasks, can have event handlers which can then support the full range of nested containers again. Towards the lower right, the task called SQL In FEL also has an event handler not shown, within which is another Execute SQL Task, so that makes a total of 6 Execute SQL Tasks 6 tasks spread across the package. In my previous post about such as adding a property expressionI kept it simple and just looked at tasks at the package level, but what if you wanted to find any or all tasks in a package? For this post I've written a console program that will search a package looking at all tasks no matter how deeply nested, and check to see if the name starts with "SQL". When it finds a matching task it writes out the hierarchy by name for that task, starting with the package and working down to the task itself. The output for our sample package is shown below, note it has found all 6 tasks, including the one on the OnPreExecute event of the SQL In FEL task TaskSearch v1.0.0.0 (1.0.0.0) Copyright (C) 2009 Konesans Ltd Processing File - C:\Projects\Alpha\Packages\MyPackage.dtsx MyPackage\FOR Counter Loop\SQL In Counter Loop MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL\OnPreExecute\SQL On Pre Execute for FEL SQL Task MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SEQ Nested Lvl 2\SQL In Nested Lvl 2 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #1 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #2 6 matching tasks found in package. The full project and code is available for download below, but first we can walk through the project to highlight the most important sections of code. This code has been abbreviated for this description, but is complete in the download. First of all we load the package, and then start by looking at the Executables for the package. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { int matchCount = 0; // Look in the package's executables ProcessExecutables(package.Executables, ref matchCount); ... // // ... // Write out final count Console.WriteLine("{0} matching tasks found in package.", matchCount); } The ProcessExecutables method is a key method, as an executable could be described as the the highest level of a working functionality or container. There are several of types of executables, such as tasks, or sequence containers and loops. To know what to do next we need to work out what type of executable we are dealing with as the abbreviated version of method shows below. private static void ProcessExecutables(Executables executables, ref int matchCount) { foreach (Executable executable in executables) { TaskHost taskHost = executable as TaskHost; if (taskHost != null) { ProcessTaskHost(taskHost, ref matchCount); ProcessEventHandlers(taskHost.EventHandlers, ref matchCount); continue; } ... // // ... ForEachLoop forEachLoop = executable as ForEachLoop; if (forEachLoop != null) { ProcessExecutables(forEachLoop.Executables, ref matchCount); ProcessEventHandlers(forEachLoop.EventHandlers, ref matchCount); continue; } } } As you can see if the executable we find is a task we then call out to our ProcessTaskHost method. As with all of our executables a task can have event handlers which themselves contain more executables such as task and loops, so we also make a call out our ProcessEventHandlers method. The other types of executables such as loops can also have event handlers as well as executables. As shown with the example for the ForEachLoop we call the same ProcessExecutables and ProcessEventHandlers methods again to drill down into the hierarchy of objects that the package may contain. This code needs to explicitly check for each type of executable (TaskHost, Sequence, ForLoop and ForEachLoop) because whilst they all have an Executables property this is not from a common base class or interface. This example was just a simple find a task by its name, so ProcessTaskHost really just does that. We also get the hierarchy of objects so we can write out for information, obviously you can adapt this method to do something more interesting such as adding a property expression. private static void ProcessTaskHost(TaskHost taskHost, ref int matchCount) { if (taskHost == null) { return; } // Check if the task matches our match name if (taskHost.Name.StartsWith(TaskNameFilter, StringComparison.OrdinalIgnoreCase)) { // Build up the full object hierarchy of the task // so we can write it out for information StringBuilder path = new StringBuilder(); DtsContainer container = taskHost; while (container != null) { path.Insert(0, container.Name); container = container.Parent; if (container != null) { path.Insert(0, "\\"); } } // Write the task path // e.g. Package\Container\Event\Task Console.WriteLine(path); Console.WriteLine(); // Increment match counter for info matchCount++; } } Just for completeness, the other processing method we covered above is for event handlers, but