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  • Global Cache CR Requested But Current Block Received

    - by Liu Maclean(???)
    ????????«MINSCN?Cache Fusion Read Consistent» ????,???????????? ??????????????????: SQL> select * from V$version; BANNER -------------------------------------------------------------------------------- Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production PL/SQL Release 11.2.0.3.0 - Production CORE 11.2.0.3.0 Production TNS for Linux: Version 11.2.0.3.0 - Production NLSRTL Version 11.2.0.3.0 - Production SQL> select count(*) from gv$instance; COUNT(*) ---------- 2 SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com ?11gR2 2??RAC??????????status???XG,????Xcurrent block???INSTANCE 2?hold?,?????INSTANCE 1?????????,?????: SQL> select * from test; ID ---------- 1 2 SQL> select dbms_rowid.rowid_block_number(rowid),dbms_rowid.rowid_relative_fno(rowid) from test; DBMS_ROWID.ROWID_BLOCK_NUMBER(ROWID) DBMS_ROWID.ROWID_RELATIVE_FNO(ROWID) ------------------------------------ ------------------------------------ 89233 1 89233 1 SQL> alter system flush buffer_cache; System altered. INSTANCE 1 Session A: SQL> update test set id=id+1 where id=1; 1 row updated. INSTANCE 1 Session B: SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 1 0 3 1755287 SQL> oradebug setmypid; Statement processed. SQL> oradebug dump gc_elements 255; Statement processed. SQL> oradebug tracefile_name; /s01/orabase/diag/rdbms/vprod/VPROD1/trace/VPROD1_ora_19111.trc GLOBAL CACHE ELEMENT DUMP (address: 0xa4ff3080): id1: 0x15c91 id2: 0x1 pkey: OBJ#76896 block: (1/89233) lock: X rls: 0x0 acq: 0x0 latch: 3 flags: 0x20 fair: 0 recovery: 0 fpin: 'kdswh11: kdst_fetch' bscn: 0x0.146e20 bctx: (nil) write: 0 scan: 0x0 lcp: (nil) lnk: [NULL] lch: [0xa9f6a6f8,0xa9f6a6f8] seq: 32 hist: 58 145:0 118 66 144:0 192 352 197 48 121 113 424 180 58 LIST OF BUFFERS LINKED TO THIS GLOBAL CACHE ELEMENT: flg: 0x02000001 lflg: 0x1 state: XCURRENT tsn: 0 tsh: 2 addr: 0xa9f6a5c8 obj: 76896 cls: DATA bscn: 0x0.1ac898 BH (0xa9f6a5c8) file#: 1 rdba: 0x00415c91 (1/89233) class: 1 ba: 0xa9e56000 set: 5 pool: 3 bsz: 8192 bsi: 0 sflg: 3 pwc: 0,15 dbwrid: 0 obj: 76896 objn: 76896 tsn: 0 afn: 1 hint: f hash: [0x91f4e970,0xbae9d5b8] lru: [0x91f58848,0xa9f6a828] lru-flags: debug_dump obj-flags: object_ckpt_list ckptq: [0x9df6d1d8,0xa9f6a740] fileq: [0xa2ece670,0xbdf4ed68] objq: [0xb4964e00,0xb4964e00] objaq: [0xb4964de0,0xb4964de0] st: XCURRENT md: NULL fpin: 'kdswh11: kdst_fetch' tch: 2 le: 0xa4ff3080 flags: buffer_dirty redo_since_read LRBA: [0x19.5671.0] LSCN: [0x0.1ac898] HSCN: [0x0.1ac898] HSUB: [1] buffer tsn: 0 rdba: 0x00415c91 (1/89233) scn: 0x0000.001ac898 seq: 0x01 flg: 0x00 tail: 0xc8980601 frmt: 0x02 chkval: 0x0000 type: 0x06=trans data ??????block: (1/89233)?GLOBAL CACHE ELEMENT DUMP?LOCK????X ??XG , ??????Current Block????Instance??modify???,????????????? ????Instance 2 ????: Instance 2 Session C: SQL> update test set id=id+1 where id=2; 1 row updated. Instance 2 Session D: SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 1 0 3 1756658 SQL> oradebug setmypid; Statement processed. SQL> oradebug dump gc_elements 255; Statement processed. SQL> oradebug tracefile_name; /s01/orabase/diag/rdbms/vprod/VPROD2/trace/VPROD2_ora_13038.trc GLOBAL CACHE ELEMENT DUMP (address: 0x89fb25a0): id1: 0x15c91 id2: 0x1 pkey: OBJ#76896 block: (1/89233) lock: XG rls: 0x0 acq: 0x0 latch: 3 flags: 0x20 fair: 0 recovery: 0 fpin: 'kduwh01: kdusru' bscn: 0x0.1acdf3 bctx: (nil) write: 0 scan: 0x0 lcp: (nil) lnk: [NULL] lch: [0x96f4cf80,0x96f4cf80] seq: 61 hist: 324 21 143:0 19 16 352 329 144:6 14 7 352 197 LIST OF BUFFERS LINKED TO THIS GLOBAL CACHE ELEMENT: flg: 0x0a000001 state: XCURRENT tsn: 0 tsh: 1 addr: 0x96f4ce50 obj: 76896 cls: DATA bscn: 0x0.1acdf6 BH (0x96f4ce50) file#: 1 rdba: 0x00415c91 (1/89233) class: 1 ba: 0x96bd4000 set: 5 pool: 3 bsz: 8192 bsi: 0 sflg: 2 pwc: 0,15 dbwrid: 0 obj: 76896 objn: 76896 tsn: 0 afn: 1 hint: f hash: [0x96ee1fe8,0xbae9d5b8] lru: [0x96f4d0b0,0x96f4cdc0] obj-flags: object_ckpt_list ckptq: [0xbdf519b8,0x96f4d5a8] fileq: [0xbdf519d8,0xbdf519d8] objq: [0xb4a47b90,0xb4a47b90] objaq: [0x96f4d0e8,0xb4a47b70] st: XCURRENT md: NULL fpin: 'kduwh01: kdusru' tch: 1 le: 0x89fb25a0 flags: buffer_dirty redo_since_read remote_transfered LRBA: [0x11.9e18.0] LSCN: [0x0.1acdf6] HSCN: [0x0.1acdf6] HSUB: [1] buffer tsn: 0 rdba: 0x00415c91 (1/89233) scn: 0x0000.001acdf6 seq: 0x01 flg: 0x00 tail: 0xcdf60601 frmt: 0x02 chkval: 0x0000 type: 0x06=trans data GCS CLIENT 0x89fb2618,6 resp[(nil),0x15c91.1] pkey 76896.0 grant 2 cvt 0 mdrole 0x42 st 0x100 lst 0x20 GRANTQ rl G0 master 1 owner 2 sid 0 remote[(nil),0] hist 0x94121c601163423c history 0x3c.0x4.0xd.0xb.0x1.0xc.0x7.0x9.0x14.0x1. cflag 0x0 sender 1 flags 0x0 replay# 0 abast (nil).x0.1 dbmap (nil) disk: 0x0000.00000000 write request: 0x0000.00000000 pi scn: 0x0000.00000000 sq[(nil),(nil)] msgseq 0x1 updseq 0x0 reqids[6,0,0] infop (nil) lockseq x2b8 pkey 76896.0 hv 93 [stat 0x0, 1->1, wm 32768, RMno 0, reminc 18, dom 0] kjga st 0x4, step 0.0.0, cinc 20, rmno 6, flags 0x0 lb 0, hb 0, myb 15250, drmb 15250, apifrz 0 ?Instance 2??????block: (1/89233)? GLOBAL CACHE ELEMENT Lock Convert?lock: XG ????GC_ELEMENTS DUMP???XCUR Cache Fusion?,???????X$ VIEW,??? X$LE X$KJBR X$KJBL, ???X$ VIEW???????????????????: INSTANCE 2 Session D: SELECT * FROM x$le WHERE le_addr IN (SELECT le_addr FROM x$bh WHERE obj IN (SELECT data_object_id FROM dba_objects WHERE owner = 'SYS' AND object_name = 'TEST') AND class = 1 AND state != 3); ADDR INDX INST_ID LE_ADDR LE_ID1 LE_ID2 ---------------- ---------- ---------- ---------------- ---------- ---------- LE_RLS LE_ACQ LE_FLAGS LE_MODE LE_WRITE LE_LOCAL LE_RECOVERY ---------- ---------- ---------- ---------- ---------- ---------- ----------- LE_BLKS LE_TIME LE_KJBL ---------- ---------- ---------------- 00007F94CA14CF60 7003 2 0000000089FB25A0 89233 1 0 0 32 2 0 1 0 1 0 0000000089FB2618 PCM Resource NAME?[ID1][ID2],[BL]???, ID1?ID2 ??blockno? fileno????, ??????????GC_elements dump?? id1: 0x15c91 id2: 0×1 pkey: OBJ#76896 block: (1/89233)?? ,?  kjblname ? kjbrname ??”[0x15c91][0x1],[BL]” ??: INSTANCE 2 Session D: SQL> set linesize 80 pagesize 1400 SQL> SELECT * 2 FROM x$kjbl l 3 WHERE l.kjblname LIKE '%[0x15c91][0x1],[BL]%'; ADDR INDX INST_ID KJBLLOCKP KJBLGRANT KJBLREQUE ---------------- ---------- ---------- ---------------- --------- --------- KJBLROLE KJBLRESP KJBLNAME ---------- ---------------- ------------------------------ KJBLNAME2 KJBLQUEUE ------------------------------ ---------- KJBLLOCKST KJBLWRITING ---------------------------------------------------------------- ----------- KJBLREQWRITE KJBLOWNER KJBLMASTER KJBLBLOCKED KJBLBLOCKER KJBLSID KJBLRDOMID ------------ ---------- ---------- ----------- ----------- ---------- ---------- KJBLPKEY ---------- 00007F94CA22A288 451 2 0000000089FB2618 KJUSEREX KJUSERNL 0 00 [0x15c91][0x1],[BL][ext 0x0,0x 89233,1,BL 0 GRANTED 0 0 1 0 0 0 0 0 76896 SQL> SELECT r.* FROM x$kjbr r WHERE r.kjbrname LIKE '%[0x15c91][0x1],[BL]%'; no rows selected Instance 1 session B: SQL> SELECT r.* FROM x$kjbr r WHERE r.kjbrname LIKE '%[0x15c91][0x1],[BL]%'; ADDR INDX INST_ID KJBRRESP KJBRGRANT KJBRNCVL ---------------- ---------- ---------- ---------------- --------- --------- KJBRROLE KJBRNAME KJBRMASTER KJBRGRANTQ ---------- ------------------------------ ---------- ---------------- KJBRCVTQ KJBRWRITER KJBRSID KJBRRDOMID KJBRPKEY ---------------- ---------------- ---------- ---------- ---------- 00007F801ACA68F8 1355 1 00000000B5A62AE0 KJUSEREX KJUSERNL 0 [0x15c91][0x1],[BL][ext 0x0,0x 0 00000000B48BB330 00 00 0 0 76896 ??????Instance 1???block: (1/89233),??????Instance 2 build cr block ????Instance 1, ?????????? ????? Instance 1? Foreground Process ? Instance 2?LMS??????RAC  TRACE: Instance 2: [oracle@vrh2 ~]$ ps -ef|grep ora_lms|grep -v grep oracle 23364 1 0 Apr29 ? 00:33:15 ora_lms0_VPROD2 SQL> oradebug setospid 23364 Oracle pid: 13, Unix process pid: 23364, image: [email protected] (LMS0) SQL> oradebug event 10046 trace name context forever,level 8:10708 trace name context forever,level 103: trace[rac.*] disk high; Statement processed. SQL> oradebug tracefile_name /s01/orabase/diag/rdbms/vprod/VPROD2/trace/VPROD2_lms0_23364.trc Instance 1 session B : SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 3 1756658 3 1756661 3 1755287 Instance 1 session A : SQL> alter session set events '10046 trace name context forever,level 8:10708 trace name context forever,level 103: trace[rac.