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  • Apple push Notification Feedback service Not working

    - by Yassmeen
    Hi, I am developing an iPhone App that uses Apple Push Notifications. On the iPhone side everything is fine, on the server side I have a problem. Notifications are sent correctly however when I try to query the feedback service to obtain a list of devices from which the App has been uninstalled, I always get zero results. I know that I should obtain one result as the App has been uninstalled from one of my test devices. After 24 hours and more I still have no results from the feedback service.. Any ideas? Does anybody know how long it takes for the feedback service to recognize that my App has been uninstalled from my test device? Note: I have another push notification applications on the device so I know that my app is not the only app. The code - C#: public static string CheckFeedbackService(string certaName, string hostName) { SYLogger.Log("Check Feedback Service Started"); ServicePointManager.ServerCertificateValidationCallback = new RemoteCertificateValidationCallback(ValidateServerCertificate); // Create a TCP socket connection to the Apple server on port 2196 TcpClient tcpClientF = null; SslStream sslStreamF = null; string result = string.Empty; //Contect to APNS& Add the Apple cert to our collection X509Certificate2Collection certs = new X509Certificate2Collection { GetServerCert(certaName) }; //Set up byte[] buffer = new byte[38]; int recd = 0; DateTime minTimestamp = DateTime.Now.AddYears(-1); // Create a TCP socket connection to the Apple server on port 2196 try { using (tcpClientF = new TcpClient(hostName, 2196)) { SYLogger.Log("Client Connected ::" + tcpClientF.Connected); // Create a new SSL stream over the connection sslStreamF = new SslStream(tcpClientF.GetStream(), true,ValidateServerCertificate); // Authenticate using the Apple cert sslStreamF.AuthenticateAsClient(hostName, certs, SslProtocols.Default, false); SYLogger.Log("Stream Readable ::" + sslStreamF.CanRead); SYLogger.Log("Host Name ::"+hostName); SYLogger.Log("Cert Name ::" + certs[0].FriendlyName); if (sslStreamF != null) { SYLogger.Log("Connection Started"); //Get the first feedback recd = sslStreamF.Read(buffer, 0, buffer.Length); SYLogger.Log("Buffer length ::" + recd); //Continue while we have results and are not disposing while (recd > 0) { SYLogger.Log("Reading Started"); //Get our seconds since 1970 ? byte[] bSeconds = new byte[4]; byte[] bDeviceToken = new byte[32]; Array.Copy(buffer, 0, bSeconds, 0, 4); //Check endianness if (BitConverter.IsLittleEndian) Array.Reverse(bSeconds); int tSeconds = BitConverter.ToInt32(bSeconds, 0); //Add seconds since 1970 to that date, in UTC and then get it locally var Timestamp = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc).AddSeconds(tSeconds).ToLocalTime(); //Now copy out the device token Array.Copy(buffer, 6, bDeviceToken, 0, 32); string deviceToken = BitConverter.ToString(bDeviceToken).Replace("-", "").ToLower().Trim(); //Make sure we have a good feedback tuple if (deviceToken.Length == 64 && Timestamp > minTimestamp) { SYLogger.Log("Feedback " + deviceToken); result = deviceToken; } //Clear array to reuse it Array.Clear(buffer, 0, buffer.Length); //Read the next feedback recd = sslStreamF.Read(buffer, 0, buffer.Length); } SYLogger.Log("Reading Ended"); } } } catch (Exception e) { SYLogger.Log("Authentication failed - closing the connection::" + e); return "NOAUTH"; } finally { // The client stream will be closed with the sslStream // because we specified this behavior when creating the sslStream. if (sslStreamF != null) sslStreamF.Close(); if (tcpClientF != null) tcpClientF.Close(); //Clear array on error Array.Clear(buffer, 0, buffer.Length); } SYLogger.Log("Feedback ended "); return result; }

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  • BizTalk Pipeline Component Error: "Object reference not set to an instance of an object"

