Search Results

Search found 2333 results on 94 pages for 'mr pixel'.

Page 33/94 | < Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >

  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

    Read the article

  • What's the best algorithm for... [closed]

    - by Paska
    Hi programmers! Today come out a little problem. I have an array of coordinates (latitude and longitude) maded in this way: [0] = "45.01234,9.12345" [1] = "46.11111,9.12345" [2] = "47.22222,9.98765" [...] etc In a loop, convert these coordinates in meters (UTM northing / UTM easting) and after that i convert these coords in pixel (X / Y) on screen (the output device is an iphone) to draw a route line on a custom map. [0] = "512335.00000,502333.666666" [...] etc The returning pixel are passed to a method that draw a line on screen (simulating a route calculation). [0] = "20,30" [1] = "21,31" [2] = "25,40" [...] etc As coordinate (lat/lon) are too many, i need to truncate lat/lon array eliminating the values that doesn't fill in the map bound (the visible part of map on screen). Map bounds are 2 couple of coords lat/lon, upper left and lower right. Now, what is the best way to loop on this array (NOT SORTED) and check if a value is or not in bound and after remove the value that is outside? To return a clean array that contains only the coords visible on screen? Note: the coords array is a very big array. 4000/5000 couple of items. This is a method that should be looped every drag or zoom. Anyone have an idea to optimize search and controls in this array? many thanks, A

    Read the article

  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

    Read the article

  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

    Read the article

  • Error message when running OpenGL programs with bumblebee

    - by user170860
    X Error of failed request: BadDrawable (invalid Pixmap or Window parameter) Major opcode of failed request: 152 (DRI2) Minor opcode of failed request: 8 (DRI2SwapBuffers ) Resource id in failed request: 0x4200005 Serial number of failed request: 2166 Current serial number in output stream: 2167 primus: warning: timeout waiting for display worker Segmentation fault (core dumped) I don't get this on all OGL programs, but only particularly GPU intense ones. Also, I only get this using primusrun. optirun gives the same error no matter what I run: [VGL] NOTICE: Pixel format of 2D X server does not match pixel format of [VGL] Pbuffer. Disabling PBO readback. I don't know what either of these mean. Neither of them stop the programs from running, but I'd like to fix the problem if there is one. Also, I prefer to use primusrun because it is faster and it does a better job with vertical sync, however, it only supports OGL 4.2. This isn't a big issue because the programs I write are forward compatible, but it still seems odd to me. So basically I'd just like it if someone could explain to me what is happening and if there is something I can do about it. Thanks.

    Read the article

  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

    Read the article

  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

    Read the article

  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

    Read the article

  • Does anybody know of any resources to achieve this particular "2.5D" isometric engine effect?

    - by Craig Whitley
    I understand this is a little vague, but I was hoping somebody might be able to describe a high-level workflow or link to a resource to be able to achieve a specific isometric "2.5D" tile engine effect. I fell in love with http://www.youtube.com/watch?v=-Q6ISVaM5Ww this engine. Especially with the lighting and the shaders! He has a brief description of how he achieved what he did, but I could really use a brief flow of where you would start, what you would read up on and learn and the logical order to implement these things. A few specific questions: 1) Is there a heightmap on the ground texture that lets the light reflect brighter on certain parts of it? 2) "..using a special material which calculates the world-space normal vectors of every pixel.." - is this some "magic" special material he has created himself, or can you hazard a guess at what he means? 3) with relation to the above quote - what does he mean by 'world-space normal vectors of every pixel'? 4) I'm guessing I'm being a little bit optimistic when I ask if there's any 'all-in-one' tutorial out there? :)

    Read the article

  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

    Read the article

  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

    Read the article

  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

    Read the article

  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

    Read the article

  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

    Read the article

  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

    Read the article

  • Streaming Audio over UDP to Android

    - by Mr. Pig
    Is it possible to have Android (perhaps via MediaPlayer or a different existing class) accept media streams over UDP? I've successfully had MediaPlayer connect to an HTTP stream (as well as static files hosted on an HTTP server) but I'm wondering how one would go about accepting a stream from a UDP source. I've seen this and suppose a solution similar to that (where I download the stream via an independent UDP socket and then move the data to a MemoryBuffer that I then pass to MediaPlayer) is an option but I'm curious if a method already exists in the SDK, and if it does not, what other options do I have? Thanks