really that just calls back to the executables. This same method is called in our main package method, but it was omitted for brevity here. private static void ProcessEventHandlers(DtsEventHandlers eventHandlers, ref int matchCount) { foreach (DtsEventHandler eventHandler in eventHandlers) { ProcessExecutables(eventHandler.Executables, ref matchCount); } } As hopefully the code demonstrates, executables (Microsoft.SqlServer.Dts.Runtime.Executable) are the workers, but within them you can nest more executables (except for task tasks).Executables themselves can have event handlers which can in turn hold more executables. I have tried to illustrate this highlight the relationships in the following diagram. Download Sample code project TaskSearch.zip (11KB)

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  • Play Your Favorite DOS Games in XP, Vista, and Windows 7

    - by Matthew Guay
    Want to take a trip down memory lane with old school DOS games?  D-Fend Reloaded makes it easy for you to play your favorite DOS games directly on XP, Vista, and Windows 7. D-Fend Reloaded is a great frontend for DOSBox, the popular DOS emulator.  It lets you install and run many DOS games and applications directly from its interface without ever touching a DOS prompt.  It works great on XP, Vista, and Windows 7 32 & 64-bit versions.   Getting Started Download D-Fend Reloaded (link below), and install with the default settings.  You don’t need to install DOSBox, as D-Fend Reloaded will automatically install all the components you need to run DOS games on Windows. D-Fend Reloaded can also be installed as a portable application, so you can run it from a flash drive on any Windows computer by selecting User defined installation. Then select Portable mode installation. Once D-Fend Reloaded is installed, you can go ahead and open the program. Then simply click “Accept all settings” to apply the default settings.   D-Fend is now ready to run all of your favorite DOS games. Installing DOS Games and Applications: To install a DOS game or application, simply drag-and-drop a zip file of the app into D-Fend Reloaded’s window.  D-Fend Reloaded will automatically extract the program… Then will ask you to name the application and choose where to store it — by default it uses the name of the DOS app. Now you’ll see a new entry for the app you just installed.  Simply double-click to run it.   D-Fend will remind you that you can switch out of fullscreen mode by pressing Alt+Enter, and can also close the DOS application by pressing Ctrl+F9.  Press Ok to run the program. Here we’re running Ms. PacPC, a remake of the classic game Ms. Pac-Man, in full-screen mode.  All features work automatically, including sound, and you never have to setup anything from DOS command line — it just works. Here it’s in windowed mode running on Windows 7. Please note that your color scheme may change to Windows Basic while running DOS applications. You can run DOS application just as easily.  Here’s Word 5.5 running in in DOSBox through D-Fend Reloaded… Game Packs: Want to quickly install many old DOS freeware and trial games?  D-Fend Reloaded offers several game packs that let you install dozens of DOS games with only four clicks…just download and run the game pack installer of your choice (link below). Now you’ve got a selection of DOS games to choose from. Here’s a group of poor lemmings walking around … in Windows 7. Conclusion D-Fend Reloaded gives you a great way to run your favorite DOS games and applications directly from XP, Vista, and Windows 7.  Give it a try, and relive your DOS days from the comfort of your Windows desktop. What were some of your favorite DOS games and applications? Leave a comment and let us know. Links Download D-Fend Reloaded Download DOS game packs for D-Fend Reloaded Download Ms. Pac-PC Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanThursday’s Pre-Holiday Lazy Links RoundupFriday Fun: Five More Time Wasting Online GamesFriday Fun: Holiday Themed Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

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  • Play a Complete HTML5 Version of Super Mario Bros. Online for Free

    - by Akemi Iwaya
    If you love playing Super Mario Brothers, but hate the hassle of dealing with or setting up the game console, then you will be pleased to know a new and complete version is now available to play online. Josh Goldberg has worked hard to recreate the classic game in its entirety in HTML5, so sit back, relax, and get ready to enjoy all that Mario goodness via your favorite browser. There are three ‘modes’ of game play available: play through reproductions of the original classic levels, test yourself against randomly generated levels, or use the level editor to create custom levels. Special Note: There are two online versions available…one for playing in Google Chrome and one for playing in all other browsers. For our example we chose to use the non-Chrome version. Play Full Screen Mario [For All Other Browsers] Play Full Screen Mario [Google Chrome Version] [via CNET News]     