    - by Stuart Brierley
    Yesterday I posted about my BizTalk Archiving Pipeline Component, which can be found on Codeplex if anyone is interested in taking a look. During testing of this component I began to encounter an error whereby the component would throw an "Object reference not set to an instance of an object" error when processing as a part of a Custom Pipeline. This was occurring when the component was reading a ReadOnlySeekableStream so that the data can be archived to file, but the actual code throwing the error was somewhere in the depths of the Microsoft.BizTalk.Streaming stack. It turns out that there is a known issue where this exception can be thrown because the garbage collector has disposed of of the stream before execution of the custom pipeline has completed. To get around this you need to add the streams in your code to the pipeline context resource tracker.   So a block of my code goes from:                         originalStrm = bodyPart.GetOriginalDataStream();                         if (!originalStrm.CanSeek)                         {                             ReadOnlySeekableStream seekableStream = new ReadOnlySeekableStream(originalStrm);                             inmsg.BodyPart.Data = seekableStream;                             originalStrm = inmsg.BodyPart.Data;                         }                         fileArchive = new FileStream(FullPath, FileMode.Create, FileAccess.Write);                         binWriter = new BinaryWriter(fileArchive);                         byte[] buffer = new byte[bufferSize];                         int sizeRead = 0;                         while ((sizeRead = originalStrm.Read(buffer, 0, bufferSize)) != 0)                         {                             binWriter.Write(buffer, 0, sizeRead);                         } to                         originalStrm = bodyPart.GetOriginalDataStream();                         if (!originalStrm.CanSeek)                         {                             ReadOnlySeekableStream seekableStream = new ReadOnlySeekableStream(originalStrm);                             inmsg.BodyPart.Data = seekableStream;                             originalStrm = inmsg.BodyPart.Data;                         }                         pc.ResourceTracker.AddResource(originalStrm);                         fileArchive = new FileStream(FullPath, FileMode.Create, FileAccess.Write);                         binWriter = new BinaryWriter(fileArchive);                         byte[] buffer = new byte[bufferSize];                         int sizeRead = 0;                         while ((sizeRead = originalStrm.Read(buffer, 0, bufferSize)) != 0)                         {                             binWriter.Write(buffer, 0, sizeRead);                         } So far this seems to have solved the issue, the error is no more, and my archive component is continuing its way through testing.

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  • Top 25 security issues for developers of web sites

    - by BizTalk Visionary
    Sourced from: CWE This is a brief listing of the Top 25 items, using the general ranking. NOTE: 16 other weaknesses were considered for inclusion in the Top 25, but their general scores were not high enough. They are listed in the On the Cusp focus profile. Rank Score ID Name [1] 346 CWE-79 Failure to Preserve Web Page Structure ('Cross-site Scripting') [2] 330 CWE-89 Improper Sanitization of Special Elements used in an SQL Command ('SQL Injection') [3] 273 CWE-120 Buffer Copy without Checking Size of Input ('Classic Buffer Overflow') [4] 261 CWE-352 Cross-Site Request Forgery (CSRF) [5] 219 CWE-285 Improper Access Control (Authorization) [6] 202 CWE-807 Reliance on Untrusted Inputs in a Security Decision [7] 197 CWE-22 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') [8] 194 CWE-434 Unrestricted Upload of File with Dangerous Type [9] 188 CWE-78 Improper Sanitization of Special Elements used in an OS Command ('OS Command Injection') [10] 188 CWE-311 Missing Encryption of Sensitive Data [11] 176 CWE-798 Use of Hard-coded Credentials [12] 158 CWE-805 Buffer Access with Incorrect Length Value [13] 157 CWE-98 Improper Control of Filename for Include/Require Statement in PHP Program ('PHP File Inclusion') [14] 156 CWE-129 Improper Validation of Array Index [15] 155 CWE-754 Improper Check for Unusual or Exceptional Conditions [16] 154 CWE-209 Information Exposure Through an Error Message [17] 154 CWE-190 Integer Overflow or Wraparound [18] 153 CWE-131 Incorrect Calculation of Buffer Size [19] 147 CWE-306 Missing Authentication for Critical Function [20] 146 CWE-494 Download of Code Without Integrity Check [21] 145 CWE-732 Incorrect Permission Assignment for Critical Resource [22] 145 CWE-770 Allocation of Resources Without Limits or Throttling [23] 142 CWE-601 URL Redirection to Untrusted Site ('Open Redirect') [24] 141 CWE-327 Use of a Broken or Risky Cryptographic Algorithm [25] 138 CWE-362 Race Condition Cross-site scripting and SQL injection are the 1-2 punch of security weaknesses in 2010. Even when a software package doesn't primarily run on the web, there's a good chance that it has a web-based management interface or HTML-based output formats that allow cross-site scripting. For data-rich software applications, SQL injection is the means to steal the keys to the kingdom. The classic buffer overflow comes in third, while more complex buffer overflow variants are sprinkled in the rest of the Top 25.

