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  • Implementing Search for BlogReader Windows 8 Sample

    - by Harish Ranganathan
    The BlogReader sample is an excellent place to start speeding up your Windows 8 development skills.  The tutorial is available here and the complete source code is available here Create a project called WindowsBlogReader and create pages for ItemsPage.xaml, SplitPage.xaml and DetailPage.xaml and copy the corresponding code blocks from the sample listed above. Created a class file FeedData.cs and copy the code.  Finally, create a class DateConverter.cs and copy the code associated with it. With that you should be able to build and run the project.  There seems to be one issue in the sample feeds listed that the first week (feed1) doesn’t seem to expose it.  So you can skip that and use the second feed as first feed.  You will end up with one feed less but it works. I had demonstrated this in the recent TechDays at Chennai.  How we can use the Search Contract and implement Search for within the Blog Titles. First off, we need to declare that the App will be using Search Contract, in the Package.appmanifest file Next, we would need a handle of the Search Contract when user types on the search window in Charms Menu. If you had completed the code sample from the link above, you would have ItemsPage.xaml and ItemsPage.xaml.cs.  Open the ItemsPage.xaml.cs. Import the namespaces using System.Collections.ObjectModel and System.Linq. in the ItemsPage() constructor, right after this.InitializeComponent(); add the following code Windows.ApplicationModel.Search.SearchPane.GetForCurrentView().QuerySubmitted += ItemsPage_QuerySubmitted; This event is fired when users open up the Search Panel from Charms Menu, type something and hit enter. We need to handle this event declared in the delegate.  For that we need to pull the FeedDataSource instantiation to the root of the class to make it global. So, add the following as the first line within the partial class FeedDataSource feedDataSource; Also, modify the LoadState method, as follows:- protected override void LoadState(Object navigationParameter, Dictionary<String, Object> pageState)        {            feedDataSource = (FeedDataSource)App.Current.Resources["feedDataSource"];            if (feedDataSource != null)            {                this.DefaultViewModel["Items"] = feedDataSource.Feeds;            }        } Next is to implement the ItemsPage_QuerySubmitted method void ItemsPage_QuerySubmitted(Windows.ApplicationModel.Search.SearchPane sender, Windows.ApplicationModel.Search.SearchPaneQuerySubmittedEventArgs args)         {             this.DefaultViewModel["Items"] = from dynamic item in feedDataSource.Feeds                                              where                                              item.Title.Contains(args.QueryText)                                              select item;         } As you can see we are almost using the same defaultviewmodel with the change that we are using a linq query to do a search on feeds which has the Title that matches QueryText. With this we are ready to run the app. Run the App.  Hit the Charms Menu with Windows + C key combination and type a text to search within the blog. You can see that it filters the Blogs which has the matching text. We can modify the above Linq query to do a search for the Text in other attributes like description, actual blog content etc., I have uploaded the complete code since the original WindowsBlogReader Code is not available for download.  You can download it from here note:  this code is provided as-is without any warranties.  Cheers!!!

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  • [Silverlight] How to watermark a WriteableBitmap with a text

    - by Benjamin Roux
    Hello, In my current project, I needed to watermark a WriteableBitmap with a text. As I couldn’t find anything I decided to create a small extension method to do so. public static class WriteableBitmapEx { /// <summary> /// Creates a watermark on the specified image /// </summary> /// <param name="input">The image to create the watermark from</param> /// <param name="watermark">The text to watermark</param> /// <param name="color">The color - default is White</param> /// <param name="fontSize">The font size - default is 50</param> /// <param name="opacity">The opacity - default is 0.25</param> /// <param name="hasDropShadow">Specifies if a drop shadow effect must be added - default is true</param> /// <returns>The watermarked image</returns> public static WriteableBitmap Watermark(this WriteableBitmap input, string watermark, Color color = default(Color), double fontSize = 50, double opacity = 0.25, bool hasDropShadow = true) { var watermarked = GetTextBitmap(watermark, fontSize, color == default(Color) ? Colors.White : color, opacity, hasDropShadow); var width = watermarked.PixelWidth; var height = watermarked.PixelHeight; var result = input.Clone(); var position = new Rect(input.PixelWidth - width - 20 /* right margin */, input.PixelHeight - height, width, height); result.Blit(position, watermarked, new Rect(0, 0, width, height)); return result; } /// <summary> /// Creates a WriteableBitmap from a text /// </summary> /// <param name="text"></param> /// <param name="fontSize"></param> /// <param name="color"></param> /// <param name="opacity"></param> /// <param name="hasDropShadow"></param> /// <returns></returns> private static WriteableBitmap GetTextBitmap(string text, double fontSize, Color color, double opacity, bool hasDropShadow) { TextBlock txt = new TextBlock(); txt.Text = text; txt.FontSize = fontSize; txt.Foreground = new SolidColorBrush(color); txt.Opacity = opacity; if (hasDropShadow) txt.Effect = new DropShadowEffect(); WriteableBitmap bitmap = new WriteableBitmap((int)txt.ActualWidth, (int)txt.ActualHeight); bitmap.Render(txt, null); bitmap.Invalidate(); return bitmap; } } For this code to run, you need the WritableBitmapEx library. As you can see, it’s quite simple. You just need to call the Watermark method and pass it the text you want to add in your image. You can also pass optional parameters like the color, the opacity, the fontsize or if you want a drop shadow effect. I could have specify other parameters like the position or the the font family but you can change the code if you need to. Here’s what it can give Hope this helps.

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  • jqGrid - customizing the multi-select option (restrict single selection and adding custom events)

    - by Renso
    Goal: Using the jgGrid to enable a selection of a checkbox for row selection - which is easy to set in the jqGrid - but also only allowing a single row to be selectable at a time while adding events based on whether the row was selected or de-selected. Environment: jQuery 1.4.4 jqGrid 3.4.4a Issue: The jqGrid does not support the option to restrict the multi-select to only allow for a single selection. You may ask, why bother with the multi-select checkbox function if you only want to allow for the selection of a single row? Good question, as an example, you want to reserve the selection of a row to trigger another kind of event and use the checkbox multi-select to handle a different kind of event; in other words, when I select the row I want something entirely different to happen than when I select to check off the checkbox for that row. Also the setSelection method of the jqGrid is a toggle and has no support for determining whether the checkbox has already been selected or not, So it will simply act as a switch - which it is designed to do - but with no way out of the box to only check off the box (as in not to de-select) rather than act like a switch. Furthermore, the getGridParam('selrow') does not indicate if the row was selected or de-selected, which seems a bit strange and is the main reason for this blog post. Solution: How this will act: When you check off a multi-select checkbox in the gird, and then commence to select another row by checking off that row's multi-select checkbox - I'm not talking there about clicking on the row but using the grid's multi-select checkbox - it will de-select the previous selection so that you are always left with only a single selection. Furthermore, once you select or de-select a multi-select checkbox, fire off an event that will be determined by whether or not the row was selected or de-selected, not just merely clicked on. So if I de-select the row do one thing but when selecting it do another. Implementation (this of course is only a partial code snippet):             multiselect: true,             multiboxonly: true,             onSelectRow: function (rowId) {                 var gridSelRow = $(item).getGridParam('selrow');                 var s;                 s = $(item).getGridParam('selarrrow');                 if (!s || !s[0]) {                     $(item).resetSelection();                     $('#productLineDetails').fadeOut();                     lastsel = null;                     return;                 }                 var selected = $.inArray(rowId, s) != -1;                 if (selected) {                     $('#productLineDetails').show();                 }                 else {                     $('#productLineDetails').fadeOut();                 }                 if (rowId && rowId !== lastsel && selected) {                     $(item).GridToForm(gridSelRow, '#productLineDetails');                     if (lastsel) $(item).setSelection(lastsel, false);                 }                 lastsel = rowId;             }, In the example code above: The "item" property is the id of the jqGrid. The following to settings ensure that the jqGrid will add the new column to select rows with a checkbox and also the not allow for the selection by clicking on the row but to force the user to have to click on the multi-select checkbox to select the row: multiselect: true, multiboxonly: true, Unfortunately the var gridSelRow = $(item).getGridParam('selrow') function will only return the row the user clicked on or rather that the row's checkbox was clicked on and NOT whether or not it was selected nor de-selected, but it retrieves the row id, which is what we will need. The following piece get's all rows that have been selected so far, as in have a checked off multi-select checkbox: var s; s = $(item).getGridParam('selarrrow'); Now determine if the checkbox the user just clicked on was selected or de-selected: var selected = $.inArray(rowId, s) != -1; If it was selected then show a container "#productLineDetails", if not hide that container away. The following instruction populates a form with the grid data using the built-in GridToForm method (just mentioned here as an example) ONLY if the row has been selected and NOT de-selected but more importantly to de-select any other multi-select checkbox that may have been selected: if (rowId && rowId !== lastsel && selected) {                     $(item).GridToForm(gridSelRow, '#productLineDetails');                     if (lastsel) $(item).setSelection(lastsel, false); }

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  • SQL SERVER – How to Roll Back SQL Server Database Changes

    - by Pinal Dave
    In a perfect scenario, no unexpected and unplanned changes occur. There are no unpleasant surprises, no inadvertent changes. However, even with all precautions and testing, there is sometimes a need to revert a structure or data change. One of the methods that can be used in this situation is to use an older database backup that has the records or database object structure you want to revert to. For this method, you have to have the adequate full database backup and a tool that will help you with comparison and synchronization is preferred. In this article, we will focus on another method: rolling back the changes. This can be done by using: An option in SQL Server Management Studio T-SQL, or ApexSQL Log The first two solutions have been described in this article The disadvantages of these methods are that you have to know when exactly the change you want to revert happened and that all transactions on the database executed in a specific time range are rolled back – the ones you want to undo and the ones you don’t. How to easily roll back SQL Server database changes using ApexSQL Log? The biggest challenge is to roll back just specific changes, not all changes that happened in a specific time range. While SQL Server Management Studio option and T-SQL read and roll forward all transactions in the transaction log files, I will show you a solution that finds and scripts only the specific changes that match your criteria. Therefore, you don’t need to worry about all other database changes that you don’t want to roll back. ApexSQL Log is a SQL Server disaster recovery tool that reads transaction logs and provides a wide range of filters that enable you to easily rollback only specific data changes. First, connect to the online database where you want to roll back the changes. Once you select the database, ApexSQL Log will show its recovery model. Note that changes can be rolled back even for a database in the Simple recovery model, when no database and transaction log backups are available. However, ApexSQL Log achieves best results when the database is in the Full recovery model and you have a chain of subsequent transaction log backups, back to the moment when the change occurred. In this example, we will use only the online transaction log. In the next step, use filters to read only the transactions that happened in a specific time range. To remove noise, it’s recommended to use as many filters as possible. Besides filtering by the time of the transaction, ApexSQL Log can filter by the operation type: Table name: As well as transaction state (committed, aborted, running, and unknown), name of the user who committed the change, specific field values, server process IDs, and transaction description. You can select only the tables affected by the changes you want to roll back. However, if you’re not certain which tables were affected, you can leave them all selected and once the results are shown in the main grid, analyze them to find the ones you to roll back. When you set the filters, you can select how to present the results. ApexSQL Log can automatically create undo or redo scripts, export the transactions into an XML, HTML, CSV, SQL, or SQL Bulk file, and create a batch file that you can use for unattended transaction log reading. In this example, I will open the results in the grid, as I want to analyze them before rolling back the transactions. The results contain information about the transaction, as well as who and when made it. For UPDATEs, ApexSQL Log shows both old and new values, so you can easily see what has happened. To create an UNDO script that rolls back the changes, select the transactions you want to roll back and click Create undo script in the menu. For the DELETE statement selected in the screenshot above, the undo script is: INSERT INTO [Sales].[PersonCreditCard] ([BusinessEntityID], [CreditCardID], [ModifiedDate]) VALUES (297, 8010, '20050901 00:00:00.000') When it comes to rolling back database changes, ApexSQL Log has a big advantage, as it rolls back only specific transactions, while leaving all other transactions that occurred at the same time range intact. That makes ApexSQL Log a good solution for rolling back inadvertent data and schema changes on your SQL Server databases. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: ApexSQL

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  • Some OBI EE Tricks and Tips in the Admin Tool By Gerry Langton

    - by hamsun
    How to set the log level from a Session variable Initialization block As we know it is normal to set the log level non-zero for a particular user when we wish to debug problems. However sometimes it is inconvenient to go into each user’s properties in the Admin tool and update the log level. So I am showing a method which allows the log level to be set for all users via a session initialization block. This is particularly useful for anyone wanting an alternative way to set the log level. The screen shots shown are using the OBIEE 11g SampleApp demo but are applicable to any environment. Open the appropriate rpd in on-line mode and navigate to Manage Variables. Select Session Initialization Blocks, right click in the white space and create a New Initialization Block. I called the Initialization block Set_Loglevel . Now click on ‘Edit Data Source’ to enter the SQL. Chose the ‘Use OBI EE Server’ option for the SQL. This means that the SQL provided must use tables which have been defined in the Physical layer of the RPD, and whilst there is no need to provide a connection pool you must work in On-Line mode. The SQL can access any of the RPD tables and is purely used to return a value of 2. The ‘Test’ button confirms that the SQL is valid. Next, click on the ‘Edit Data Target’ button to add the LOGLEVEL variable to the initialization block. Check the ‘Enable any user to set the value’ option so that this will work for any user. Click OK and the following message will display as LOGLEVEL is a system session variable: Click ‘Yes’. Click ‘OK’ to save the Initialization block. Then check in the On-LIne changes. To test that LOGLEVEL has been set, log in to OBIEE using an administrative login (e.g. weblogic) and reload server metadata, either from the Analysis editor or from Administration > Reload Files and Metadata link. Run a query then navigate to Administration > Manage Sessions and click ‘View Log’ for the query just issued (which should be approximately the last in the list). A log file should exist and with LOGLEVEL set to 2 should include both logical and physical sql. If more diagnostic information is required then set LOGLEVEL to a higher value. If logging is required only for a particular analysis then an alternative method can be used directly from the Analysis editor. Edit the analysis for which debugging is required and click on the Advanced tab. Scroll down to the Advanced SQL clauses section and enter the following in the Prefix box: SET VARIABLE LOGLEVEL = 2; Click the ‘Apply SQL’ button. The SET VARIABLE statement will now prefix the Analysis’s logical SQL. So that any time this analysis is run it will produce a log. You can find information about training for Oracle BI EE products here or in the OU Learning Paths. Please send me an email at [email protected] if you have any further questions. About the Author: Gerry Langton started at Siebel Systems in 1999 working as a technical instructor teaching both Siebel application development and also Siebel Analytics (which subsequently became Oracle BI EE). From 2006 Gerry has worked as Senior Principal Instructor within Oracle University specialising in Oracle BI EE, Oracle BI Publisher and Oracle Data Warehouse development for BI.

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • 45 minutes to talk about C# [closed]

    - by Philip
    I have the opportunity to give a 45 minute talk on C# in the theory of programming languages class I'm taking. The college teaches Java almost exclusively, so that's what all the students are most familiar with. (There's a little C, assembly, Prolog and LISP as well.) I decide what to talk about. It seems to me the best approach is to focus on a few of the big, obvious differences between C# and Java. I don't intend it to be a recommendation to use C# -- there are reasons to use each, mostly because of their ecosystems. So I want to focus on C# as a language. I don't want to go too fast and end up listing a whole bunch of features without showing their usefulness. My current plan is this: Functions as first class objects. This is, in my opinion, one of the biggest differences between C# and Java. The professor briefly mentioned this notion and showed a LISP example, but many of the students have probably never used it. I can show real world examples where it's made my code more readable. Lambda expressions as concise syntax for anonymous functions. Obviously with examples to show how this is useful. The real hit-home examples will be at the end when it's combined with the rest. I don't see an advantage to first showing the old delegate syntax and then replacing it with lambdas -- most of us won't have ever seen delegates anyway so it would just be confusing. The yield keyword and how it's different from returning an array. I have the impression that a lot of C# developers aren't familiar with how to use this. It will likely be very foreign to Java developers. I have some examples from my own work where it was really useful, such as iterating over a tree traversal, or iterating over neighbors in a graph where the neighbors aren't stored in memory. In both cases, doing it in Java would likely mean returning a complete list -- with yield I can stop iterating if I find what I want early on, without using memory for superfluous lists or arrays. Extension methods as a way to write implementation on interfaces. We'll all be familiar with how interfaces don't allow method implementation, and how this leads to code duplication. I'll show a specific example of this and how the extension method can solve the problem. Demonstrate how the above can be combined by implementing some simple Linq methods and using them. Where, Select, First, maybe more depending on how much time is left. Ideas on which ones might 'hit home' the best? There are other things I could talk about such as generics, value types, properties and more. I haven't yet though of good ways to incorporate these. In the case of generics and value types, the advantages might not be obvious or as relevant. Properties are obviously useful, particularly since we're taught strict JavaBeans here, but I don't know if I could integrate it with the "path to Linq" discussion above without it feeling tacked on. So I'm looking for thoughts on how to talk about C#, and what to talk about. Even minor details. I'm sure there are more experienced C# developers than me here who have good insight about what's really important in the language, and what would miss the point.

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  • Abstraction, Politics, and Software Architecture

    Abstraction can be defined as a general concept and/or idea that lack any concrete details. Throughout history this type of thinking has led to an array of new ideas and innovations as well as increased confusion and conspiracy. If one was to look back at our history they will see that abstraction has been used in various forms throughout our past. When I was growing up I do not know how many times I heard politicians say “Leave no child left behind” or “No child left behind” as a major part of their campaign rhetoric in regards to a stance on education. As you can see their slogan is a perfect example of abstraction because it only offers a very general concept about improving our education system but they do not mention how they would like to do it. If they did then they would be adding concrete details to their abstraction thus turning it in to an actual working plan as to how we as a society can help children succeed in school and in life, but then they would not be using abstraction. By now I sure you are thinking what does abstraction have to do with software architecture. You are valid in thinking this way, but abstraction is a wonderful tool used in information technology especially in the world of software architecture. Abstraction is one method of extracting the concepts of an idea so that it can be understood and discussed by others of varying technical abilities and backgrounds. One ways in which I tend to extract my architectural design thoughts is through the use of basic diagrams to convey an idea for a system or a new feature for an existing application. This allows me to generically model an architectural design through the use of views and Unified Markup Language (UML). UML is a standard method for creating a 4+1 Architectural View Models. The 4+1 Architectural View Model consists of 4 views typically created with UML as well as a general description of the concept that is being expressed by a model. The 4+1 Architectural View Model: Logical View: Models a system’s end-user functionality. Development View: Models a system as a collection of components and connectors to illustrate how it is intended to be developed.  Process View: Models the interaction between system components and connectors as to indicate the activities of a system. Physical View: Models the placement of the collection of components and connectors of a system within a physical environment. Recently I had to use the concept of abstraction to express an idea for implementing a new security framework on an existing website. My concept would add session based management in order to properly secure and allow page access based on valid user credentials and last user activity.  I created a basic Process View by using UML diagrams to communicate the basic process flow of my changes in the application so that all of the projects stakeholders would be able to understand my idea. Additionally I created a Logical View on a whiteboard while conveying the process workflow with a few stakeholders to show how end-user will be affected by the new framework and gaining additional input about the design. After my Logical and Process Views were accepted I then started on creating a more detailed Development View in order to map how the system will be built based on the concept of components and connections based on the previously defined interactions. I really did not need to create a Physical view for this idea because we were updating an existing system that was already deployed based on an existing Physical View. What do you think about the use of abstraction in the development of software architecture? Please let me know.

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  • Multitenant Design for SQL Azure: White Paper Available

    - by Herve Roggero
    Cloud computing is about scaling out all your application tiers, from web application to the database layer. In fact, the whole promise of Azure is to pay for just what you need. You need more IIS servers? No problemo... just spin another web server. You expect to double your storage needs for Azure Tables? No problemo; you are covered there too... just pay for your storage needs. But what about the database tier, SQL Azure? How do you add new databases easily, and transparently, so that your application simply uses more of SQL Azure if its needs to? Without changing a single line of code? And what if you need to scale back down? Welcome to the world of database scalability. There are many terms that describe database scalability, including data federation, multitenant designs, and even NoSQL depending on the technical solution you are implementing.  Because SQL Azure is a transactional database system, NoSQL is not really an option. However data federation and multitenant designs offer some very interesting scalability options that are worth considering. Data federation, a feature of SQL Azure that will be offered in the future, offers very interesting capabilities available natively on the SQL Azure platform. More to come in a few weeks... Multitenant designs on the other hand are design practices and technologies designed to help you reach flexible scalability options not available otherwise. The first incarnation of such a method was made available on CodePlex as an open source project (http://enzosqlshard.codeplex.com).  This project was an attempt to provide a sharding library for educational purposes.  All that sounds really cool... and really esoteric... almost a form of database "voodoo"... However after being on multiple Azure projects I am starting to see a real need. Customers want to be able to free themselves from the database tier, so that if they have 10 new customers tomorrow, all they need to do is add 2 more SQL Azure instances. It's that simple. How you achieve this, and suggested application design guidelines, are available in a white paper I just published.  The white paper offers two primary sections. The first section describes the business and technical problem at hand, and how to classify it according to specific design patterns. For example, I discuss compressed shards through schema separation. The second section offers a method for addressing the needs of a multitenant design using a new library, the big bother of the codeplex project mentioned previously (that I created earlier this year), complete with management interface and such. A Beta of this platform will be made available within weeks; as soon as the documentation will be ready.   I would like to ask you to drop me a quick email at [email protected] if you are going to download the white paper. It's not required, but it would help me get in touch with you for feedback.  You can download this white paper here:   http://www.bluesyntax.net/files/EnzoFramework.pdf . Thank you, and I am looking for feedback, thoughts and implementation opportunities.

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  • Tyrus 1.8

    - by Pavel Bucek
    Another version of Tyrus, the reference implementation of JSR 356 – Java API for WebSocket is out! Complete list of fixes and features is below, but let me describe some of the new features in more detail. All information presented here is also available in Tyrusdocumentation. What’s new? First to mention is that JSR 356 Maintenance review Ballot is over and the change proposed for 1.1 release was accepted. More details about changes in the API can be found in this article. Important part is that Tyrus 1.8 implements this API, meaning you can use Lambda expressions and some features of Nashorn without the need for any workarounds. Almost all other features are related to client side support, which was significantly improved in this release. Firstly – I have to admit, that Tyrus client contained security issue – SSL Hostname verification was not performed when connecting to “wss” endpoints. This was fixed as part of TYRUS-339 and resulted in some changes in the client configuration API. Now you can control whether HostnameVerification should be performed (SslEngineConfigurator#setHostnameVerificationEnabled(boolean)) or even set your own HostnameVerifier (please use carefully): #setHostnameVerifier(…). Detailed description can be found in Host verification chapter. Another related enhancement is support for Http Basic and Digest authentication schemes. Tyrus client now enables users to provide credentials and underlying implementation will take care of everything else. Our implementation is strictly non pre-emptive, so the login information is sent always as a response to 401 Http Status Code. If the Basic and Digest are not good enough and there is a need to use some custom scheme or something which is not yet supported in Tyrus, custom Authenticator can be registered and the authentication part of the handshake process will be handled by it. Please seeClient HTTP Authentication chapter in the user guide for more details. There are other features, like fine-grain threadpool configuration for JDK client container, build-in Http redirect support and some reshuffling related to unifying the location of client configuration classes and properties definition – every property should be now part of ClientProperties class. All new features are described in the user guide – in chapterTyrus proprietary configuration. Update – Tyrus 1.8.1 There was another slightly late reported issue related to running in environments with SecurityManager enabled, so this version fixes that. Another noteworthy fixes are TYRUS-355 and TYRUS-361; the first one is about incorrect thread factory used for shared container timeout, which resulted in JVM waiting for that thread and not exiting as it should. The other issue enables relative URIs in Location header when using redirect feature. Links Tyrus homepage mailing list JIRA Complete list of changes: Bug [TYRUS-333] – Multiple endpoints on one client [TYRUS-334] – When connection is closed by a peer, periodic heartbeat pong is not stopped [TYRUS-336] – ReaderBuffer.getNextChars() keeps blocking a server thread after client has closed the session [TYRUS-338] – JDK client SSL filter needs better synchronization during handshake phase [TYRUS-339] – SSL hostname verification is missing [TYRUS-340] – Test PathParamTest are not stable with JDK client [TYRUS-341] – A control frame inside a stream of continuation frames is treated as the part of the stream [TYRUS-343] – ControlFrameInDataStreamTest does not pass on GF [TYRUS-345] – NPE is thrown, when shared container timeout property in JDK client is not set [TYRUS-346] – IllegalStateException is thrown, when using proxy in JDK client [TYRUS-347] – Introduce better synchronization in JDK client thread pool [TYRUS-348] – When a client and server close connection simultaneously, JDK client throws NPE [TYRUS-356] – Tyrus cannot determine the connection port for a wss URL [TYRUS-357] – Exception thrown in MessageHandler#OnMessage is not caught in @OnError method [TYRUS-359] – Client based on Java 7 Asynchronous IO makes application unexitable Improvement [TYRUS-328] – JDK 1.7 AIO Client container – threads – (setting threadpool, limits, …) [TYRUS-332] – Consolidate shared client properties into one file. [TYRUS-337] – Create an SSL version of Basic Servlet test New Feature [TYRUS-228] – Add client support for HTTP Basic/Digest Task [TYRUS-330] – create/run tests/servlet/basic via wss [TYRUS-335] – [clustering] – introduce RemoteSession and expose them via separate method (not include remote sessions in the getOpenSessions()) [TYRUS-344] – Introduce Client support for HTTP Redirect

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • Opening a new Windows from ASP.NET code behind

    - by TATWORTH
    At http://weblogs.asp.net/infinitiesloop/archive/2007/09/25/response-redirect-into-a-new-window-with-extension-methods.aspx there is an excellent post on how to open a new windows from code behind. The purists may not like it but it helped solve a problem for a client's client. Here is an update for VS2010 users: using System; using System.Web; using System.Web.UI; /// <summary> /// Response Helper for opening popup windo from code behind. /// </summary> public static class ResponseHelper {   /// <summary>   /// Redirect to popup window   /// </summary>   /// <param name="response">The response.</param>   /// <param name="url">URL to open to</param>   /// <param name="target">Target of window _self or _blank</param>   /// <param name="windowFeatures">Features such as window bar</param>   /// <remarks>   ///     <list type="bullet">   ///         <item>   /// From http://weblogs.asp.net/infinitiesloop/archive/2007/09/25/response-redirect-into-a-new-window-with-extension-methods.aspx   /// </item>   /// <item>   /// Note: If you use it outside the context of a Page request, you can't redirect to a new window. The reason is the need to call the ResolveClientUrl method on Page, which I can't do if there is no Page. I could have just built my own version of that method, but it's more involved than you might think to do it right. So if you need to use this from an HttpHandler other than a Page, you are on your own.   /// </item>   ///         <item>   /// Beware of popup blockers.   /// </item>   /// <item>   /// Note: Obviously when you are redirecting to a new window, the current window will still be hanging around. Normally redirects abort the current request -- no further processing occurs. But for these redirects, processing continues, since we still have to serve the response for the current window (which also happens to contain the script to open the new window, so it is important that it completes).   /// </item>   /// <item>   /// Sample call Response.Redirect("popup.aspx", "_blank", "menubar=0,width=100,height=100");   /// </item>   ///     </list>   /// </remarks>   public static void Redirect(this HttpResponse response, string url, string target, string windowFeatures)   {     if ((String.IsNullOrEmpty(target) || target.Equals("_self", StringComparison.OrdinalIgnoreCase)) && String.IsNullOrEmpty(windowFeatures))     {       response.Redirect(url);     }     else     {       Page page = (Page)HttpContext.Current.Handler;       if (page == null)       {         throw new InvalidOperationException("Cannot redirect to new window outside Page context.");       }       url = page.ResolveClientUrl(url);       string script;       if (!String.IsNullOrEmpty(windowFeatures))       {         script = @"window.open(""{0}"", ""{1}"", ""{2}"");";       }       else       {         script = @"window.open(""{0}"", ""{1}"");";       }       script = String.Format(script, url, target, windowFeatures);       ScriptManager.RegisterStartupScript(page, typeof(Page), "Redirect", script, true);     }   } }

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  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • Application Module Extension in Oracle Application R12

    - by Manoj Madhusoodanan
    In this blog I will describe how to Extend Application Module.I will explain this based on my previous blog PL/SQL based EO.  I want to extend FndUserAM to add a procedure to raise a custom business event when the FND_USER has created successfully. Here I am using a custom business event "xxcust.oracle.apps.demo_event". Please find the code used in Business Event. TablePackage Following steps needs to perform. 1) Download all files pertaining to "Entity Object Based on PL/SQL" to JDEV_USER_HOME/myprojects and JDEV_USER_HOME/myclasses.If you want to see the content of source java file decompile it and save it in JDEV_USER_HOME/myprojects. 2) Create XXFndUserAM as follows. 3) Add following method to XXFndUserAMImpl.    import oracle.apps.fnd.framework.OAException;   import oracle.apps.fnd.framework.server.OADBTransactionImpl;   import oracle.apps.fnd.wf.bes.BusinessEvent;   import oracle.apps.fnd.wf.bes.BusinessEventException;    import java.sql.Connection;     public void raiseEvent(String userName) {        String eventName = "xxcust.oracle.apps.demo_event";        String eventKey = userName;        Connection conn = ((OADBTransactionImpl)getOADBTransaction()).getJdbcConnection();         BusinessEvent event = null;         try{             event = new BusinessEvent(eventName, eventKey);             /* Setting Parameters */             event.setStringProperty("USER_NAME",userName);             event.setStringProperty("STATUS","User has created sucessfully");             event.raise(conn);             }             catch (BusinessEventException e) {                 throw new OAException("Exception occured when invoking web service - "+e.getMessage());             }             getOADBTransaction().commit();    } 4) Create a controller which extends from xxcust.oracle.apps.fnd.user.webui.CreateFndUserCO.Call raiseEvent method from new controller. 5) Create substitution for FndUserAM. 6) Migrate following files to $JAVA_TOP. xxcustom.oracle.apps.fnd.user.server.FndUserAMImpl.javaxxcustom.oracle.apps.fnd.user.server.XXFndUserAM.xmlxxcustom.oracle.apps.fnd.user.webui.XXCreateFndUserCO.java 8) Migrate the substitution. 9) Restart the server. 10) Personalize the page /xxcust/oracle/apps/fnd/user/webuiCreateFndUserPG and set the new controller. 11) Verify the substitution has properly applied by clicking About the Page. 12) Access the page and create a user. You can the the result of the Business Event.

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  • Scenarios for Throwing Exceptions

    - by Joe Mayo
    I recently came across a situation where someone had an opinion that differed from mine of when an exception should be thrown. This particular case was an issue opened on LINQ to Twitter for an Exception on EndSession.  The premise of the issue was that the poster didn’t feel an exception should be raised, regardless of authentication status.  As first, this sounded like a valid point.  However, I went back to review my code and decided not to make any changes. Here's my rationale: 1. The exception doesn’t occur if the user is authenticated when EndAccountSession is called. 2. The exception does occur if the user is not authenticated when EndAccountSession is called. 3. The exception represents the fact that EndAccountSession is not able to fulfill its intended purpose - to end the session.  If a session never existed, then it would not be possible to perform the requested action.  Therefore, an exception is appropriate. To help illustrate how to handle this situation, I've modified the following code in Program.cs in the LinqToTwitterDemo project to illustrate the situation: static void EndSession(ITwitterAuthorizer auth) { using (var twitterCtx = new TwitterContext(auth, "https://api.twitter.com/1/", "https://search.twitter.com/")) { try { //Log twitterCtx.Log = Console.Out; var status = twitterCtx.EndAccountSession(); Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } catch (TwitterQueryException tqe) { var webEx = tqe.InnerException as WebException; if (webEx != null) { var webResp = webEx.Response as HttpWebResponse; if (webResp != null && webResp.StatusCode == HttpStatusCode.Unauthorized) Console.WriteLine("Twitter didn't recognize you as having been logged in. Therefore, your request to end session is illogical.\n"); } var status = tqe.Response; Console.WriteLine("Request: {0}, Error: {1}" , status.Request , status.Error); } } } As expected, LINQ to Twitter wraps the exception in a TwitterQueryException as the InnerException.  The TwitterQueryException serves a very useful purpose through it's Response property.  Notice in the example above that the response has Request and Error proprieties.  These properties correspond to the information that Twitter returns as part of it's response payload.  This is often useful while debugging to help you understand why Twitter was unable to perform the  requested action.  Other times, it's cryptic, but that's another story.  At least you have some way of knowing in your code how to anticipate and handle these situations, along with having extra information to debug with. To sum things up, there are two points to make: when and why an exception should be raised and when to wrap and re-throw an exception in a custom exception type. I felt it was necessary to allow the exception to be raised because the called method was unable to perform the task it was designed for.  I also felt that it is inappropriate for a general library to do anything with exceptions because that could potentially hide a problem from the caller.  A related point is that it should be the exclusive decision of the application that uses the library on what to do with an exception.  Another aspect of this situation is that I wrapped the exception in a custom exception and re-threw.  This is a tough call because I don’t want to hide any stack trace information.  However, the need to make the exception more meaningful by including vital information returned from Twitter swayed me in the direction to design an interface that was as helpful as possible to library consumers.  As shown in the code above, you can dig into the exception and pull out a lot of good information, such as the fact that the underlying HTTP response was a 401 Unauthorized.  In all, trade-offs are seldom perfect for all cases, but combining the fact that the method was unable to perform its intended function, this is a library, and the extra information can be more helpful, it seemed to be the better design. @JoeMayo

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  • Drawing texture does not work anymore with a small amount of triangles

    - by Paul
    When i draw lines, the vertices are well connected. But when i draw the texture inside the triangles, it only works with i<4 in the for loop, otherwise with i<5 for example, there is a EXC_BAD_ACCESS message, at @synthesize textureImage = _textureImage. I don't understand why. (The generatePolygons method seems to work fine as i tried to draw lines with many vertices as in the second image below. And textureImage remains the same for i<4 or i<5 : it's a 512px square image). Here are the images : What i want to achieve is to put the red points and connect them to the y-axis (the green points) and color the area (the green triangles) : If i only draw lines, it works fine : Then with a texture color, it works for i<4 in the loop (the red points in my first image, plus the fifth one to connect the last y) : But then, if i set i<5, the debug tool says EXC_BAD_ACCESS at the synthesize of _textureImage. Here is my code : I set a texture color in HelloWordLayer.mm with : CCSprite *textureImage = [self spriteWithColor:color3 textureSize:512]; _terrain.textureImage = textureImage; Then in the class Terrain, i create the vertices and put the texture in the draw method : @implementation Terrain @synthesize textureImage = _textureImage; //EXC_BAD_ACCESS for i<5 - (void)generatePath2{ CGSize winSize = [CCDirector sharedDirector].winSize; float x = 40; float y = 0; for(int i = 0; i < kMaxKeyPoints+1; ++i) { _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += 30; } } -(void)generatePolygons{ _nPolyVertices = 0; float x1 = 0; float y1 = 0; int keyPoints = 0; for (int i=0; i<4; i++){ /* HERE : 4 = OK / 5 = crash */ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } } - (id)init { if ((self = [super init])) { [self generatePath2]; [self generatePolygons]; } return self; } - (void) draw { //glDisable(GL_TEXTURE_2D); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, _textureImage.texture.name); glColor4f(1, 1, 1, 1); glVertexPointer(2, GL_FLOAT, 0, _polyVertices); glTexCoordPointer(2, GL_FLOAT, 0, _polyTexCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nPolyVertices); glColor4f(1, 1, 1, 1); for(int i = 1; i < 40; ++i) { ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } // restore default GL states glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } Do you see anything wrong in this code? Thanks for your help

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Oh no! My padding's invalid!

    - by Simon Cooper
    Recently, I've been doing some work involving cryptography, and encountered the standard .NET CryptographicException: 'Padding is invalid and cannot be removed.' Searching on StackOverflow produces 57 questions concerning this exception; it's a very common problem encountered. So I decided to have a closer look. To test this, I created a simple project that decrypts and encrypts a byte array: // create some random data byte[] data = new byte[100]; new Random().NextBytes(data); // use the Rijndael symmetric algorithm RijndaelManaged rij = new RijndaelManaged(); byte[] encrypted; // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); encrypted = encryptedStream.ToArray(); } byte[] decrypted; // and decrypt it again using (var decryptor = rij.CreateDecryptor()) using (CryptoStream crypto = new CryptoStream( new MemoryStream(encrypted), decryptor, CryptoStreamMode.Read)) { byte[] decrypted = new byte[data.Length]; crypto.Read(decrypted, 0, decrypted.Length); } Sure enough, I got exactly the same CryptographicException when trying to decrypt the data even in this simple example. Well, I'm obviously missing something, if I can't even get this single method right! What does the exception message actually mean? What am I missing? Well, after playing around a bit, I discovered the problem was fixed by changing the encryption step to this: // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) { using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); } encrypted = encryptedStream.ToArray(); } Aaaah, so that's what the problem was. The CryptoStream wasn't flushing all it's data to the MemoryStream before it was being read, and closing the stream causes it to flush everything to the backing stream. But why does this cause an error in padding? Cryptographic padding All symmetric encryption algorithms (of which Rijndael is one) operates on fixed block sizes. For Rijndael, the default block size is 16 bytes. This means the input needs to be a multiple of 16 bytes long. If it isn't, then the input is padded to 16 bytes using one of the padding modes. This is only done to the final block of data to be encrypted. CryptoStream has a special method to flush this final block of data - FlushFinalBlock. Calling Stream.Flush() does not flush the final block, as you might expect. Only by closing the stream or explicitly calling FlushFinalBlock is the final block, with any padding, encrypted and written to the backing stream. Without this call, the encrypted data is 16 bytes shorter than it should be. If this final block wasn't written, then the decryption gets to the final 16 bytes of the encrypted data and tries to decrypt it as the final block with padding. The end bytes don't match the padding scheme it's been told to use, therefore it throws an exception stating what is wrong - what the decryptor expects to be padding actually isn't, and so can't be removed from the stream. So, as well as closing the stream before reading the result, an alternative fix to my encryption code is the following: // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); // explicitly flush the final block of data crypto.FlushFinalBlock(); encrypted = encryptedStream.ToArray(); } Conclusion So, if your padding is invalid, make sure that you close or call FlushFinalBlock on any CryptoStream performing encryption before you access the encrypted data. Flush isn't enough. Only then will the final block be present in the encrypted data, allowing it to be decrypted successfully.

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  • Comparing Apples and Pairs

    - by Tony Davis
    A recent study, High Costs and Negative Value of Pair Programming, by Capers Jones, pulls no punches in its assessment of the costs-to- benefits ratio of pair programming, two programmers working together, at a single computer, rather than separately. He implies that pair programming is a method rushed into production on a wave of enthusiasm for Agile or Extreme Programming, without any real regard for its effectiveness. Despite admitting that his data represented a far from complete study of the economics of pair programming, his conclusions were stark: it was 2.5 times more expensive, resulted in a 15% drop in productivity, and offered no significant quality benefits. The author provides a more scientific analysis than Jon Evans’ Pair Programming Considered Harmful, but the theme is the same. In terms of upfront-coding costs, pair programming is surely more expensive. The claim of productivity loss is dubious and contested by other studies. The third claim, though, did surprise me. The author’s data suggests that if both the pair and the individual programmers employ static code analysis and testing, then there is no measurable difference in the resulting code quality, in terms of defects per function point. In other words, pair programming incurs a massive extra cost for no tangible return in investment. There were, inevitably, many criticisms of his data and his conclusions, a few of which are persuasive. Firstly, that the driver/observer model of pair programming, on which the study bases its findings, is far from the most effective. For example, many find Ping-Pong pairing, based on use of test-driven development, far more productive. Secondly, that it doesn’t distinguish between “expert” and “novice” pair programmers– that is, independently of other programming skills, how skilled was an individual at pair programming. Thirdly, that his measure of quality is too narrow. This point rings true, certainly at Red Gate, where developers don’t pair program all the time, but use the method in short bursts, while tackling a tricky problem and needing a fresh perspective on the best approach, or more in-depth knowledge in a particular domain. All of them argue that pair programming, and collective code ownership, offers significant rewards, if not in terms of immediate “bug reduction”, then in removing the likelihood of single points of failure, and improving the overall quality and longer-term adaptability/maintainability of the design. There is also a massive learning benefit for both participants. One developer told me how he once worked in the same team over consecutive summers, the first time with no pair programming and the second time pair-programming two-thirds of the time, and described the increased rate of learning the second time as “phenomenal”. There are a great many theories on how we should develop software (Scrum, XP, Lean, etc.), but woefully little scientific research in their effectiveness. For a group that spends so much time crunching other people’s data, I wonder if developers spend enough time crunching data about themselves. Capers Jones’ data may be incomplete, but should cause a pause for thought, especially for any large IT departments, supporting commerce and industry, who are considering pair programming. It certainly shouldn’t discourage teams from exploring new ways of developing software, as long as they also think about how to gather hard data to gauge their effectiveness.

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  • NHibernate Pitfalls: Custom Types and Detecting Changes

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. NHibernate supports the declaration of properties of user-defined types, that is, not entities, collections or primitive types. These are used for mapping a database columns, of any type, into a different type, which may not even be an entity; think, for example, of a custom user type that converts a BLOB column into an Image. User types must implement interface NHibernate.UserTypes.IUserType. This interface specifies an Equals method that is used for comparing two instances of the user type. If this method returns false, the entity is marked as dirty, and, when the session is flushed, will trigger an UPDATE. So, in your custom user type, you must implement this carefully so that it is not mistakenly considered changed. For example, you can cache the original column value inside of it, and compare it with the one in the other instance. Let’s see an example implementation of a custom user type that converts a Byte[] from a BLOB column into an Image: 1: [Serializable] 2: public sealed class ImageUserType : IUserType 3: { 4: private Byte[] data = null; 5: 6: public ImageUserType() 7: { 8: this.ImageFormat = ImageFormat.Png; 9: } 10: 11: public ImageFormat ImageFormat 12: { 13: get; 14: set; 15: } 16: 17: public Boolean IsMutable 18: { 19: get 20: { 21: return (true); 22: } 23: } 24: 25: public Object Assemble(Object cached, Object owner) 26: { 27: return (cached); 28: } 29: 30: public Object DeepCopy(Object value) 31: { 32: return (value); 33: } 34: 35: public Object Disassemble(Object value) 36: { 37: return (value); 38: } 39: 40: public new Boolean Equals(Object x, Object y) 41: { 42: return (Object.Equals(x, y)); 43: } 44: 45: public Int32 GetHashCode(Object x) 46: { 47: return ((x != null) ? x.GetHashCode() : 0); 48: } 49: 50: public override Int32 GetHashCode() 51: { 52: return ((this.data != null) ? this.data.GetHashCode() : 0); 53: } 54: 55: public override Boolean Equals(Object obj) 56: { 57: ImageUserType other = obj as ImageUserType; 58: 59: if (other == null) 60: { 61: return (false); 62: } 63: 64: if (Object.ReferenceEquals(this, other) == true) 65: { 66: return (true); 67: } 68: 69: return (this.data.SequenceEqual(other.data)); 70: } 71: 72: public Object NullSafeGet(IDataReader rs, String[] names, Object owner) 73: { 74: Int32 index = rs.GetOrdinal(names[0]); 75: Byte[] data = rs.GetValue(index) as Byte[]; 76: 77: this.data = data as Byte[]; 78: 79: if (data == null) 80: { 81: return (null); 82: } 83: 84: using (MemoryStream stream = new MemoryStream(this.data ?? new Byte[0])) 85: { 86: return (Image.FromStream(stream)); 87: } 88: } 89: 90: public void NullSafeSet(IDbCommand cmd, Object value, Int32 index) 91: { 92: if (value != null) 93: { 94: Image data = value as Image; 95: 96: using (MemoryStream stream = new MemoryStream()) 97: { 98: data.Save(stream, this.ImageFormat); 99: value = stream.ToArray(); 100: } 101: } 102: 103: (cmd.Parameters[index] as DbParameter).Value = value ?? DBNull.Value; 104: } 105: 106: public Object Replace(Object original, Object target, Object owner) 107: { 108: return (original); 109: } 110: 111: public Type ReturnedType 112: { 113: get 114: { 115: return (typeof(Image)); 116: } 117: } 118: 119: public SqlType[] SqlTypes 120: { 121: get 122: { 123: return (new SqlType[] { new SqlType(DbType.Binary) }); 124: } 125: } 126: } In this case, we need to cache the original Byte[] data because it’s not easy to compare two Image instances, unless, of course, they are the same.

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Subterranean IL: Exception handling 2

    - by Simon Cooper
    Control flow in and around exception handlers is tightly controlled, due to the various ways the handler blocks can be executed. To start off with, I'll describe what SEH does when an exception is thrown. Handling exceptions When an exception is thrown, the CLR stops program execution at the throw statement and searches up the call stack looking for an appropriate handler; catch clauses are analyzed, and filter blocks are executed (I'll be looking at filter blocks in a later post). Then, when an appropriate catch or filter handler is found, the stack is unwound to that handler, executing successive finally and fault handlers in their own stack contexts along the way, and program execution continues at the start of the catch handler. Because catch, fault, finally and filter blocks can be executed essentially out of the blue by the SEH mechanism, without any reference to preceding instructions, you can't use arbitary branches in and out of exception handler blocks. Instead, you need to use specific instructions for control flow out of handler blocks: leave, endfinally/endfault, and endfilter. Exception handler control flow try blocks You cannot branch into or out of a try block or its handler using normal control flow instructions. The only way of entering a try block is by either falling through from preceding instructions, or by branching to the first instruction in the block. Once you are inside a try block, you can only leave it by throwing an exception or using the leave <label> instruction to jump to somewhere outside the block and its handler. The leave instructions signals the CLR to execute any finally handlers around the block. Most importantly, you cannot fall out of the block, and you cannot use a ret to return from the containing method (unlike in C#); you have to use leave to branch to a ret elsewhere in the method. As a side effect, leave empties the stack. catch blocks The only way of entering a catch block is if it is run by the SEH. At the start of the block execution, the thrown exception will be the only thing on the stack. The only way of leaving a catch block is to use throw, rethrow, or leave, in a similar way to try blocks. However, one thing you can do is use a leave to branch back to an arbitary place in the handler's try block! In other words, you can do this: .try { // ... newobj instance void [mscorlib]System.Exception::.ctor() throw MidTry: // ... leave.s RestOfMethod } catch [mscorlib]System.Exception { // ... leave.s MidTry } RestOfMethod: // ... As far as I know, this mechanism is not exposed in C# or VB. finally/fault blocks The only way of entering a finally or fault block is via the SEH, either as the result of a leave instruction in the corresponding try block, or as part of handling an exception. The only way to leave a finally or fault block is to use endfinally or endfault (both compile to the same binary representation), which continues execution after the finally/fault block, or, if the block was executed as part of handling an exception, signals that the SEH can continue walking the stack. filter blocks I'll be covering filters in a separate blog posts. They're quite different to the others, and have their own special semantics. Phew! Complicated stuff, but it's important to know if you're writing or outputting exception handlers in IL. Dealing with the C# compiler is probably best saved for the next post.

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  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

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