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  • Reference a GNU C (POSIX) DLL built in GCC against Cygwin, from C#/NET

    - by Dale Halliwell
    Here is what I want: I have a huge legacy C/C++ codebase written for POSIX, including some very POSIX specific stuff like pthreads. This can be compiled on Cygwin/GCC and run as an executable under Windows with the Cygwin DLL. What I would like to do is build the codebase itself into a Windows DLL that I can then reference from C# and write a wrapper around it to access some parts of it programatically. I have tried this approach with the very simple "hello world" example at http://www.cygwin.com/cygwin-ug-net/dll.html and it doesn't seem to work. #include <stdio.h> extern "C" __declspec(dllexport) int hello(); int hello() { printf ("Hello World!\n"); return 42; } I believe I should be able to reference a DLL built with the above code in C# using something like: [DllImport("kernel32.dll")] public static extern IntPtr LoadLibrary(string dllToLoad); [DllImport("kernel32.dll")] public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); [DllImport("kernel32.dll")] public static extern bool FreeLibrary(IntPtr hModule); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate int hello(); static void Main(string[] args) { var path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "helloworld.dll"); IntPtr pDll = LoadLibrary(path); IntPtr pAddressOfFunctionToCall = GetProcAddress(pDll, "hello"); hello hello = (hello)Marshal.GetDelegateForFunctionPointer( pAddressOfFunctionToCall, typeof(hello)); int theResult = hello(); Console.WriteLine(theResult.ToString()); bool result = FreeLibrary(pDll); Console.ReadKey(); } But this approach doesn't seem to work. LoadLibrary returns null. It can find the DLL (helloworld.dll), it is just like it can't load it or find the exported function. I am sure that if I get this basic case working I can reference the rest of my codebase in this way. Any suggestions or pointers, or does anyone know if what I want is even possible? Thanks. Edit: Examined my DLL with Dependency Walker (great tool, thanks) and it seems to export the function correctly. Question: should I be referencing it as the function name Dependency Walker seems to find (_Z5hellov)? Edit2: Just to show you I have tried it, linking directly to the dll at relative or absolute path (i.e. not using LoadLibrary): [DllImport(@"C:\.....\helloworld.dll")] public static extern int hello(); static void Main(string[] args) { int theResult = hello(); Console.WriteLine(theResult.ToString()); Console.ReadKey(); } This fails with: "Unable to load DLL 'C:.....\helloworld.dll': Invalid access to memory location. (Exception from HRESULT: 0x800703E6) *Edit 3: * Oleg has suggested running dumpbin.exe on my dll, this is the output: Dump of file helloworld.dll File Type: DLL Section contains the following exports for helloworld.dll 00000000 characteristics 4BD5037F time date stamp Mon Apr 26 15:07:43 2010 0.00 version 1 ordinal base 1 number of functions 1 number of names ordinal hint RVA name 1 0 000010F0 hello Summary 1000 .bss 1000 .data 1000 .debug_abbrev 1000 .debug_info 1000 .debug_line 1000 .debug_pubnames 1000 .edata 1000 .eh_frame 1000 .idata 1000 .reloc 1000 .text Edit 4 Thanks everyone for the help, I managed to get it working. Oleg's answer gave me the information I needed to find out what I was doing wrong. There are 2 ways to do this. One is to build with the gcc -mno-cygwin compiler flag, which builds the dll without the cygwin dll, basically as if you had built it in MingW. Building it this way got my hello world example working! However, MingW doesn't have all the libraries that cygwin has in the installer, so if your POSIX code has dependencies on these libraries (mine had heaps) you can't do this way. And if your POSIX code didn't have those dependencies, why not just build for Win32 from the beginning. So that's not much help unless you want to spend time setting up MingW properly. The other option is to build with the Cygwin DLL. The Cygwin DLL needs an initialization function init() to be called before it can be used. This is why my code wasn't working before. The code below loads and runs my hello world example. //[DllImport(@"hello.dll", EntryPoint = "#1",SetLastError = true)] //static extern int helloworld(); //don't do this! cygwin needs to be init first [DllImport("kernel32", CharSet = CharSet.Ansi, ExactSpelling = true, SetLastError = true)] static extern IntPtr GetProcAddress(IntPtr hModule, string procName); [DllImport("kernel32", SetLastError = true)] static extern IntPtr LoadLibrary(string lpFileName); public delegate int MyFunction(); static void Main(string[] args) { //load cygwin dll IntPtr pcygwin = LoadLibrary("cygwin1.dll"); IntPtr pcyginit = GetProcAddress(pcygwin, "cygwin_dll_init"); Action init = (Action)Marshal.GetDelegateForFunctionPointer(pcyginit, typeof(Action)); init(); IntPtr phello = LoadLibrary("hello.dll"); IntPtr pfn = GetProcAddress(phello, "helloworld"); MyFunction helloworld = (MyFunction)Marshal.GetDelegateForFunctionPointer(pfn, typeof(MyFunction)); Console.WriteLine(helloworld()); Console.ReadKey(); } Thanks to everyone that answered~~

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  • Cheetah pre-compiled template usage quesion

    - by leo
    For performance reason as suggested here, I am studying how to used the pr-compiled template. I edit hello.tmpl in template directory as #attr title = "This is my Template" \${title} Hello \${who}! then issued cheetah-compile.exe .\hello.tmpl and get the hello.py In another python file runner.py , i have !/usr/bin/env python from Cheetah.Template import Template from template import hello def myMethod(): tmpl = hello.hello(searchList=[{'who' : 'world'}]) results = tmpl.respond() print tmpl if name == 'main': myMethod() But the outcome is ${title} Hello ${who}! Debugging for a while, i found that inside hello.py def respond(self, trans=None): ## CHEETAH: main method generated for this template if (not trans and not self._CHEETAH__isBuffering and not callable(self.transaction)): trans = self.transaction # is None unless self.awake() was called if not trans: trans = DummyTransaction() it looks like the trans is None, so it goes to DummyTransaction, what did I miss here? Any suggestions to how to fix it?

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  • World's Most Challening MySQL SQL Query (least I think so...)

    - by keruilin
    Whoever answers this question can claim credit for solving the world's most challenging SQL query, according to yours truly. Working with 3 tables: users, badges, awards. Relationships: user has many awards; award belongs to user; badge has many awards; award belongs to badge. So badge_id and user_id are foreign keys in the awards table. The business logic at work here is that every time a user wins a badge, he/she receives it as an award. A user can be awarded the same badge multiple times. Each badge is assigned a designated point value (point_value is a field in the badges table). For example, BadgeA can be worth 500 Points, BadgeB 1000 Points, and so on. As further example, let's say UserX won BadgeA 10 times and BadgeB 5 times. BadgeA being worth 500 Points, and BadgeB being worth 1000 Points, UserX has accumulated a total of 10,000 Points ((10 x 500) + (5 x 1000)). The end game here is to return a list of top 50 users who have accumulated the most badge points. Can you do it?

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  • How to read from multiple queues in real-world?

    - by Leon Cullens
    Here's a theoretical question: When I'm building an application using message queueing, I'm going to need multiple queues support different data types for different purposes. Let's assume I have 20 queues (e.g. one to create new users, one to process new orders, one to edit user settings, etc.). I'm going to deploy this to Windows Azure using the 'minimum' of 1 web role and 1 worker role. How does one read from all those 20 queues in a proper way? This is what I had in mind, but I have little or no real-world practical experience with this: Create a class that spawns 20 threads in the worker role 'main' class. Let each of these threads execute a method to poll a different queue, and let all those threads sleep between each poll (of course with a back-off mechanism that increases the sleep time). This leads to have 20 threads (or 21?), and 20 queues that are being actively polled, resulting in a lot of wasted messages (each time you poll an empty queue it's being billed as a message). How do you solve this problem?

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Python dictionary formating

    - by None
    I made a python function to convert dictionaries to formatted strings. My goal was to have a function take a dictionary for input and turn it into a string that looked good. For example, something like "{'text':'Hello', 'blah':{'hi':'hello','hello':'hi'}}" would be turned into this: text: Hello blah: hi: hello hello: hi This is the code I wrote: indent = 0 def format_dict(d): global indent res = "" for key in d: res += (" " * indent) + key + ":\n" if not type(d[key]) == type({}): res += (" " * (indent + 1)) + d[key] + "\n" else: indent += 1 res += format_dict(d[key]) indent -= 1 return res #test print format_dict({'key with text content':'some text', 'key with dict content': {'cheese': 'text', 'item':{'Blah': 'Hello'}}}) It works like a charm. It checks if the dictionary item is another dictionary, in which it process that, or something else, in which it would use that as the value. The problem is: I can't have a dictionary and a string together in a dictionary item. For example: if I wanted blah: hi hello: hello again there'd be no way to do it. Is there some way I could have something like a list item in a dictionary. Something like this "{'blah':{'hi', 'hello':'hello again'}}"? And if you provide a solution could you tell me how I would need to change my code (if it did require changes). Note: I am using python 2.5

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  • Is there a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the .NET graphics world?