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  • Multiple vulnerabilities in Firefox

    - by Ritwik Ghoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-3982 Denial of service (DoS) vulnerability 10.0 Firefox Solaris 10 SPARC: 145080-13 X86: 145081-12 CVE-2012-3983 Denial of service (DoS) vulnerability 10.0 CVE-2012-3986 Permissions, Privileges, and Access Controls vulnerability 6.4 CVE-2012-3988 Resource Management Errors vulnerability 9.3 CVE-2012-3990 Resource Management Errors vulnerability 10.0 CVE-2012-3991 Permissions, Privileges, and Access Controls vulnerability 9.3 CVE-2012-3992 Permissions, Privileges, and Access Controls vulnerability 5.8 CVE-2012-3993 Design Error vulnerability 9.3 CVE-2012-3994 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-3995 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4179 Resource Management Errors vulnerability 10.0 CVE-2012-4180 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4181 Resource Management Errors vulnerability 10.0 CVE-2012-4182 Resource Management Errors vulnerability 10.0 CVE-2012-4183 Resource Management Errors vulnerability 10.0 CVE-2012-4184 Permissions, Privileges, and Access Controls vulnerability 9.3 CVE-2012-4185 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4186 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4187 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4188 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-4192 Permissions, Privileges, and Access Controls vulnerability 4.3 CVE-2012-4193 Design Error vulnerability 9.3 CVE-2012-4194 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 4.3 CVE-2012-4195 Permissions, Privileges, and Access Controls vulnerability 5.1 CVE-2012-4196 Permissions, Privileges, and Access Controls vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page. Note: Solaris 10 patches SPARC: 145080-13 X86: 145081-12 contain the fix for all CVEs between Firefox version 10.0.7 and 10.0.12.

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • How to share memory buffer across sessions in Django?

    - by afriza
    I want to have one party (or more) sends a stream of data via HTTP request(s). Other parties will be able to receive the same stream of data in almost real-time. The data stream should be accessible across sessions (according to access control list). How can I do this in Django? If possible I would like to avoid database access and use in memory buffer (along with some synchronization mechanism)

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  • Are there any modern GUI toolkits which implement a heirarchical menu buffer zone?

    - by scomar
    In Bruce Tognazzini's quiz on Fitt's Law, the question discussing the bottleneck in the hierarchical menu (as used in almost every modern desktop UI), talks about his design for the original Mac: The bottleneck is the passage between the first-level menu and the second-level menu. Users first slide the mouse pointer down to the category menu item. Then, they must carefully slide the mouse directly across (horizontally) in order to move the pointer into the secondary menu. The engineer who originally designed hierarchicals apparently had his forearm mounted on a track so that he could move it perfectly in a horizontal direction without any vertical component. Most of us, however, have our forarms mounted on a pivot we like to call our elbow. That means that moving our hand describes an arc, rather than a straight line. Demanding that pivoted people move a mouse pointer along in a straight line horizontally is just wrong. We are naturally going to slip downward even as we try to slide sideways. When we are not allowed to slip downward, the menu we're after is going to slam shut just before we get there. The Windows folks tried to overcome the pivot problem with a hack: If they see the user move down into range of the next item on the primary menu, they don't instantly close the second-level menu. Instead, they leave it open for around a half second, so, if users are really quick, they can be inaccurate but still get into the second-level menu before it slams shut. Unfortunately, people's reactions to heightened chance of error is to slow down, rather than speed up, a well-established phenomenon. Therefore, few users will ever figure out that moving faster could solve their problem. Microsoft's solution is exactly wrong. When I specified the Mac hierarchical menu algorthm in the mid-'80s, I called for a buffer zone shaped like a <, so that users could make an increasingly-greater error as they neared the hierarchical without fear of jumping to an unwanted menu. As long as the user's pointer was moving a few pixels over for every one down, on average, the menu stayed open, no matter how slow they moved. (Cancelling was still really easy; just deliberately move up or down.) This just blew me away! Such a simple idea which would result in a huge improvement in usability. I'm sure I'm not the only one who regularly has the next level of a menu slam shut because I don't move the mouse pointer in a perfectly horizontal line. So my question is: Are there any modern UI toolkits which implement this brilliant idea of a < shaped buffer zone in hierarchical menus? And if not, why not?!