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  • Searching for tasks with code – Executables and Event Handlers

    Searching packages or just enumerating through all tasks is not quite as straightforward as it may first appear, mainly because of the way you can nest tasks within other containers. You can see this illustrated in the sample package below where I have used several sequence containers and loops. To complicate this further all containers types, including packages and tasks, can have event handlers which can then support the full range of nested containers again. Towards the lower right, the task called SQL In FEL also has an event handler not shown, within which is another Execute SQL Task, so that makes a total of 6 Execute SQL Tasks 6 tasks spread across the package. In my previous post about such as adding a property expressionI kept it simple and just looked at tasks at the package level, but what if you wanted to find any or all tasks in a package? For this post I've written a console program that will search a package looking at all tasks no matter how deeply nested, and check to see if the name starts with "SQL". When it finds a matching task it writes out the hierarchy by name for that task, starting with the package and working down to the task itself. The output for our sample package is shown below, note it has found all 6 tasks, including the one on the OnPreExecute event of the SQL In FEL task TaskSearch v1.0.0.0 (1.0.0.0) Copyright (C) 2009 Konesans Ltd Processing File - C:\Projects\Alpha\Packages\MyPackage.dtsx MyPackage\FOR Counter Loop\SQL In Counter Loop MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL MyPackage\SEQ For Each Loop Wrapper\FEL Simple Loop\SQL In FEL\OnPreExecute\SQL On Pre Execute for FEL SQL Task MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SEQ Nested Lvl 2\SQL In Nested Lvl 2 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #1 MyPackage\SEQ Top Level\SEQ Nested Lvl 1\SQL In Nested Lvl 1 #2 6 matching tasks found in package. The full project and code is available for download below, but first we can walk through the project to highlight the most important sections of code. This code has been abbreviated for this description, but is complete in the download. First of all we load the package, and then start by looking at the Executables for the package. // Load the package file Application application = new Application(); using (Package package = application.LoadPackage(filename, null)) { int matchCount = 0; // Look in the package's executables ProcessExecutables(package.Executables, ref matchCount); ... // // ... // Write out final count Console.WriteLine("{0} matching tasks found in package.", matchCount); } The ProcessExecutables method is a key method, as an executable could be described as the the highest level of a working functionality or container. There are several of types of executables, such as tasks, or sequence containers and loops. To know what to do next we need to work out what type of executable we are dealing with as the abbreviated version of method shows below. private static void ProcessExecutables(Executables executables, ref int matchCount) { foreach (Executable executable in executables) { TaskHost taskHost = executable as TaskHost; if (taskHost != null) { ProcessTaskHost(taskHost, ref matchCount); ProcessEventHandlers(taskHost.EventHandlers, ref matchCount); continue; } ... // // ... ForEachLoop forEachLoop = executable as ForEachLoop; if (forEachLoop != null) { ProcessExecutables(forEachLoop.Executables, ref matchCount); ProcessEventHandlers(forEachLoop.EventHandlers, ref matchCount); continue; } } } As you can see if the executable we find is a task we then call out to our ProcessTaskHost method. As with all of our executables a task can have event handlers which themselves contain more executables such as task and loops, so we also make a call out our ProcessEventHandlers method. The other types of executables such as loops can also have event handlers as well as executables. As shown with the example for the ForEachLoop we call the same ProcessExecutables and ProcessEventHandlers methods again to drill down into the hierarchy of objects that the package may contain. This code needs to explicitly check for each type of executable (TaskHost, Sequence, ForLoop and ForEachLoop) because whilst they all have an Executables property this is not from a common base class or interface. This example was just a simple find a task by its name, so ProcessTaskHost really just does that. We also get the hierarchy of objects so we can write out for information, obviously you can adapt this