    - by Rao
    For the past 5 months or so, I've spent time learning C# using Andrew Troelsen's book and getting familiar with stuff in the .NET 4 stack... bits of ADO.NET, EF4 and a pinch of WCF to taste. I'm really interested in graphics development (not for games though), which is why I chose to go the .NET route when I decided choose from either Java or .NET to learn... since I heard about WPF and saw some sexy screenshots and all. I'm even almost done with the 4 WPF chapters in Troelsen's book. Now, all of a sudden I saw some post on a forum about how "WPF was dead" in the face of something called Silverlight. I searched more and saw all the confusion going on at present... even stuff like "Silverlight is dead too!" wrt HTML5. From what I gather, we are in a delicate period of time that will eventually decide which technology will stabilize, right? Even so, as someone new moving into UI & graphics development via .NET, I wish I could get some guidance from people more experienced people. Maybe I'm reading too much? Maybe I have missed some pieces of information? Maybe a path exists that minimizes tears of blood? In any case, here is a sample vomiting of my thoughts on which I'd appreciate some clarification or assurance or spanking: My present interest lies in desktop development. But on graduating from college, I wish to market myself as a .NET developer. The industry seems to be drooling for web stuff. Can Silverlight do both equally well? (I see on searches that SL works "out of browser"). I have two fair-sized hobby projects planned that will have hawt UIs with lots of drag n drop, sliding animations etc. These are intended to be desktop apps that will use reflection, database stuff using EF4, networking over LAN, reading-writing of files... does this affect which graphics technology can be used? At some laaaater point, if I become interested in doing a bit of 3D stuff in .NET, will that affect which technologies can be used? Or what if I look up to the heavens, stick out my middle finger, and do something crazy like go learn HTML5 even though my knowledge of it can be encapsulated in 2 sentences? Sorry I seem confused so much, I just want to know if there's a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the graphics world.

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  • How does real world login process happen in web application in Java?

    - by Nitesh Panchal
    Hello, I am very much confused regarding login process that happen in Java web application. I read many tutorials regarding jdbcRealm and JAAS. But, one thing that i don't understand is that why should i use them ? Can't i simply check directly against my database of users? and once they successfully login to the site, i store some variable in session as a flag. And probably check that session variable on all restricted pages (I mean keep a filter for restricted resources url pattern).If the flag doesn't exist simply redirect the user to login page. Is this approach correct?Does this approch sound correct? If yes, then why did all this JAAS and jdbcRealm came into existence? Secondly, I am trying to completely implement SAS(Software as service) in my web application, meaning everything is done through web services.If i use webservices, is it possible to use jdbcRealm? If not, then is it possible to use JAAS? If yes, then please show me some example which uses mySql as a database and then authenticates and authorizes. I even heard about Spring Security. But, i am confused about that too in the sense that how do i use webservice with Spring Security. Please help me. I am really very confused. I read sun's tutorials but they only keep talking about theories. For programmers to understand a simple concept, they show a 100 page theory first before they finally come to one example.

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  • Reference a GNU C DLL built in GCC against Cygwin, from C#/NET

    - by Dale Halliwell
    Here is what I want: I have a huge legacy C/C++ codebase written for POSIX, including some very POSIX specific stuff like pthreads. This can be compiled on Cygwin/GCC and run as an executable under Windows with the Cygwin DLL. What I would like to do is build the codebase itself into a Windows DLL that I can then reference from C# and write a wrapper around it to access some parts of it programatically. I have tried this approach with the very simple "hello world" example at http://www.cygwin.com/cygwin-ug-net/dll.html and it doesn't seem to work. #include <stdio.h> extern "C" __declspec(dllexport) int hello(); int hello() { printf ("Hello World!\n"); return 42; } I believe I should be able to reference a DLL built with the above code in C# using something like: [DllImport("kernel32.dll")] public static extern IntPtr LoadLibrary(string dllToLoad); [DllImport("kernel32.dll")] public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName); [DllImport("kernel32.dll")] public static extern bool FreeLibrary(IntPtr hModule); [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate int hello(); static void Main(string[] args) { var path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "helloworld.dll"); IntPtr pDll = LoadLibrary(path); IntPtr pAddressOfFunctionToCall = GetProcAddress(pDll, "hello"); hello hello = (hello)Marshal.GetDelegateForFunctionPointer( pAddressOfFunctionToCall, typeof(hello)); int theResult = hello(); Console.WriteLine(theResult.ToString()); bool result = FreeLibrary(pDll); Console.ReadKey(); } But this approach doesn't seem to work. LoadLibrary returns null. It can find the DLL (helloworld.dll), it is just like it can't load it or find the exported function. I am sure that if I get this basic case working I can reference the rest of my codebase in this way. Any suggestions or pointers, or does anyone know if what I want is even possible? Thanks.

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • Helping install mrcwa and solve problems with f2py in Ubuntu 14.04 LTS

    - by user288160
    I am sorry if this is the wrong section but I am starting to get desperate, please someone help me... I need to install the program mrcwa-20080820 (sourceforge.net/projects/mrcwa/) because a summer project that I am involved. I need to use it together with anaconda (store.continuum.io/cshop/anaconda/), I already installed Anaconda and apparently it is working. When I type: conda --version I got the expected answer. conda 3.5.2 If I tried to import numpy or scipy with python or simple type f2py there are no errors. So far so good. But when I tried to install this program sudo python setup.py install I got these errors: running install running build sh: 1: f2py: not found cp: cannot stat ‘mrcwaf.so’: No such file or directory running build_py running install_lib running install_egg_info Removing /usr/local/lib/python2.7/dist-packages/mrcwa-20080820.egg-info Writing /usr/local/lib/python2.7/dist-packages/mrcwa-20080820.egg-info Obs: I am trying to use intel fortran 64-bits and Ubuntu 14.04 LTS. So I was checking f2py and tried to execute the program hello world f2py -c -m hello hello.f from here: cens.ioc.ee/projects/f2py2e/index.html#usage and I had some problems too: running build running config_cc unifing config_cc, config, build_clib, build_ext, build commands --compiler options running config_fc unifing config_fc, config, build_clib, build_ext, build commands --fcompiler options running build_src build_src building extension "hello" sources f2py options: [] f2py:> /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/hellomodule.c creating /tmp/tmpf8P4Y3/src.linux-x86_64-2.7 Reading fortran codes... Reading file 'hello.f' (format:fix,strict) Post-processing... Block: hello Block: foo Post-processing (stage 2)... Building modules... Building module "hello"... Constructing wrapper function "foo"... foo(a) Wrote C/API module "hello" to file "/tmp/tmpf8P4Y3/src.linux-x86_64-2.7 /hellomodule.c" adding '/tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.c' to sources. adding '/tmp/tmpf8P4Y3/src.linux-x86_64-2.7' to include_dirs. copying /home/felipe/.local/lib/python2.7/site-packages/numpy/f2py/src/fortranobject.c -> /tmp/tmpf8P4Y3/src.linux-x86_64-2.7 copying /home/felipe/.local/lib/python2.7/site-packages/numpy/f2py/src/fortranobject.h -> /tmp/tmpf8P4Y3/src.linux-x86_64-2.7 build_src: building npy-pkg config files running build_ext customize UnixCCompiler customize UnixCCompiler using build_ext customize Gnu95FCompiler Could not locate executable gfortran Could not locate executable f95 customize IntelFCompiler Found executable /opt/intel/composer_xe_2013_sp1.3.174/bin/intel64/ifort customize LaheyFCompiler Could not locate executable lf95 customize PGroupFCompiler Could not locate executable pgfortran customize AbsoftFCompiler Could not locate executable f90 Could not locate executable f77 customize NAGFCompiler customize VastFCompiler customize CompaqFCompiler Could not locate executable fort customize IntelItaniumFCompiler customize IntelEM64TFCompiler customize IntelEM64TFCompiler customize IntelEM64TFCompiler using build_ext building 'hello' extension compiling C sources C compiler: gcc -pthread -fno-strict-aliasing -g -O2 -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -fPIC creating /tmp/tmpf8P4Y3/tmp creating /tmp/tmpf8P4Y3/tmp/tmpf8P4Y3 creating /tmp/tmpf8P4Y3/tmp/tmpf8P4Y3/src.linux-x86_64-2.7 compile options: '-I/tmp/tmpf8P4Y3/src.linux-x86_64-2.7 -I/home/felipe/.local/lib/python2.7/site-packages/numpy/core/include -I/home/felipe/anaconda/include/python2.7 -c' gcc: /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/hellomodule.c In file included from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/ndarraytypes.h:1761:0, from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/ndarrayobject.h:17, from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/arrayobject.h:4, from /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.h:13, from /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/hellomodule.c:17: /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/npy_1_7_deprecated_api.h:15:2: warning: #warning "Using deprecated NumPy API, disable it by " "#defining NPY_NO_DEPRECATED_API NPY_1_7_API_VERSION" [-Wcpp] #warning "Using deprecated NumPy API, disable it by " \ ^ gcc: /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.c In file included from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/ndarraytypes.h:1761:0, from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/ndarrayobject.h:17, from /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/arrayobject.h:4, from /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.h:13, from /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.c:2: /home/felipe/.local/lib/python2.7/site-packages/numpy/core/include/numpy/npy_1_7_deprecated_api.h:15:2: warning: #warning "Using deprecated NumPy API, disable it by " "#defining NPY_NO_DEPRECATED_API NPY_1_7_API_VERSION" [-Wcpp] #warning "Using deprecated NumPy API, disable it by " \ ^ compiling Fortran sources Fortran f77 compiler: /opt/intel/composer_xe_2013_sp1.3.174/bin/intel64/ifort -FI -fPIC -xhost -openmp -fp-model strict Fortran f90 compiler: /opt/intel/composer_xe_2013_sp1.3.174/bin/intel64/ifort -FR -fPIC -xhost -openmp -fp-model strict Fortran fix compiler: /opt/intel/composer_xe_2013_sp1.3.174/bin/intel64/ifort -FI -fPIC -xhost -openmp -fp-model strict compile options: '-I/tmp/tmpf8P4Y3/src.linux-x86_64-2.7 -I/home/felipe/.local /lib/python2.7/site-packages/numpy/core/include -I/home/felipe/anaconda/include/python2.7 -c' ifort:f77: hello.f /opt/intel/composer_xe_2013_sp1.3.174/bin/intel64/ifort -shared -shared -nofor_main /tmp/tmpf8P4Y3/tmp/tmpf8P4Y3/src.linux-x86_64-2.7/hellomodule.o /tmp/tmpf8P4Y3 /tmp/tmpf8P4Y3/src.linux-x86_64-2.7/fortranobject.o /tmp/tmpf8P4Y3/hello.o -L/home/felipe /anaconda/lib -lpython2.7 -o ./hello.so Removing build directory /tmp/tmpf8P4Y3 Please help me I am new in ubuntu and python. I really need this program, my advisor is waiting an answer. Thank you very much, Felipe Oliveira.

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  • Nagging As A Strategy For Better Linking: -z guidance

    - by user9154181
    The link-editor (ld) in Solaris 11 has a new feature that we call guidance that is intended to help you build better objects. The basic idea behind guidance is that if (and only if) you request it, the link-editor will issue messages suggesting better options and other changes you might make to your ld command to get better results. You can choose to take the advice, or you can disable specific types of guidance while acting on others. In some ways, this works like an experienced friend leaning over your shoulder and giving you advice — you're free to take it or leave it as you see fit, but you get nudged to do a better job than you might have otherwise. We use guidance to build the core Solaris OS, and it has proven to be useful, both in improving our objects, and in making sure that regressions don't creep back in later. In this article, I'm going to describe the evolution in thinking and design that led to the implementation of the -z guidance option, as well as give a brief description of how it works. The guidance feature issues non-fatal warnings. However, experience shows that once developers get used to ignoring warnings, it is inevitable that real problems will be lost in the noise and ignored or missed. This is why we have a zero tolerance policy against build noise in the core Solaris OS. In order to get maximum benefit from -z guidance while maintaining this policy, I added the -z fatal-warnings option at the same time. Much of the material presented here is adapted from the arc case: PSARC 2010/312 Link-editor guidance The History Of Unfortunate Link-Editor Defaults The Solaris link-editor is one of the oldest Unix commands. It stands to reason that this would be true — in order to write an operating system, you need the ability to compile and link code. The original link-editor (ld) had defaults that made sense at the time. As new features were needed, command line option switches were added to let the user use them, while maintaining backward compatibility for those who didn't. Backward compatibility is always a concern in system design, but is particularly important in the case of the tool chain (compilers, linker, and related tools), since it is a basic building block for the entire system. Over the years, applications have grown in size and complexity. Important concepts like dynamic linking that didn't exist in the original Unix system were invented. Object file formats changed. In the case of System V Release 4 Unix derivatives like Solaris, the ELF (Extensible Linking Format) was adopted. Since then, the ELF system has evolved to provide tools needed to manage today's larger and more complex environments. Features such as lazy loading, and direct bindings have been added. In an ideal world, many of these options would be defaults, with rarely used options that allow the user to turn them off. However, the reality is exactly the reverse: For backward compatibility, these features are all options that must be explicitly turned on by the user. This has led to a situation in which most applications do not take advantage of the many improvements that have been made in linking over the last 20 years. If their code seems to link and run without issue, what motivation does a developer have to read a complex manpage, absorb the information provided, choose the features that matter for their application, and apply them? Experience shows that only the most motivated and diligent programmers will make that effort. We know that most programs would be improved if we could just get you to use the various whizzy features that we provide, but the defaults conspire against us. We have long wanted to do something to make it easier for our users to use the linkers more effectively. There have been many conversations over the years regarding this issue, and how to address it. They always break down along the following lines: Change ld Defaults Since the world would be a better place the newer ld features were the defaults, why not change things to make it so? This idea is simple, elegant, and impossible. Doing so would break a large number of existing applications, including those of ISVs, big customers, and a plethora of existing open source packages. In each case, the owner of that code may choose to follow our lead and fix their code, or they may view it as an invitation to reconsider their commitment to our platform. Backward compatibility, and our installed base of working software, is one of our greatest assets, and not something to be lightly put at risk. Breaking backward compatibility at this level of the system is likely to do more harm than good. But, it sure is tempting. New Link-Editor One might create a new linker command, not called 'ld', leaving the old command as it is. The new one could use the same code as ld, but would offer only modern options, with the proper defaults for features such as direct binding. The resulting link-editor would be a pleasure to use. However, the approach is doomed to niche status. There is a vast pile of exiting code in the world built around the existing ld command, that reaches back to the 1970's. ld use is embedded in large and unknown numbers of makefiles, and is used by name by compilers that execute it. A Unix link-editor that is not named ld will not find a majority audience no matter how good it might be. Finally, a new linker command will eventually cease to be new, and will accumulate its own burden of backward compatibility issues. An Option To Make ld Do The Right Things Automatically This line of reasoning is best summarized by a CR filed in 2005, entitled 6239804 make it easier for ld(1) to do what's best The idea is to have a '-z best' option that unchains ld from its backward compatibility commitment, and allows it to turn on the "best" set of features, as determined by the authors of ld. The specific set of features enabled by -z best would be subject to change over time, as requirements change. This idea is more realistic than the other two, but was never implemented because it has some important issues that we could never answer to our satisfaction: The -z best proposal assumes that the user can turn it on, and trust it to select good options without the user needing to be aware of the options being applied. This is a fallacy. Features such as direct bindings require the user to do some analysis to ensure that the resulting program will still operate properly. A user who is willing to do the work to verify that what -z best does will be OK for their application is capable of turning on those features directly, and therefore gains little added benefit from -z best. The intent is that when a user opts into -z best, that they understand that z best is subject to sometimes incompatible evolution. Experience teaches us that this won't work. People will use this feature, the meaning of -z best will change, code that used to build will fail, and then there will be complaints and demands to retract the change. When (not if) this occurs, we will of course defend our actions, and point at the disclaimer. We'll win some of those debates, and lose others. Ultimately, we'll end up with -z best2 (-z better), or other compromises, and our goal of simplifying the world will have failed. The -z best idea rolls up a set of features that may or may not be related to each other into a unit that must be taken wholesale, or not at all. It could be that only a subset of what it does is compatible with a given application, in which case the user is expected to abandon -z best and instead set the options that apply to their application directly. In doing so, they lose one of the benefits of -z best, that if you use it, future versions of ld may choose a different set of options, and automatically improve the object through the act of rebuilding it. I drew two conclusions from the above history: For a link-editor, backward compatibility is vital. If a given command line linked your application 10 years ago, you have every reason to expect that it will link today, assuming that the libraries you're linking against are still available and compatible with their previous interfaces. For an application of any size or complexity, there is no substitute for the work involved in examining the code and determining which linker options apply and which do not. These options are largely orthogonal to each other, and it can be reasonable not to use any or all of them, depending on the situation, even in modern applications. It is a mistake to tie them together. The idea for -z guidance came from consideration of these points. By decoupling the advice from the act of taking the advice, we can retain the good aspects of -z best while avoiding its pitfalls: -z guidance gives advice, but the decision to take that advice remains with the user who must evaluate its merit and make a decision to take it or not. As such, we are free to change the specific guidance given in future releases of ld, without breaking existing applications. The only fallout from this will be some new warnings in the build output, which can be ignored or dealt with at the user's convenience. It does not couple the various features given into a single "take it or leave it" option, meaning that there will never be a need to offer "-zguidance2", or other such variants as things change over time. Guidance has the potential to be our final word on this subject. The user is given the flexibility to disable specific categories of guidance without losing the benefit of others, including those that might be added to future versions of the system. Although -z fatal-warnings stands on its own as a useful feature, it is of particular interest in combination with -z guidance. Used together, the guidance turns from advice to hard requirement: The user must either make the suggested change, or explicitly reject the advice by specifying a guidance exception token, in order to get a build. This is valuable in environments with high coding standards. ld Command Line Options The guidance effort resulted in new link-editor options for guidance and for turning warnings into fatal errors. Before I reproduce that text here, I'd like to highlight the strategic decisions embedded in the guidance feature: In order to get guidance, you have to opt in. We hope you will opt in, and believe you'll get better objects if you do, but our default mode of operation will continue as it always has, with full backward compatibility, and without judgement. Guidance suggestions always offers specific advice, and not vague generalizations. You can disable some guidance without turning off the entire feature. When you get guidance warnings, you can choose to take the advice, or you can specify a keyword to disable guidance for just that category. This allows you to get guidance for things that are useful to you, without being bothered about things that you've already considered and dismissed. As the world changes, we will add new guidance to steer you in the right direction. All such new guidance will come with a keyword that let's you turn it off. In order to facilitate building your code on different versions of Solaris, we quietly ignore any guidance keywords we don't recognize, assuming that they are intended for newer versions of the link-editor. If you want to see what guidance tokens ld does and does not recognize on your system, you can use the ld debugging feature as follows: % ld -Dargs -z guidance=foo,nodefs debug: debug: Solaris Linkers: 5.11-1.2275 debug: debug: arg[1] option=-D: option-argument: args debug: arg[2] option=-z: option-argument: guidance=foo,nodefs debug: warning: unrecognized -z guidance item: foo The -z fatal-warning option is straightforward, and generally useful in environments with strict coding standards. Note that the GNU ld already had this feature, and we accept their option names as synonyms: -z fatal-warnings | nofatal-warnings --fatal-warnings | --no-fatal-warnings The -z fatal-warnings and the --fatal-warnings option cause the link-editor to treat warnings as fatal errors. The -z nofatal-warnings and the --no-fatal-warnings option cause the link-editor to treat warnings as non-fatal. This is the default behavior. The -z guidance option is defined as follows: -z guidance[=item1,item2,...] Provide guidance messages to suggest ld options that can improve the quality of the resulting object, or which are otherwise considered to be beneficial. The specific guidance offered is subject to change over time as the system evolves. Obsolete guidance offered by older versions of ld may be dropped in new versions. Similarly, new guidance may be added to new versions of ld. Guidance therefore always represents current best practices. It is possible to enable guidance, while preventing specific guidance messages, by providing a list of item tokens, representing the class of guidance to be suppressed. In this way, unwanted advice can be suppressed without losing the benefit of other guidance. Unrecognized item tokens are quietly ignored by ld, allowing a given ld command line to be executed on a variety of older or newer versions of Solaris. The guidance offered by the current version of ld, and the item tokens used to disable these messages, are as follows. Specify Required Dependencies Dynamic executables and shared objects should explicitly define all of the dependencies they require. Guidance recommends the use of the -z defs option, should any symbol references remain unsatisfied when building dynamic objects. This guidance can be disabled with -z guidance=nodefs. Do Not Specify Non-Required Dependencies Dynamic executables and shared objects should not define any dependencies that do not satisfy the symbol references made by the dynamic object. Guidance recommends that unused dependencies be removed. This guidance can be disabled with -z guidance=nounused. Lazy Loading Dependencies should be identified for lazy loading. Guidance recommends the use of the -z lazyload option should any dependency be processed before either a -z lazyload or -z nolazyload option is encountered. This guidance can be disabled with -z guidance=nolazyload. Direct Bindings Dependencies should be referenced with direct bindings. Guidance recommends the use of the -B direct, or -z direct options should any dependency be processed before either of these options, or the -z nodirect option is encountered. This guidance can be disabled with -z guidance=nodirect. Pure Text Segment Dynamic objects should not contain relocations to non-writable, allocable sections. Guidance recommends compiling objects with Position Independent Code (PIC) should any relocations against the text segment remain, and neither the -z textwarn or -z textoff options are encountered. This guidance can be disabled with -z guidance=notext. Mapfile Syntax All mapfiles should use the version 2 mapfile syntax. Guidance recommends the use of the version 2 syntax should any mapfiles be encountered that use the version 1 syntax. This guidance can be disabled with -z guidance=nomapfile. Library Search Path Inappropriate dependencies that are encountered by ld are quietly ignored. For example, a 32-bit dependency that is encountered when generating a 64-bit object is ignored. These dependencies can result from incorrect search path settings, such as supplying an incorrect -L option. Although benign, this dependency processing is wasteful, and might hide a build problem that should be solved. Guidance recommends the removal of any inappropriate dependencies. This guidance can be disabled with -z guidance=nolibpath. In addition, -z guidance=noall can be used to entirely disable the guidance feature. See Chapter 7, Link-Editor Quick Reference, in the Linker and Libraries Guide for more information on guidance and advice for building better objects. Example The following example demonstrates how the guidance feature is intended to work. We will build a shared object that has a variety of shortcomings: Does not specify all it's dependencies Specifies dependencies it does not use Does not use direct bindings Uses a version 1 mapfile Contains relocations to the readonly allocable text (not PIC) This scenario is sadly very common — many shared objects have one or more of these issues. % cat hello.c #include <stdio.h> #include <unistd.h> void hello(void) { printf("hello user %d\n", getpid()); } % cat mapfile.v1 # This version 1 mapfile will trigger a guidance message % cc hello.c -o hello.so -G -M mapfile.v1 -lelf As you can see, the operation completes without error, resulting in a usable object. However, turning on guidance reveals a number of things that could be better: % cc hello.c -o hello.so -G -M mapfile.v1 -lelf -zguidance ld: guidance: version 2 mapfile syntax recommended: mapfile.v1 ld: guidance: -z lazyload option recommended before first dependency ld: guidance: -B direct or -z direct option recommended before first dependency Undefined first referenced symbol in file getpid hello.o (symbol belongs to implicit dependency /lib/libc.so.1) printf hello.o (symbol belongs to implicit dependency /lib/libc.so.1) ld: warning: symbol referencing errors ld: guidance: -z defs option recommended for shared objects ld: guidance: removal of unused dependency recommended: libelf.so.1 warning: Text relocation remains referenced against symbol offset in file .rodata1 (section) 0xa hello.o getpid 0x4 hello.o printf 0xf hello.o ld: guidance: position independent (PIC) code recommended for shared objects ld: guidance: see ld(1) -z guidance for more information Given the explicit advice in the above guidance messages, it is relatively easy to modify the example to do the right things: % cat mapfile.v2 # This version 2 mapfile will not trigger a guidance message $mapfile_version 2 % cc hello.c -o hello.so -Kpic -G -Bdirect -M mapfile.v2 -lc -zguidance There are situations in which the guidance does not fit the object being built. For instance, you want to build an object without direct bindings: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance ld: guidance: -B direct or -z direct option recommended before first dependency ld: guidance: see ld(1) -z guidance for more information It is easy to disable that specific guidance warning without losing the overall benefit from allowing the remainder of the guidance feature to operate: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance=nodirect Conclusions The linking guidelines enforced by the ld guidance feature correspond rather directly to our standards for building the core Solaris OS. I'm sure that comes as no surprise. It only makes sense that we would want to build our own product as well as we know how. Solaris is usually the first significant test for any new linker feature. We now enable guidance by default for all builds, and the effect has been very positive. Guidance helps us find suboptimal objects more quickly. Programmers get concrete advice for what to change instead of vague generalities. Even in the cases where we override the guidance, the makefile rules to do so serve as documentation of the fact. Deciding to use guidance is likely to cause some up front work for most code, as it forces you to consider using new features such as direct bindings. Such investigation is worthwhile, but does not come for free. However, the guidance suggestions offer a structured and straightforward way to tackle modernizing your objects, and once that work is done, for keeping them that way. The investment is often worth it, and will replay you in terms of better performance and fewer problems. I hope that you find guidance to be as useful as we have.

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • Box2D random crash when adding joints

    - by user46624
    I'm currently working on a project which uses Box2D, when the player uses a certain key it should anchor to the ground. For that I use a weld joint, but when I add the joint the game will sometimes crash, it has a 1/10 change to crash. The error I recieve: Showing the controller Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 11 at org.jbox2d.dynamics.Island.add(Island.java:577) at org.jbox2d.dynamics.World.solve(World.java:1073) at org.jbox2d.dynamics.World.step(World.java:598) The code for adding the joints: WeldJointDef def = new WeldJointDef(); def.initialize(body, anchoredObject.body, body.getWorldCenter()); weldJoint = (WeldJoint) world.createJoint(def); I still get the error if I synchronize it

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  • Is there a definitive reference on Pinball playfield design?

    - by World Engineer
    I'm looking at designing tables for Future Pinball but I'm not sure where to start as I've little background in game design per se. I've played scores of pinball tables over the years so I've a fairly good idea of what is "fun" in those terms. However, I'd like to know if there is a definitive "bible" of pinball design as far as layout and scoring/mode design goes. I've looked but there doesn't seem to be anything really coherent that I could find. Is it simply a lost art or am I missing some buried gem?

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  • Is IronScheme complete enough or stable enough to be worth learning?

    - by World Engineer
    IronScheme is mentioned on Wikipedia as a successor to a failed project called IronLisp, bringing Lisp to CLR and .NET, the way Clojure does for the JVM. Does anyone have experience with this language? It looks fairly complete (99%) but I'm not sure how to judge whether it's worth my time to fiddle with getting it set up or not. By stable or complete, I mean using it for actual projects rather than just fiddling with tools and Project Euler style problems.

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  • What is the most compatible, widely used production language to export knowledge and skills gained from Haskell?

    - by World Engineer
    I like Haskell, plain and simple. While Haskell is used in production software, it's not especially widely deployed from what I've seen. What is the most similar and still widely used language in regards to production projects so that I might have a snowball's chance of using something similarly awesome in industry? Also is the same language from the first part available on large numbers of platforms? If not, what is the best alternative that has wide platform deployment? I'd like a single language to put on my to-do list rather than a massive swarm or family. Hard evidence would be a plus.

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  • Is the Unix Philosophy still relevant in the Web 2.0 world?

    - by David Titarenco
    Introduction Hello, let me give you some background before I begin. I started programming when I was 5 or 6 on my dad's PSION II (some primitive BASIC-like language), then I learned more and more, eventually inching my way up to C, C++, Java, PHP, JS, etc. I think I'm a pretty decent coder. I think most people would agree. I'm not a complete social recluse, but I do stuff like write a virtual machine for fun. I've never taken a computer course in college because I've been in and out for the past couple of years and have only been taking core classes; never having been particularly amazing at school, perhaps I'm missing some basic tenet that most learn in CS101. I'm currently reading Coders at Work and this question is based on some ideas I read in there. A Brief (Fictionalized) Example So a certain sunny day I get an idea. I hire a designer and hammer away at some C/C++ code for a couple of months, soon thereafter releasing silvr.com, a website that transmutes lead into silver. Yep, I started my very own start-up and even gave it a clever web 2.0 name with a vowel missing. Mom and dad are proud. I come up with some numbers I should be seeing after 1, 2, 3, 6, 9, 12 months and set sail. Obviously, my transmuting server isn't perfect, sometimes it segfaults, sometimes it leaks memory. I fix it and keep truckin'. After all, gdb is my best friend. Eventually, I'm at a position where a very small community of people are happily transmuting lead into silver on a semi-regular basis, but they want to let their friends on MySpace know how many grams of lead they transmuted today. And they want to post images of their lead and silver nuggets on flickr. I'm losing out on potential traffic unless I let them log in with their Yahoo, Google, and Facebook accounts. They want webcam support and live cock fighting, merry-go-rounds and Jabberwockies. All these things seem necessary. The Aftermath Of course, I have to re-write the transmuting server! After all, I've been losing money all these months. I need OAuth libraries and OpenID libraries, JSON support, and the only stable Jabberwocky API is for Java. C++ isn't even an option anymore. I'm just one guy! The Java binary just grows and grows since I need some legacy Apache include for the JSON library, and some antiquated Sun dependency for OAuth support. Then I pick up a book like Coders at Work and read what people like jwz say about complexity... I think to myself.. Keep it simple, stupid. I like simple things. I've always loved the Unix Philosophy but even after trying to keep the new server source modular and sleek, I loathe having to write one more line of code. It feels that I'm just piling crap on top of other crap. Maybe I'm naive thinking every piece of software can be simple and clever. Maybe it's just a phase.. or is the Unix Philosophy basically dead when it comes to the current state of (web) development? I'm just kind of disheartened :(

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • C# Container Class

    - by Jamie
    I'm building a game in c# which allows you to script your own level, although I have come across a bit of a thought. I have a base class called "World" as an object. This was made with a simple: class World { However, when the user is scripting their level, all of the game objects will be contained in the world object. I want them to be able to do something on the lines of: World.ParentObjectName.ParentObjectProperty = "abc"; I know that the System.Windows.Forms.Panel and other classes are like containers and can have objects in them and be accessed in that kind of way... my question is how can I make a class which is like a container in which I can add objects to, and then access them with a World.ObjectName I have tried class World : System.Collections.CollectionBase, but with this method, I have to keep typing World.Item("ObjectName") Can anyone help? Thanks!

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  • What's up with LDoms: Part 4 - Virtual Networking Explained

    - by Stefan Hinker
    I'm back from my summer break (and some pressing business that kept me away from this), ready to continue with Oracle VM Server for SPARC ;-) In this article, we'll have a closer look at virtual networking.  Basic connectivity as we've seen it in the first, simple example, is easy enough.  But there are numerous options for the virtual switches and virtual network ports, which we will discuss in more detail now.   In this section, we will concentrate on virtual networking - the capabilities of virtual switches and virtual network ports - only.  Other options involving hardware assignment or redundancy will be covered in separate sections later on. There are two basic components involved in virtual networking for LDoms: Virtual switches and virtual network devices.  The virtual switch should be seen just like a real ethernet switch.  It "runs" in the service domain and moves ethernet packets back and forth.  A virtual network device is plumbed in the guest domain.  It corresponds to a physical network device in the real world.  There, you'd be plugging a cable into the network port, and plug the other end of that cable into a switch.  In the virtual world, you do the same:  You create a virtual network device for your guest and connect it to a virtual switch in a service domain.  The result works just like in the physical world, the network device sends and receives ethernet packets, and the switch does all those things ethernet switches tend to do. If you look at the reference manual of Oracle VM Server for SPARC, there are numerous options for virtual switches and network devices.  Don't be confused, it's rather straight forward, really.  Let's start with the simple case, and work our way to some more sophisticated options later on.  In many cases, you'll want to have several guests that communicate with the outside world on the same ethernet segment.  In the real world, you'd connect each of these systems to the same ethernet switch.  So, let's do the same thing in the virtual world: root@sun # ldm add-vsw net-dev=nxge2 admin-vsw primary root@sun # ldm add-vnet admin-net admin-vsw mars root@sun # ldm add-vnet admin-net admin-vsw venus We've just created a virtual switch called "admin-vsw" and connected it to the physical device nxge2.  In the physical world, we'd have powered up our ethernet switch and installed a cable between it and our big enterprise datacenter switch.  We then created a virtual network interface for each one of the two guest systems "mars" and "venus" and connected both to that virtual switch.  They can now communicate with each other and with any system reachable via nxge2.  If primary were running Solaris 10, communication with the guests would not be possible.  This is different with Solaris 11, please see the Admin Guide for details.  Note that I've given both the vswitch and the vnet devices some sensible names, something I always recommend. Unless told otherwise, the LDoms Manager software will automatically assign MAC addresses to all network elements that need one.  It will also make sure that these MAC addresses are unique and reuse MAC addresses to play nice with all those friendly DHCP servers out there.  However, if we want to do this manually, we can also do that.  (One reason might be firewall rules that work on MAC addresses.)  So let's give mars a manually assigned MAC address: root@sun # ldm set-vnet mac-addr=0:14:4f:f9:c4:13 admin-net mars Within the guest, these virtual network devices have their own device driver.  In Solaris 10, they'd appear as "vnet0".  Solaris 11 would apply it's usual vanity naming scheme.  We can configure these interfaces just like any normal interface, give it an IP-address and configure sophisticated routing rules, just like on bare metal.  In many cases, using Jumbo Frames helps increase throughput performance.  By default, these interfaces will run with the standard ethernet MTU of 1500 bytes.  To change this,  it is usually sufficient to set the desired MTU for the virtual switch.  This will automatically set the same MTU for all vnet devices attached to that switch.  Let's change the MTU size of our admin-vsw from the example above: root@sun # ldm set-vsw mtu=9000 admin-vsw primary Note that that you can set the MTU to any value between 1500 and 16000.  Of course, whatever you set needs to be supported by the physical network, too. Another very common area of network configuration is VLAN tagging. This can be a little confusing - my advise here is to be very clear on what you want, and perhaps draw a little diagram the first few times.  As always, keeping a configuration simple will help avoid errors of all kind.  Nevertheless, VLAN tagging is very usefull to consolidate different networks onto one physical cable.  And as such, this concept needs to be carried over into the virtual world.  Enough of the introduction, here's a little diagram to help in explaining how VLANs work in LDoms: Let's remember that any VLANs not explicitly tagged have the default VLAN ID of 1. In this example, we have a vswitch connected to a physical network that carries untagged traffic (VLAN ID 1) as well as VLANs 11, 22, 33 and 44.  There might also be other VLANs on the wire, but the vswitch will ignore all those packets.  We also have two vnet devices, one for mars and one for venus.  Venus will see traffic from VLANs 33 and 44 only.  For VLAN 44, venus will need to configure a tagged interface "vnet44000".  For VLAN 33, the vswitch will untag all incoming traffic for venus, so that venus will see this as "normal" or untagged ethernet traffic.  This is very useful to simplify guest configuration and also allows venus to perform Jumpstart or AI installations over this network even if the Jumpstart or AI server is connected via VLAN 33.  Mars, on the other hand, has full access to untagged traffic from the outside world, and also to VLANs 11,22 and 33, but not 44.  On the command line, we'd do this like this: root@sun # ldm add-vsw net-dev=nxge2 pvid=1 vid=11,22,33,44 admin-vsw primary root@sun # ldm add-vnet admin-net pvid=1 vid=11,22,33 admin-vsw mars root@sun # ldm add-vnet admin-net pvid=33 vid=44 admin-vsw venus Finally, I'd like to point to a neat little option that will make your live easier in all those cases where configurations tend to change over the live of a guest system.  It's the "id=<somenumber>" option available for both vswitches and vnet devices.  Normally, Solaris in the guest would enumerate network devices sequentially.  However, it has ways of remembering this initial numbering.  This is good in the physical world.  In the virtual world, whenever you unbind (aka power off and disassemble) a guest system, remove and/or add network devices and bind the system again, chances are this numbering will change.  Configuration confusion will follow suit.  To avoid this, nail down the initial numbering by assigning each vnet device it's device-id explicitly: root@sun # ldm add-vnet admin-net id=1 admin-vsw venus Please consult the Admin Guide for details on this, and how to decipher these network ids from Solaris running in the guest. Thanks for reading this far.  Links for further reading are essentially only the Admin Guide and Reference Manual and can be found above.  I hope this is useful and, as always, I welcome any comments.

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  • Elfsign Object Signing on Solaris

    - by danx
    Elfsign Object Signing on Solaris Don't let this happen to you—use elfsign! Solaris elfsign(1) is a command that signs and verifies ELF format executables. That includes not just executable programs (such as ls or cp), but other ELF format files including libraries (such as libnvpair.so) and kernel modules (such as autofs). Elfsign has been available since Solaris 10 and ELF format files distributed with Solaris, since Solaris 10, are signed by either Sun Microsystems or its successor, Oracle Corporation. When an ELF file is signed, elfsign adds a new section the ELF file, .SUNW_signature, that contains a RSA public key signature and other information about the signer. That is, the algorithm used, algorithm OID, signer CN/OU, and time stamp. The signature section can later be verified by elfsign or other software by matching the signature in the file agains the ELF file contents (excluding the signature). ELF executable files may also be signed by a 3rd-party or by the customer. This is useful for verifying the origin and authenticity of executable files installed on a system. The 3rd-party or customer public key certificate should be installed in /etc/certs/ to allow verification by elfsign. For currently-released versions of Solaris, only cryptographic framework plugin libraries are verified by Solaris. However, all ELF files may be verified by the elfsign command at any time. Elfsign Algorithms Elfsign signatures are created by taking a digest of the ELF section contents, then signing the digest with RSA. To verify, one takes a digest of ELF file and compares with the expected digest that's computed from the signature and RSA public key. Originally elfsign took a MD5 digest of a SHA-1 digest of the ELF file sections, then signed the resulting digest with RSA. In Solaris 11.1 then Solaris 11.1 SRU 7 (5/2013), the elfsign crypto algorithms available have been expanded to keep up with evolving cryptography. The following table shows the available elfsign algorithms: Elfsign Algorithm Solaris Release Comments elfsign sign -F rsa_md5_sha1   S10, S11.0, S11.1 Default for S10. Not recommended* elfsign sign -F rsa_sha1 S11.1 Default for S11.1. Not recommended elfsign sign -F rsa_sha256 S11.1 patch SRU7+   Recommended ___ *Most or all CAs do not accept MD5 CSRs and do not issue MD5 certs due to MD5 hash collision problems. RSA Key Length. I recommend using RSA-2048 key length with elfsign is RSA-2048 as the best balance between a long expected "life time", interoperability, and performance. RSA-2048 keys have an expected lifetime through 2030 (and probably beyond). For details, see Recommendation for Key Management: Part 1: General, NIST Publication SP 800-57 part 1 (rev. 3, 7/2012, PDF), tables 2 and 4 (pp. 64, 67). Step 1: create or obtain a key and cert The first step in using elfsign is to obtain a key and cert from a public Certificate Authority (CA), or create your own self-signed key and cert. I'll briefly explain both methods. Obtaining a Certificate from a CA To obtain a cert from a CA, such as Verisign, Thawte, or Go Daddy (to name a few random examples), you create a private key and a Certificate Signing Request (CSR) file and send it to the CA, following the instructions of the CA on their website. They send back a signed public key certificate. The public key cert, along with the private key you created is used by elfsign to sign an ELF file. The public key cert is distributed with the software and is used by elfsign to verify elfsign signatures in ELF files. You need to request a RSA "Class 3 public key certificate", which is used for servers and software signing. Elfsign uses RSA and we recommend RSA-2048 keys. The private key and CSR can be generated with openssl(1) or pktool(1) on Solaris. Here's a simple example that uses pktool to generate a private RSA_2048 key and a CSR for sending to a CA: $ pktool gencsr keystore=file format=pem outcsr=MYCSR.p10 \ subject="CN=canineswworks.com,OU=Canine SW object signing" \ outkey=MYPRIVATEKEY.key $ openssl rsa -noout -text -in MYPRIVATEKEY.key Private-Key: (2048 bit) modulus: 00:d2:ef:42:f2:0b:8c:96:9f:45:32:fc:fe:54:94: . . . [omitted for brevity] . . . c9:c7 publicExponent: 65537 (0x10001) privateExponent: 26:14:fc:49:26:bc:a3:14:ee:31:5e:6b:ac:69:83: . . . [omitted for brevity] . . . 81 prime1: 00:f6:b7:52:73:bc:26:57:26:c8:11:eb:6c:dc:cb: . . . [omitted for brevity] . . . bc:91:d0:40:d6:9d:ac:b5:69 prime2: 00:da:df:3f:56:b2:18:46:e1:89:5b:6c:f1:1a:41: . . . [omitted for brevity] . . . f3:b7:48:de:c3:d9:ce:af:af exponent1: 00:b9:a2:00:11:02:ed:9a:3f:9c:e4:16:ce:c7:67: . . . [omitted for brevity] . . . 55:50:25:70:d3:ca:b9:ab:99 exponent2: 00:c8:fc:f5:57:11:98:85:8e:9a:ea:1f:f2:8f:df: . . . [omitted for brevity] . . . 23:57:0e:4d:b2:a0:12:d2:f5 coefficient: 2f:60:21:cd:dc:52:76:67:1a:d8:75:3e:7f:b0:64: . . . [omitted for brevity] . . . 06:94:56:d8:9d:5c:8e:9b $ openssl req -noout -text -in MYCSR.p10 Certificate Request: Data: Version: 2 (0x2) Subject: OU=Canine SW object signing, CN=canineswworks.com Subject Public Key Info: Public Key Algorithm: rsaEncryption Public-Key: (2048 bit) Modulus: 00:d2:ef:42:f2:0b:8c:96:9f:45:32:fc:fe:54:94: . . . [omitted for brevity] . . . c9:c7 Exponent: 65537 (0x10001) Attributes: Signature Algorithm: sha1WithRSAEncryption b3:e8:30:5b:88:37:68:1c:26:6b:45:af:5e:de:ea:60:87:ea: . . . [omitted for brevity] . . . 06:f9:ed:b4 Secure storage of RSA private key. The private key needs to be protected if the key signing is used for production (as opposed to just testing). That is, protect the key to protect against unauthorized signatures by others. One method is to use a PIN-protected PKCS#11 keystore. The private key you generate should be stored in a secure manner, such as in a PKCS#11 keystore using pktool(1). Otherwise others can sign your signature. Other secure key storage mechanisms include a SCA-6000 crypto card, a USB thumb drive stored in a locked area, a dedicated server with restricted access, Oracle Key Manager (OKM), or some combination of these. I also recommend secure backup of the private key. Here's an example of generating a private key protected in the PKCS#11 keystore, and a CSR. $ pktool setpin # use if PIN not set yet Enter token passphrase: changeme Create new passphrase: Re-enter new passphrase: Passphrase changed. $ pktool gencsr keystore=pkcs11 label=MYPRIVATEKEY \ format=pem outcsr=MYCSR.p10 \ subject="CN=canineswworks.com,OU=Canine SW object signing" $ pktool list keystore=pkcs11 Enter PIN for Sun Software PKCS#11 softtoken: Found 1 asymmetric public keys. Key #1 - RSA public key: MYPRIVATEKEY Here's another example that uses openssl instead of pktool to generate a private key and CSR: $ openssl genrsa -out cert.key 2048 $ openssl req -new -key cert.key -out MYCSR.p10 Self-Signed Cert You can use openssl or pktool to create a private key and a self-signed public key certificate. A self-signed cert is useful for development, testing, and internal use. The private key created should be stored in a secure manner, as mentioned above. The following example creates a private key, MYSELFSIGNED.key, and a public key cert, MYSELFSIGNED.pem, using pktool and displays the contents with the openssl command. $ pktool gencert keystore=file format=pem serial=0xD06F00D lifetime=20-year \ keytype=rsa hash=sha256 outcert=MYSELFSIGNED.pem outkey=MYSELFSIGNED.key \ subject="O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com" $ pktool list keystore=file objtype=cert infile=MYSELFSIGNED.pem Found 1 certificates. 1. (X.509 certificate) Filename: MYSELFSIGNED.pem ID: c8:24:59:08:2b:ae:6e:5c:bc:26:bd:ef:0a:9c:54:de:dd:0f:60:46 Subject: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com Issuer: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com Not Before: Oct 17 23:18:00 2013 GMT Not After: Oct 12 23:18:00 2033 GMT Serial: 0xD06F00D0 Signature Algorithm: sha256WithRSAEncryption $ openssl x509 -noout -text -in MYSELFSIGNED.pem Certificate: Data: Version: 3 (0x2) Serial Number: 3496935632 (0xd06f00d0) Signature Algorithm: sha256WithRSAEncryption Issuer: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com Validity Not Before: Oct 17 23:18:00 2013 GMT Not After : Oct 12 23:18:00 2033 GMT Subject: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com Subject Public Key Info: Public Key Algorithm: rsaEncryption Public-Key: (2048 bit) Modulus: 00:bb:e8:11:21:d9:4b:88:53:8b:6c:5a:7a:38:8b: . . . [omitted for brevity] . . . bf:77 Exponent: 65537 (0x10001) Signature Algorithm: sha256WithRSAEncryption 9e:39:fe:c8:44:5c:87:2c:8f:f4:24:f6:0c:9a:2f:64:84:d1: . . . [omitted for brevity] . . . 5f:78:8e:e8 $ openssl rsa -noout -text -in MYSELFSIGNED.key Private-Key: (2048 bit) modulus: 00:bb:e8:11:21:d9:4b:88:53:8b:6c:5a:7a:38:8b: . . . [omitted for brevity] . . . bf:77 publicExponent: 65537 (0x10001) privateExponent: 0a:06:0f:23:e7:1b:88:62:2c:85:d3:2d:c1:e6:6e: . . . [omitted for brevity] . . . 9c:e1:e0:0a:52:77:29:4a:75:aa:02:d8:af:53:24: c1 prime1: 00:ea:12:02:bb:5a:0f:5a:d8:a9:95:b2:ba:30:15: . . . [omitted for brevity] . . . 5b:ca:9c:7c:19:48:77:1e:5d prime2: 00:cd:82:da:84:71:1d:18:52:cb:c6:4d:74:14:be: . . . [omitted for brevity] . . . 5f:db:d5:5e:47:89:a7:ef:e3 exponent1: 32:37:62:f6:a6:bf:9c:91:d6:f0:12:c3:f7:04:e9: . . . [omitted for brevity] . . . 97:3e:33:31:89:66:64:d1 exponent2: 00:88:a2:e8:90:47:f8:75:34:8f:41:50:3b:ce:93: . . . [omitted for brevity] . . . ff:74:d4:be:f3:47:45:bd:cb coefficient: 4d:7c:09:4c:34:73:c4:26:f0:58:f5:e1:45:3c:af: . . . [omitted for brevity] . . . af:01:5f:af:ad:6a:09:bf Step 2: Sign the ELF File object By now you should have your private key, and obtained, by hook or crook, a cert (either from a CA or use one you created (a self-signed cert). The next step is to sign one or more objects with your private key and cert. Here's a simple example that creates an object file, signs, verifies, and lists the contents of the ELF signature. $ echo '#include <stdio.h>\nint main(){printf("Hello\\n");}'>hello.c $ make hello cc -o hello hello.c $ elfsign verify -v -c MYSELFSIGNED.pem -e hello elfsign: no signature found in hello. $ elfsign sign -F rsa_sha256 -v -k MYSELFSIGNED.key -c MYSELFSIGNED.pem -e hello elfsign: hello signed successfully. format: rsa_sha256. signer: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com. signed on: October 17, 2013 04:22:49 PM PDT. $ elfsign list -f format -e hello rsa_sha256 $ elfsign list -f signer -e hello O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com $ elfsign list -f time -e hello October 17, 2013 04:22:49 PM PDT $ elfsign verify -v -c MYSELFSIGNED.key -e hello elfsign: verification of hello failed. format: rsa_sha256. signer: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com. signed on: October 17, 2013 04:22:49 PM PDT. Signing using the pkcs11 keystore To sign the ELF file using a private key in the secure pkcs11 keystore, replace "-K MYSELFSIGNED.key" in the "elfsign sign" command line with "-T MYPRIVATEKEY", where MYPRIVATKEY is the pkcs11 token label. Step 3: Install the cert and test on another system Just signing the object isn't enough. You need to copy or install the cert and the signed ELF file(s) on another system to test that the signature is OK. Your public key cert should be installed in /etc/certs. Use elfsign verify to verify the signature. Elfsign verify checks each cert in /etc/certs until it finds one that matches the elfsign signature in the file. If one isn't found, the verification fails. Here's an example: $ su Password: # rm /etc/certs/MYSELFSIGNED.key # cp MYSELFSIGNED.pem /etc/certs # exit $ elfsign verify -v hello elfsign: verification of hello passed. format: rsa_sha256. signer: O=Canine Software Works, OU=Self-signed CA, CN=canineswworks.com. signed on: October 17, 2013 04:24:20 PM PDT. After testing, package your cert along with your ELF object to allow elfsign verification after your cert and object are installed or copied. Under the Hood: elfsign verification Here's the steps taken to verify a ELF file signed with elfsign. The steps to sign the file are similar except the private key exponent is used instead of the public key exponent and the .SUNW_signature section is written to the ELF file instead of being read from the file. Generate a digest (SHA-256) of the ELF file sections. This digest uses all ELF sections loaded in memory, but excludes the ELF header, the .SUNW_signature section, and the symbol table Extract the RSA signature (RSA-2048) from the .SUNW_signature section Extract the RSA public key modulus and public key exponent (65537) from the public key cert Calculate the expected digest as follows:     signaturepublicKeyExponent % publicKeyModulus Strip the PKCS#1 padding (most significant bytes) from the above. The padding is 0x00, 0x01, 0xff, 0xff, . . ., 0xff, 0x00. If the actual digest == expected digest, the ELF file is verified (OK). Further Information elfsign(1), pktool(1), and openssl(1) man pages. "Signed Solaris 10 Binaries?" blog by Darren Moffat (2005) shows how to use elfsign. "Simple CLI based CA on Solaris" blog by Darren Moffat (2008) shows how to set up a simple CA for use with self-signed certificates. "How to Create a Certificate by Using the pktool gencert Command" System Administration Guide: Security Services (available at docs.oracle.com)

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  • Microsoft&rsquo;s new technical computing initiative

    - by Randy Walker
    I made a mental note from earlier in the year.  Microsoft literally buys computers by the truckload.  From what I understand, it’s a typical practice amongst large software vendors.  You plug a few wires in, you test it, and you instantly have mega tera tera flops (don’t hold me to that number).  Microsoft has been trying to plug away at their cloud services (named Azure).  Which, for the layman, means Microsoft runs your software on their computers, and as demand increases you can allocate more computing power on the fly. With this in mind, it doesn’t surprise me that I was recently sent an executive email concerning Microsoft’s new technical computing initiative.  I find it to be a great marketing idea with actual substance behind their real work.  From the programmer academic perspective, in college we dreamed about this type of processing power.  This has decades of computer science theory behind it. A copy of the email received.  (note that I almost deleted this email, thinking it was spam due to it’s length) We don't often think about how complex life really is. Take the relatively simple task of commuting to and from work: it is, in fact, a complicated interplay of variables such as weather, train delays, accidents, traffic patterns, road construction, etc. You can however, take steps to shorten your commute - using a good, predictive understanding of a few of these variables. In fact, you probably are already taking these inputs and instinctively building a predictive model that you act on daily to get to your destination more quickly. Now, when we apply the same method to very complex tasks, this modeling approach becomes much more challenging. Recent world events clearly demonstrated our inability to process vast amounts of information and variables that would have helped to more accurately predict the behavior of global financial markets or the occurrence and impact of a volcano eruption in Iceland. To make sense of issues like these, researchers, engineers and analysts create computer models of the almost infinite number of possible interactions in complex systems. But, they need increasingly more sophisticated computer models to better understand how the world behaves and to make fact-based predictions about the future. And, to do this, it requires a tremendous amount of computing power to process and examine the massive data deluge from cameras, digital sensors and precision instruments of all kinds. This is the key to creating more accurate and realistic models that expose the hidden meaning of data, which gives us the kind of insight we need to solve a myriad of challenges. We have made great strides in our ability to build these kinds of computer models, and yet they are still too difficult, expensive and time consuming to manage. Today, even the most complicated data-rich simulations cannot fully capture all of the intricacies and dependencies of the systems they are trying to model. That is why, across the scientific and engineering world, it is so hard to say with any certainty when or where the next volcano will erupt and what flight patterns it might affect, or to more accurately predict something like a global flu pandemic. So far, we just cannot collect, correlate and compute enough data to create an accurate forecast of the real world. But this is about to change. Innovations in technology are transforming our ability to measure, monitor and model how the world behaves. The implication for scientific research is profound, and it will transform the way we tackle global challenges like health care and climate change. It will also have a huge impact on engineering and business, delivering breakthroughs that could lead to the creation of new products, new businesses and even new industries. Because you are a subscriber to executive e-mails from Microsoft, I want you to be the first to know about a new effort focused specifically on empowering millions of the world's smartest problem solvers. Today, I am happy to introduce Microsoft's Technical Computing initiative. Our goal is to unleash the power of pervasive, accurate, real-time modeling to help people and organizations achieve their objectives and realize their potential. We are bringing together some of the brightest minds in the technical computing community across industry, academia and science at www.modelingtheworld.com to discuss trends, challenges and shared opportunities. New advances provide the foundation for tools and applications that will make technical computing more affordable and accessible where mathematical and computational principles are applied to solve practical problems. One day soon, complicated tasks like building a sophisticated computer model that would typically take a team of advanced software programmers months to build and days to run, will be accomplished in a single afternoon by a scientist, engineer or analyst working at the PC on their desktop. And as technology continues to advance, these models will become more complete and accurate in the way they represent the world. This will speed our ability to test new ideas, improve processes and advance our understanding of systems. Our technical computing initiative reflects the best of Microsoft's heritage. Ever since Bill Gates articulated the then far-fetched vision of "a computer on every desktop" in the early 1980's, Microsoft has been at the forefront of expanding the power and reach of computing to benefit the world. As someone who worked closely with Bill for many years at Microsoft, I am happy to share with you that the passion behind that vision is fully alive at Microsoft and is carried out in the creation of our new Technical Computing group. Enabling more people to make better predictions We have seen the impact of making greater computing power more available firsthand through our investments in high performance computing (HPC) over the past five years. Scientists, engineers and analysts in organizations of all sizes and sectors are finding that using distributed computational power creates societal impact, fuels scientific breakthroughs and delivers competitive advantages. For example, we have seen remarkable results from some of our current customers: Malaria strikes 300,000 to 500,000 people around the world each year. To help in the effort to eradicate malaria worldwide, scientists at Intellectual Ventures use software that simulates how the disease spreads and would respond to prevention and control methods, such as vaccines and the use of bed nets. Technical computing allows researchers to model more detailed parameters for more accurate results and receive those results in less than an hour, rather than waiting a full day. Aerospace engineering firm, a.i. solutions, Inc., needed a more powerful computing platform to keep up with the increasingly complex computational needs of its customers: NASA, the Department of Defense and other government agencies planning space flights. To meet that need, it adopted technical computing. Now, a.i. solutions can produce detailed predictions and analysis of the flight dynamics of a given spacecraft, from optimal launch times and orbit determination to attitude control and navigation, up to eight times faster. This enables them to avoid mistakes in any areas that can cause a space mission to fail and potentially result in the loss of life and millions of dollars. Western & Southern Financial Group faced the challenge of running ever larger and more complex actuarial models as its number of policyholders and products grew and regulatory requirements changed. The company chose an actuarial solution that runs on technical computing technology. The solution is easy for the company's IT staff to manage and adjust to meet business needs. The new solution helps the company reduce modeling time by up to 99 percent - letting the team fine-tune its models for more accurate product pricing and financial projections. Our Technical Computing direction Collaborating closely with partners across industry and academia, we must now extend the reach of technical computing even further to help predictive modelers and data explorers make faster, more accurate predictions. As we build the Technical Computing initiative, we will invest in three core areas: Technical computing to the cloud: Microsoft will play a leading role in bringing technical computing power to scientists, engineers and analysts through the cloud. Existing high- performance computing users will benefit from the ability to augment their on-premises systems with cloud resources that enable 'just-in-time' processing. This platform will help ensure processing resources are available whenever they are needed-reliably, consistently and quickly. Simplify parallel development: Today, computers are shipping with more processing power than ever, including multiple cores, but most modern software only uses a small amount of the available processing power. Parallel programs are extremely difficult to write, test and trouble shoot. However, a consistent model for parallel programming can help more developers unlock the tremendous power in today's modern computers and enable a new generation of technical computing. We are delivering new tools to automate and simplify writing software through parallel processing from the desktop... to the cluster... to the cloud. Develop powerful new technical computing tools and applications: We know scientists, engineers and analysts are pushing common tools (i.e., spreadsheets and databases) to the limits with complex, data-intensive models. They need easy access to more computing power and simplified tools to increase the speed of their work. We are building a platform to do this. Our development efforts will yield new, easy-to-use tools and applications that automate data acquisition, modeling, simulation, visualization, workflow and collaboration. This will allow them to spend more time on their work and less time wrestling with complicated technology. Thinking bigger There is so much left to be discovered and so many questions yet to be answered in the fascinating world around us. We believe the technical computing community will show us that we have not seen anything yet. Imagine just some of the breakthroughs this community could make possible: Better predictions to help improve the understanding of pandemics, contagion and global health trends. Climate change models that predict environmental, economic and human impact, accessible in real-time during key discussions and debates. More accurate prediction of natural disasters and their impact to develop more effective emergency response plans. With an ambitious charter in hand, this new team is ready to build on our progress to-date and execute Microsoft's technical computing vision over the months and years ahead. We will steadily invest in the right technologies, tools and talent, and work to bring together the technical computing community. I invite you to visit www.modelingtheworld.com today. We welcome your ideas and feedback. I look forward to making this journey with you and others who want to answer the world's biggest questions, discover solutions to problems that seem impossible and uncover a host of new opportunities to change the world we live in for the better. Bob

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