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  • Understanding and Implementing a Force based graph layout algorithm

    - by zcourts
    I'm trying to implement a force base graph layout algorithm, based on http://en.wikipedia.org/wiki/Force-based_algorithms_(graph_drawing) My first attempt didn't work so I looked at http://blog.ivank.net/force-based-graph-drawing-in-javascript.html and https://github.com/dhotson/springy I changed my implementation based on what I thought I understood from those two but I haven't managed to get it right and I'm hoping someone can help? JavaScript isn't my strong point so be gentle... If you're wondering why write my own. In reality I have no real reason to write my own I'm just trying to understand how the algorithm is implemented. Especially in my first link, that demo is brilliant. This is what I've come up with //support function.bind - https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Function/bind#Compatibility if (!Function.prototype.bind) { Function.prototype.bind = function (oThis) { if (typeof this !== "function") { // closest thing possible to the ECMAScript 5 internal IsCallable function throw new TypeError("Function.prototype.bind - what is trying to be bound is not callable"); } var aArgs = Array.prototype.slice.call(arguments, 1), fToBind = this, fNOP = function () {}, fBound = function () { return fToBind.apply(this instanceof fNOP ? this : oThis || window, aArgs.concat(Array.prototype.slice.call(arguments))); }; fNOP.prototype = this.prototype; fBound.prototype = new fNOP(); return fBound; }; } (function() { var lastTime = 0; var vendors = ['ms', 'moz', 'webkit', 'o']; for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame']; } if (!window.requestAnimationFrame) window.requestAnimationFrame = function(callback, element) { var currTime = new Date().getTime(); var timeToCall = Math.max(0, 16 - (currTime - lastTime)); var id = window.setTimeout(function() { callback(currTime + timeToCall); }, timeToCall); lastTime = currTime + timeToCall; return id; }; if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function(id) { clearTimeout(id); }; }()); function Graph(o){ this.options=o; this.vertices={}; this.edges={};//form {vertexID:{edgeID:edge}} } /** *Adds an edge to the graph. If the verticies in this edge are not already in the *graph then they are added */ Graph.prototype.addEdge=function(e){ //if vertex1 and vertex2 doesn't exist in this.vertices add them if(typeof(this.vertices[e.vertex1])==='undefined') this.vertices[e.vertex1]=new Vertex(e.vertex1); if(typeof(this.vertices[e.vertex2])==='undefined') this.vertices[e.vertex2]=new Vertex(e.vertex2); //add the edge if(typeof(this.edges[e.vertex1])==='undefined') this.edges[e.vertex1]={}; this.edges[e.vertex1][e.id]=e; } /** * Add a vertex to the graph. If a vertex with the same ID already exists then * the existing vertex's .data property is replaced with the @param v.data */ Graph.prototype.addVertex=function(v){ if(typeof(this.vertices[v.id])==='undefined') this.vertices[v.id]=v; else this.vertices[v.id].data=v.data; } function Vertex(id,data){ this.id=id; this.data=data?data:{}; //initialize to data.[x|y|z] or generate random number for each this.x = this.data.x?this.data.x:-100 + Math.random()*200; this.y = this.data.y?this.data.y:-100 + Math.random()*200; this.z = this.data.y?this.data.y:-100 + Math.random()*200; //set initial velocity to 0 this.velocity = new Point(0, 0, 0); this.mass=this.data.mass?this.data.mass:Math.random(); this.force=new Point(0,0,0); } function Edge(vertex1ID,vertex2ID){ vertex1ID=vertex1ID?vertex1ID:Math.random() vertex2ID=vertex2ID?vertex2ID:Math.random() this.id=vertex1ID+"->"+vertex2ID; this.vertex1=vertex1ID; this.vertex2=vertex2ID; } function Point(x, y, z) { this.x = x; this.y = y; this.z = z; } Point.prototype.plus=function(p){ this.x +=p.x this.y +=p.y this.z +=p.z } function ForceLayout(o){ this.repulsion = o.repulsion?o.repulsion:200; this.attraction = o.attraction?o.attraction:0.06; this.damping = o.damping?o.damping:0.9; this.graph = o.graph?o.graph:new Graph(); this.total_kinetic_energy =0; this.animationID=-1; } ForceLayout.prototype.draw=function(){ //vertex velocities initialized to (0,0,0) when a vertex is created //vertex positions initialized to random position when created cc=0; do{ this.total_kinetic_energy =0; //for each vertex for(var i in this.graph.vertices){ var thisNode=this.graph.vertices[i]; // running sum of total force on this particular node var netForce=new Point(0,0,0) //for each other node for(var j in this.graph.vertices){ if(thisNode!=this.graph.vertices[j]){ //net-force := net-force + Coulomb_repulsion( this_node, other_node ) netForce.plus(this.CoulombRepulsion( thisNode,this.graph.vertices[j])) } } //for each spring connected to this node for(var k in this.graph.edges[thisNode.id]){ //(this node, node its connected to) //pass id of this node and the node its connected to so hookesattraction //can update the force on both vertices and return that force to be //added to the net force this.HookesAttraction(thisNode.id, this.graph.edges[thisNode.id][k].vertex2 ) } // without damping, it moves forever // this_node.velocity := (this_node.velocity + timestep * net-force) * damping thisNode.velocity.x=(thisNode.velocity.x+thisNode.force.x)*this.damping; thisNode.velocity.y=(thisNode.velocity.y+thisNode.force.y)*this.damping; thisNode.velocity.z=(thisNode.velocity.z+thisNode.force.z)*this.damping; //this_node.position := this_node.position + timestep * this_node.velocity thisNode.x=thisNode.velocity.x; thisNode.y=thisNode.velocity.y; thisNode.z=thisNode.velocity.z; //normalize x,y,z??? //total_kinetic_energy := total_kinetic_energy + this_node.mass * (this_node.velocity)^2 this.total_kinetic_energy +=thisNode.mass*((thisNode.velocity.x+thisNode.velocity.y+thisNode.velocity.z)* (thisNode.velocity.x+thisNode.velocity.y+thisNode.velocity.z)) } cc+=1; }while(this.total_kinetic_energy >0.5) console.log(cc,this.total_kinetic_energy,this.graph) this.cancelAnimation(); } ForceLayout.prototype.HookesAttraction=function(v1ID,v2ID){ var a=this.graph.vertices[v1ID] var b=this.graph.vertices[v2ID] var force=new Point(this.attraction*(b.x - a.x),this.attraction*(b.y - a.y),this.attraction*(b.z - a.z)) // hook's attraction a.force.x += force.x; a.force.y += force.y; a.force.z += force.z; b.force.x += this.attraction*(a.x - b.x); b.force.y += this.attraction*(a.y - b.y); b.force.z += this.attraction*(a.z - b.z); return force; } ForceLayout.prototype.CoulombRepulsion=function(vertex1,vertex2){ //http://en.wikipedia.org/wiki/Coulomb's_law // distance squared = ((x1-x2)*(x1-x2)) + ((y1-y2)*(y1-y2)) + ((z1-z2)*(z1-z2)) var distanceSquared = ( (vertex1.x-vertex2.x)*(vertex1.x-vertex2.x)+ (vertex1.y-vertex2.y)*(vertex1.y-vertex2.y)+ (vertex1.z-vertex2.z)*(vertex1.z-vertex2.z) ); if(distanceSquared==0) distanceSquared = 0.001; var coul = this.repulsion / distanceSquared; return new Point(coul * (vertex1.x-vertex2.x),coul * (vertex1.y-vertex2.y), coul * (vertex1.z-vertex2.z)); } ForceLayout.prototype.animate=function(){ if(this.animating) this.animationID=requestAnimationFrame(this.animate.bind(this)); this.draw(); } ForceLayout.prototype.cancelAnimation=function(){ cancelAnimationFrame(this.animationID); this.animating=false; } ForceLayout.prototype.redraw=function(){ this.animating=true; this.animate(); } $(document).ready(function(){ var g= new Graph(); for(var i=0;i<=100;i++){ var v1=new Vertex(Math.random(), {}) var v2=new Vertex(Math.random(), {}) var e1= new Edge(v1.id,v2.id); g.addEdge(e1); } console.log(g); var l=new ForceLayout({ graph:g }); l.redraw(); });