*] disk high'; Session altered. SQL> select * from test; ID ---------- 2 2 SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 3 1761520 ?x$BH?????,???????Instance 1???build??CR block,????? TRACE ??: Instance 1 foreground Process: PARSING IN CURSOR #140336527348792 len=18 dep=0 uid=0 oct=3 lid=0 tim=1335939136125254 hv=1689401402 ad='b1a4c828' sqlid='c99yw1xkb4f1u' select * from test END OF STMT PARSE #140336527348792:c=2999,e=2860,p=0,cr=0,cu=0,mis=1,r=0,dep=0,og=1,plh=1357081020,tim=1335939136125253 EXEC #140336527348792:c=0,e=40,p=0,cr=0,cu=0,mis=0,r=0,dep=0,og=1,plh=1357081020,tim=1335939136125373 WAIT #140336527348792: nam='SQL*Net message to client' ela= 6 driver id=1650815232 #bytes=1 p3=0 obj#=0 tim=1335939136125420 *** 2012-05-02 02:12:16.125 kclscrs: req=0 block=1/89233 2012-05-02 02:12:16.125574 : kjbcro[0x15c91.1 76896.0][4] *** 2012-05-02 02:12:16.125 kclscrs: req=0 typ=nowait-abort *** 2012-05-02 02:12:16.125 kclscrs: bid=1:3:1:0:f:1e:0:0:10:0:0:0:1:2:4:1:20:0:0:0:c3:49:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:4:3:2:1:2:0:1c:0:4d:26:a3:52:0:0:0:0:c7:c:ca:62:c3:49:0:0:0:0:1:0:14:8e:47:76:1:2:dc:5:a9:fe:17:75:0:0:0:0:0:0:0:0:0:0:0:0:99:ed:0:0:0:0:0:0:10:0:0:0 2012-05-02 02:12:16.125718 : kjbcro[0x15c91.1 76896.0][4] 2012-05-02 02:12:16.125751 : GSIPC:GMBQ: buff 0xba0ee018, queue 0xbb79a7b8, pool 0x60013fa0, freeq 0, nxt 0xbb79a7b8, prv 0xbb79a7b8 2012-05-02 02:12:16.125780 : kjbsentscn[0x0.1ae0f0][to 2] 2012-05-02 02:12:16.125806 : GSIPC:SENDM: send msg 0xba0ee088 dest x20001 seq 177740 type 36 tkts xff0000 mlen x1680198 2012-05-02 02:12:16.125918 : kjbmscr(0x15c91.1)reqid=0x8(req 0xa4ff30f8)(rinst 1)hldr 2(infosz 200)(lseq x2b8) 2012-05-02 02:12:16.126959 : GSIPC:KSXPCB: msg 0xba0ee088 status 30, type 36, dest 2, rcvr 1 *** 2012-05-02 02:12:16.127 kclwcrs: wait=0 tm=1233 *** 2012-05-02 02:12:16.127 kclwcrs: got 1 blocks from ksxprcv WAIT #140336527348792: nam='gc cr block 2-way' ela= 1233 p1=1 p2=89233 p3=1 obj#=76896 tim=1335939136127199 2012-05-02 02:12:16.127272 : kjbcrcomplete[0x15c91.1 76896.0][0] 2012-05-02 02:12:16.127309 : kjbrcvdscn[0x0.1ae0f0][from 2][idx 2012-05-02 02:12:16.127329 : kjbrcvdscn[no bscn <= rscn 0x0.1ae0f0][from 2] ???? kjbcro[0x15c91.1 76896.0][4] kjbsentscn[0x0.1ae0f0][to 2] ?Instance 2??SCN=1ae0f0=1761520? block: (1/89233),???’gc cr block 2-way’ ??,?????????CR block? Instance 2 LMS TRACE 2012-05-02 02:12:15.634057 : GSIPC:RCVD: ksxp msg 0x7f16e1598588 sndr 1 seq 0.177740 type 36 tkts 0 2012-05-02 02:12:15.634094 : GSIPC:RCVD: watq msg 0x7f16e1598588 sndr 1, seq 177740, type 36, tkts 0 2012-05-02 02:12:15.634108 : GSIPC:TKT: collect msg 0x7f16e1598588 from 1 for rcvr -1, tickets 0 2012-05-02 02:12:15.634162 : kjbrcvdscn[0x0.1ae0f0][from 1][idx 2012-05-02 02:12:15.634186 : kjbrcvdscn[no bscn1, wm 32768, RMno 0, reminc 18, dom 0] kjga st 0x4, step 0.0.0, cinc 20, rmno 6, flags 0x0 lb 0, hb 0, myb 15250, drmb 15250, apifrz 0 GCS CLIENT END 2012-05-02 02:12:15.635211 : kjbdowncvt[0x15c91.1 76896.0][1][options x0] 2012-05-02 02:12:15.635230 : GSIPC:AMBUF: rcv buff 0x7f16e1c56420, pool rcvbuf, rqlen 1103 2012-05-02 02:12:15.635308 : GSIPC:GPBMSG: new bmsg 0x7f16e1c56490 mb 0x7f16e1c56420 msg 0x7f16e1c564b0 mlen 152 dest x101 flushsz -1 2012-05-02 02:12:15.635334 : kjbmslset(0x15c91.1)) seq 0x4 reqid=0x6 (shadow 0xb48bb330.xb)(rsn 2)(mas@1) 2012-05-02 02:12:15.635355 : GSIPC:SPBMSG: send bmsg 0x7f16e1c56490 blen 184 msg 0x7f16e1c564b0 mtype 33 attr|dest x30101 bsz|fsz x1ffff 2012-05-02 02:12:15.635377 : GSIPC:SNDQ: enq msg 0x7f16e1c56490, type 65521 seq 118669, inst 1, receiver 1, queued 1 *** 2012-05-02 02:12:15.635 kclccctx: cleanup copy 0x7f16e1d94798 2012-05-02 02:12:15.635479 : [kjmpmsgi:compl][type 36][msg 0x7f16e1598588][seq 177740.0][qtime 0][ptime 1257] 2012-05-02 02:12:15.635511 : GSIPC:BSEND: flushing sndq 0xb491dd28, id 1, dcx 0xbc516778, inst 1, rcvr 1 qlen 0 1 2012-05-02 02:12:15.635536 : GSIPC:BSEND: no batch1 msg 0x7f16e1c56490 type 65521 len 184 dest (1:1) 2012-05-02 02:12:15.635557 : kjbsentscn[0x0.1ae0f1][to 1] 2012-05-02 02:12:15.635578 : GSIPC:SENDM: send msg 0x7f16e1c56490 dest x10001 seq 118669 type 65521 tkts x10002 mlen xb800e8 WAIT #0: nam='gcs remote message' ela= 180 waittime=1 poll=0 event=0 obj#=0 tim=1335939135635819 2012-05-02 02:12:15.635853 : GSIPC:RCVD: ksxp msg 0x7f16e167e0b0 sndr 1 seq 0.177741 type 32 tkts 0 2012-05-02 02:12:15.635875 : GSIPC:RCVD: watq msg 0x7f16e167e0b0 sndr 1, seq 177741, type 32, tkts 0 2012-05-02 02:12:15.636012 : GSIPC:TKT: collect msg 0x7f16e167e0b0 from 1 for rcvr -1, tickets 0 2012-05-02 02:12:15.636040 : kjbrcvdscn[0x0.1ae0f1][from 1][idx 2012-05-02 02:12:15.636060 : kjbrcvdscn[no bscn <= rscn 0x0.1ae0f1][from 1] 2012-05-02 02:12:15.636082 : GSIPC:TKT: dest (1:1) rtkt not acked 1  unassigned bufs 0  tkts 0  newbufs 0 2012-05-02 02:12:15.636102 : GSIPC:TKT: remove ctx dest (1:1) 2012-05-02 02:12:15.636125 : [kjmxmpm][type 32][seq 0.177741][msg 0x7f16e167e0b0][from 1] 2012-05-02 02:12:15.636146 : kjbmpocr(0xb0.6)seq 0x1,reqid=0x23a,(client 0x9fff7b58,0x1)(from 1)(lseq xdf0) 2????LMS????????? ??gcs remote message GSIPC ????SCN=[0x0.1ae0f0] block=1/89233???,??BAST kjbmpbast(0x15c91.1),?? block=1/89233??????? ??fairness??(?11.2.0.3???_fairness_threshold=2),?current block?KCL: F156: fairness downconvert,?Xcurrent DownConvert? Scurrent: Instance 2: SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 2 0 3 1756658 ??Instance 2 LMS ?cr block??? kjbmslset(0x15c91.1)) ????SEND QUEUE GSIPC:SNDQ: enq msg 0x7f16e1c56490? ???????Instance 1???? block: (1/89233)??? ??????: Instance 2: SQL> select CURRENT_RESULTS,LIGHT_WORKS from v$cr_block_server; CURRENT_RESULTS LIGHT_WORKS --------------- ----------- 29273 437 Instance 1 session A: SQL> SQL> select * from test; ID ---------- 2 2 SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 3 1761942 3 1761932 1 0 3 1761520 Instance 2: SQL> select CURRENT_RESULTS,LIGHT_WORKS from v$cr_block_server; CURRENT_RESULTS LIGHT_WORKS --------------- ----------- 29274 437 select * from test END OF STMT PARSE #140336529675592:c=0,e=337,p=0,cr=0,cu=0,mis=0,r=0,dep=0,og=1,plh=1357081020,tim=1335939668940051 EXEC #140336529675592:c=0,e=96,p=0,cr=0,cu=0,mis=0,r=0,dep=0,og=1,plh=1357081020,tim=1335939668940204 WAIT #140336529675592: nam='SQL*Net message to client' ela= 5 driver id=1650815232 #bytes=1 p3=0 obj#=0 tim=1335939668940348 *** 2012-05-02 02:21:08.940 kclscrs: req=0 block=1/89233 2012-05-02 02:21:08.940676 : kjbcro[0x15c91.1 76896.0][5] *** 2012-05-02 02:21:08.940 kclscrs: req=0 typ=nowait-abort *** 2012-05-02 02:21:08.940 kclscrs: bid=1:3:1:0:f:21:0:0:10:0:0:0:1:2:4:1:20:0:0:0:c3:49:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:4:3:2:1:2:0:1f:0:4d:26:a3:52:0:0:0:0:c7:c:ca:62:c3:49:0:0:0:0:1:0:17:8e:47:76:1:2:dc:5:a9:fe:17:75:0:0:0:0:0:0:0:0:0:0:0:0:99:ed:0:0:0:0:0:0:10:0:0:0 2012-05-02 02:21:08.940799 : kjbcro[0x15c91.1 76896.0][5] 2012-05-02 02:21:08.940833 : GSIPC:GMBQ: buff 0xba0ee018, queue 0xbb79a7b8, pool 0x60013fa0, freeq 0, nxt 0xbb79a7b8, prv 0xbb79a7b8 2012-05-02 02:21:08.940859 : kjbsentscn[0x0.1ae28c][to 2] 2012-05-02 02:21:08.940870 : GSIPC:SENDM: send msg 0xba0ee088 dest x20001 seq 177810 type 36 tkts xff0000 mlen x1680198 2012-05-02 02:21:08.940976 : kjbmscr(0x15c91.1)reqid=0xa(req 0xa4ff30f8)(rinst 1)hldr 2(infosz 200)(lseq x2b8) 2012-05-02 02:21:08.941314 : GSIPC:KSXPCB: msg 0xba0ee088 status 30, type 36, dest 2, rcvr 1 *** 2012-05-02 02:21:08.941 kclwcrs: wait=0 tm=707 *** 2012-05-02 02:21:08.941 kclwcrs: got 1 blocks from ksxprcv 2012-05-02 02:21:08.941818 : kjbassume[0x15c91.1][sender 2][mymode x1][myrole x0][srole x0][flgs x0][spiscn 0x0.0][swscn 0x0.0] 2012-05-02 02:21:08.941852 : kjbrcvdscn[0x0.1ae28d][from 2][idx 2012-05-02 02:21:08.941871 : kjbrcvdscn[no bscn ??????????????SCN=[0x0.1ae28c]=1761932 Version?CR block, ????receive????Xcurrent Block??SCN=1ae28d=1761933,Instance 1???Xcurrent Block???build????????SCN=1761932?CR BLOCK, ????????Current block,?????????'gc current block 2-way'? ?????????????request current block,?????kjbcro;?????Instance 2?LMS???????Current Block: Instance 2 LMS trace: 2012-05-02 02:21:08.448743 : GSIPC:RCVD: ksxp msg 0x7f16e14a4398 sndr 1 seq 0.177810 type 36 tkts 0 2012-05-02 02:21:08.448778 : GSIPC:RCVD: watq msg 0x7f16e14a4398 sndr 1, seq 177810, type 36, tkts 0 2012-05-02 02:21:08.448798 : GSIPC:TKT: collect msg 0x7f16e14a4398 from 1 for rcvr -1, tickets 0 2012-05-02 02:21:08.448816 : kjbrcvdscn[0x0.1ae28c][from 1][idx 2012-05-02 02:21:08.448834 : kjbrcvdscn[no bscn <= rscn 0x0.1ae28c][from 1] 2012-05-02 02:21:08.448857 : GSIPC:TKT: dest (1:1) rtkt not acked 2  unassigned bufs 0  tkts 0  newbufs 0 2012-05-02 02:21:08.448875 : GSIPC:TKT: remove ctx dest (1:1) 2012-05-02 02:21:08.448970 : [kjmxmpm][type 36][seq 0.177810][msg 0x7f16e14a4398][from 1] 2012-05-02 02:21:08.448993 : kjbmpbast(0x15c91.1) reqid=0x6 (req 0xa4ff30f8)(reqinst 1)(reqid 10)(flags x0) *** 2012-05-02 02:21:08.449 kclcrrf: req=48054 block=1/89233 *** 2012-05-02 02:21:08.449 kcl_compress_block: compressed: 6 free space: 7680 2012-05-02 02:21:08.449085 : kjbsentscn[0x0.1ae28d][to 1] 2012-05-02 02:21:08.449142 : kjbdeliver[to 1][0xa4ff30f8][10][current 1] 2012-05-02 02:21:08.449164 : kjbmssch(reqlock 0xa4ff30f8,10)(to 1)(bsz 344) 2012-05-02 02:21:08.449183 : GSIPC:AMBUF: rcv buff 0x7f16e18bcec8, pool rcvbuf, rqlen 1102 *** 2012-05-02 02:21:08.449 kclccctx: cleanup copy 0x7f16e1d94838 *** 2012-05-02 02:21:08.449 kcltouched: touch seconds 3271 *** 2012-05-02 02:21:08.449 kclgrantlk: req=48054 2012-05-02 02:21:08.449347 : [kjmpmsgi:compl][type 36][msg 0x7f16e14a4398][seq 177810.0][qtime 0][ptime 1119] WAIT #0: nam='gcs remote message' ela= 568 waittime=1 poll=0 event=0 obj#=0 tim=1335939668449962 2012-05-02 02:21:08.450001 : GSIPC:RCVD: ksxp msg 0x7f16e1bb22a0 sndr 1 seq 0.177811 type 32 tkts 0 2012-05-02 02:21:08.450024 : GSIPC:RCVD: watq msg 0x7f16e1bb22a0 sndr 1, seq 177811, type 32, tkts 0 2012-05-02 02:21:08.450043 : GSIPC:TKT: collect msg 0x7f16e1bb22a0 from 1 for rcvr -1, tickets 0 2012-05-02 02:21:08.450060 : kjbrcvdscn[0x0.1ae28e][from 1][idx 2012-05-02 02:21:08.450078 : kjbrcvdscn[no bscn <= rscn 0x0.1ae28e][from 1] 2012-05-02 02:21:08.450097 : GSIPC:TKT: dest (1:1) rtkt not acked 3  unassigned bufs 0  tkts 0  newbufs 0 2012-05-02 02:21:08.450116 : GSIPC:TKT: remove ctx dest (1:1) 2012-05-02 02:21:08.450136 : [kjmxmpm][type 32][seq 0.177811][msg 0x7f16e1bb22a0][from 1] 2012-05-02 02:21:08.450155 : kjbmpocr(0xb0.6)seq 0x1,reqid=0x23e,(client 0x9fff7b58,0x1)(from 1)(lseq xdf4) ???Instance 2??LMS???,???build cr block,??????Instance 1?????Current Block??????Instance 2??v$cr_block_server??????LIGHT_WORKS?????current block transfer??????,??????? CR server? Light Work Rule(Light Work Rule?8i Cr Server?????????,?Remote LMS?? build CR????????,resource holder?LMS???????block,????CR build If creating the consistent read version block involves too much work (such as reading blocks from disk), then the holder sends the block to the requestor, and the requestor completes the CR fabrication. The holder maintains a fairness counter of CR requests. After the fairness threshold is reached, the holder downgrades it to lock mode.)