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  • SQL Server and Hyper-V Dynamic Memory Part 3

    - by SQLOS Team
    In parts 1 and 2 of this series we looked at the basics of Hyper-V Dynamic Memory and SQL Server memory management. In this part Serdar looks at configuration guidelines for SQL Server memory management. Part 3: Configuration Guidelines for Hyper-V Dynamic Memory and SQL Server Now that we understand SQL Server Memory Management and Hyper-V Dynamic Memory basics, let’s take a look at general configuration guidelines in order to utilize benefits of Hyper-V Dynamic Memory in your SQL Server VMs. Requirements Host Operating System Requirements Hyper-V Dynamic Memory feature is introduced with Windows Server 2008 R2 SP1. Therefore in order to use Dynamic Memory for your virtual machines, you need to have Windows Server 2008 R2 SP1 or Microsoft Hyper-V Server 2008 R2 SP1 in your Hyper-V host. Guest Operating System Requirements In addition to this Dynamic Memory is only supported in Standard, Web, Enterprise and Datacenter editions of windows running inside VMs. Make sure that your VM is running one of these editions. For additional requirements on each operating system see “Dynamic Memory Configuration Guidelines” here. SQL Server Requirements All versions of SQL Server support Hyper-V Dynamic Memory. However, only certain editions of SQL Server are aware of dynamically changing system memory. To have a truly dynamic environment for your SQL Server VMs make sure that you are running one of the SQL Server editions listed below: ·         SQL Server 2005 Enterprise ·         SQL Server 2008 Enterprise / Datacenter Editions ·         SQL Server 2008 R2 Enterprise / Datacenter Editions Configuration guidelines for other versions of SQL Server are covered below in the FAQ section. Guidelines for configuring Dynamic Memory Parameters Here is how to configure Dynamic Memory for your SQL VMs in a nutshell: Hyper-V Dynamic Memory Parameter Recommendation Startup RAM 1 GB + SQL Min Server Memory Maximum RAM > SQL Max Server Memory Memory Buffer % 5 Memory Weight Based on performance needs   Startup RAM In order to ensure that your SQL Server VMs can start correctly, ensure that Startup RAM is higher than configured SQL Min Server Memory for your VMs. Otherwise SQL Server service will need to do paging in order to start since it will not be able to see enough memory during startup. Also note that Startup Memory will always be reserved for your VMs. This will guarantee a certain level of performance for your SQL Servers, however setting this too high will limit the consolidation benefits you’ll get out of your virtualization environment. Maximum RAM This one is obvious. If you’ve configured SQL Max Server Memory for your SQL Server, make sure that Dynamic Memory Maximum RAM configuration is higher than this value. Otherwise your SQL Server will not grow to memory values higher than the value configured for Dynamic Memory. Memory Buffer % Memory buffer configuration is used to provision file cache to virtual machines in order to improve performance. Due to the fact that SQL Server is managing its own buffer pool, Memory Buffer setting should be configured to the lowest value possible, 5%. Configuring a higher memory buffer will prevent low resource notifications from Windows Memory Manager and it will prevent reclaiming memory from SQL Server VMs. Memory Weight Memory weight configuration defines the importance of memory to a VM. Configure higher values for the VMs that have higher performance requirements. VMs with higher memory weight will have more memory under high memory pressure conditions on your host. Questions and Answers Q1 – Which SQL Server memory model is best for Dynamic Memory? The best SQL Server model for Dynamic Memory is “Locked Page Memory Model”. This memory model ensures that SQL Server memory is never paged out and it’s also adaptive to dynamically changing memory in the system. This will be extremely useful when Dynamic Memory is attempting to remove memory from SQL Server VMs ensuring no SQL Server memory is paged out. You can find instructions on configuring “Locked Page Memory Model” for your SQL Servers here. Q2 – What about other SQL Server Editions, how should I configure Dynamic Memory for them? Other editions of SQL Server do not adapt to dynamically changing environments. They will determine how much memory they should allocate during startup and don’t change this value afterwards. Therefore make sure that you configure a higher startup memory for your VM because that will be all the memory that SQL Server utilize Tune Maximum Memory and Memory Buffer based on the other workloads running on the system. If there are no other workloads consider using Static Memory for these editions. Q3 – What if I have multiple SQL Server instances in a VM? Having multiple SQL Server instances in a VM is not a general recommendation for predictable performance, manageability and isolation. In order to achieve a predictable behavior make sure that you configure SQL Min Server Memory and SQL Max Server Memory for each instance in the VM. And make sure that: ·         Dynamic Memory Startup Memory is greater than the sum of SQL Min Server Memory values for the instances in the VM ·         Dynamic Memory Maximum Memory is greater than the sum of SQL Max Server Memory values for the instances in the VM Q4 – I’m using Large Page Memory Model for my SQL Server. Can I still use Dynamic Memory? The short answer is no. SQL Server does not dynamically change its memory size when configured with Large Page Memory Model. In virtualized environments Hyper-V provides large page support by default. Most of the time, Large Page Memory Model doesn’t bring any benefits to a SQL Server if it’s running in virtualized environments. Q5 – How do I monitor SQL performance when I’m trying Dynamic Memory on my VMs? Use the performance counters below to monitor memory performance for SQL Server: Process - Working Set: This counter is available in the VM via process performance counters. It represents the actual amount of physical memory being used by SQL Server process in the VM. SQL Server – Buffer Cache Hit Ratio: This counter is available in the VM via SQL Server counters. This represents the paging being done by SQL Server. A rate of 90% or higher is desirable. Conclusion These blog posts are a quick start to a story that will be developing more in the near future. We’re still continuing our testing and investigations to provide more detailed configuration guidelines with example performance numbers with a white paper in the upcoming months. Now it’s time to give SQL Server and Hyper-V Dynamic Memory a try. Use this guidelines to kick-start your environment. See what you think about it and let us know of your experiences. - Serdar Sutay Originally posted at http://blogs.msdn.com/b/sqlosteam/