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  • Sending large serialized objects over sockets is failing only when trying to grow the byte Array, bu

    - by FinancialRadDeveloper
    I have code where I am trying to grow the byte array while receiving the data over my socket. This is erroring out. public bool ReceiveObject2(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[1024]; byte[] byArrAll = new byte[0]; bool bAllBytesRead = false; int iRecLoop = 0; // grow the byte array to match the size of the object, so we can put whatever we // like through the socket as long as the object serialises and is binary formatted while (!bAllBytesRead) { if (m_socClient.Receive(buffer) > 0) { byArrAll = Combine(byArrAll, buffer); iRecLoop++; } else { m_socClient.Close(); bAllBytesRead = true; } } MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (System.Runtime.Serialization.SerializationException se) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + se.Source + "Error : " + se.Message; return false; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } private byte[] Combine(byte[] first, byte[] second) { byte[] ret = new byte[first.Length + second.Length]; Buffer.BlockCopy(first, 0, ret, 0, first.Length); Buffer.BlockCopy(second, 0, ret, first.Length, second.Length); return ret; } Error: mscorlibError : The input stream is not a valid binary format. The starting contents (in bytes) are: 68-61-73-43-68-61-6E-67-65-73-3D-22-69-6E-73-65-72 ... Yet when I just cheat and use a MASSIVE buffer size its fine. public bool ReceiveObject(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[5000000]; m_socClient.Receive(buffer); MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } This is really killing me. I don't know why its not working. I have lifted the Combine from a suggestion on here too, so I am pretty sure this is not doing the wrong thing? I hope someone can point out where I am going wrong

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  • How to read the 3D chart data with directX?

    - by MemoryLeak
    I am reading a open source project, and I found there is a function which read 3D data(let's say a character) from obj file, and draw it . the source code: List<Vertex3f> verts=new List<Vertex3f>(); List<Vertex3f> norms=new List<Vertex3f>(); Groups=new List<ToothGroup>(); //ArrayList ALf=new ArrayList();//faces always part of a group List<Face> faces=new List<Face>(); MemoryStream stream=new MemoryStream(buffer); using(StreamReader sr = new StreamReader(stream)){ String line; Vertex3f vertex; string[] items; string[] subitems; Face face; ToothGroup group=null; while((line = sr.ReadLine()) != null) { if(line.StartsWith("#")//comment || line.StartsWith("mtllib")//material library. We build our own. || line.StartsWith("usemtl")//use material || line.StartsWith("o")) {//object. There's only one object continue; } if(line.StartsWith("v ")) {//vertex items=line.Split(new char[] { ' ' }); vertex=new Vertex3f();//float[3]; if(flipHorizontally) { vertex.X=-Convert.ToSingle(items[1],CultureInfo.InvariantCulture); } else { vertex.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture); } vertex.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture); vertex.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture); verts.Add(vertex); continue; } And why it need to read the data manually in directX? As far as I know, in XDA programming, we just need to call a function a load the resource. Is this because it is in DirectX, there is no function to read resource? If yes, then how to prepare the 3D resource ? in XDA we just need to use other software draw the 3D picture and then export. but what should I do in DirectX?

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  • Reading and writing C++ vector to a file

    - by JB
    For some graphics work I need to read in a large amount of data as quickly as possible and would ideally like to directly read and write the data structures to disk. Basically I have a load of 3d models in various file formats which take too long to load so I want to write them out in their "prepared" format as a cache that will load much faster on subsequent runs of the program. Is it safe to do it like this? My worries are around directly reading into the data of the vector? I've removed error checking, hard coded 4 as the size of the int and so on so that i can give a short working example, I know it's bad code, my question really is if it is safe in c++ to read a whole array of structures directly into a vector like this? I believe it to be so, but c++ has so many traps and undefined behavour when you start going low level and dealing directly with raw memory like this. I realise that number formats and sizes may change across platforms and compilers but this will only even be read and written by the same compiler program to cache data that may be needed on a later run of the same program. #include <fstream> #include <vector> using namespace std; struct Vertex { float x, y, z; }; typedef vector<Vertex> VertexList; int main() { // Create a list for testing VertexList list; Vertex v1 = {1.0f, 2.0f, 3.0f}; list.push_back(v1); Vertex v2 = {2.0f, 100.0f, 3.0f}; list.push_back(v2); Vertex v3 = {3.0f, 200.0f, 3.0f}; list.push_back(v3); Vertex v4 = {4.0f, 300.0f, 3.0f}; list.push_back(v4); // Write out a list to a disk file ofstream os ("data.dat", ios::binary); int size1 = list.size(); os.write((const char*)&size1, 4); os.write((const char*)&list[0], size1 * sizeof(Vertex)); os.close(); // Read it back in VertexList list2; ifstream is("data.dat", ios::binary); int size2; is.read((char*)&size2, 4); list2.resize(size2); // Is it safe to read a whole array of structures directly into the vector? is.read((char*)&list2[0], size2 * sizeof(Vertex)); }