? ??????? CR Request ????Current Block?? ???:??????class?block,CR server??????? ??undo block?? undo header block?CR quest, LMS????Current Block, ????? ???? ??????? block cleanout? CR  Version??????? ???????? data blocks, ??????? CR quest  & CR received?(???????Light Work Rule,LMS"??"), ??Current Block??DownConvert???S lock,??LMS???????ship??current version?block? ??????? , ?????? ,???????DownConvert?????”_fairness_threshold“???200,????Xcurrent Block?????Scurrent, ????LMS?????Current Version?Data Block: SQL> show parameter fair NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ _fairness_threshold integer 200 Instance 1: SQL> update test set id=id+1 where id=4; 1 row updated. Instance 2: SQL> update test set id=id+1 where id=2; 1 row updated. SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 1 0 3 1838166 ?Instance 1? ????,? ??instance 2? v$cr_block_server?? instance 1 SQL> select * from test; ID ---------- 10 3 instance 2: SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 1 0 3 1883707 8 0 SQL> select * from test; ID ---------- 10 3 SQL> select state,cr_scn_bas from x$bh where file#=1 and dbablk=89233 and state!=0; STATE CR_SCN_BAS ---------- ---------- 1 0 3 1883707 8 0 ................... SQL> / STATE CR_SCN_BAS ---------- ---------- 2 0 3 1883707 3 1883695 repeat cr request on Instance 1 SQL> / STATE CR_SCN_BAS ---------- ---------- 8 0 3 1883707 3 1883695 ??????_fairness_threshold????????,?????200 ????????CR serve??Downgrade?lock, ????data block? CR Request????Receive? Current Block?

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • ZFS for Database Log Files

    - by user12620111
    I've been troubled by drop outs in CPU usage in my application server, characterized by the CPUs suddenly going from close to 90% CPU busy to almost completely CPU idle for a few seconds. Here is an example of a drop out as shown by a snippet of vmstat data taken while the application server is under a heavy workload. # vmstat 1  kthr      memory            page            disk          faults      cpu  r b w   swap  free  re  mf pi po fr de sr s3 s4 s5 s6   in   sy   cs us sy id  1 0 0 130160176 116381952 0 16 0 0 0 0  0  0  0  0  0 207377 117715 203884 70 21 9  12 0 0 130160160 116381936 0 25 0 0 0 0 0  0  0  0  0 200413 117162 197250 70 20 9  11 0 0 130160176 116381920 0 16 0 0 0 0 0  0  1  0  0 203150 119365 200249 72 21 7  8 0 0 130160176 116377808 0 19 0 0 0 0  0  0  0  0  0 169826 96144 165194 56 17 27  0 0 0 130160176 116377800 0 16 0 0 0 0  0  0  0  0  1 10245 9376 9164 2  1 97  0 0 0 130160176 116377792 0 16 0 0 0 0  0  0  0  0  2 15742 12401 14784 4 1 95  0 0 0 130160176 116377776 2 16 0 0 0 0  0  0  1  0  0 19972 17703 19612 6 2 92  14 0 0 130160176 116377696 0 16 0 0 0 0 0  0  0  0  0 202794 116793 199807 71 21 8  9 0 0 130160160 116373584 0 30 0 0 0 0  0  0 18  0  0 203123 117857 198825 69 20 11 This behavior occurred consistently while the application server was processing synthetic transactions: HTTP requests from JMeter running on an external machine. I explored many theories trying to explain the drop outs, including: Unexpected JMeter behavior Network contention Java Garbage Collection Application Server thread pool problems Connection pool problems Database transaction processing Database I/O contention Graphing the CPU %idle led to a breakthrough: Several of the drop outs were 30 seconds apart. With that insight, I went digging through the data again and looking for other outliers that were 30 seconds apart. In the database server statistics, I found spikes in the iostat "asvc_t" (average response time of disk transactions, in milliseconds) for the disk drive that was being used for the database log files. Here is an example:                     extended device statistics     r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 2053.6    0.0 8234.3  0.0  0.2    0.0    0.1   0  24 c3t60080E5...F4F6d0s0     0.0 2162.2    0.0 8652.8  0.0  0.3    0.0    0.1   0  28 c3t60080E5...F4F6d0s0     0.0 1102.5    0.0 10012.8  0.0  4.5    0.0    4.1   0  69 c3t60080E5...F4F6d0s0     0.0   74.0    0.0 7920.6  0.0 10.0    0.0  135.1   0 100 c3t60080E5...F4F6d0s0     0.0  568.7    0.0 6674.0  0.0  6.4    0.0   11.2   0  90 c3t60080E5...F4F6d0s0     0.0 1358.0    0.0 5456.0  0.0  0.6    0.0    0.4   0  55 c3t60080E5...F4F6d0s0     0.0 1314.3    0.0 5285.2  0.0  0.7    0.0    0.5   0  70 c3t60080E5...F4F6d0s0 Here is a little more information about my database configuration: The database and application server were running on two different SPARC servers. Storage for the database was on a storage array connected via 8 gigabit Fibre Channel Data storage and log file were on different physical disk drives Reliable low latency I/O is provided by battery backed NVRAM Highly available: Two Fibre Channel links accessed via MPxIO Two Mirrored cache controllers The log file physical disks were mirrored in the storage device Database log files on a ZFS Filesystem with cutting-edge technologies, such as copy-on-write and end-to-end checksumming Why would I be getting service time spikes in my high-end storage? First, I wanted to verify that the database log disk service time spikes aligned with the application server CPU drop outs, and they did: At first, I guessed that the disk service time spikes might be related to flushing the write through cache on the storage device, but I was unable to validate that theory. After searching the WWW for a while, I decided to try using a separate log device: # zpool add ZFS-db-41 log c3t60080E500017D55C000015C150A9F8A7d0 The ZFS log device is configured in a similar manner as described above: two physical disks mirrored in the storage array. This change to the database storage configuration eliminated the application server CPU drop outs: Here is the zpool configuration: # zpool status ZFS-db-41   pool: ZFS-db-41  state: ONLINE  scan: none requested config:         NAME                                     STATE         ZFS-db-41                                ONLINE           c3t60080E5...F4F6d0  ONLINE         logs           c3t60080E5...F8A7d0  ONLINE Now, the I/O spikes look like this:                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1053.5    0.0 4234.1  0.0  0.8    0.0    0.7   0  75 c3t60080E5...F8A7d0s0                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1131.8    0.0 4555.3  0.0  0.8    0.0    0.7   0  76 c3t60080E5...F8A7d0s0                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1167.6    0.0 4682.2  0.0  0.7    0.0    0.6   0  74 c3t60080E5...F8A7d0s0     0.0  162.2    0.0 19153.9  0.0  0.7    0.0    4.2   0  12 c3t60080E5...F4F6d0s0                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1247.2    0.0 4992.6  0.0  0.7    0.0    0.6   0  71 c3t60080E5...F8A7d0s0     0.0   41.0    0.0   70.0  0.0  0.1    0.0    1.6   0   2 c3t60080E5...F4F6d0s0                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1241.3    0.0 4989.3  0.0  0.8    0.0    0.6   0  75 c3t60080E5...F8A7d0s0                     extended device statistics                  r/s    w/s   kr/s   kw/s wait actv wsvc_t asvc_t  %w  %b device     0.0 1193.2    0.0 4772.9  0.0  0.7    0.0    0.6   0  71 c3t60080E5...F8A7d0s0 We can see the steady flow of 4k writes to the ZIL device from O_SYNC database log file writes. The spikes are from flushing the transaction group. Like almost all problems that I run into, once I thoroughly understand the problem, I find that other people have documented similar experiences. Thanks to all of you who have documented alternative approaches. Saved for another day: now that the problem is obvious, I should try "zfs:zfs_immediate_write_sz" as recommended in the ZFS Evil Tuning Guide. References: The ZFS Intent Log Solaris ZFS, Synchronous Writes and the ZIL Explained ZFS Evil Tuning Guide: Cache Flushes ZFS Evil Tuning Guide: Tuning ZFS for Database Performance

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  • actionscript3: reflect-class applied on rotationY

    - by algro