    Read the article

  • Asp.net MVC ModelState.Clear

    - by Mr Grok
    Can anyone give me a succinct definition of the role of ModelState in Asp.net MVC (or a link to one). In particular I need to know in what situations it is necessary or desirable to call ModelState.Clear(). Can anyone give me a succinct definition of the role of ModelState in Asp.net MVC (or a link to one). In particular I need to know in what situations it is necessary or desirable to call ModelState.Clear(). Bit open ended huh... sorry, I think it might help if tell you what I'm acutally doing: I have an Action of Edit on a Controller called "Page". When I first see the form to change the Page's details everything loads up fine (binding to a "MyCmsPage" object). Then I click a button that generates a value for one of the MyCmsPage object's fields (MyCmsPage.SeoTitle). It generates fine and updates the object and I then return the action result with the newly modified page object and expect the relevant textbox (rendered using <%= Html.TextBox("seoTitle", page.SeoTitle)%) to be updated ... but alas it displays the value from the old model that was loaded. I've worked around it by using ModelState.Clear() but I need to know why / how it has worked so I'm not just doing it blindly. PageController: [AcceptVerbs("POST")] public ActionResult Edit(MyCmsPage page, string submitButton) { // add the seoTitle to the current page object page.GenerateSeoTitle(); // why must I do this? ModelState.Clear(); // return the modified page object return View(page); } Aspx: <%@ Page Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<MyCmsPage>" %> .... <div class="c"> <label for="seoTitle"> Seo Title</label> <%= Html.TextBox("seoTitle", page.SeoTitle)%> <input type="submit" value="Generate Seo Title" name="submitButton" /> </div>

    Read the article

  • Example WCF XML-RPC client C# code against custom XML-RPC server implementation?

    - by mr.b
    I have built my own little custom XML-RPC server, and since I'd like to keep things simple, on both server and client side (server side PHP runs, by the way), what I would like to accomplish is to create a simplest possible client in C# using WCF. Let's say that Contract for service exposed via XML-RPC is as follows. [ServiceContract] public interface IContract { [OperationContract(Action="Ping")] string Ping(); // server returns back string "Pong" [OperationContract(Action="Echo")] string Echo(string message); // server echoes back whatever message is } So, there are two example methods, one without any arguments, and another with simple string argument, both returning strings (just for sake of example). Service is exposed via http. What's next? Thanks for reading! P.S. I have done my homework of googling around for samples and similar, but all that I could come up with are some blog-related samples that use existing (and very big) classes, which implement correct IContract (or IBlogger) interfaces, so that most of what I am interested is hidden below several layers of abstraction...

    Read the article

  • Java POI 3.6 XWPF usage guidelines (reading content of docx file)

    - by Mr CooL
    I assume the following objects should be used to read contents of DOCX file: XWPFDocument XWPFWordExtractor However, somewhere the compiler warns me from not including the correct libraries needed in classpath. I think I'm kinda lost for not knowing which jar file is the right one to include for this since there are so many jar files (POI libraries). My project so far involve in reading doc and docx files as part of the project. I've managed to read the contents of doc file. However, for docx file, I'm still having problem with that. Can anyone show the guidelines in terms of the codes and libraries needed (jar files) to read the content of docx file? I'm trying to limit the libraries need to be added on into project since I need to read doc and docx only. The following works for doc: fs = new POIFSFileSystem(new FileInputStream(fileName)); HWPFDocument doc = new HWPFDocument(fs); WordExtractor we = new WordExtractor(doc); String[] p = we.getParagraphText();

    Read the article

  • php variable scope in oop

    - by mr o
    Hi, I wonder if anyone can help out here, I'm trying to understand how use an objects properties across multiple non class pages,but I can't seem to be able to get my head around everything i have tried so far. For example a class called person; class person { static $name; } but i have a number of different regular pages that want to utilize $name across the board. I have trying things like this; pageone.php include "person.php"; $names = new Person(); echo person::$name; names::$name='bob'; pagetwo.php include "person.php"; echo person::$name; I can work with classes to the extent I'm OK as long as I am creating new instances every page, but how can make the properties of one object available to all, like a shared variable ? Thanks