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  • Protecting Cookies: Once and For All

    - by Your DisplayName here!
    Every once in a while you run into a situation where you need to temporarily store data for a user in a web app. You typically have two options here – either store server-side or put the data into a cookie (if size permits). When you need web farm compatibility in addition – things become a little bit more complicated because the data needs to be available on all nodes. In my case I went for a cookie – but I had some requirements Cookie must be protected from eavesdropping (sent only over SSL) and client script Cookie must be encrypted and signed to be protected from tampering with Cookie might become bigger than 4KB – some sort of overflow mechanism would be nice I really didn’t want to implement another cookie protection mechanism – this feels wrong and btw can go wrong as well. WIF to the rescue. The session management feature already implements the above requirements but is built around de/serializing IClaimsPrincipals into cookies and back. But if you go one level deeper you will find the CookieHandler and CookieTransform classes which contain all the needed functionality. public class ProtectedCookie {     private List<CookieTransform> _transforms;     private ChunkedCookieHandler _handler = new ChunkedCookieHandler();     // DPAPI protection (single server)     public ProtectedCookie()     {         _transforms = new List<CookieTransform>             {                 new DeflateCookieTransform(),                 new ProtectedDataCookieTransform()             };     }     // RSA protection (load balanced)     public ProtectedCookie(X509Certificate2 protectionCertificate)     {         _transforms = new List<CookieTransform>             {                 new DeflateCookieTransform(),                 new RsaSignatureCookieTransform(protectionCertificate),                 new RsaEncryptionCookieTransform(protectionCertificate)             };     }     // custom transform pipeline     public ProtectedCookie(List<CookieTransform> transforms)     {         _transforms = transforms;     }     public void Write(string name, string value, DateTime expirationTime)     {         byte[] encodedBytes = EncodeCookieValue(value);         _handler.Write(encodedBytes, name, expirationTime);     }     public void Write(string name, string value, DateTime expirationTime, string domain, string path)     {         byte[] encodedBytes = EncodeCookieValue(value);         _handler.Write(encodedBytes, name, path, domain, expirationTime, true, true, HttpContext.Current);     }     public string Read(string name)     {         var bytes = _handler.Read(name);         if (bytes == null || bytes.Length == 0)         {             return null;         }         return DecodeCookieValue(bytes);     }     public void Delete(string name)     {         _handler.Delete(name);     }     protected virtual byte[] EncodeCookieValue(string value)     {         var bytes = Encoding.UTF8.GetBytes(value);         byte[] buffer = bytes;         foreach (var transform in _transforms)         {             buffer = transform.Encode(buffer);         }         return buffer;     }     protected virtual string DecodeCookieValue(byte[] bytes)     {         var buffer = bytes;         for (int i = _transforms.Count; i > 0; i—)         {             buffer = _transforms[i - 1].Decode(buffer);         }         return Encoding.UTF8.GetString(buffer);     } } HTH

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  • Access violation in DirectX OMSetRenderTargets