method to do something more interesting such as adding a property expression. private static void ProcessTaskHost(TaskHost taskHost, ref int matchCount) { if (taskHost == null) { return; } // Check if the task matches our match name if (taskHost.Name.StartsWith(TaskNameFilter, StringComparison.OrdinalIgnoreCase)) { // Build up the full object hierarchy of the task // so we can write it out for information StringBuilder path = new StringBuilder(); DtsContainer container = taskHost; while (container != null) { path.Insert(0, container.Name); container = container.Parent; if (container != null) { path.Insert(0, "\\"); } } // Write the task path // e.g. Package\Container\Event\Task Console.WriteLine(path); Console.WriteLine(); // Increment match counter for info matchCount++; } } Just for completeness, the other processing method we covered above is for event handlers, but really that just calls back to the executables. This same method is called in our main package method, but it was omitted for brevity here. private static void ProcessEventHandlers(DtsEventHandlers eventHandlers, ref int matchCount) { foreach (DtsEventHandler eventHandler in eventHandlers) { ProcessExecutables(eventHandler.Executables, ref matchCount); } } As hopefully the code demonstrates, executables (Microsoft.SqlServer.Dts.Runtime.Executable) are the workers, but within them you can nest more executables (except for task tasks).Executables themselves can have event handlers which can in turn hold more executables. I have tried to illustrate this highlight the relationships in the following diagram. Download Sample code project TaskSearch.zip (11KB)

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • help with fixing fwts errors log

    - by jasmines
    Here is an extract of results.log: MTRR validation. Test 1 of 3: Validate the kernel MTRR IOMEM setup. FAILED [MEDIUM] MTRRIncorrectAttr: Test 1, Memory range 0xc0000000 to 0xdfffffff (PCI Bus 0000:00) has incorrect attribute Write-Combining. FAILED [MEDIUM] MTRRIncorrectAttr: Test 1, Memory range 0xfee01000 to 0xffffffff (PCI Bus 0000:00) has incorrect attribute Write-Protect. ==================================================================================================== Test 1 of 1: Kernel log error check. Kernel message: [ 0.208079] [Firmware Bug]: ACPI: BIOS _OSI(Linux) query ignored ADVICE: This is not exactly a failure mode but a warning from the kernel. The _OSI() method has implemented a match to the 'Linux' query in the DSDT and this is redundant because the ACPI driver matches onto the Windows _OSI strings by default. FAILED [HIGH] KlogACPIErrorMethodExecutionParse: Test 1, HIGH Kernel message: [ 3.512783] ACPI Error : Method parse/execution failed [\_SB_.PCI0.GFX0._DOD] (Node f7425858), AE_AML_PACKAGE_LIMIT (20110623/psparse-536) ADVICE: This is a bug picked up by the kernel, but as yet, the firmware test suite has no diagnostic advice for this particular problem. Found 1 unique errors in kernel log. ==================================================================================================== Check if system is using latest microcode. ---------------------------------------------------------------------------------------------------- Cannot read microcode file /usr/share/misc/intel-microcode.dat. Aborted test, initialisation failed. ==================================================================================================== MSR register tests. FAILED [MEDIUM] MSRCPUsInconsistent: Test 1, MSR SYSENTER_ESP (0x175) has 1 inconsistent values across 2 CPUs for (shift: 0 mask: 0xffffffffffffffff). MSR CPU 0 -> 0xf7bb9c40 vs CPU 1 -> 0xf7bc7c40 FAILED [MEDIUM] MSRCPUsInconsistent: Test 1, MSR MISC_ENABLE (0x1a0) has 1 inconsistent values across 2 CPUs for (shift: 0 mask: 0x400c51889). MSR CPU 0 -> 0x850088 vs CPU 1 -> 0x850089 ==================================================================================================== Checks firmware has set PCI Express MaxReadReq to a higher value on non-motherboard devices. ---------------------------------------------------------------------------------------------------- Test 1 of 1: Check firmware settings MaxReadReq for PCI Express devices. MaxReadReq for pci://00:00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) is low (128) [Audio device]. MaxReadReq for pci://00:02:00.0 Network controller: Intel Corporation PRO/Wireless 5100 AGN [Shiloh] Network Connection is low (128) [Network controller]. FAILED [LOW] LowMaxReadReq: Test 1, 2 devices have low MaxReadReq settings. Firmware may have configured these too low. ADVICE: The MaxReadRequest size is set too low and will affect performance. It will provide excellent bus sharing at the cost of bus data transfer rates. Although not a critical issue, it may be worth considering setting the MaxReadRequest size to 256 or 512 to increase throughput on the