    Read the article

  • How to consume PHP SOAP service using WCF

    - by mr.b
    I am new in web services so apologize me if I am making some cardinal mistake here, hehe. I have built SOAP service using PHP. Service is SOAP 1.2 compatible, and I have WSDL available. I have enabled sessions, so that I can track login status, etc. I don't need some super security here (ie message-level security), all I need is transport security (HTTPS), since this service will be used infrequently, and performances are not so much of an issue. I am having difficulties making it to work at all. C# throws some unclear exception ("Server returned an invalid SOAP Fault. Please see InnerException for more details.", which in turn says "Unbound prefix used in qualified name 'rpc:ProcedureNotPresent'."), but consuming service using PHP SOAP client behaves as expected (including session and all). So far, I have following code. note: due to amount of real code, I am posting minimal code configuration PHP SOAP server (using Zend Soap Server library), including class(es) exposed via service: <?php class Verification_LiteralDocumentProxy { protected $instance; public function __call($methodName, $args) { if ($this->instance === null) { $this->instance = new Verification(); } $result = call_user_func_array(array($this->instance, $methodName), $args[0]); return array($methodName.'Result' => $result); } } class Verification { private $guid = ''; private $hwid = ''; /** * Initialize connection * * @param string GUID * @param string HWID * @return bool */ public function Initialize($guid, $hwid) { $this->guid = $guid; $this->hwid = $hwid; return true; } /** * Closes session * * @return void */ public function Close() { // if session is working, $this->hwid and $this->guid // should contain non-empty values } } // start up session stuff $sess = Session::instance(); require_once 'Zend/Soap/Server.php'; $server = new Zend_Soap_Server('https://www.somesite.com/api?wsdl'); $server->setClass('Verification_LiteralDocumentProxy'); $server->setPersistence(SOAP_PERSISTENCE_SESSION); $server->handle(); WSDL: <definitions xmlns="http://schemas.xmlsoap.org/wsdl/" xmlns:tns="https://www.somesite.com/api" xmlns:soap="http://schemas.xmlsoap.org/wsdl/soap/" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:soap-enc="http://schemas.xmlsoap.org/soap/encoding/" xmlns:wsdl="http://schemas.xmlsoap.org/wsdl/" name="Verification" targetNamespace="https://www.somesite.com/api"> <types> <xsd:schema targetNamespace="https://www.somesite.com/api"> <xsd:element name="Initialize"> <xsd:complexType> <xsd:sequence> <xsd:element name="guid" type="xsd:string"/> <xsd:element name="hwid" type="xsd:string"/> </xsd:sequence> </xsd:complexType> </xsd:element> <xsd:element name="InitializeResponse"> <xsd:complexType> <xsd:sequence> <xsd:element name="InitializeResult" type="xsd:boolean"/> </xsd:sequence> </xsd:complexType> </xsd:element> <xsd:element name="Close"> <xsd:complexType/> </xsd:element> </xsd:schema> </types> <portType name="VerificationPort"> <operation name="Initialize"> <documentation> Initializes connection with server</documentation> <input message="tns:InitializeIn"/> <output message="tns:InitializeOut"/> </operation> <operation name="Close"> <documentation> Closes session between client and server</documentation> <input message="tns:CloseIn"/> </operation> </portType> <binding name="VerificationBinding" type="tns:VerificationPort"> <soap:binding style="document" transport="http://schemas.xmlsoap.org/soap/http"/> <operation name="Initialize"> <soap:operation soapAction="https://www.somesite.com/api#Initialize"/> <input> <soap:body use="literal"/> </input> <output> <soap:body use="literal"/> </output> </operation> <operation name="Close"> <soap:operation soapAction="https://www.somesite.com/api#Close"/> <input> <soap:body use="literal"/> </input> <output> <soap:body use="literal"/> </output> </operation> </binding> <service name="VerificationService"> <port name="VerificationPort" binding="tns:VerificationBinding"> <soap:address location="https://www.somesite.com/api"/> </port> </service> <message name="InitializeIn"> <part name="parameters" element="tns:Initialize"/> </message> <message name="InitializeOut"> <part name="parameters" element="tns:InitializeResponse"/> </message> <message name="CloseIn"> <part name="parameters" element="tns:Close"/> </message> </definitions> And finally, WCF C# consumer code: [ServiceContract(SessionMode = SessionMode.Required)] public interface IVerification { [OperationContract(Action = "Initialize", IsInitiating = true)] bool Initialize(string guid, string hwid); [OperationContract(Action = "Close", IsInitiating = false, IsTerminating = true)] void Close(); } class Program { static void Main(string[] args) { WSHttpBinding whb = new WSHttpBinding(SecurityMode.Transport, true); ChannelFactory<IVerification> cf = new ChannelFactory<IVerification>( whb, "https://www.somesite.com/api"); IVerification client = cf.CreateChannel(); Console.WriteLine(client.Initialize("123451515", "15498518").ToString()); client.Close(); } } Any ideas? What am I doing wrong here? Thanks!