    - by IDWMaster
    I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1. This error occurs at the OMSetRenderTargets function, as shown below, and does not happen if I remove that function from the program (but then, the screen is blue, and does not render the triangle) //// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #include #include #include "DirectXSample.h" #include "BasicMath.h" #include "BasicReaderWriter.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Infrastructure; // This class defines the application as a whole. ref class Direct3DTutorialViewProvider : public IViewProvider { private: CoreWindow^ m_window; ComPtr m_swapChain; ComPtr m_d3dDevice; ComPtr m_d3dDeviceContext; ComPtr m_renderTargetView; public: // This method is called on application launch. void Initialize( _In_ CoreWindow^ window, _In_ CoreApplicationView^ applicationView ) { m_window = window; } // This method is called after Initialize. void Load(_In_ Platform::String^ entryPoint) { } // This method is called after Load. void Run() { // First, create the Direct3D device. // This flag is required in order to enable compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if defined(_DEBUG) // If the project is in a debug build, enable debugging via SDK Layers with this flag. creationFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // This array defines the ordering of feature levels that D3D should attempt to create. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_1 }; ComPtr d3dDevice; ComPtr d3dDeviceContext; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify nullptr to use the default adapter D3D_DRIVER_TYPE_HARDWARE, nullptr, // leave as nullptr if hardware is used creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION &d3dDevice, nullptr, &d3dDeviceContext ) ); // Retrieve the Direct3D 11.1 interfaces. DX::ThrowIfFailed( d3dDevice.As(&m_d3dDevice) ); DX::ThrowIfFailed( d3dDeviceContext.As(&m_d3dDeviceContext) ); // After the D3D device is created, create additional application resources. CreateWindowSizeDependentResources(); // Create a Basic Reader-Writer class to load data from disk. This class is examined // in the Resource Loading sample. BasicReaderWriter^ reader = ref new BasicReaderWriter(); // Load the raw vertex shader bytecode from disk and create a vertex shader with it. auto vertexShaderBytecode = reader-ReadData("SimpleVertexShader.cso"); ComPtr vertexShader; DX::ThrowIfFailed( m_d3dDevice-CreateVertexShader( vertexShaderBytecode-Data, vertexShaderBytecode-Length, nullptr, &vertexShader ) ); // Create an input layout that matches the layout defined in the vertex shader code. // For this lesson, this is simply a float2 vector defining the vertex position. const D3D11_INPUT_ELEMENT_DESC basicVertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ComPtr inputLayout; DX::ThrowIfFailed( m_d3dDevice-CreateInputLayout( basicVertexLayoutDesc, ARRAYSIZE(basicVertexLayoutDesc), vertexShaderBytecode-Data, vertexShaderBytecode-Length, &inputLayout ) ); // Load the raw pixel shader bytecode from disk and create a pixel shader with it. auto pixelShaderBytecode = reader-ReadData("SimplePixelShader.cso"); ComPtr pixelShader; DX::ThrowIfFailed( m_d3dDevice-CreatePixelShader( pixelShaderBytecode-Data, pixelShaderBytecode-Length, nullptr, &pixelShader ) ); // Create vertex and index buffers that define a simple triangle. float3 triangleVertices[] = { float3(-0.5f, -0.5f,13.5f), float3( 0.0f, 0.5f,0), float3( 0.5f, -0.5f,0), }; D3D11_BUFFER_DESC vertexBufferDesc = {0}; vertexBufferDesc.ByteWidth = sizeof(float3) * ARRAYSIZE(triangleVertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; vertexBufferData.pSysMem = triangleVertices; vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemSlicePitch = 0; ComPtr vertexBuffer; DX::ThrowIfFailed( m_d3dDevice-CreateBuffer( &vertexBufferDesc, &vertexBufferData, &vertexBuffer ) ); // Once all D3D resources are created, configure the application window. // Allow the application to respond when the window size changes. m_window-SizeChanged += ref new TypedEventHandler( this, &Direct3DTutorialViewProvider::OnWindowSizeChanged ); // Specify the cursor type as the standard arrow cursor. m_window-PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); // Activate the application window, making it visible and enabling it to receive events. m_window-Activate(); // Enter the render loop. Note that tailored applications should never exit. while (true) { // Process events incoming to the window. m_window-Dispatcher-ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); // Specify the render target we created as the output target. ID3D11RenderTargetView* targets[1] = {m_renderTargetView.Get()}; m_d3dDeviceContext-OMSetRenderTargets( 1, targets, NULL // use no depth stencil ); // Clear the render target to a solid color. const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f }; //Code fails here m_d3dDeviceContext-ClearRenderTargetView( m_renderTargetView.Get(), clearColor ); m_d3dDeviceContext-IASetInputLayout(inputLayout.Get()); // Set the vertex and index buffers, and specify the way they define geometry. UINT stride = sizeof(float3); UINT offset = 0; m_d3dDeviceContext-IASetVertexBuffers( 0, 1, vertexBuffer.GetAddressOf(), &stride, &offset ); m_d3dDeviceContext-IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Set the vertex and pixel shader stage state. m_d3dDeviceContext-VSSetShader( vertexShader.Get(), nullptr, 0 ); m_d3dDeviceContext-PSSetShader( pixelShader.Get(), nullptr, 0 ); // Draw the cube. m_d3dDeviceContext-Draw(3,0); // Present the rendered image to the window. Because the maximum frame latency is set to 1, // the render loop will generally be throttled to the screen refresh rate, typically around // 60Hz, by sleeping the application on Present until the screen is refreshed. DX::ThrowIfFailed( m_swapChain-Present(1, 0) ); } } // This method is called before the application exits. void Uninitialize() { } private: // This method is called whenever the application window size changes. void OnWindowSizeChanged( _In_ CoreWindow^ sender, _In_ WindowSizeChangedEventArgs^ args ) { m_renderTargetView = nullptr; CreateWindowSizeDependentResources(); } // This method creates all application resources that depend on // the application window size. It is called at app initialization, // and whenever the application window size changes. void CreateWindowSizeDependentResources() { if (m_swapChain != nullptr) { // If the swap chain already exists, resize it. DX::ThrowIfFailed( m_swapChain-ResizeBuffers( 2, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0 ) ); } else { // If the swap chain does not exist, create it. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Stereo = false; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.Flags = 0; // Use automatic sizing. swapChainDesc.Width = 0; swapChainDesc.Height = 0; // This is the most common swap chain format. swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Don't use multi-sampling. swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; // Use two buffers to enable flip effect. swapChainDesc.BufferCount = 2; // We recommend using this swap effect for all applications. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // Once the swap chain description is configured, it must be // created on the same adapter as the existing D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice-SetMaximumFrameLatency(1) ); // Next, get the parent factory from the DXGI Device. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice-GetAdapter(&dxgiAdapter) ); ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter-GetParent( __uuidof(IDXGIFactory2), &dxgiFactory ) ); // Finally, create the swap chain. DX::ThrowIfFailed( dxgiFactory-CreateSwapChainForImmersiveWindow( m_d3dDevice.Get(), DX::GetIUnknown(m_window), &swapChainDesc, nullptr, // allow on all displays &m_swapChain ) ); } // Once the swap chain is created, create a render target view. This will // allow Direct3D to render graphics to the window. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain-GetBuffer( 0, __uuidof(ID3D11Texture2D), &backBuffer ) ); DX::ThrowIfFailed( m_d3dDevice-CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // After the render target view is created, specify that the viewport, // which describes what portion of the window to draw to, should cover // the entire window. D3D11_TEXTURE2D_DESC backBufferDesc = {0}; backBuffer-GetDesc(&backBufferDesc); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(backBufferDesc.Width); viewport.Height = static_cast(backBufferDesc.Height); viewport.MinDepth = D3D11_MIN_DEPTH; viewport.MaxDepth = D3D11_MAX_DEPTH; m_d3dDeviceContext-RSSetViewports(1, &viewport); } }; // This class defines how to create the custom View Provider defined above. ref class Direct3DTutorialViewProviderFactory : IViewProviderFactory { public: IViewProvider^ CreateViewProvider() { return ref new Direct3DTutorialViewProvider(); } }; [Platform::MTAThread] int main(array^) { auto viewProviderFactory = ref new Direct3DTutorialViewProviderFactory(); Windows::ApplicationModel::Core::CoreApplication::Run(viewProviderFactory); return 0; }