PCI Express bus. Some drivers (for example the Brocade Fibre Channel driver) allow one to override the firmware settings. Where possible, this BIOS configuration setting is worth increasing it a little more for better performance at a small reduction of bus sharing. ==================================================================================================== PCIe ASPM check. ---------------------------------------------------------------------------------------------------- Test 1 of 2: PCIe ASPM ACPI test. PCIE ASPM is not controlled by Linux kernel. ADVICE: BIOS reports that Linux kernel should not modify ASPM settings that BIOS configured. It can be intentional because hardware vendors identified some capability bugs between the motherboard and the add-on cards. Test 2 of 2: PCIe ASPM registers test. WARNING: Test 2, RP 00h:1Ch.01h L0s not enabled. WARNING: Test 2, RP 00h:1Ch.01h L1 not enabled. WARNING: Test 2, Device 02h:00h.00h L0s not enabled. WARNING: Test 2, Device 02h:00h.00h L1 not enabled. PASSED: Test 2, PCIE aspm setting matched was matched. WARNING: Test 2, RP 00h:1Ch.05h L0s not enabled. WARNING: Test 2, RP 00h:1Ch.05h L1 not enabled. WARNING: Test 2, Device 85h:00h.00h L0s not enabled. WARNING: Test 2, Device 85h:00h.00h L1 not enabled. PASSED: Test 2, PCIE aspm setting matched was matched. ==================================================================================================== Extract and analyse Windows Management Instrumentation (WMI). Test 1 of 2: Check Windows Management Instrumentation in DSDT Found WMI Method WMAA with GUID: 5FB7F034-2C63-45E9-BE91-3D44E2C707E4, Instance 0x01 Found WMI Event, Notifier ID: 0x80, GUID: 95F24279-4D7B-4334-9387-ACCDC67EF61C, Instance 0x01 PASSED: Test 1, GUID 95F24279-4D7B-4334-9387-ACCDC67EF61C is handled by driver hp-wmi (Vendor: HP). Found WMI Event, Notifier ID: 0xa0, GUID: 2B814318-4BE8-4707-9D84-A190A859B5D0, Instance 0x01 FAILED [MEDIUM] WMIUnknownGUID: Test 1, GUID 2B814318-4BE8-4707-9D84-A190A859B5D0 is unknown to the kernel, a driver may need to be implemented for this GUID. ADVICE: A WMI driver probably needs to be written for this event. It can checked for using: wmi_has_guid("2B814318-4BE8-4707-9D84-A190A859B5D0"). One can install a notify handler using wmi_install_notify_handler("2B814318-4BE8-4707-9D84-A190A859B5D0", handler, NULL). http://lwn.net/Articles/391230 describes how to write an appropriate driver. Found WMI Object, Object ID AB, GUID: 05901221-D566-11D1-B2F0-00A0C9062910, Instance 0x01, Flags: 00 Found WMI Method WMBA with GUID: 1F4C91EB-DC5C-460B-951D-C7CB9B4B8D5E, Instance 0x01 Found WMI Object, Object ID BC, GUID: 2D114B49-2DFB-4130-B8FE-4A3C09E75133, Instance 0x7f, Flags: 00 Found WMI Object, Object ID BD, GUID: 988D08E3-68F4-4C35-AF3E-6A1B8106F83C, Instance 0x19, Flags: 00 Found WMI Object, Object ID BE, GUID: 14EA9746-CE1F-4098-A0E0-7045CB4DA745, Instance 0x01, Flags: 00 Found WMI Object, Object ID BF, GUID: 322F2028-0F84-4901-988E-015176049E2D, Instance 0x01, Flags: 00 Found WMI Object, Object ID BG, GUID: 8232DE3D-663D-4327-A8F4-E293ADB9BF05, Instance 0x01, Flags: 00 Found WMI Object, Object ID BH, GUID: 8F1F6436-9F42-42C8-BADC-0E9424F20C9A, Instance 0x00, Flags: 00 Found WMI Object, Object ID BI, GUID: 8F1F6435-9F42-42C8-BADC-0E9424F20C9A, Instance 0x00, Flags: 00 Found WMI Method WMAC with GUID: 7391A661-223A-47DB-A77A-7BE84C60822D, Instance 0x01 Found WMI Object, Object ID BJ, GUID: DF4E63B6-3BBC-4858-9737-C74F82F821F3, Instance 0x05, Flags: 00 ==================================================================================================== Disassemble DSDT to check for _OSI("Linux"). ---------------------------------------------------------------------------------------------------- Test 1 of 1: Disassemble DSDT to check for _OSI("Linux"). This is not strictly a failure mode, it just alerts one that this has been defined in the DSDT and probably should be avoided since the Linux ACPI driver matches onto the Windows _OSI strings { If (_OSI ("Linux")) { Store (0x03E8, OSYS) } If (_OSI ("Windows 2001")) { Store (0x07D1, OSYS) } If (_OSI ("Windows 2001 SP1")) { Store (0x07D1, OSYS) } If (_OSI ("Windows 2001 SP2")) { Store (0x07D2, OSYS) } If (_OSI ("Windows 2006")) { Store (0x07D6, OSYS) } If (LAnd (MPEN, LEqual (OSYS, 0x07D1))) { TRAP (0x01, 0x48) } TRAP (0x03, 0x35) } WARNING: Test 1, DSDT implements a deprecated _OSI("Linux") test. ==================================================================================================== 0 passed, 0 failed, 1 warnings, 0 aborted, 0 skipped, 0 info only. ==================================================================================================== ACPI DSDT Method Semantic Tests. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP Failed to install global event handler. Test 22 of 93: Check _PSR (Power Source). ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 22, Detected an infinite loop when evaluating method '\_SB_.AC__._PSR'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. PASSED: Test 22, \_SB_.AC__._PSR correctly acquired and released locks 16 times. Test 35 of 93: Check _TMP (Thermal Zone Current Temp). ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 35, Detected an infinite loop when evaluating method '\_TZ_.DTSZ._TMP'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. PASSED: Test 35, \_TZ_.DTSZ._TMP correctly acquired and released locks 14 times. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 35, Detected an infinite loop when evaluating method '\_TZ_.CPUZ._TMP'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. PASSED: Test 35, \_TZ_.CPUZ._TMP correctly acquired and released locks 10 times. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 35, Detected an infinite loop when evaluating method '\_TZ_.SKNZ._TMP'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. PASSED: Test 35, \_TZ_.SKNZ._TMP correctly acquired and released locks 10 times. PASSED: Test 35, _TMP correctly returned sane looking value 0x00000b4c (289.2 degrees K) PASSED: Test 35, \_TZ_.BATZ._TMP correctly acquired and released locks 9 times. PASSED: Test 35, _TMP correctly returned sane looking value 0x00000aac (273.2 degrees K) PASSED: Test 35, \_TZ_.FDTZ._TMP correctly acquired and released locks 7 times. Test 46 of 93: Check _DIS (Disable). FAILED [MEDIUM] MethodShouldReturnNothing: Test 46, \_SB_.PCI0.LPCB.SIO_.COM1._DIS returned values, but was expected to return nothing. Object returned: INTEGER: 0x00000000 ADVICE: This probably won't cause any errors, but it should be fixed as the AML code is not conforming to the expected behaviour as described in the ACPI specification. FAILED [MEDIUM] MethodShouldReturnNothing: Test 46, \_SB_.PCI0.LPCB.SIO_.LPT0._DIS returned values, but was expected to return nothing. Object returned: INTEGER: 0x00000000 ADVICE: This probably won't cause any errors, but it should be fixed as the AML code is not conforming to the expected behaviour as described in the ACPI specification. Test 61 of 93: Check _WAK (System Wake). Test _WAK(1) System Wake, State S1. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 61, Detected an infinite loop when evaluating method '\_WAK'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. Test _WAK(2) System Wake, State S2. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 61, Detected an infinite loop when evaluating method '\_WAK'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. Test _WAK(3) System Wake, State S3. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 61, Detected an infinite loop when evaluating method '\_WAK'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. Test _WAK(4) System Wake, State S4. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 61, Detected an infinite loop when evaluating method '\_WAK'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. Test _WAK(5) System Wake, State S5. ACPICA Exception AE_AML_INFINITE_LOOP during execution of method COMP WARNING: Test 61, Detected an infinite loop when evaluating method '\_WAK'. ADVICE: This may occur because we are emulating the execution in this test environment and cannot handshake with the embedded controller or jump to the BIOS via SMIs. However, the fact that AML code spins forever means that lockup conditions are not being checked for in the AML bytecode. Test 87 of 93: Check _BCL (Query List of Brightness Control Levels Supported). Package has 2 elements: 00: INTEGER: 0x00000000 01: INTEGER: 0x00000000 FAILED [MEDIUM] Method_BCLElementCount: Test 87, Method _BCL should return a package of more than 2 integers, got just 2. Test 88 of 93: Check _BCM (Set Brightness Level). ACPICA Exception AE_AML_PACKAGE_LIMIT during execution of method _BCM FAILED [CRITICAL] AEAMLPackgeLimit: Test 88, Detected error 'Package limit' when evaluating '\_SB_.PCI0.GFX0.DD02._BCM'. ==================================================================================================== ACPI table settings sanity checks. ---------------------------------------------------------------------------------------------------- Test 1 of 1: Check ACPI tables. PASSED: Test 1, Table APIC passed. Table ECDT not present to check. FAILED [MEDIUM] FADT32And64BothDefined: Test 1, FADT 32 bit FIRMWARE_CONTROL is non-zero, and X_FIRMWARE_CONTROL is also non-zero. Section 5.2.9 of the ACPI specification states that if the FIRMWARE_CONTROL is non-zero then X_FIRMWARE_CONTROL must be set to zero. ADVICE: The FADT FIRMWARE_CTRL is a 32 bit pointer that points to the physical memory address of the Firmware ACPI Control Structure (FACS). There is also an extended 64 bit version of this, the X_FIRMWARE_CTRL pointer that also can point to the FACS. Section 5.2.9 of the ACPI specification states that if the X_FIRMWARE_CTRL field contains a non zero value then the FIRMWARE_CTRL field *must* be zero. This error is also detected by the Linux kernel. If FIRMWARE_CTRL and X_FIRMWARE_CTRL are defined, then the kernel just uses the 64 bit version of the pointer. PASSED: Test 1, Table HPET passed. PASSED: Test 1, Table MCFG passed. PASSED: Test 1, Table RSDT passed. PASSED: Test 1, Table RSDP passed. Table SBST not present to check. PASSED: Test 1, Table XSDT passed. ==================================================================================================== Re-assemble DSDT and find syntax errors and warnings. ---------------------------------------------------------------------------------------------------- Test 1 of 2: Disassemble and reassemble DSDT FAILED [HIGH] AMLAssemblerError4043: Test 1, Assembler error in line 2261 Line | AML source ---------------------------------------------------------------------------------------------------- 02258| 0x00000000, // Range Minimum 02259| 0xFEDFFFFF, // Range Maximum 02260| 0x00000000, // Translation Offset 02261| 0x00000000, // Length | ^ | error 4043: Invalid combination of Length and Min/Max fixed flags 02262| ,, _Y0E, AddressRangeMemory, TypeStatic) 02263| DWordMemory (ResourceProducer, PosDecode, MinFixed, MaxFixed, Cacheable, ReadWrite, 02264| 0x00000000, // Granularity ==================================================================================================== ADVICE: (for error #4043): This occurs if the length is zero and just one of the resource MIF/MAF flags are set, or the length is non-zero and resource MIF/MAF flags are both set. These are illegal combinations and need to be fixed. See section 6.4.3.5 Address Space Resource Descriptors of version 4.0a of the ACPI specification for more details. FAILED [HIGH] AMLAssemblerError4050: Test 1, Assembler error in line 2268 Line | AML source ---------------------------------------------------------------------------------------------------- 02265| 0xFEE01000, // Range Minimum 02266| 0xFFFFFFFF, // Range Maximum 02267| 0x00000000, // Translation Offset 02268| 0x011FEFFF, // Length | ^ | error 4050: Length is not equal to fixed Min/Max window 02269| ,, , AddressRangeMemory, TypeStatic) 02270| }) 02271| Method (_CRS, 0, Serialized) ==================================================================================================== ADVICE: (for error #4050): The minimum address is greater than the maximum address. This is illegal. FAILED [HIGH] AMLAssemblerError1104: Test 1, Assembler error in line 8885 Line | AML source ---------------------------------------------------------------------------------------------------- 08882| Method (_DIS, 0, NotSerialized) 08883| { 08884| DSOD (0x02) 08885| Return (0x00) | ^ | warning level 0 1104: Reserved method should not return a value (_DIS) 08886| } 08887| 08888| Method (_SRS, 1, NotSerialized) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1104: Test 1, Assembler error in line 9195 Line | AML source ---------------------------------------------------------------------------------------------------- 09192| Method (_DIS, 0, NotSerialized) 09193| { 09194| DSOD (0x01) 09195| Return (0x00) | ^ | warning level 0 1104: Reserved method should not return a value (_DIS) 09196| } 09197| 09198| Method (_SRS, 1, NotSerialized) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1127: Test 1, Assembler error in line 9242 Line | AML source ---------------------------------------------------------------------------------------------------- 09239| CreateWordField (CRES, \_SB.PCI0.LPCB.SIO.LPT0._CRS._Y21._MAX, MAX2) 09240| CreateByteField (CRES, \_SB.PCI0.LPCB.SIO.LPT0._CRS._Y21._LEN, LEN2) 09241| CreateWordField (CRES, \_SB.PCI0.LPCB.SIO.LPT0._CRS._Y22._INT, IRQ0) 09242| CreateWordField (CRES, \_SB.PCI0.LPCB.SIO.LPT0._CRS._Y23._DMA, DMA0) | ^ | warning level 0 1127: ResourceTag smaller than Field (Tag: 8 bits, Field: 16 bits) 09243| If (RLPD) 09244| { 09245| Store (0x00, Local0) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1128: Test 1, Assembler error in line 18682 Line | AML source ---------------------------------------------------------------------------------------------------- 18679| Store (0x01, Index (DerefOf (Index (Local0, 0x02)), 0x01)) 18680| If (And (WDPE, 0x40)) 18681| { 18682| Wait (\_SB.BEVT, 0x10) | ^ | warning level 0 1128: Result is not used, possible operator timeout will be missed 18683| } 18684| 18685| Store (BRID, Index (DerefOf (Index (Local0, 0x02)), 0x02)) ==================================================================================================== ADVICE: (for warning level 0 #1128): The operation can possibly timeout, and hence the return value indicates an timeout error. However, because the return value is not checked this very probably indicates that the code is buggy. A possible scenario is that a mutex times out and the