    Hi, I'm using a class which applies a visual reflection-effect to defined movieclips. I use a reflection-class from here: link to source. It works like a charm except when I apply a rotation to the movieclip. In my case the reflection is still visible but only a part of it. What am I doing wrong? How could I pass/include the rotation to the Reflection-Class ? Thanks in advance! This is how you apply the Reflection Class to your movieclip: var ref_mc:MovieClip = new MoviClip(); addChild(ref_mc); var r1:Reflect = new Reflect({mc:ref_mc, alpha:50, ratio:50,distance:0, updateTime:0,reflectionDropoff:1}); Now I apply a rotation to my movieclip: ref_mc.rotationY = 30; And Here the Reflect-Class: package com.pixelfumes.reflect{ import flash.display.MovieClip; import flash.display.DisplayObject; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Matrix; import flash.display.GradientType; import flash.display.SpreadMethod; import flash.utils.setInterval; import flash.utils.clearInterval; public class Reflect extends MovieClip{ //Created By Ben Pritchard of Pixelfumes 2007 //Thanks to Mim, Jasper, Jason Merrill and all the others who //have contributed to the improvement of this class //static var for the version of this class private static var VERSION:String = "4.0"; //reference to the movie clip we are reflecting private var mc:MovieClip; //the BitmapData object that will hold a visual copy of the mc private var mcBMP:BitmapData; //the BitmapData object that will hold the reflected image private var reflectionBMP:Bitmap; //the clip that will act as out gradient mask private var gradientMask_mc:MovieClip; //how often the reflection should update (if it is video or animated) private var updateInt:Number; //the size the reflection is allowed to reflect within private var bounds:Object; //the distance the reflection is vertically from the mc private var distance:Number = 0; function Reflect(args:Object){ /*the args object passes in the following variables /we set the values of our internal vars to math the args*/ //the clip being reflected mc = args.mc; //the alpha level of the reflection clip var alpha:Number = args.alpha/100; //the ratio opaque color used in the gradient mask var ratio:Number = args.ratio; //update time interval var updateTime:Number = args.updateTime; //the distance at which the reflection visually drops off at var reflectionDropoff:Number = args.reflectionDropoff; //the distance the reflection starts from the bottom of the mc var distance:Number = args.distance; //store width and height of the clip var mcHeight = mc.height; var mcWidth = mc.width; //store the bounds of the reflection bounds = new Object(); bounds.width = mcWidth; bounds.height = mcHeight; //create the BitmapData that will hold a snapshot of the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); //create the BitmapData the will hold the reflection reflectionBMP = new Bitmap(mcBMP); //flip the reflection upside down reflectionBMP.scaleY = -1; //move the reflection to the bottom of the movie clip reflectionBMP.y = (bounds.height*2) + distance; //add the reflection to the movie clip's Display Stack var reflectionBMPRef:DisplayObject = mc.addChild(reflectionBMP); reflectionBMPRef.name = "reflectionBMP"; //add a blank movie clip to hold our gradient mask var gradientMaskRef:DisplayObject = mc.addChild(new MovieClip()); gradientMaskRef.name = "gradientMask_mc"; //get a reference to the movie clip - cast the DisplayObject that is returned as a MovieClip gradientMask_mc = mc.getChildByName("gradientMask_mc") as MovieClip; //set the values for the gradient fill var fillType:String = GradientType.LINEAR; var colors:Array = [0xFFFFFF, 0xFFFFFF]; var alphas:Array = [alpha, 0]; var ratios:Array = [0, ratio]; var spreadMethod:String = SpreadMethod.PAD; //create the Matrix and create the gradient box var matr:Matrix = new Matrix(); //set the height of the Matrix used for the gradient mask var matrixHeight:Number; if (reflectionDropoff<=0) { matrixHeight = bounds.height; } else { matrixHeight = bounds.height/reflectionDropoff; } matr.createGradientBox(bounds.width, matrixHeight, (90/180)*Math.PI, 0, 0); //create the gradient fill gradientMask_mc.graphics.beginGradientFill(fillType, colors, alphas, ratios, matr, spreadMethod); gradientMask_mc.graphics.drawRect(0,0,bounds.width,bounds.height); //position the mask over the reflection clip gradientMask_mc.y = mc.getChildByName("reflectionBMP").y - mc.getChildByName("reflectionBMP").height; //cache clip as a bitmap so that the gradient mask will function gradientMask_mc.cacheAsBitmap = true; mc.getChildByName("reflectionBMP").cacheAsBitmap = true; //set the mask for the reflection as the gradient mask mc.getChildByName("reflectionBMP").mask = gradientMask_mc; //if we are updating the reflection for a video or animation do so here if(updateTime > -1){ updateInt = setInterval(update, updateTime, mc); } } public function setBounds(w:Number,h:Number):void{ //allows the user to set the area that the reflection is allowed //this is useful for clips that move within themselves bounds.width = w; bounds.height = h; gradientMask_mc.width = bounds.width; redrawBMP(mc); } public function redrawBMP(mc:MovieClip):void { // redraws the bitmap reflection - Mim Gamiet [2006] mcBMP.dispose(); mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); } private function update(mc):void { //updates the reflection to visually match the movie clip mcBMP = new BitmapData(bounds.width, bounds.height, true, 0xFFFFFF); mcBMP.draw(mc); reflectionBMP.bitmapData = mcBMP; } public function destroy():void{ //provides a method to remove the reflection mc.removeChild(mc.getChildByName("reflectionBMP")); reflectionBMP = null; mcBMP.dispose(); clearInterval(updateInt); mc.removeChild(mc.getChildByName("gradientMask_mc")); } } }

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • Query on simple C++ threadpool implementation

    - by ticketman
    Stackoverflow has been a tremendous help to me and I'd to give something back to the community. I have been implementing a simple threadpool using the tinythread C++ portable thread library, using what I have learnt from Stackoverflow. I am new to thread programming, so not that comfortable with mutexes, etc. I have a question best asked after presenting the code (which runs quite well under Linux): // ThreadPool.h class ThreadPool { public: ThreadPool(); ~ThreadPool(); // Creates a pool of threads and gets them ready to be used void CreateThreads(int numOfThreads); // Assigns a job to a thread in the pool, but doesn't start the job // Each SubmitJob call will use up one thread of the pool. // This operation can only be undone by calling StartJobs and // then waiting for the jobs to complete. On completion, // new jobs may be submitted. void SubmitJob( void (*workFunc)(void *), void *workData ); // Begins execution of all the jobs in the pool. void StartJobs(); // Waits until all jobs have completed. // The wait will block the caller. // On completion, new jobs may be submitted. void WaitForJobsToComplete(); private: enum typeOfWorkEnum { e_work, e_quit }; class ThreadData { public: bool ready; // thread has been created and is ready for work bool haveWorkToDo; typeOfWorkEnum typeOfWork; // Pointer to the work function each thread has to call. void (*workFunc)(void *); // Pointer to work data void *workData; ThreadData() : ready(false), haveWorkToDo(false) { }; }; struct ThreadArgStruct { ThreadPool *threadPoolInstance; int threadId; }; // Data for each thread ThreadData *m_ThreadData; ThreadPool(ThreadPool const&); // copy ctor hidden ThreadPool& operator=(ThreadPool const&); // assign op. hidden // Static function that provides the function pointer that a thread can call // By including the ThreadPool instance in the void * parameter, // we can use it to access other data and methods in the ThreadPool instance. static void ThreadFuncWrapper(void *arg) { ThreadArgStruct *threadArg = static_cast<ThreadArgStruct *>(arg); threadArg->threadPoolInstance->ThreadFunc(threadArg->threadId); } // The function each thread calls void ThreadFunc( int threadId ); // Called by the thread pool destructor void DestroyThreadPool(); // Total number of threads available // (fixed on creation of thread pool) int m_numOfThreads; int m_NumOfThreadsDoingWork; int m_NumOfThreadsGivenJobs; // List of threads std::vector<tthread::thread *> m_ThreadList; // Condition variable to signal each thread has been created and executing tthread::mutex m_ThreadReady_mutex; tthread::condition_variable m_ThreadReady_condvar; // Condition variable to signal each thread to start work tthread::mutex m_WorkToDo_mutex; tthread::condition_variable m_WorkToDo_condvar; // Condition variable to signal the main thread that // all threads in the pool have completed their work tthread::mutex m_WorkCompleted_mutex; tthread::condition_variable m_WorkCompleted_condvar; }; cpp file: // // ThreadPool.cpp // #include "ThreadPool.h" // This is the thread function for each thread. // All threads remain in this function until // they are asked to quit, which only happens // when terminating the thread pool. void ThreadPool::ThreadFunc( int threadId ) { ThreadData *myThreadData = &m_ThreadData[threadId]; std::cout << "Hello world: Thread " << threadId << std::endl; // Signal that this thread is ready m_ThreadReady_mutex.lock(); myThreadData->ready = true; m_ThreadReady_condvar.notify_one(); // notify the main thread m_ThreadReady_mutex.unlock(); while(true) { //tthread::lock_guard<tthread::mutex> guard(m); m_WorkToDo_mutex.lock(); while(!myThreadData->haveWorkToDo) // check for work to do m_WorkToDo_condvar.wait(m_WorkToDo_mutex); // if no work, wait here myThreadData->haveWorkToDo = false; // need to do this before unlocking the mutex m_WorkToDo_mutex.unlock(); // Do the work switch(myThreadData->typeOfWork) { case e_work: std::cout << "Thread " << threadId << ": Woken with work to do\n"; // Do work myThreadData->workFunc(myThreadData->workData); std::cout << "#Thread " << threadId << ": Work is completed\n"; break; case e_quit: std::cout << "Thread " << threadId << ": Asked to quit\n"; return; // ends the thread } // Now to signal the main thread that my work is completed m_WorkCompleted_mutex.lock(); m_NumOfThreadsDoingWork--; // Unsure if this 'if' would make the program more efficient // if(NumOfThreadsDoingWork == 0) m_WorkCompleted_condvar.notify_one(); // notify the main thread m_WorkCompleted_mutex.unlock(); } } ThreadPool::ThreadPool() { m_numOfThreads = 0; m_NumOfThreadsDoingWork = 0; m_NumOfThreadsGivenJobs = 0; } ThreadPool::~ThreadPool() { if(m_numOfThreads) { DestroyThreadPool(); delete [] m_ThreadData; } } void ThreadPool::CreateThreads(int numOfThreads) { // Check a thread pool has already been created if(m_numOfThreads > 0) return; m_NumOfThreadsGivenJobs = 0; m_NumOfThreadsDoingWork = 0; m_numOfThreads = numOfThreads; m_ThreadData = new ThreadData[m_numOfThreads]; ThreadArgStruct threadArg; for(int i=0; i<m_numOfThreads; ++i) { threadArg.threadId = i; threadArg.threadPoolInstance = this; // Creates the thread and save in a list so we can destroy it later m_ThreadList.push_back( new tthread::thread( ThreadFuncWrapper, (void *)&threadArg ) ); // It takes a little time for a thread to get established. // Best wait until it gets established before creating the next thread. m_ThreadReady_mutex.lock(); while(!m_ThreadData[i].ready) // Check if thread is ready m_ThreadReady_condvar.wait(m_ThreadReady_mutex); // If not, wait here m_ThreadReady_mutex.unlock(); } } // Adds a job to the batch, but doesn't start the job void ThreadPool::SubmitJob(void (*workFunc)(void *), void *workData) { // Check that the thread pool has been created if(!m_numOfThreads) return; if(m_NumOfThreadsGivenJobs >= m_numOfThreads) return; m_ThreadData[m_NumOfThreadsGivenJobs].workFunc = workFunc; m_ThreadData[m_NumOfThreadsGivenJobs].workData = workData; std::cout << "Submitted job " << m_NumOfThreadsGivenJobs << std::endl; m_NumOfThreadsGivenJobs++; } void ThreadPool::StartJobs() { // Check that the thread pool has been created // and some jobs have been assigned if(!m_numOfThreads || !m_NumOfThreadsGivenJobs) return; // Set 'haveworkToDo' flag for all threads m_WorkToDo_mutex.lock(); for(int i=0; i<m_NumOfThreadsGivenJobs; ++i) m_ThreadData[i].haveWorkToDo = true; m_NumOfThreadsDoingWork = m_NumOfThreadsGivenJobs; // Reset this counter so we can resubmit jobs later m_NumOfThreadsGivenJobs = 0; // Notify all threads they have work to do m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); } void ThreadPool::WaitForJobsToComplete() { // Check that a thread pool has been created if(!m_numOfThreads) return; m_WorkCompleted_mutex.lock(); while(m_NumOfThreadsDoingWork > 0) // Check if all threads have completed their work m_WorkCompleted_condvar.wait(m_WorkCompleted_mutex); // If not, wait here m_WorkCompleted_mutex.unlock(); } void ThreadPool::DestroyThreadPool() { std::cout << "Ask threads to quit\n"; m_WorkToDo_mutex.lock(); for(int i=0; i<m_numOfThreads; ++i) { m_ThreadData[i].haveWorkToDo = true; m_ThreadData[i].typeOfWork = e_quit; } m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); // As each thread terminates, catch them here for(int i=0; i<m_numOfThreads; ++i) { tthread::thread *t = m_ThreadList[i]; // Wait for thread to complete t->join(); } m_numOfThreads = 0; } Example of usage: (this calculates pi-squared/6) struct CalculationDataStruct { int inputVal; double outputVal; }; void LongCalculation( void *theSums ) { CalculationDataStruct *sums = (CalculationDataStruct *)theSums; int terms = sums->inputVal; double sum; for(int i=1; i<terms; i++) sum += 1.0/( double(i)*double(i) ); sums->outputVal = sum; } int main(int argc, char** argv) { int numThreads = 10; // Create pool ThreadPool threadPool; threadPool.CreateThreads(numThreads); // Create thread workspace CalculationDataStruct sums[numThreads]; // Set up jobs for(int i=0; i<numThreads; i++) { sums[i].inputVal = 3000*(i+1); threadPool.SubmitJob(LongCalculation, &sums[i]); } // Run the jobs threadPool.StartJobs(); threadPool.WaitForJobsToComplete(); // Print results for(int i=0; i<numThreads; i++) std::cout << "Sum of " << sums[i].inputVal << " terms is " << sums[i].outputVal << std::endl; return 0; } Question: In the ThreadPool::ThreadFunc method, would better performance be obtained if the following if statement if(NumOfThreadsDoingWork == 0) was included? Also, I'd be grateful of criticisms and ways to improve the code. At the same time, I hope the code is of use to others.

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  • Image re sizing not working after rotation in Html5 canvas

    - by Deepu the Don
    In my HTML 5 + Javascript application, we can drag, re size and rotate image in Html 5 canvas. But after doing rotation, re sizing is not working. (I think it i related to finding dx,dy,not sure). Please help me to fix the code given below. Thanks in advance. <!doctype html> <html> <head> <style> #canvas{ border:red dashed #ccc; } </style> <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script> <script> $(function(){ var canvas=document.getElementById("canvas"),ctx=canvas.getContext("2d"),canvasOffset=$("#canvas").offset(); var offsetX=canvasOffset.left,offsetY=canvasOffset.top,startX,startY,isDown=false,pi2=Math.PI*2; var resizerRadius=8,rr=resizerRadius*resizerRadius,draggingResizer={x:0,y:0},imageX=50,imageY=50; var imageWidth,imageHeight,imageRight,imageBottom,draggingImage=false,startX,startY,doRotation=false; var r=0,rotImg = new Image(); rotImg.src="rotation.jpg"; var img=new Image(); img.onload=function(){ imageWidth=img.width; imageHeight=img.height; imageRight=imageX+imageWidth; imageBottom=imageY+imageHeight; w=img.width/2; h=img.height/2; draw(true,false); } img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/facesSmall.png"; function draw(withAnchors,withBorders){ ctx.fillStyle="black"; ctx.clearRect(0,0,canvas.width,canvas.height); ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.drawImage(img,0,0,img.width,img.height,imageX,imageY,imageWidth,imageHeight); ctx.restore(); if(withAnchors){ drawDragAnchor(imageX,imageY); drawDragAnchor(imageRight,imageY); drawDragAnchor(imageRight,imageBottom); drawDragAnchor(imageX,imageBottom); } if(withBorders){ ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.moveTo(imageX,imageY); ctx.lineTo(imageRight,imageY); ctx.lineTo(imageRight,imageBottom); ctx.lineTo(imageX,imageBottom); ctx.closePath(); ctx.stroke(); ctx.restore(); } ctx.fillStyle="blue"; ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.moveTo(imageRight+15,imageY-10); ctx.lineTo(imageRight+45,imageY-10); ctx.lineTo(imageRight+45,imageY+20); ctx.lineTo(imageRight+15,imageY+20); ctx.fill(); ctx.closePath(); ctx.restore(); } function drawDragAnchor(x,y){ ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.arc(x,y,resizerRadius,0,pi2,false); ctx.closePath(); ctx.fill(); ctx.restore(); } function anchorHitTest(x,y){ var dx,dy; dx=x-imageX; dy=y-imageY; if(dx*dx+dy*dy<=rr){ return(0); } // top-right dx=x-imageRight; dy=y-imageY; if(dx*dx+dy*dy<=rr){ return(1); } // bottom-right dx=x-imageRight; dy=y-imageBottom; if(dx*dx+dy*dy<=rr){ return(2); } // bottom-left dx=x-imageX; dy=y-imageBottom; if(dx*dx+dy*dy<=rr){ return(3); } return(-1); } function hitImage(x,y){ return(x>imageX && x<imageX+imageWidth && y>imageY && y<imageY+imageHeight); } function handleMouseDown(e){ startX=parseInt(e.clientX-offsetX); startY=parseInt(e.clientY-offsetY); draggingResizer= anchorHitTest(startX,startY); draggingImage= draggingResizer<0 && hitImage(startX,startY); doRotation = draggingResizer<0 && !draggingImage && ctx.isPointInPath(startX,startY); } function handleMouseUp(e){ draggingResizer=-1; draggingImage=false; doRotation=false; draw(true,false); } function handleMouseOut(e){ handleMouseUp(e); } function handleMouseMove(e){ mouseX=parseInt(e.clientX-offsetX); mouseY=parseInt(e.clientY-offsetY); if(draggingResizer>-1){ switch(draggingResizer){ case 0: //top-left imageX=mouseX; imageWidth=imageRight-mouseX; imageY=mouseY; imageHeight=imageBottom-mouseY; break; case 1: //top-right imageY=mouseY; imageWidth=mouseX-imageX; imageHeight=imageBottom-mouseY; break; case 2: //bottom-right imageWidth=mouseX-imageX; imageHeight=mouseY-imageY; break; case 3: //bottom-left imageX=mouseX; imageWidth=imageRight-mouseX; imageHeight=mouseY-imageY; break; } if(imageWidth<25) imageWidth=25; if(imageHeight<25) imageHeight=25; imageRight=imageX+imageWidth; imageBottom=imageY+imageHeight; draw(true,true); }else if(draggingImage){ imageClick=false; var dx=mouseX-startX; var dy=mouseY-startY; imageX+=dx; imageY+=dy; imageRight+=dx; imageBottom+=dy; startX=mouseX; startY=mouseY; draw(false,true); }else if(doRotation){ var dx=mouseX-imageX; var dy=mouseY-imageY; r=Math.atan2(dy,dx); draw(false,true); } } $("#canvas").mousedown(function(e){handleMouseDown(e);}); $("#canvas").mousemove(function(e){handleMouseMove(e);}); $("#canvas").mouseup(function(e){handleMouseUp(e);}); $("#canvas").mouseout(function(e){handleMouseOut(e);}); }); </script> </head> <body> <canvas id="canvas" width=800 height=500></canvas> </body> </html>