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  • SQL SERVER – PAGELATCH_DT, PAGELATCH_EX, PAGELATCH_KP, PAGELATCH_SH, PAGELATCH_UP – Wait Type – Day 12 of 28

    - by pinaldave
    This is another common wait type. However, I still frequently see people getting confused with PAGEIOLATCH_X and PAGELATCH_X wait types. Actually, there is a big difference between the two. PAGEIOLATCH is related to IO issues, while PAGELATCH is not related to IO issues but is oftentimes linked to a buffer issue. Before we delve deeper in this interesting topic, first let us understand what Latch is. Latches are internal SQL Server locks which can be described as very lightweight and short-term synchronization objects. Latches are not primarily to protect pages being read from disk into memory. It’s a synchronization object for any in-memory access to any portion of a log or data file.[Updated based on comment of Paul Randal] The difference between locks and latches is that locks seal all the involved resources throughout the duration of the transactions (and other processes will have no access to the object), whereas latches locks the resources during the time when the data is changed. This way, a latch is able to maintain the integrity of the data between storage engine and data cache. A latch is a short-living lock that is put on resources on buffer cache and in the physical disk when data is moved in either directions. As soon as the data is moved, the latch is released. Now, let us understand the wait stat type  related to latches. From Book On-Line: PAGELATCH_DT Occurs when a task is waiting on a latch for a buffer that is not in an I/O request. The latch request is in Destroy mode. PAGELATCH_EX Occurs when a task is waiting on a latch for a buffer that is not in an I/O request. The latch request is in Exclusive mode. PAGELATCH_KP Occurs when a task is waiting on a latch for a buffer that is not in an I/O request. The latch request is in Keep mode. PAGELATCH_SH Occurs when a task is waiting on a latch for a buffer that is not in an I/O request. The latch request is in Shared mode. PAGELATCH_UP Occurs when a task is waiting on a latch for a buffer that is not in an I/O request. The latch request is in Update mode. PAGELATCH_X Explanation: When there is a contention of access of the in-memory pages, this wait type shows up. It is quite possible that some of the pages in the memory are of very high demand. For the SQL Server to access them and put a latch on the pages, it will have to wait. This wait type is usually created at the same time. Additionally, it is commonly visible when the TempDB has higher contention as well. If there are indexes that are heavily used, contention can be created as well, leading to this wait type. Reducing PAGELATCH_X wait: The following counters are useful to understand the status of the PAGELATCH: Average Latch Wait Time (ms): The wait time for latch requests that have to wait. Latch Waits/sec: This is the number of latch requests that could not be granted immediately. Total Latch Wait Time (ms): This is the total latch wait time for latch requests in the last second. If there is TempDB contention, I suggest that you read the blog post of Robert Davis right away. He has written an excellent blog post regarding how to find out TempDB contention. The same blog post explains the terms in the allocation of GAM, SGAM and PFS. If there was a TempDB contention, Paul Randal explains the optimal settings for the TempDB in his misconceptions series. Trace Flag 1118 can be useful but use it very carefully. I totally understand that this blog post is not as clear as my other blog posts. I suggest if this wait stats is on one of your higher wait type. Do leave a comment or send me an email and I will get back to you with my solution for your situation. May the looking at all other wait stats and types together become effective as this wait type can help suggest proper bottleneck in your system. Read all the post in the Wait Types and Queue series. Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com)   Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Shadow volume shader optimization (GLSL)

    - by Soubok
    I wondering if there is a way to optimize this vertex shader. This vertex shader projects (in the light direction) a vertex to the far plane if it is in the shadow. void main(void) { vec3 lightDir = (gl_ModelViewMatrix * gl_Vertex - gl_LightSource[0].position).xyz; // if the vertex is lit if ( dot(lightDir, gl_NormalMatrix * gl_Normal) < 0.01 ) { // don't move it gl_Position = ftransform(); } else { // move it far, is the light direction vec4 fin = gl_ProjectionMatrix * ( gl_ModelViewMatrix * gl_Vertex + vec4(normalize(lightDir) * 100000.0, 0.0) ); if ( fin.z > fin.w ) // if fin is behind the far plane fin.z = fin.w; // move to the far plane (needed for z-fail algo.) gl_Position = fin; } }

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  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

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  • sprintf an LPCWSTR variable

    - by Julio
    Hello everyone. I'm trying to debug print an LPCWSTR string, but I get a problem during the sprintf push in the buffer, because it retrieve only the first character from the string. Here is the code: HANDLE WINAPI hookedCreateFileW(LPCWSTR lpFileName, DWORD dwDesiredAccess, DWORD dwShareMode, LPSECURITY_ATTRIBUTES lpSecurityAttributes, DWORD dwCreationDisposition, DWORD dwFlagsAndAttributes, HANDLE hTemplateFile) { char buffer[1024]; sprintf_s(buffer, 1024, "CreateFileW: %s", lpFileName); OutputDebugString(buffer); return trueCreateFileW(lpFileName, dwDesiredAccess, dwShareMode, lpSecurityAttributes, dwFlagsAndAttributes, dwCreationDisposition, hTemplateFile); } For example I get "CreateFileW: C" or "CreateFileW: \". How do I properly push it in the buffer? Thank you.

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  • DFS function, can you guys tell me what is the wrong with this code?

    - by danielDhobbs
    can you guys tell me what is the wrong with this code? it is not working with 1 2 1 3 1 4 2 5 2 6 2 7 2 8 3 8 3 9 4 10 1 - 4 - 10 and stop DFS function void Is_Connected(graphType* g, int v){ //function to define the graph is connected or not int i=0; g_node* w; top = NULL; g -> visited[v] = TRUE; push(v); printf("%d", v); while (top != NULL) { w = g -> adjList[v]; while (w) { if (!g -> visited[w -> vertex]) { push(w -> vertex); g -> visited[w -> vertex] = TRUE; printf("->%d", w->vertex); v = w -> vertex; w = g -> adjList[v]; } else { w = w -> link; } } i++; v = pop(); } if (i == (g -> x)-1){ //number of vertices = number of vertetices pass through puts("\nIs_Connected() result : yes"); } else{ puts("\nIs_Connected() result : no"); } }

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  • finding shortest valid path in a colored-edge graphs

    - by user1067083
    Given a directed graph G, with edges colored either green or purple, and a vertex S in G, I must find an algorithm that finds the shortest path from s to each vertex in G so the path includes at most two purple edges (and green as much as needed). I thought of BFS on G after removing all the purple edges, and for every vertex that the shortest path is still infinity, do something to try to find it, but I'm kinda stuck, and it takes alot of the running time as well... Any other suggestions? Thanks in advance

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  • cheapest way to draw a fullscreen quad

    - by Soubok
    I wondering if there is a faster way to draw a full-screen quad in OpenGL: NewList(); PushMatrix(); LoadIdentity(); MatrixMode(PROJECTION); PushMatrix(); LoadIdentity(); Begin(QUADS); Vertex(-1,-1,0); Vertex(1,-1,0); Vertex(1,1,0); Vertex(-1,1,0); End(); PopMatrix(); MatrixMode(MODELVIEW); PopMatrix(); EndList();

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • how to get the size of a C global array into an assembly program written for the avr architecture co

    - by johannes
    I have a .c file with the following uint8_t buffer[32] I have a .S file where I want to do the following cpi r29, buffer+sizeof(buffer) The second argument for cpi muste be an imidiate value not a location. But unfortunetly sizeof() is a c operator. Both files, are getting compiled to seperate object files and linked afterwards. If I do avr-objdump -x file.c. Amongst other things, I get the size of the buffer. So it is already available in the object file. How do I access the size of the buffer in my assembly file at compile time?

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  • How can i get rid of 0xFEEFEE in VC

    - by egebilmuh
    Hi guys I m programming C for an assingment in VC++ 2008. I simulate adjList for graph implementation. i can readly add edge between two vertex and print the graph. and i want to remove edge between two vertex and print the graph again. whatever i do,i cant print the graph after deleting the edge. i get 0xfeefee :( what is this? and how can i resolve this program. my delete function and print the graph function are illustrated below. void deleteEdge(Graph G, Vertex V, Vertex W) { Edge list,prev,temp; list=V->list; prev=NULL; // while(list!=NULL && list->to->value!=W->value){ prev=list; list=list->next; } // have found the element. if(list!=NULL){ temp=list; // if first element of list is deleted. if(prev==NULL) list=list->next; else prev->next=list->next; // reallocate. free(temp); } } void GRAPHprint(Graph G) { Vertex tmp; Edge list; for(tmp = G->head;tmp!=NULL;tmp=tmp->next) { fprintf(stdout,"V:%d\t",tmp->value); list=tmp->list; while(list!=NULL) { fprintf(stdout,"%d\t",list->to->value); list=list->next; } fprintf(stdout, "\n"); } system("pause"); }

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  • When should a uniform be used in shader programming?