code attempts to access data in a critical region when it should not. This will lead to undefined behaviour. This should be fixed. Table DSDT (0) reassembly: Found 2 errors, 4 warnings. Test 2 of 2: Disassemble and reassemble SSDT PASSED: Test 2, SSDT (0) reassembly, Found 0 errors, 0 warnings. FAILED [HIGH] AMLAssemblerError1104: Test 2, Assembler error in line 60 Line | AML source ---------------------------------------------------------------------------------------------------- 00057| { 00058| Store (CPDC (Arg0), Local0) 00059| GCAP (Local0) 00060| Return (Local0) | ^ | warning level 0 1104: Reserved method should not return a value (_PDC) 00061| } 00062| 00063| Method (_OSC, 4, NotSerialized) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1104: Test 2, Assembler error in line 174 Line | AML source ---------------------------------------------------------------------------------------------------- 00171| { 00172| Store (\_PR.CPU0.CPDC (Arg0), Local0) 00173| GCAP (Local0) 00174| Return (Local0) | ^ | warning level 0 1104: Reserved method should not return a value (_PDC) 00175| } 00176| 00177| Method (_OSC, 4, NotSerialized) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1104: Test 2, Assembler error in line 244 Line | AML source ---------------------------------------------------------------------------------------------------- 00241| { 00242| Store (\_PR.CPU0.CPDC (Arg0), Local0) 00243| GCAP (Local0) 00244| Return (Local0) | ^ | warning level 0 1104: Reserved method should not return a value (_PDC) 00245| } 00246| 00247| Method (_OSC, 4, NotSerialized) ==================================================================================================== FAILED [HIGH] AMLAssemblerError1104: Test 2, Assembler error in line 290 Line | AML source ---------------------------------------------------------------------------------------------------- 00287| { 00288| Store (\_PR.CPU0.CPDC (Arg0), Local0) 00289| GCAP (Local0) 00290| Return (Local0) | ^ | warning level 0 1104: Reserved method should not return a value (_PDC) 00291| } 00292| 00293| Method (_OSC, 4, NotSerialized) ==================================================================================================== Table SSDT (1) reassembly: Found 0 errors, 4 warnings. PASSED: Test 2, SSDT (2) reassembly, Found 0 errors, 0 warnings. PASSED: Test 2, SSDT (3) reassembly, Found 0 errors, 0 warnings. ==================================================================================================== 3 passed, 10 failed, 0 warnings, 0 aborted, 0 skipped, 0 info only. ==================================================================================================== Critical failures: 1 method test, at 1 log line: 1449: Detected error 'Package limit' when evaluating '\_SB_.PCI0.GFX0.DD02._BCM'. High failures: 11 klog test, at 1 log line: 121: HIGH Kernel message: [ 3.512783] ACPI Error: Method parse/execution failed [\_SB_.PCI0.GFX0._DOD] (Node f7425858), AE_AML_PACKAGE_LIMIT (20110623/psparse-536) syntaxcheck test, at 1 log line: 1668: Assembler error in line 2261 syntaxcheck test, at 1 log line: 1687: Assembler error in line 2268 syntaxcheck test, at 1 log line: 1703: Assembler error in line 8885 syntaxcheck test, at 1 log line: 1716: Assembler error in line 9195 syntaxcheck test, at 1 log line: 1729: Assembler error in line 9242 syntaxcheck test, at 1 log line: 1742: Assembler error in line 18682 syntaxcheck test, at 1 log line: 1766: Assembler error in line 60 syntaxcheck test, at 1 log line: 1779: Assembler error in line 174 syntaxcheck test, at 1 log line: 1792: Assembler error in line 244 syntaxcheck test, at 1 log line: 1805: Assembler error in line 290 Medium failures: 9 mtrr test, at 1 log line: 76: Memory range 0xc0000000 to 0xdfffffff (PCI Bus 0000:00) has incorrect attribute Write-Combining. mtrr test, at 1 log line: 78: Memory range 0xfee01000 to 0xffffffff (PCI Bus 0000:00) has incorrect attribute Write-Protect. msr test, at 1 log line: 165: MSR SYSENTER_ESP (0x175) has 1 inconsistent values across 2 CPUs for (shift: 0 mask: 0xffffffffffffffff). msr test, at 1 log line: 173: MSR MISC_ENABLE (0x1a0) has 1 inconsistent values across 2 CPUs for (shift: 0 mask: 0x400c51889). wmi test, at 1 log line: 528: GUID 2B814318-4BE8-4707-9D84-A190A859B5D0 is unknown to the kernel, a driver may need to be implemented for this GUID. method test, at 1 log line: 1002: \_SB_.PCI0.LPCB.SIO_.COM1._DIS returned values, but was expected to return nothing. method test, at 1 log line: 1011: \_SB_.PCI0.LPCB.SIO_.LPT0._DIS returned values, but was expected to return nothing. method test, at 1 log line: 1443: Method _BCL should return a package of more than 2 integers, got just 2. acpitables test, at 1 log line: 1643: FADT 32 bit FIRMWARE_CONTROL is non-zero, and X_FIRMWARE_CONTROL is also non-zero. 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