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  • How to use onSensorChanged sensor data in combination with OpenGL

    - by Sponge
    I have written a TestSuite to find out how to calculate the rotation angles from the data you get in SensorEventListener.onSensorChanged(). I really hope you can complete my solution to help people who will have the same problems like me. Here is the code, i think you will understand it after reading it. Feel free to change it, the main idea was to implement several methods to send the orientation angles to the opengl view or any other target which would need it. method 1 to 4 are working, they are directly sending the rotationMatrix to the OpenGl view. all other methods are not working or buggy and i hope someone knows to get them working. i think the best method would be method 5 if it would work, because it would be the easiest to understand but i'm not sure how efficient it is. the complete code isn't optimized so i recommend to not use it as it is in your project. here it is: import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import static javax.microedition.khronos.opengles.GL10.*; import android.app.Activity; import android.content.Context; import android.content.pm.ActivityInfo; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.util.Log; import android.view.WindowManager; /** * This class provides a basic demonstration of how to use the * {@link android.hardware.SensorManager SensorManager} API to draw a 3D * compass. */ public class SensorToOpenGlTests extends Activity implements Renderer, SensorEventListener { private static final boolean TRY_TRANSPOSED_VERSION = false; /* * MODUS overview: * * 1 - unbufferd data directly transfaired from the rotation matrix to the * modelview matrix * * 2 - buffered version of 1 where both acceleration and magnetometer are * buffered * * 3 - buffered version of 1 where only magnetometer is buffered * * 4 - buffered version of 1 where only acceleration is buffered * * 5 - uses the orientation sensor and sets the angles how to rotate the * camera with glrotate() * * 6 - uses the rotation matrix to calculate the angles * * 7 to 12 - every possibility how the rotationMatrix could be constructed * in SensorManager.getRotationMatrix (see * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all * possibilities) */ private static int MODUS = 2; private GLSurfaceView openglView; private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private FloatBuffer colorBuffer; private SensorManager mSensorManager; private float[] rotationMatrix = new float[16]; private float[] accelGData = new float[3]; private float[] bufferedAccelGData = new float[3]; private float[] magnetData = new float[3]; private float[] bufferedMagnetData = new float[3]; private float[] orientationData = new float[3]; // private float[] mI = new float[16]; private float[] resultingAngles = new float[3]; private int mCount; final static float rad2deg = (float) (180.0f / Math.PI); private boolean mirrorOnBlueAxis = false; private boolean landscape; public SensorToOpenGlTests() { } /** Called with the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); openglView = new GLSurfaceView(this); openglView.setRenderer(this); setContentView(openglView); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); openglView.onResume(); if (((WindowManager) getSystemService(WINDOW_SERVICE)) .getDefaultDisplay().getOrientation() == 1) { landscape = true; } else { landscape = false; } mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_GAME); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); openglView.onPause(); mSensorManager.unregisterListener(this); } public int[] getConfigSpec() { // We want a depth buffer, don't care about the // details of the color buffer. int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; return configSpec; } public void onDrawFrame(GL10 gl) { // clear screen and color buffer: gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // set target matrix to modelview matrix: gl.glMatrixMode(GL10.GL_MODELVIEW); // init modelview matrix: gl.glLoadIdentity(); // move camera away a little bit: if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) { if (landscape) { // in landscape mode first remap the rotationMatrix before using // it with glMultMatrixf: float[] result = new float[16]; SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result); gl.glMultMatrixf(result, 0); } else { gl.glMultMatrixf(rotationMatrix, 0); } } else { //in all other modes do the rotation by hand: gl.glRotatef(resultingAngles[1], 1, 0, 0); gl.glRotatef(resultingAngles[2], 0, 1, 0); gl.glRotatef(resultingAngles[0], 0, 0, 1); if (mirrorOnBlueAxis) { //this is needed for mode 6 to work gl.glScalef(1, 1, -1); } } //move the axis to simulate augmented behaviour: gl.glTranslatef(0, 2, 0); // draw the 3 axis on the screen: gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer); gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float r = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-r, r, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glClearColor(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // load the 3 axis and there colors: float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 }; float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 }; byte indices[] = { 0, 1, 0, 2, 0, 3 }; ByteBuffer vbb; vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); vbb = ByteBuffer.allocateDirect(colors.length * 4); vbb.order(ByteOrder.nativeOrder()); colorBuffer = vbb.asFloatBuffer(); colorBuffer.put(colors); colorBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { // load the new values: loadNewSensorData(event); if (MODUS == 1) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); } if (MODUS == 2) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData); } if (MODUS == 3) { rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, bufferedMagnetData); } if (MODUS == 4) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, magnetData); } if (MODUS == 5) { // this mode uses the sensor data recieved from the orientation // sensor resultingAngles = orientationData.clone(); if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) { resultingAngles[1] = orientationData[0]; resultingAngles[2] = orientationData[1]; resultingAngles[0] = orientationData[2]; } } if (MODUS == 6) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); final float[] anglesInRadians = new float[3]; SensorManager.getOrientation(rotationMatrix, anglesInRadians); if ((-90 < anglesInRadians[2] * rad2deg) && (anglesInRadians[2] * rad2deg < 90)) { // device camera is looking on the floor // this hemisphere is working fine mirrorOnBlueAxis = false; resultingAngles[0] = anglesInRadians[0] * rad2deg; resultingAngles[1] = anglesInRadians[1] * rad2deg; resultingAngles[2] = anglesInRadians[2] * -rad2deg; } else { mirrorOnBlueAxis = true; // device camera is looking in the sky // this hemisphere is mirrored at the blue axis resultingAngles[0] = (anglesInRadians[0] * rad2deg); resultingAngles[1] = (anglesInRadians[1] * rad2deg); resultingAngles[2] = (anglesInRadians[2] * rad2deg); } } if (MODUS == 7) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x y z * order Rx*Ry*Rz */ resultingAngles[2] = (float) (Math.asin(rotationMatrix[2])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB)) * rad2deg; } if (MODUS == 8) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z y x */ resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB)) * rad2deg; } if (MODUS == 9) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z x y * * note z axis looks good at this one */ resultingAngles[1] = (float) (Math.asin(rotationMatrix[9])); final float minusCosA = -(float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[8] / minusCosA)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[1] / minusCosA)) * rad2deg; } if (MODUS == 10) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y x z */ resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6])); final float cosA = (float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA)) * rad2deg; resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA)) * rad2deg; } if (MODUS == 11) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y z x */ resultingAngles[0] = (float) (Math.asin(rotationMatrix[4])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } if (MODUS == 12) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x z y */ resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } logOutput(); } /** * transposes the matrix because it was transposted (inverted, but here its * the same, because its a rotation matrix) to be used for opengl * * @param source * @return */ private