    - by Phineas
    In a vertex shader, I calculate a vector using only uniforms. Therefore, the outcome of this calculation is the same for all instantiations of the vertex shader. Should I just do this calculation on the CPU and upload it as a uniform? What if I have ten such calculations? If I upload a lot of uniforms in this way, does CPU-GPU communication ever get so slow that recomputing such values in the vertex shader is actually faster?

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  • Haskell Ord instance with a Set

    - by mvid
    I have some code that I would like to use to append an edge to a Node data structure: import Data.Set (Set) import qualified Data.Set as Set data Node = Vertex String (Set Node) deriving Show addEdge :: Node -> Node -> Node addEdge (Vertex name neighbors) destination | Set.null neighbors = Vertex name (Set.singleton destination) | otherwise = Vertex name (Set.insert destination neighbors) However when I try to compile I get this error: No instance for (Ord Node) arising from a use of `Set.insert' As far as I can tell, Set.insert expects nothing but a value and a set to insert it into. What is this Ord?

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  • How do faces in .obj work?

    - by Adl
    Hi When parsing an .obj-file, with vertices and vertex-faces, it is easy to pass the vertices to the shader and the use glDrawElements using the vertex-faces. When parsing an .obj-file, with vertices and texture-coordinates, another type of face occur: texture-coordinate faces. When displaying textures, apart from loading images, binding them and passing texture coordinates into the parser, how to use the texture-coordinate faces? They differ from the vertex-faces and I suppose that the texture-coordinate faces have a purpose when displaying textures? Regards Niclas

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  • Help writing emacs lisp for emacs etags search

    - by user535707
    I'm looking for some help developing what I think should be an easy program. I want something similar to Emacs tags-search command, but I want to collect all search results into a buffer. (I want to see all results of M-,) I'm thinking this python style pseudo code should work, but I have no idea how to do this in emacs lisp? Any help would be greatly appreciated. def myTagsGrep(searchValue): for aFile in the tag list: result = grep aFile seachValue if len(result) > 0: print aFile # to the buffer print result # to the buffer I would like to be able to browse through the buffer with the same features tags-apropos does. Note that a similar question has been asked before: Is there a way to get emacs tag-search command to output all results to a buffer?

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  • LearnBoost's Socket.IO-Node why onClientMessage not work

    - by KingPin
    Hi, all, I tried to put the module "LearnBoost's Socket.IO-Node", all works, except event 'onClientMessage' Tell, in what there can be a problem, thanks! ...sorry for my english io.listen(server, { onClientConnect: function(client){ client.send(json({ buffer: buffer })); client.broadcast(json({ announcement: client.sessionId + ' connected' })); }, onClientDisconnect: function(client){ client.broadcast(json({ announcement: client.sessionId + ' disconnected' })); }, onClientMessage: function(message, client){ var msg = { mess: [client.sessionId, message] }; buffer.push(msg); if (buffer.length > 15) { buffer.shift(); } client.broadcast(json(msg)); }

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  • what is the wrong in this code(openAl in vc++)

    - by maiajam
    hi how are you all? i need your help i have this code #include <conio.h> #include <stdlib.h> #include <stdio.h> #include <al.h> #include <alc.h> #include <alut.h> #pragma comment(lib, "openal32.lib") #pragma comment(lib, "alut.lib") /* * These are OpenAL "names" (or "objects"). They store and id of a buffer * or a source object. Generally you would expect to see the implementation * use values that scale up from '1', but don't count on it. The spec does * not make this mandatory (as it is OpenGL). The id's can easily be memory * pointers as well. It will depend on the implementation. */ // Buffers to hold sound data. ALuint Buffer; // Sources are points of emitting sound. ALuint Source; /* * These are 3D cartesian vector coordinates. A structure or class would be * a more flexible of handling these, but for the sake of simplicity we will * just leave it as is. */ // Position of the source sound. ALfloat SourcePos[] = { 0.0, 0.0, 0.0 }; // Velocity of the source sound. ALfloat SourceVel[] = { 0.0, 0.0, 0.0 }; // Position of the Listener. ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 }; // Velocity of the Listener. ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 }; // Orientation of the Listener. (first 3 elements are "at", second 3 are "up") // Also note that these should be units of '1'. ALfloat ListenerOri[] = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0 }; /* * ALboolean LoadALData() * * This function will load our sample data from the disk using the Alut * utility and send the data into OpenAL as a buffer. A source is then * also created to play that buffer. */ ALboolean LoadALData() { // Variables to load into. ALenum format; ALsizei size; ALvoid* data; ALsizei freq; ALboolean loop; // Load wav data into a buffer. alGenBuffers(1, &Buffer); if(alGetError() != AL_NO_ERROR) return AL_FALSE; alutLoadWAVFile((ALbyte *)"C:\Users\Toshiba\Desktop\Graduation Project\OpenAL\open AL test\wavdata\FancyPants.wav", &format, &data, &size, &freq, &loop); alBufferData(Buffer, format, data, size, freq); alutUnloadWAV(format, data, size, freq); // Bind the buffer with the source. alGenSources(1, &Source); if(alGetError() != AL_NO_ERROR) return AL_FALSE; alSourcei (Source, AL_BUFFER, Buffer ); alSourcef (Source, AL_PITCH, 1.0 ); alSourcef (Source, AL_GAIN, 1.0 ); alSourcefv(Source, AL_POSITION, SourcePos); alSourcefv(Source, AL_VELOCITY, SourceVel); alSourcei (Source, AL_LOOPING, loop ); // Do another error check and return. if(alGetError() == AL_NO_ERROR) return AL_TRUE; return AL_FALSE; } /* * void SetListenerValues() * * We already defined certain values for the Listener, but we need * to tell OpenAL to use that data. This function does just that. */ void SetListenerValues() { alListenerfv(AL_POSITION, ListenerPos); alListenerfv(AL_VELOCITY, ListenerVel); alListenerfv(AL_ORIENTATION, ListenerOri); } /* * void KillALData() * * We have allocated memory for our buffers and sources which needs * to be returned to the system. This function frees that memory. */ void KillALData() { alDeleteBuffers(1, &Buffer); alDeleteSources(1, &Source); alutExit(); } int main(int argc, char *argv[]) { printf("MindCode's OpenAL Lesson 1: Single Static Source\n\n"); printf("Controls:\n"); printf("p) Play\n"); printf("s) Stop\n"); printf("h) Hold (pause)\n"); printf("q) Quit\n\n"); // Initialize OpenAL and clear the error bit. alutInit(NULL, 0); alGetError(); // Load the wav data. if(LoadALData() == AL_FALSE) { printf("Error loading data."); return 0; } SetListenerValues(); // Setup an exit procedure. atexit(KillALData); // Loop. ALubyte c = ' '; while(c != 'q') { c = getche(); switch(c) { // Pressing 'p' will begin playing the sample. case 'p': alSourcePlay(Source); break; // Pressing 's' will stop the sample from playing. case 's': alSourceStop(Source); break; // Pressing 'h' will pause the sample. case 'h': alSourcePause(Source); break; }; } return 0; } and it is run willbut i cant here any thing also i am new in programong and wont to program a virtual reality sound in my graduation project and start to learn opeal and vc++ but i dont how to start and from where i must begin and i want to ask if i need to learn about API win ?? and if i need how i can learn that thank you alote and i am sorry coz of my english

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  • Normals per index?

    - by WarrenFaith
    I have a pyramid which has 5 vertex and 18 indices. As I want to add normals to each face I just found solution for normals for each vertex. That means I can't use indices to define my pyramid I need to have 18 vertex (and 3 times the same vertex for the same point in space). There must be a solution to use normals not on vertex base but on index base. Some code (javascript): var vertices = [ -half, -half, half, // 0 front left half, -half, half, // 1 front right half, -half, -half, // 2 back right -half, -half, -half, // 3 back left 0.0, Math.sqrt((size * size) - (2 * (half * half))) - half, 0.0 // 4 top ]; var vertexNormals = [ // front face normaleFront[0], normaleFront[1], normaleFront[2], normaleFront[0], normaleFront[1], normaleFront[2], normaleFront[0], normaleFront[1], normaleFront[2], // back face normaleBack[0], normaleBack[1], normaleBack[2], normaleBack[0], normaleBack[1], normaleBack[2], normaleBack[0], normaleBack[1], normaleBack[2], // left face normaleLeft[0], normaleLeft[1], normaleLeft[2], normaleLeft[0], normaleLeft[1], normaleLeft[2], normaleLeft[0], normaleLeft[1], normaleLeft[2], // right face normaleRight[0], normaleRight[1], normaleRight[2], normaleRight[0], normaleRight[1], normaleRight[2], normaleRight[0], normaleRight[1], normaleRight[2], // bottom face 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, ]; var pyramidVertexIndices = [ 0, 1, 4, // Front face 2, 3, 4, // Back face 3, 0, 4, // Left face 1, 2, 4, // Right face 0, 1, 2, 2, 3, 0, // Bottom face ];

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  • PHP Parse Error unexpected '{'