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  • Why use buffers to read/write Streams

    - by James Hay
    Following reading various questions on reading and writing Streams, all the various answers define something like this as the correct way to do it: private void CopyStream(Stream input, Stream output) { byte[] buffer = new byte[16 * 1024]; int read; while ((read = input.Read(buffer, 0, buffer.Length)) > 0) { output.Write(buffer, 0, read); } } Two questions: Why read and write in these smaller chunks? What is the significance of the buffer size used?

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • SQLAuthority News – Guest Post – Performance Counters Gathering using Powershell

    - by pinaldave
    Laerte Junior Laerte Junior has previously helped me personally to resolve the issue with Powershell installation on my computer. He did awesome job to help. He has send this another wonderful article regarding performance counter for readers of this blog. I really liked it and I expect all of you who are Powershell geeks, you will like the same as well. As a good DBA, you know that our social life is restricted to a few movies over the year and, when possible, a pizza in a restaurant next to your company’s place, of course. So what we have to do is to create methods through which we can facilitate our daily processes to go home early, and eventually have a nice time with our family (and not sleeping on the couch). As a consultant or fixed employee, one of our daily tasks is to monitor performance counters using Perfmom. To be honest, IDE is getting more complicated. To deal with this, I thought a solution using Powershell. Yes, with some lines of Powershell, you can configure which counters to use. And with one more line, you can already start collecting data. Let’s see one scenario: You are a consultant who has several clients and has just closed another project in troubleshooting an SQL Server environment. You are to use Perfmom to collect data from the server and you already have its XML configuration files made with the counters that you will be using- a file for memory bottleneck f, one for CPU, etc. With one Powershell command line for each XML file, you start collecting. The output of such a TXT file collection is set to up in an SQL Server. With two lines of command for each XML, you make the whole process of data collection. Creating an XML configuration File to Memory Counters: Get-PerfCounterCategory -CategoryName "Memory" | Get-PerfCounterInstance  | Get-PerfCounterCounters |Save-ConfigPerfCounter -PathConfigFile "c:\temp\ConfigfileMemory.xml" -newfile Creating an XML Configuration File to Buffer Manager, counters Page lookups/sec, Page reads/sec, Page writes/sec, Page life expectancy: Get-PerfCounterCategory -CategoryName "SQLServer:Buffer Manager" | Get-PerfCounterInstance | Get-PerfCounterCounters -CounterName "Page*" | Save-ConfigPerfCounter -PathConfigFile "c:\temp\BufferManager.xml" –NewFile Then you start the collection: Set-CollectPerfCounter -DateTimeStart "05/24/2010 08:00:00" -DateTimeEnd "05/24/2010 22:00:00" -Interval 10 -PathConfigFile c:\temp\ConfigfileMemory.xml -PathOutputFile c:\temp\ConfigfileMemory.txt To let the Buffer Manager collect, you need one more counters, including the Buffer cache hit ratio. Just add a new counter to BufferManager.xml, omitting the new file parameter Get-PerfCounterCategory -CategoryName "SQLServer:Buffer Manager" | Get-PerfCounterInstance | Get-PerfCounterCounters -CounterName "Buffer cache hit ratio" | Save-ConfigPerfCounter -PathConfigFile "c:\temp\BufferManager.xml" And start the collection: Set-CollectPerfCounter -DateTimeStart "05/24/2010 08:00:00" -DateTimeEnd "05/24/2010 22:00:00" -Interval 10 -PathConfigFile c:\temp\BufferManager.xml -PathOutputFile c:\temp\BufferManager.txt You do not know which counters are in the Category Buffer Manager? Simple! Get-PerfCounterCategory -CategoryName "SQLServer:Buffer Manager" | Get-PerfCounterInstance | Get-PerfCounterCounters Let’s see one output file as shown below. It is ready to bulk insert into the SQL Server. As you can see, Powershell makes this process incredibly easy and fast. Do you want to see more examples? Visit my blog at Shell Your Experience You can find more about Laerte Junior over here: www.laertejuniordba.spaces.live.com www.simple-talk.com/author/laerte-junior www.twitter.com/laertejuniordba SQL Server Powershell Extension Team: http://sqlpsx.codeplex.com/ Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: SQL, SQL Add-On, SQL Authority, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, T SQL, Technology Tagged: Powershell

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  • In Flex 3 is there a way to pre-buffer an image so that it appears without flickering?