float[] transpose(float[] source) { final float[] result = source.clone(); if (TRY_TRANSPOSED_VERSION) { result[1] = source[4]; result[2] = source[8]; result[4] = source[1]; result[6] = source[9]; result[8] = source[2]; result[9] = source[6]; } // the other values in the matrix are not relevant for rotations return result; } private void rootMeanSquareBuffer(float[] target, float[] values) { final float amplification = 200.0f; float buffer = 20.0f; target[0] += amplification; target[1] += amplification; target[2] += amplification; values[0] += amplification; values[1] += amplification; values[2] += amplification; target[0] = (float) (Math .sqrt((target[0] * target[0] * buffer + values[0] * values[0]) / (1 + buffer))); target[1] = (float) (Math .sqrt((target[1] * target[1] * buffer + values[1] * values[1]) / (1 + buffer))); target[2] = (float) (Math .sqrt((target[2] * target[2] * buffer + values[2] * values[2]) / (1 + buffer))); target[0] -= amplification; target[1] -= amplification; target[2] -= amplification; values[0] -= amplification; values[1] -= amplification; values[2] -= amplification; } private void loadNewSensorData(SensorEvent event) { final int type = event.sensor.getType(); if (type == Sensor.TYPE_ACCELEROMETER) { accelGData = event.values.clone(); } if (type == Sensor.TYPE_MAGNETIC_FIELD) { magnetData = event.values.clone(); } if (type == Sensor.TYPE_ORIENTATION) { orientationData = event.values.clone(); } } private void logOutput() { if (mCount++ > 30) { mCount = 0; Log.d("Compass", "yaw0: " + (int) (resultingAngles[0]) + " pitch1: " + (int) (resultingAngles[1]) + " roll2: " + (int) (resultingAngles[2])); } } }

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  • hall.dll errors

    - by Robert Elliott
    I am getting frequent BSoDs, mostly with hall.dll errors. I have Dell Inspiron laptop running Windows 7 SP1. The following file, werfault, is shown below. Can anyone help me work out what is wrong? Version=1 EventType=BlueScreen EventTime=129987824768810026 ReportType=4 Consent=1 ReportIdentifier=1c3e1c58-3b30-11e2-9074-002219f61870 IntegratorReportIdentifier=113012-32557-01 Response.type=4 DynamicSig[1].Name=OS Version DynamicSig[1].Value=6.1.7601.2.1.0.768.3 DynamicSig[2].Name=Locale ID DynamicSig[2].Value=2057 UI[2]=C:\Windows\system32\wer.dll UI[3]=Windows has recovered from an unexpected shutdown UI[4]=Windows can check online for a solution to the problem. UI[5]=&Check for solution UI[6]=&Check later UI[7]=Cancel UI[8]=Windows has recovered from an unexpected shutdown UI[9]=A problem caused Windows to stop working correctly. Windows will notify you if a solution is available. UI[10]=Close Sec[0].Key=BCCode Sec[0].Value=a Sec[1].Key=BCP1 Sec[1].Value=0000000000000000 Sec[2].Key=BCP2 Sec[2].Value=0000000000000002 Sec[3].Key=BCP3 Sec[3].Value=0000000000000000 Sec[4].Key=BCP4 Sec[4].Value=FFFFF80002C0E477 Sec[5].Key=OS Version Sec[5].Value=6_1_7601 Sec[6].Key=Service Pack Sec[6].Value=1_0 Sec[7].Key=Product Sec[7].Value=768_1 File[0].CabName=113012-32557-01.dmp File[0].Path=113012-32557-01.dmp File[0].Flags=589826 File[0].Type=2 File[0].Original.Path=C:\Windows\Minidump\113012-32557-01.dmp File[1].CabName=sysdata.xml File[1].Path=WER-75941-0.sysdata.xml File[1].Flags=589826 File[1].Type=5 File[1].Original.Path=C:\Users\Robert\AppData\Local\Temp\WER-75941-0.sysdata.xml File[2].CabName=Report.cab File[2].Path=Report.cab File[2].Flags=196608 File[2].Type=7 File[2].Original.Path=Report.cab FriendlyEventName=Shut down unexpectedly ConsentKey=BlueScreen AppName=Windows AppPath=C:\Windows\System32\WerFault.exe *********From the minidump file**** RAX = fffff88002f22150 RBX = fffffa80074141f0 RCX = 000000000000000a RDX = 0000000000000000 RSI = fffffa8007278180 RDI = 0000000000000001 R9 = 0000000000000000 R10 = fffff80002c0e477 R11 = 0000000000000000 R12 = fffffa800523e7a0 R13 = 0000000000001000 R14 = 0000000000000028 R15 = fffffa80074141f0 RBP = fffff88002f22210 RIP = fffff80002cd3fc0 RSP = fffff88002f22048 SS = 0000 GS = 002b FS = 0053 ES = 002b DS = 002b CS = 0010 Flags = 00200286 fffff800`02e99ac0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99ad0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99ae0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99af0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b30 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................ fffff800`02e99b40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e99b50 00 00 00 00 00 00 00 00 00 00 00 00 ............ fffff800`02e81928 00 00 00 00 .... fffff800`02e81924 00 00 00 00 .... fffff800`02e0a880 37 36 30 31 2E 31 37 39 34 34 2E 61 6D 64 36 34 7601.17944.amd64 fffff800`02e0a890 66 72 65 2E 77 69 6E 37 73 70 31 5F 67 64 72 2E fre.win7sp1_gdr. fffff800`02e0a8a0 31 32 30 38 33 30 2D 30 33 33 33 00 00 00 00 00 120830-0333..... fffff800`02e0a8b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a8f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a900 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a910 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a920 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a930 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a940 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a950 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ fffff800`02e0a960 35 36 65 38 62 61 31 33 2D 37 30 32 39 2D 34 37 56e8ba13-7029-47 fffff800`02e0a970 32 38 2D 61 35 30 36 2D 32 64 64 62 34 61 30 63 28-a506-2ddb4a0c fffff800`02c0e000 C5 0F 85 79 02 00 00 8B 9C 24 90 00 00 00 E9 A5 ...y.....$...... fffff800`02c0e010 00 00 00 44 2B C3 45 33 C9 E8 5E 14 00 00 49 3B ...D+.E3..^...I; fffff800`02c0e020 C5 74 2B 44 8B 8C 24 90 00 00 00 48 8B C8 41 8D .t+D..$....H..A. fffff800`02c0e030 51 FF 41 3B D5 76 0D 44 8B C2 49 83 E8 01 48 8B Q.A;.v.D..I...H. fffff800`02c0e040 49 08 75 F6 48 89 79 08 41 03 D9 48 8B F8 3B DD I.u.H.y.A..H..;. fffff800`02c0e050 75 08 48 8B C7 E9 26 02 00 00 48 8B 96 98 00 00 u.H...&...H..... fffff800`02c0e060 00 48 8D 84 24 90 00 00 00 44 8B C5 48 89 44 24 .H..$....D..H.D$ fffff800`02c0e070 28 44 2B C3 45 33 C9 48 8B CE 44 88 6C 24 20 E8 (D+.E3.H..D.l$ . fffff800`02c0e080 CC 14 00 00 49 3B C5 74 2B 44 8B 8C 24 90 00 00 ....I;.t+D..$... fffff800`02c0e090 00 48 8B C8 41 8D 51 FF 41 3B D5 76 0D 44 8B C2 .H..A.Q.A;.v.D.. fffff800`02c0e0a0 49 83 E8 01 48 8B 49 08 75 F6 48 89 79 08 41 03 I...H.I.u.H.y.A. fffff800`02c0e0b0 D9 48 8B F8 3B DD 74 9A 44 38 AE 28 01 00 00 0F .H..;.t.D8.(.... fffff800`02c0e0c0 85 DF 00 00 00 48 8D 44 24 30 4C 8D 8C 24 A0 00 .....H.D$0L..$.. fffff800`02c0e0d0 00 00 4C 8D 84 24 A8 00 00 00 8B D5 48 8B CE 48 ..L..$......H..H fffff800`02c0e0e0 89 44 24 20 E8 F7 1F 00 00 8B F8 89 84 24 90 00 .D$ .........$.. fffff800`02c0e0f0 00 00 41 3B C5 0F 84 83 01 00 00 4C 8B A4 24 A8 ..A;.......L..$. fffff800`02c0e100 00 00 00 44 8B 84 24 A0 00 00 00 48 8B 8E 98 00 ...D..$....H.... fffff800`02c0e110 00 00 49 8B D4 44 8B C8 E8 DB 1B 00 00 49 3B C5 ..I..D.......I;. fffff800`02c0e120 74 35 48 8B 96 98 00 00 00 48 8D 84 24 90 00 00 t5H......H..$... fffff800`02c0e130 00 41 B1 01 48 89 44 24 28 44 8B C5 48 8B CE 44 .A..H.D$(D..H..D fffff800`02c0e140 88 6C 24 20 E8 43 12 00 00 49 3B C5 0F 84 2C 01 .l$ .C...I;...,. fffff800`02c0e150 00 00 E9 29 01 00 00 48 8B 5C 24 30 49 3B DD 74 ...)...H.\$0I;.t fffff800`02c0e160 2A 4D 3B E5 74 0C 48 8B D3 49 8B CC FF 15 AE CE *M;.t.H..I...... fffff800`02c0e170 01 00 48 8B CB FF 15 95 CF 01 00 33 D2 48 8B CB ..H........3.H.. fffff800`02c0e180 FF 15 AA CE 01 00 E9 F3 00 00 00 C1 E7 0C 41 B8 ..............A. fffff800`02c0e190 01 00 00 00 49 8B CC 8B D7 FF 15 99 CE 01 00 E9 ....I........... fffff800`02c0e1a0 DA 00 00 00 2B EB 33 C9 41 B8 48 61 6C 20 8B D5 ....+.3.A.Hal .. fffff800`02c0e1b0 44 8B FD 48 C1 E2 03 FF 15 33 D4 01 00 4C 8B F0 D..H.....3...L.. fffff800`02c0e1c0 49 3B C5 0F 84 8F 00 00 00 45 8B E5 41 3B ED 76 I;.......E..A;.v fffff800`02c0e1d0 3F 4C 8B E8 BA 00 10 00 00 B9 04 00 00 00 41 B8 ?L............A. fffff800`02c0e1e0 48 61 6C 20 FF 15 06 D4 01 00 49 89 45 00 48 85 Hal ......I.E.H. fffff800`02c0e1f0 C0 74 39 48 8B C8 FF 15 BC CE 01 00 48 C1 E8 20 .t9H........H.. fffff800`02c0e200 85 C0 75 28 41 FF C4 49 83 C5 08 44 3B E5 72 C4 ..u(A..I...D;.r. fffff800`02c0e210 48 8B 8E 98 00 00 00 44 8B C5 BA 01 00 00 00 E8 H......D........ fffff800`02c0e220 58 19 00 00 4C 8B E8 48 85 C0 75 6C 45 33 ED 45 X...L..H..ulE3.E fffff800`02c0e230 3B E5 76 19 49 8B EE 48 8B 4D 00 33 D2 FF 15 ED ;.v.I..H.M.3.... fffff800`02c0e240 CD 01 00 48 83 C5 08 49 83 EC 01 75 EA 33 D2 49 ...H...I...u.3.I fffff800`02c0e250 8B CE FF 15 D8 CD 01 00 41 3B DD 76 21 8B EB 48 ........A;.v!..H fffff800`02c0e260 8B 96 98 00 00 00 48 8B 5F 08 4C 8B C7 48 8B CE ......H._.L..H.. fffff800`02c0e270 E8 2B 15 00 00 48 83 ED 01 48 8B FB 75 E1 33 C0 .+...H...H..u.3. fffff800`02c0e280 48 8B 9C 24 98 00 00 00 48 83 C4 50 41 5F 41 5E H..$....H..PA_A^ fffff800`02c0e290 41 5D 41 5C 5F 5E 5D C3 8D 4D FF 85 C9 74 0C 8B A]A\_^]..M...t.. fffff800`02c0e2a0 D1 48 83 EA 01 48 8B 40 08 75 F6 48 89 78 08 49 [email protected] fffff800`02c0e2b0 8B FD 85 ED 74 29 49 8B DE 48 8B 0B FF 15 F6 CD ....t)I..H...... fffff800`02c0e2c0 01 00 41 89 45 00 48 8B 03 48 83 C3 08 48 83 C8 ..A.E.H..H...H.. fffff800`02c0e2d0 0F 49 83 EF 01 49 89 45 10 4D 8B 6D 08 75 DA 48 .I...I.E.M.m.u.H fffff800`02c0e2e0 8B 8E 98 00 00 00 48 8D 54 24 38 48 83 C1 78 FF ......H.T$8H..x. fffff800`02c0e2f0 15 83 CD 01 00 4C 8B 9E 98 00 00 00 48 8D 4C 24 .....L......H.L$ fffff800`02c0e300 38 41 01 AB D0 00 00 00 FF 15 3A CD 01 00 33 D2 8A........:...3. fffff800`02c0e310 49 8B CE FF 15 17 CD 01 00 E9 34 FD FF FF 90 90 I.........4..... fffff800`02c0e320 90 90 90 90 45 85 C0 74 43 48 89 5C 24 08 48 89 ....E..tCH.\$.H. fffff800`02c0e330 74 24 10 57 48 83 EC 20 48 8B F1 41 8B F8 48 8B t$.WH.. H..A..H. fffff800`02c0e340 5A 08 4C 8B C2 48 8B 96 98 00 00 00 48 8B CE E8 Z.L..H......H... fffff800`02c0e350 4C 14 00 00 48 83 EF 01 48 8B D3 75 E1 48 8B 5C L...H...H..u.H.\ fffff800`02c0e360 24 30 48 8B 74 24 38 48 83 C4 20 5F C3 90 90 90 $0H.t$8H.. _.... fffff800`02c0e370 90 90 90 90 48 8B C4 48 89 58 08 48 89 68 10 48 ....H..H.X.H.h.H fffff800`02c0e380 89 70 18 48 89 78 20 41 54 41 55 4C 8B D9 4D 8B .p.H.x ATAUL..M. fffff800`02c0e390 E0 48 8B F2 B9 FF 0F 00 00 4D 85 DB 75 08 4C 8B .H.......M..u.L. fffff800`02c0e3a0 D1 40 32 FF EB 12 4D 8B 93 88 00 00 00 41 8A BB [email protected].. fffff800`02c0e3b0 91 00 00 00 49 C1 EA 0C 44 8B 44 24 38 41 8B C1 ....I...D.D$8A.. fffff800`02c0e3c0 4C 2B 4E 20 23 C1 49 C1 E9 0C 41 BD 00 10 00 00 L+N #.I...A..... fffff800`02c0e3d0 41 8B D5 41 8B E9 2B D0 8B CA 4C 39 54 EE 30 76 A..A..+...L9T.0v fffff800`02c0e3e0 04 33 C9 EB 4F 41 3B D0 73 43 4C 8D 4C EE 38 4D .3..OA;.sCL.L.8M fffff800`02c0e3f0 39 11 77 39 49 8B 59 F8 48 8D 43 01 49 3B 01 75 9.w9I.Y.H.C.I;.u fffff800`02c0e400 2C 48 8B C3 49 33 01 48 A9 00 00 F0 FF 75 1E 40 ,H..I3.H.....u.@ fffff800`02c0e410 80 FF 01 74 0C 49 33 19 48 F7 C3 F0 FF FF FF 75 ...t.I3.H......u fffff800`02c0e420 0C 41 03 CD 49 83 C1 08 41 3B C8 72 C2 41 3B C8 .A..I...A;.r.A;. fffff800`02c0e430 41 0F 47 C8 4D 85 DB 0F 84 92 00 00 00 41 80 BB A.G.M........A.. fffff800`02c0e440 28 01 00 00 00 0F 84 84 00 00 00 4C 39 54 EE 30 (..........L9T.0 fffff800`02c0e450 76 7D 8B CA 48 8D 44 EE 38 41 3B D0 73 11 4C 39 v}..H.D.8A;.s.L9 fffff800`02c0e460 10 76 0C 41 03 CD 48 83 C0 08 41 3B C8 72 EF 49 .v.A..H...A;.r.I fffff800`02c0e470 8B 44 24 18 41 3B C8 44 8B 08 4C 8B 50 08 41 0F .D$.A;.D..L.P.A. fffff800`02c0e480 47 C8 41 C1 E9 0C EB 3A 45 8B 02 41 8D 41 01 41 G.A....:E..A.A.A fffff800`02c0e490 C1 E8 0C 44 3B C0 75 2E 41 8B C0 41 33 C1 A9 00 ...D;.u.A..A3... fffff800`02c0e4a0 00 F0 FF 75 21 40 80 FF 01 74 0D 41 8B C0 41 33 [email protected] fffff800`02c0e4b0 C1 A9 F0 FF FF FF 75 0E 4D 8B 52 08 45 8B C8 41 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...|$x.H..u.M..I fffff800`02c0e580 8B D5 48 8B CD C6 44 24 28 01 89 7C 24 20 E8 C5 ..H...D$(..|$ .. fffff800`02c0e590 06 00 00 8B C7 C1 EF 0C 25 FF 0F 00 00 8D 8C 18 ........%....... fffff800`02c0e5a0 FF 0F 00 00 48 8B 46 18 C1 E9 0C 03 CF 74 0C 8B ....H.F......t.. fffff800`02c0e5b0 D1 48 83 EA 01 48 8B 40 08 75 F6 48 89 46 18 EB [email protected].. fffff800`02c0e5c0 0B 48 8B 84 24 80 00 00 00 48 89 10 48 8B 5C 24 .H..$....H..H.\$ fffff800`02c0e5d0 50 48 8B 6C 24 58 48 8B 74 24 60 48 83 C4 30 41 PH.l$XH.t$`H..0A fffff800`02c0e5e0 5D 41 5C 5F C3 90 90 90 90 90 90 90 4D 85 C0 0F ]A\_........M... fffff800`02c0e5f0 84 09 01 00 00 48 8B C4 48 89 58 08 48 89 68 10 .....H..H.X.H.h. fffff800`02c0e600 48 89 70 18 48 89 78 20 41 54 41 55 41 56 48 83 H.p.H.x ATAUAVH. fffff800`02c0e610 EC 30 44 8A 64 24 78 49 8B D8 49 8B F1 4C 8B EA .0D.d$xI..I..L.. fffff800`02c0e620 4C 8B F1 49 89 58 18 41 80 FC 01 0F 84 AF 00 00 L..I.X.A........ fffff800`02c0e630 00 8B 7C 24 70 85 FF 0F 84 9F 00 00 00 4C 8B CE 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.|$hH..0A^A]A\.. fffff800`02c0e700 90 90 90 90 90 90 90 90 48 89 54 24 10 53 55 56 ........H.T$.SUV fffff800`02c0e710 57 41 54 41 55 41 56 41 57 48 83 EC 58 48 8B F2 WATAUAVAWH..XH.. fffff800`02c0e720 48 8B D9 48 8D 54 24 30 48 8D 0D B9 67 02 00 45 H..H.T$0H...g..E fffff800`02c0e730 8B E1 49 8B F8 4C 89 84 24 B0 00 00 00 FF 15 35 ..I..L..$......5 fffff800`02c0e740 C9 01 00 4C 8B 2D 86 67 02 00 4C 8B 35 77 67 02 ...L.-.g..L.5wg. fffff800`02c0e750 00 48 8B C6 44 8B C6 48 2B 43 20 41 81 E0 FF 0F .H..D..H+C A.... fffff800`02c0e760 00 00 BD 00 10 00 00 48 C1 E8 0C 45 89 45 2C 8B .......H...E.E,. fffff800`02c0e770 CD 8B C0 41 2B C8 41 89 4D 28 4C 8D 4C C3 30 48 ...A+.A.M(L.L.0H fffff800`02c0e780 8B C6 48 25 00 F0 FF FF 49 89 45 20 49 89 46 20 ..H%....I.E I.F fffff800`02c0e790 45 89 46 2C 41 89 4E 28 44 89 84 24 B8 00 00 00 E.F,A.N(D..$.... fffff800`02c0e7a0 4C 89 8C 24 A0 00 00 00 45 85 E4 0F 84 90 01 00 L..$....E....... fffff800`02c0e7b0 00 48 8B 5F 10 48 81 E3 00 F0 FF FF 75 3C 8B 07 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..H.R.u.3....A.. fffff800`02c0ea00 48 21 5D 20 21 5D 2C 89 4D 28 44 38 2D 07 65 02 H!] !],.M(D8-.e. fffff800`02c0ea10 00 75 10 48 8B 05 C6 64 02 00 4A 8B 1C D0 E9 29 .u.H...d..J....) fffff800`02c0ea20 01 00 00 48 8D 0D D6 64 02 00 FF 15 50 C6 01 00 ...H...d....P... fffff800`02c0ea30 48 85 C0 0F 85 F9 00 00 00 44 8D 40 01 45 33 C9 [email protected]. fffff800`02c0ea40 33 D2 48 8B CD C7 44 24 28 20 00 00 00 21 5C 24 3.H...D$( ...!\$ fffff800`02c0ea50 20 FF 15 71 C6 01 00 4C 8B D8 48 85 C0 74 69 45 ..q...L..H..tiE fffff800`02c0ea60 32 ED 49 8B D3 85 F6 74 36 48 8B CE 49 F7 44 24 2.I....t6H..I.D$ fffff800`02c0ea70 10 00 F0 FF FF 75 1D 41 8B 44 24 10 25 EF 0F 00 .....u.A.D$.%... fffff800`02c0ea80 00 48 0B C2 48 83 C8 10 48 81 C2 00 10 00 00 49 .H..H...H......I fffff800`02c0ea90 89 44 24 10 48 83 E9 01 4D 8B 64 24 08 75 CD 48 .D$.H...M.d$.u.H fffff800`02c0eaa0 89 2F 4C 89 5F 08 48 89 5F 10 44 88 6F 30 4C 8D ./L._.H._.D.o0L. fffff800`02c0eab0 5C 24 50 49 8B 5B 20 49 8B 6B 28 49 8B 73 30 49 \$PI.[ I.k(I.s0I fffff800`02c0eac0 8B E3 41 5D 41 5C 5F C3 48 8D 54 24 30 48 8D 0D ..A]A\_.H.T$0H.. fffff800`02c0ead0 4C 64 02 00 FF 15 66 C5 01 00 48 8B 15 FF 63 02 Ld....f...H...c. fffff800`02c0eae0 00 44 8B 0D 10 64 02 00 48 8B 02 B9 01 00 00 00 .D...d..H....... fffff800`02c0eaf0 44 8B 40 18 44 3B C9 76 1E 48 83 C2 08 48 8B 02 [email protected];.v.H...H.. fffff800`02c0eb00 44 39 40 18 7D 06 44 8B 40 18 8B D9 FF C1 48 83 D9@.}[email protected]. fffff800`02c0eb10 C2 08 41 3B C9 72 E6 48 8D 4C 24 30 FF 15 0E C6 ..A;.r.H.L$0.... fffff800`02c0eb20 01 00 48 8B 05 B7 63 02 00 44 8B DB 4A 8B 1C D8 ..H...c..D..J... fffff800`02c0eb30 EB 07 83 60 1C 00 48 8B D8 F0 83 43 18 01 48 8D ...`..H....C..H. fffff800`02c0eb40 57 18 48 8D 4B 20 FF 15 F4 C4 01 00 48 8B 4B 10 W.H.K ......H.K. fffff800`02c0eb50 41 B9 01 00 00 00 4C 8B C5 BA 48 61 6C 20 FF 15 A.....L...Hal .. fffff800`02c0eb60 5C C5 01 00 4C 8B D8 48 85 C0 0F 85 F2 FE FF FF \...L..H........ fffff800`02c0eb70 48 21 44 24 20 45 33 C9 BA 00 10 00 00 B9 AC 00 H!D$ E3......... fffff800`02c0eb80 00 00 41 B8 02 EF 00 00 FF 15 62 C7 01 00 CC 90 ..A.......b..... fffff800`02c0eb90 90 90 90 90 90 90 90 90 48 89 5C 24 08 48 89 6C ........H.\$.H.l fffff800`02c0eba0 24 18 48 89 74 24 20 57 48 83 EC 20 41 80 78 30 $.H.t$ WH.. A.x0 fffff800`02c0ebb0 00 49 8B F8 8B F2 48 8B D9 BD 01 00 00 00 75 0F .I....H.......u. fffff800`02c0ebc0 49 8B 10 49 8B 48 08 FF 15 53 C4 01 00 EB 4A 4D I..I.H...S....JM fffff800`02c0ebd0 8B 00 48 8B 4F 08 BA 48 61 6C 20 FF 15 FF C4 01 ..H.O..Hal ..... fffff800`02c0ebe0 00 80 3D 30 63 02 00 00 75 2F 48 8D 4F 18 FF 15 ..=0c...u/H.O... fffff800`02c0ebf0 3C C5 01 00 48 8B 57 10 83 C8 FF F0 0F C1 42 18 <...H.W.......B. fffff800`02c0ec00 83 C0 FF 75 14 F0 0F B1 6A 1C 75 0D 48 8D 0D ED ...u....j.u.H... fffff800`02c0ec10 62 02 00 FF 15 4F C4 01 00 85 F6 74 1E 48 8B CE b....O.....t.H.. fffff800`02c0ec20 F6 43 10 10 74 0C 8B 43 10 25 EF 0F 00 00 48 89 .C..t..C.%....H. fffff800`02c0ec30 43 10 48 2B CD 48 8B 5B 08 75 E5 48 8B 5C 24 30 C.H+.H.[.u.H.\$0 fffff800`02c0ec40 48 8B 6C 24 40 48 8B 74 24 48 48 83 C4 20 5F C3 [email protected]$HH.. _. fffff800`02c0ec50 90 90 90 90 90 90 90 90 48 89 5C 24 18 48 89 4C ........H.\$.H.L fffff800`02c0ec60 24 08 55 56 57 41 54 41 55 41 56 41 57 48 83 EC $.UVWATAUAVAWH.. fffff800`02c0ec70 70 4D 8B F1 4D 8B E8 48 8B F2 4C 8B D1 44 0F 20 pM..M..H..L..D. fffff800`02c0ec80 C7 F6 42 0A 05 74 06 48 8B 5A 18 EB 2A 45 33 C9 ..B..t.H.Z..*E3. fffff800`02c0ec90 33 D2 48 8B CE 45 8D 41 01 C7 44 24 28 20 00 00 3.H..E.A..D$( .. fffff800`02c0eca0 00 83 64 24 20 00 FF 15 1C C4 01 00 4C 8B 94 24 ..d$ .......L..$ fffff800`02c0ecb0 B0 00 00 00 48 8B D8 BD 02 00 00 00 48 85 DB 75 ....H.......H..u fffff800`02c0ecc0 4A 40 3A FD 76 1F 48 21 5C 24 20 45 33 C9 BA 00 J@:.v.H!\$ E3... fffff800`02c0ecd0 10 00 00 B9 AC 00 00 00 41 B8 05 EF 00 00 FF 15 ........A....... fffff800`02c0ece0 0C C6 01 00 CC 8A 84 24 D8 00 00 00 44 8B 8C 24 .......$....D..$ fffff800`02c0ecf0 D0 00 00 00 4D 8B C6 49 8B D5 48 8B CE 88 44 24 ....M..I..H...D$ fffff800`02c0ed00 20 E8 02 FA FF FF E9 4D 01 00 00 44 8B BC 24 D0 ......M...D..$. fffff800`02c0ed10 00 00 00 BA FF 0F 00 00 41 8B CD 23 CA 41 8B C7 ........A..#.A.. fffff800`02c0ed20 C6 84 24 B8 00 00 00 00 23 C2 44 8D A4 01 FF 0F ..$.....#.D..... fffff800`02c0ed30 00 00 41 8B C7 41 C1 EC 0C C1 E8 0C 44 03 E0 44 ..A..A......D..D fffff800`02c0ed40 89 64 24 30 40 3A FD 76 41 33 C9 49 8B C6 45 85 .d$0@:.vA3.I..E. fffff800`02c0ed50 E4 74 64 48 F7 40 10 00 F0 FF FF 74 0D 48 8B 40 [email protected].@ fffff800`02c0ed60 08 FF C1 41 3B CC 72 EB EB 4D 48 83 64 24 20 00 ...A;.r..MH.d$ .

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