    - by Laxmidi
    Hi, I'm getting a "Parse error: syntax error, unexpected '{' in line 2". And I don't see the problem. <?php class pointLocation {     var $pointOnVertex = true; // Check if the point sits exactly on one of the vertices     function pointLocation() {     }                   function pointInPolygon($point, $polygon, $pointOnVertex = true) {         $this->pointOnVertex = $pointOnVertex;                  // Transform string coordinates into arrays with x and y values         $point = $this->pointStringToCoordinates($point);         $vertices = array();          foreach ($polygon as $vertex) {             $vertices[] = $this->pointStringToCoordinates($vertex);          }                  // Check if the point sits exactly on a vertex         if ($this->pointOnVertex == true and $this->pointOnVertex($point, $vertices) == true) {             return "vertex";         }                  // Check if the point is inside the polygon or on the boundary         $intersections = 0;          $vertices_count = count($vertices);              for ($i=1; $i < $vertices_count; $i++) {             $vertex1 = $vertices[$i-1];              $vertex2 = $vertices[$i];             if ($vertex1['y'] == $vertex2['y'] and $vertex1['y'] == $point['y'] and $point['x'] > min($vertex1['x'], $vertex2['x']) and $point['x'] < max($vertex1['x'], $vertex2['x'])) { // Check if point is on an horizontal polygon boundary                 return "boundary";             }             if ($point['y'] > min($vertex1['y'], $vertex2['y']) and $point['y'] <= max($vertex1['y'], $vertex2['y']) and $point['x'] <= max($vertex1['x'], $vertex2['x']) and $vertex1['y'] != $vertex2['y']) {                  $xinters = ($point['y'] - $vertex1['y']) * ($vertex2['x'] - $vertex1['x']) / ($vertex2['y'] - $vertex1['y']) + $vertex1['x'];                  if ($xinters == $point['x']) { // Check if point is on the polygon boundary (other than horizontal)                     return "boundary";                 }                 if ($vertex1['x'] == $vertex2['x'] || $point['x'] <= $xinters) {                     $intersections++;                  }             }          }          // If the number of edges we passed through is even, then it's in the polygon.          if ($intersections % 2 != 0) {             return "inside";         } else {             return "outside";         }     }               function pointOnVertex($point, $vertices) {         foreach($vertices as $vertex) {             if ($point == $vertex) {                 return true;             }         }          }                   function pointStringToCoordinates($pointString) {         $coordinates = explode(" ", $pointString);         return array("x" => $coordinates[0], "y" => $coordinates[1]);     }           } $pointLocation = new pointLocation(); $points = array("30 19", "0 0", "10 0", "30 20", "11 0", "0 11", "0 10", "30 22", "20 20"); $polygon = array("10 0", "20 0", "30 10", "30 20", "20 30", "10 30", "0 20", "0 10", "10 0"); foreach($points as $key => $point) { echo "$key ($point) is " . $pointLocation->pointInPolygon($point, $polygon) . "<br>"; } ?> Does anyone see the problem? Thanks, -Laxmidi

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  • reading a file that doesn't exist

    - by John
    Hi, I have got a small program that prints the contents of files using the system call - read. unsigned char buffer[8]; size_t offset=0; size_t bytes_read; int i; int fd = open(argv[1], O_RDONLY); do{ bytes_read = read(fd, buffer, sizeof(buffer)); printf("0x%06x : ", offset); for(i=0; i<bytes_read; ++i) { printf("%c ", buffer[i]); } printf("\n"); offset = offset + bytes_read; }while(bytes_read == sizeof(buffer)); Now while running I give a file name that doesn't exist. It prints some kind of data mixed with environment variables and a segmentation fault at the end. How is this possible? What is the program printing? Thanks, John

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  • Using a different array for vertices and normals in glDrawElements (OpenGL/VBOs)

    - by Tuxer
    I'm currently programming a .obj loader in OpenGL. I store the vertex data in a VBO, then bind it using Vertex Attribs. Same for normals. Thing is, the normal data and vertex data aren't stored in the same order. The indices I give to glDrawElements to render the mesh are used, I suppose, by OpenGL to get vertices in the vertex VBO and to get normals in the normals VBO. Is there an opengl way, besides using glBegin/glVertex/glNormal/glEnd to tell glDrawElements to use an index for vertices and an other index for normals? Thanks

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  • Modifying bundled properties from visitor

    - by ravenspoint
    How should I modify the bundled properties of a vertex from inside a visitor? I would like to use the simple method of sub-scripting the graph, but the graph parameter passed into the visitor is const, so compiler disallows changes. I can store a reference to the graph in the visitor, but this seems weird. /** A visitor which identifies vertices as leafs or trees */ class bfs_vis_leaf_finder:public default_bfs_visitor { public: /** Constructor @param[in] total reference to int variable to store total number of leaves @param[in] g reference to graph ( used to modify bundled properties ) */ bfs_vis_leaf_finder( int& total, graph_t& g ) : myTotal( total ), myGraph( g ) { myTotal = 0; } /** Called when the search finds a new vertex If the vertex has no children, it is a leaf and the total leaf count is incremented */ template <typename Vertex, typename Graph> void discover_vertex( Vertex u, Graph& g) { if( out_edges( u, g ).first == out_edges( u, g ).second ) { myTotal++; //g[u].myLevel = s3d::cV::leaf; myGraph[u].myLevel = s3d::cV::leaf; } else { //g[u].myLevel = s3d::cV::tree; myGraph[u].myLevel = s3d::cV::tree; } } int& myTotal; graph_t& myGraph; };

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  • Most efficient way to draw circles for polygon outlines

    - by user146780
    I'm using OpenGL and was told I should draw circles at each vertex of my outline to get smoothness. I tried this and it works great. The problem is speed. It crippled my application to draw a circle at each vertex. I'm not sure how else to fix the anomaly of my outlines other than circles, but using display lists and trying with vertex array both were brutally slow. Thanks

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