    - by Brad Urani
    In my application I have an VBox control on top of another VBox that contains an Image control that loads a jpg from a URL (you can't see the bottom panel initially since it's underneath, but the image does fully download). When one clicks on the top VBox, the bottom one gets set to visible=false, then an effect causes the top VBox to vanish, then the bottom VBox is set to visible=true and an effect causes it to appear. Continuously clicking the VBoxes causes them to alternate appearing and disappearing. The problem is that the first time the bottom VBox appears, it flickers once when it draws. After that, there's no problem and it smoothly appears and disappears with the effect with no problem. It's as if the first time the bottom VBox appears, it flickers because even though the image has been downloaded, it has never been displayed before. Can I pre-buffer the image in the bottom VBox somehow to avoid this flicker?

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  • insufficient buffer when call DocumentProperties, also, global unlock wouldn't unlock...

    - by Quincy
    please see comments inline bool res = false; DWORD dwNeeded = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), NULL, NULL, 0); if (m_devmode_buf) { GlobalFree(m_devmode_buf); } m_devmode_buf = GlobalAlloc(GPTR, dwNeeded); GetLastError(); // = 0; if (m_devmode_buf) { LPDEVMODEW devmode_buf = (LPDEVMODEW) GlobalLock(m_devmode_buf); GetLastError(); // = 0 if (devmode_buf) { if (devmode_buf) { lala = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), devmode_buf, NULL, DM_OUT_BUFFER); if (lala == IDOK) { res = true; } GetLastError(); // = 122. insufficient buffer here. why???? } UInt32 res1 = GlobalUnlock(m_devmode_buf); // res1 is 1. should be 0 res2 = GetLastError(); // = 0 if (!(res1 == 0 && (res2 == ERROR_NOT_LOCKED || res2 == NO_ERROR))) { //res = false; } } }

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  • How do I run a vim script that alters the current buffer?

    - by Dan
    I'm trying to write a beautify.vim script that makes C-like code adhere to a standard that I can easily read. My file contains only substitution commands that all begin with %s/... However, when I try to run the script with my file open, in the manner :source beautify.vim, or :runtime beautify.vim, it runs but all the substitute commands state that their pattern wasn't found (patterns were tested by entering them manually and should work). Is there some way to make vim run the commands in the context of the current buffer? beautify.vim: " add spaces before open braces sil! :%s/\%>1c>\s\@<!{/ {/g " beautify for sil! :%s/for *( *\([^;]*\) *; *\([^;]*\) *; *\([^;]*\) *)/for (\1; \2; \3)/ " add spaces after commas sil! :%s/,\s\@!/, /g In my tests the first :s command should match (it matches when applied manually).

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  • How can I access the copy buffer on the web?

    - by Ólafur Waage
    Wild question here. Is it possible to access the copy buffer on the web. What I mean is. Can I go into Photoshop. Select a piece of a photo. Copy that piece and paste it into some element. That something would be like a Java applet or Flash or Silverlight or anything. I am just wondering if it is possible and if someone could point me in a direction. Since a few google searches have only found where you can copy files and paste via a Java applet.

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  • Restoring a saved opengl ES buffer (i.e. writing it back to screen)

    - by Adam
    I'm writing an iPhone app where I need to save and load the screen contents. I was able to save the screen using glReadPixels(), but since there's no glDrawPixels() in openGL ES, I'm having a lot of trouble restoring that buffer to the screen. I gather that I need to save the screen as a texture: http://stackoverflow.com/questions/708760/what-is-the-equivalent-of-gldrawpixels-in-opengl-es-1-1 But I'm not sure how to implement this. Does anyone have or know of any code samples that do this? I'm an openGL noob, so any help would be greatly appreciated :)

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  • How do I prevent buffer overflow converting a double to char?

    - by Tommy
    I'm converting a double to a char string: char txt[10]; double num; num = 45.344322345 sprintf(txt, "%.1f", num); and using ".1f" to truncate the decimal places, to the tenths digit. i.e. - txt contains 45.3 I usually use precision in sprintf to ensure the char buffer is not overflowed. How can I do that here also truncating the decimal, without using snprintf? (i.e. if num = 345694876345.3 for some reason) Thanks

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