    Read the article

  • How to get BinarySecurityToken into the wcf soap request

    - by Mr Bell
    I need to sign my soap request to a 3rd party. The provided an example what the call should look like. And I am trying, rather unsuccessfully to make this call with wcf. I need to make a wcf soap call where the header contains BinarySecurityToken, Signature, and SecurityTokenReference. Here is the example they sent me (with some of the values omitted) I have a certificate for signing, but I cant for the life of me figure out how to make this work <?xml version="1.0" encoding="UTF-8"?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/" xmlns:wsse="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd" xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><soapenv:Header><wsse:Security xmlns:wsse="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd"> <wsse:BinarySecurityToken EncodingType="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-soap-message-security-1.0#Base64Binary" ValueType="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-x509-token-profile-1.0#X509v3" wsu:Id="SecurityToken-..omitted.." xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd">..omitted..</wsse:BinarySecurityToken> <ds:Signature xmlns:ds="http://www.w3.org/2000/09/xmldsig#"> <ds:SignedInfo> <ds:CanonicalizationMethod Algorithm="http://www.w3.org/2001/10/xml-exc-c14n#"/> <ds:SignatureMethod Algorithm="http://www.w3.org/2000/09/xmldsig#rsa-sha1"/> <ds:Reference URI="#Body"> <ds:Transforms> <ds:Transform Algorithm="http://www.w3.org/2001/10/xml-exc-c14n#"/> </ds:Transforms> <ds:DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha1"/> <ds:DigestValue>..omitted...</ds:DigestValue> </ds:Reference> </ds:SignedInfo> <ds:SignatureValue> ..omitted.. </ds:SignatureValue> <ds:KeyInfo><wsse:SecurityTokenReference><wsse:Reference URI="#SecurityToken-..omitted.." ValueType="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-x509-token-profile-1.0#X509v3"/></wsse:SecurityTokenReference></ds:KeyInfo></ds:Signature></wsse:Security></soapenv:Header><soapenv:Body wsu:Id="Body"><in0 xmlns="http://test.3rdParty.com">123</in0></soapenv:Body></soapenv:Envelope>

    Read the article

  • How do i specify wcf behaviorExtension class type without the assembly version number?

    - by Mr Bell
    I have a web app that uses a WCF service that utilizes a behaviorExtension like so: <behaviorExtensions> <add name="clientCredentialsExtension" type="Simon.Web.Giftcard.WCFSecurity.ClientCredentialsExtensionElement, Simon.Web.Giftcard, Version=1.0.3736.20411, Culture=neutral, PublicKeyToken=null"/> </behaviorExtensions> The problem is this web app's version changes with every compile (i think) and thus invalidating this entry. How can I avoid having to change the version number every time I compile this? Can I specify the extension in code somewhere?

    Read the article

  • Tutorial: Simple WCF XML-RPC client

    - by mr.b
    Update: I have provided complete code example in answer below. I have built my own little custom XML-RPC server, and since I'd like to keep things simple, on both server and client side, what I would like to accomplish is to create a simplest possible client (in C# preferably) using WCF. Let's say that Contract for service exposed via XML-RPC is as follows: [ServiceContract] public interface IContract { [OperationContract(Action="Ping")] string Ping(); // server returns back string "Pong" [OperationContract(Action="Echo")] string Echo(string message); // server echoes back whatever message is } So, there are two example methods, one without any arguments, and another with simple string argument, both returning strings (just for sake of example). Service is exposed via http. Aaand, what's next? :)

    Read the article

  • Linq 2 SQL One to Zero or One relationship possible?

    - by Mr. Flibble
    Is it possible to create a one to zero or one relationship in Linq2SQL? My understanding is that to create a one to one relationship you create a FK relationship on the PK of each table. But you cannot make the PK nullable, so I don't see how to make a one to zero or one relationship work? I'm using the designer to automatically create the model - so I would like to know how to set up the SQL tables to induce the relationship - not some custom ORM code.

    Read the article

< Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >