Search Results

Search found 4243 results on 170 pages for 'bool'.

Page 44/170 | < Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >

  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

    Read the article

  • My application had a WindowsIdentity crisis

    - by Brian Donahue
    The project I have been working on this week to test computer environments needs to do various actions as a user other than the one running the application. For instance, it looks up an installed Windows Service, finds out who the startup user is, and tries to connect to a database as that Windows user. Later on, it will need to access a file in the context of the currently logged-in user. With ASP .NET, this is super-easy: just go into Web.Config and set up the "identity impersonate" node, which can either impersonate a named user or the one who had logged into the website if authentication was enabled. With Windows applications, this is not so straightforward. There may be something I am overlooking, but the limitation seems to be that you can only change the security context on the current thread: any threads spawned by the impersonated thread also inherit the impersonated credentials. Impersonation is easy enough to do, once you figure out how. Here is my code for impersonating a user on the current thread:         using System;         using System.ComponentModel;         using System.Runtime.InteropServices;         using System.Security.Principal;         public class ImpersonateUser         {                 IntPtr userHandle;   [DllImport("advapi32.dll", SetLastError = true)]                 static extern bool LogonUser(                         string lpszUsername,                         string lpszDomain,                         string lpszPassword,                         LogonType dwLogonType,                         LogonProvider dwLogonProvider,                         out IntPtr phToken                         );                     [DllImport("kernel32.dll", SetLastError = true)]                 static extern bool CloseHandle(IntPtr hHandle);                     enum LogonType : int                 {                         Interactive = 2,                         Network = 3,                         Batch = 4,                         Service = 5,                         NetworkCleartext = 8,                         NewCredentials = 9,                 }                     enum LogonProvider : int                 {                         Default = 0,                 }                 public static WindowsImpersonationContext Impersonate(string user, string domain, string password)                 {   IntPtr userHandle = IntPtr.Zero;                         bool loggedOn = LogonUser(                                 user,                                 domain,                                 password,                                 LogonType.Interactive,                                 LogonProvider.Default,                                 out userHandle);                               if (!loggedOn)                         throw new Win32Exception(Marshal.GetLastWin32Error());                           WindowsIdentity identity = new WindowsIdentity(userHandle);                         WindowsPrincipal principal = new WindowsPrincipal(identity);                         System.Threading.Thread.CurrentPrincipal = principal;                         return identity.Impersonate();   }         }   /* Call impersonation */ ImpersonateUser.Impersonate("UserName","DomainName","Password"); /* When you want to go back to the original user */ WindowsIdentity.Impersonate(IntPtr.Zero); When you want to stop impersonating, you can call Impersonate() again with a null pointer. This will allow you to simulate a variety of different Windows users from the same applicaiton.

    Read the article

  • Boot log from remotely managed/hacked iPhone for analysis

    - by user1319903
    in reference to my other post. syslog captured immediately after a hard reset for analysis of foul play. Apr 8, 2012 10:08:36 PM - dataaccessd [53] (Notice): 137860|CoreDAV|Warn |Account "iCloud" couldn't reach the server at p03-contacts.icloud.com: Error Domain=NSURLErrorDomain Code=-1009 "The Internet connection appears to be offline." UserInfo=0xde63920 {NSErrorFailingURLStringKey=https://%[email protected]/159665024/principal/, NSErrorFailingURLKey=https://%[email protected]/ /principal/, NSLocalizedDescription=The Internet connection appears to be offline., NSUnderlyingError=0xde7dc00 "The Internet connection appears to be offline."} Apr 8, 2012 10:08:36 PM - UserEventAgent [12] (Warning): TRACE: connection interrupted Apr 8, 2012 10:08:36 PM - UserEventAgent [12] (Warning): DEBUG: disconnected Apr 8, 2012 10:08:36 PM - UserEventAgent [12] (Warning): TRACE: Canceling Apr 8, 2012 10:08:36 PM - UserEventAgent [12] (Warning): TRACE: connection invalid Apr 8, 2012 10:08:35 PM - kernel [0] (Debug): launchd[82] Builtin profile: container (sandbox) Apr 8, 2012 10:08:35 PM - kernel [0] (Debug): launchd[82] Container: /private/var/mobile/Applications/048D35CA-6427-4EC8-8B76-A194697A7CE9 [69] (sandbox) Apr 8, 2012 10:08:35 PM - wifid [29] (Error): WiFi:[355640915.904103]: Client dataaccessd set type to background application Apr 8, 2012 10:08:35 PM - dataaccessd [53] (Notice): 137860|DA|Warn |Delegate 5ADDBE3B-D5FD-43E1-87D4-C1153733EFAB finished a refresh but it is not registered with the refresh manager Apr 8, 2012 10:08:34 PM - timed [31] (Notice): (Note ) CoreTime: Not setting system time to 04/09/2012 05:08:34 from GPS because time is unchanged Apr 8, 2012 10:08:34 PM - timed [31] (Notice): (Note ) CoreTime: Not setting time zone to America/Los_Angeles from NITZ Apr 8, 2012 10:08:33 PM - kernel [0] (Debug): AppleKeyStore:cp_key_store_action(1) Apr 8, 2012 10:08:33 PM - kernel [0] (Debug): AppleKeyStore:Sending lock change Apr 8, 2012 10:08:32 PM - profiled [20] (Notice): (Note ) profiled: Device unlock notification received Apr 8, 2012 10:08:31 PM - softwareupdated [37] (Notice): 3e828d98 : Cleaning up unused prepared updates Apr 8, 2012 10:08:27 PM - mstreamd [43] (Warning): PSDLog: Can't return photoStreamsPublishStreamID because no Apple Account has Photo Streams enabled Apr 8, 2012 10:08:27 PM - mstreamd [43] (Notice): (Note ) mstreamd: Not listening to push notifications. Apr 8, 2012 10:08:27 PM - mstreamd [43] (Warning): PSDLog: Can't return photoStreamsPublishStreamID because no Apple Account has Photo Streams enabled Apr 8, 2012 10:08:27 PM - mstreamd [43] (Notice): (Note ) mstreamd: Not listening to push notifications. Apr 8, 2012 10:08:27 PM - mstreamd [43] (Notice): (Note ) mstreamd: Retrieved push tokens. Dev: 0, Prod: 0 Apr 8, 2012 10:08:27 PM - mstreamd [43] (Notice): (Note ) mstreamd: Media stream daemon starting... Apr 8, 2012 10:08:26 PM - SpringBoard [15] (Notice): SMSCTServer is available and ready to rock. Apr 8, 2012 10:08:26 PM - SpringBoard [15] (Error): mms: * isMmsConfigured = 1 Apr 8, 2012 10:08:26 PM - MobilePhone [79] (Warning): Connection lost, retrying with key exchange. Apr 8, 2012 10:08:26 PM - MobilePhone [79] (Warning): Connection lost, retrying with key exchange. Apr 8, 2012 10:08:26 PM - MobilePhone [79] (Warning): Connection lost, retrying with key exchange. Apr 8, 2012 10:08:26 PM - MobilePhone [79] (Warning): Connection lost, retrying with key exchange. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): BT: failed to get connectable state with error 111 Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Error): WiFi: Consulting "no-sdio-devices" property. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Error): WiFi: "no-sdio-devices" property not found. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): SMS Plugin initialized. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): Telephony plugin initialized Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): SIMToolkit plugin for SpringBoard initialized. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Error): WiFi: Consulting "no-sdio-devices" property. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Error): WiFi: "no-sdio-devices" property not found. Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): WiFi picker plugin initialized Apr 8, 2012 10:08:25 PM - SpringBoard [15] (Warning): EKAlarmEngine: Region monitoring not available or enabled. Trigger ignored! Apr 8, 2012 10:08:24 PM - kernel [0] (Debug): AppleH4CamIn::setPowerStateGated: 0 Apr 8, 2012 10:08:24 PM - kernel [0] (Debug): AppleH4CamIn::power_off_hardware Apr 8, 2012 10:08:24 PM - SpringBoard [15] (Notice): IOMobileFrameBufferGetMirroringCapability returning -536870201 via kIOMFBConnectMethod_GetMirroringCapability  Apr 8, 2012 10:08:24 PM - aggregated [61] (Warning): PLAggregateState Error: Leaving state unplugged_screen_off even though we are not in it, doing nothing Apr 8, 2012 10:08:24 PM - aggregated [61] (Warning): PLAggregateState Error: Entering state unplugged_screen_on even though we are already in it, doing nothing Apr 8, 2012 10:08:24 PM - wifid [29] (Error): WiFi:[355640904.616440]: Disable WoW requested by "spd" Apr 8, 2012 10:08:24 PM - SpringBoard [15] (Warning): Application windows are expected to have a root view controller at the end of application launch Apr 8, 2012 10:08:23 PM - SpringBoard [15] (Warning): BTM: attaching to BTServer Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_LoadFirmware_gated: fw len=1232920 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_LoadFirmware_gated - firmware checksum: 0x05935019 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::power_on_hardware Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_Init - No set-file loaded for camera channel 0 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_Init - No set-file loaded for camera channel 1 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_InitialSensorDetection - found sensor on chan 0: 0x0145 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_InitialSensorDetection - found sensor on chan 1: 0x7736 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::power_off_hardware Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_LoadSetfile_gated (camChan=0) Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::ISP_LoadSetfile_gated (camChan=1) Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::setPowerStateGated: 1 Apr 8, 2012 10:08:23 PM - kernel [0] (Debug): AppleH4CamIn::power_on_hardware Apr 8, 2012 10:08:23 PM - profiled [20] (Notice): (Note ) profiled: Locking device Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): HighlandParkResourceMgr::AddFirmware() {'cdma', '    '} added to resources Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function PTP Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction all functions registered- we are ready to start usb stack Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::handleUSBCableDisconnect Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): HighlandParkResourceMgr::AddFirmware() {'gsm ', 'nb  '} added to resources Apr 8, 2012 10:08:22 PM - kernel [0] (Debug): HighlandParkResourceMgr::AddFirmware() {'gsm ', 'wb  '} added to resources Apr 8, 2012 10:08:22 PM - MRMLowDiskUEA [12] (Notice): MobileDelete: LowDisk Plugin: start Apr 8, 2012 10:08:22 PM - MRMLowDiskUEA [12] (Notice): kqueue registration successful Apr 8, 2012 10:08:22 PM - mediaserverd [44] (Error): 22:08:22.522867 com.apple.AVConference: /SourceCache/GameKitServices/GameKitServices-344.21/AVConference.subproj/Sources/AVConferenceServer.m:1867: AVConferenceServerStart Apr 8, 2012 10:08:22 PM - CommCenter [18] (Notice): Carrier bundle value for recipient address: 28818773 Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice - Configuration: PTP Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: PTP Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice - Configuration: iPod USB Interface Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: USBAudioControl Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: USBAudioStreaming Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: IapOverUsbHid Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice - Configuration: PTP + Apple Mobile Device Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: PTP Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: AppleUSBMux Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice - Configuration: PTP + Apple Mobile Device + Apple USB Ethernet Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: PTP Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: AppleUSBMux Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice          Interface: AppleUSBEthernet Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): IOAccessoryPortUSB::start Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function USBAudioControl Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): virtual bool AppleUSBDeviceMux::start(IOService*) build: Feb  1 2012 23:16:46 Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): init_waste Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function AppleUSBMux Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function IapOverUsbHid Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function USBAudioStreaming Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleSynopsysOTGDevice::gated_registerFunction Register function AppleUSBEthernet Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleUSBEthernetDevice::start: Host MAC address = 02:(this Mac address does not physically exist) -edit Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): AppleUSBEthernetDevice: Ethernet address  Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): BTServer[66] Builtin profile: BlueTool (sandbox) Apr 8, 2012 10:08:21 PM - kernel [0] (Debug): BTServer[66] Builtin profile: BlueTool (sandbox) Apr 8, 2012 10:08:21 PM - hpfd [50] (Notice): firmware resource loaded { 'cdma' '    ' } Apr 8, 2012 10:08:21 PM - wifid [29] (Error): WiFi:[355640901.282776]: Could not read APPLE80211_IOC_SUPPORTED_CHANNELS err=82 Apr 8, 2012 10:08:21 PM - wifid [29] (Error): WiFi:[355640901.312786]: Client itunesstored is background application Apr 8, 2012 10:08:21 PM - timed [31] (Notice): (Note ) CoreTime: Want active time in 38.24hrs. Need active time in 121.57hrs. Apr 8, 2012 10:08:21 PM - SpringBoard [15] (Notice): MultitouchHID: detection mode: 255-0 (deferring until bootloaded) Apr 8, 2012 10:08:21 PM - CLTM [12] (Error): CLTM: resetting temps: now = 1333948101, last update = -2147483648 Apr 8, 2012 10:08:21 PM - locationd [28] (Error): WiFi:[355640901.852993]: WiFiManager now available Apr 8, 2012 10:08:21 PM - OTACrashCopier [62] (Notice): (Warn ) Failed to read attributes from '/var/mobile/Library/OTALogging/.last_successful_submission_marker' Apr 8, 2012 10:08:21 PM - hpfd [50] (Notice): firmware resource loaded { 'gsm ' 'nb  ' } Apr 8, 2012 10:08:21 PM - hpfd [50] (Notice): firmware resource loaded { 'gsm ' 'wb  ' } Apr 8, 2012 10:08:20 PM - kernel [0] (Debug): AppleBCMWLANCore::initFirmware(): successful initialization Apr 8, 2012 10:08:20 PM - kernel [0] (Debug): AppleBCMWLANCore:initFirmware(): 2496 PropTxStatus feature is not enabled for this platform  Apr 8, 2012 10:08:20 PM - kernel [0] (Debug): AppleBCMWLANCore::initDongle():: creating virtual interface with prefix = ap Apr 8, 2012 10:08:20 PM - kernel [0] (Debug): AppleBCMWLANCore::initDongle(): Core Driver Initialization Time 19.38798583 Apr 8, 2012 10:08:20 PM - kernel [0] (Debug): 000019.281423 hsic-baseband::safetyNet: port is not connected Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 _create_cesm_vault: try to create blob Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 load_activation_records: This is the default record Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 _create_cesm_vault: blob written Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 ping_configd: Not setting host name, it already has one: Pete's iPod  Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 lookup_baseband_info_new: radio not ready: kCTPostponementStatusNotReady Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 load_activation_records: This is the default record Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Error): WiFi: Consulting "no-sdio-devices" property. Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Error): WiFi: "no-sdio-devices" property not found. Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: Original act. state: Activated Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: radio not ready, don't change activation status, wait for notification, status: kCTPostponementStatusNotReady Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: Activation state now is Activated Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Warning): lockdown says the device is: [Activated], state is 3 Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Warning): lockdown says we've previously registered: [1], state is 1 Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 notification_worker: now listening for CT notifications Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 notification_worker: we've registered for notifications, now make sure we didn't miss one... Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 load_activation_records: This is the default record Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: Original act. state: Activated Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: radio not ready, don't change activation status, wait for notification, status: kCTPostponementStatusNotReady Apr 8, 2012 10:08:20 PM - lockdownd [23] (Notice): 3e828d98 determine_activation_state_new: Activation state now is Activated Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Notice): Posting 'com.apple.iokit.hid.displayStatus' notifyState=1 Apr 8, 2012 10:08:20 PM - SpringBoard [15] (Notice): __IOHIDLoadBundles: Loaded 1 HID plugin Apr 8, 2012 10:08:19 PM - wifiFirmwareLoader [30] (Warning): [    18.778 sec] Downloaded firmware, 192512 bytes Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleKeyStore:cp_key_store_action(0) Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleMultitouchN1SPI: downloaded 128 bytes of prox calibration data ("built-in") Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleMultitouchN1SPI: downloaded 1024 bytes of calibration data ("built-in") Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::attachBusGated(): Bus Driver Initialization Time 18.266927958 Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore:attachBusGated(): Starting with MAC Address: 00:f4:b9:2f:d9:8d Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANFirmwareManager::setNVRAMData(): received 778 bytes Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore: Ethernet address 00:f4:b9:2f:d9:8d Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): Loading syscfg. Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleMultitouchN1SPI: downloaded 56264 bytes of firmware data ("0x0084.bin") in 152ms. Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::apple80211_ioctl() Driver not yet initialized, cannot process ioctl Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::apple80211_ioctl() Driver not yet initialized, cannot process ioctl Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AirPort: Enabled AppleBCMWLANCore (link 0, sys 0, user 0) Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::apple80211_ioctl() Driver not yet initialized, cannot process ioctl Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::apple80211_ioctl() Driver not yet initialized, cannot process ioctl Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANBusInterfaceHSIC::loadFirmware(): DL Ver: chip 0x4330, chiprev 0x4 Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): BTServer[66] Builtin profile: BlueTool (sandbox) Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): BCMWLAN Firmware Version: wl0: Dec 22 2011 19:03:58 version 5.95.45 Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::initFirmware(): Firmware supports ap mode; enabling apsta feature (currently enabled) Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::initFirmware(): country code set to XX Apr 8, 2012 10:08:19 PM - configd [14] (Notice): network configuration changed. Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCmdManager::processResponse(): Firmware Error "BCOM Unsupported" on command "WLC_SET_VAR: bus:txglom" (263). Transaction ID 3, length 0 Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::initFirmware(): Glomming not supported on this device: BCOM Unsupported Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::initFirmware: apsta set to 1 Apr 8, 2012 10:08:19 PM - kernel [0] (Debug): AppleBCMWLANCore::handleEventPacket(): WLC_E_FIFO_CREDIT_MAP,length 6 [9 2 5 3 2] Apr 8, 2012 10:08:19 PM - iapd [49] (Error): Timed out trying to acquire capabilities data. Apr 8, 2012 10:08:19 PM - softwareupdated [37] (Notice): 3e828d98 : Cleaning up unused prepared updates Apr 8, 2012 10:08:19 PM - com.apple.misd [63] (Notice): allowing special port forwarding for test fixtures Apr 8, 2012 10:08:19 PM - hpfd [50] (Notice): resource request { 'N94 ', '    ' } Apr 8, 2012 10:08:19 PM - mstreamd [43] (Notice): (Note ) mstreamd: mstreamd starting up. Apr 8, 2012 10:08:18 PM - kernel [0] (Debug): launchd[44] Builtin profile: mediaserverd (sandbox) Apr 8, 2012 10:08:18 PM - kernel [0] (Debug): launchd[49] Builtin profile: iapd (sandbox) Apr 8, 2012 10:08:18 PM - kernel [0] (Debug): launchd[53] Builtin profile: dataaccessd (sandbox) Apr 8, 2012 10:08:18 PM - kernel [0] (Debug): launchd[60] Builtin profile: apsd (sandbox) Apr 8, 2012 10:08:18 PM - kernel [0] (Debug): launchd[66] Builtin profile: BTServer (sandbox) Apr 8, 2012 10:08:18 PM - mDNSResponder [46] (Error): mDNSResponder mDNSResponder-329.10 (Jan 15 2012 19:07:41) starting iOSVers 9 Apr 8, 2012 10:08:18 PM - mDNSResponder [46] (Error): Note: SetDomainSecrets: no keychain support Apr 8, 2012 10:08:18 PM - mDNSResponder [46] (Error): Note: Compiled without SnowLeopard Fine-Grained Power Management support Apr 8, 2012 10:08:18 PM - fseventsd [51] (Critical): event logs in /private/var/.fseventsd out of sync with volume.  destroying old logs. (10083 7 10090) Apr 8, 2012 10:08:18 PM - fseventsd [51] (Critical): log dir: /private/var/.fseventsd getting new uuid: 8778E61A-0283-4067-B7DF-F75D109983D1 Apr 8, 2012 10:08:18 PM - fseventsd [51] (Error): failed to make the directory /.fseventsd (30/Read-only file system) Apr 8, 2012 10:08:18 PM - fseventsd [51] (Critical): could not open < (No such file or directory) Apr 8, 2012 10:08:18 PM - fseventsd [51] (Critical): log dir: /tmp getting new uuid: 3919EB54-A54F-4289-864A-5158A25EF9DA Apr 8, 2012 10:08:18 PM - wifid [29] (Error): WiFi:[355640898.328610]: WiFi Preferences is up to date Apr 8, 2012 10:08:18 PM - mDNSResponder [46] (Error): D2DInitialize succeeded Apr 8, 2012 10:08:18 PM - fairplayd.N94 [52] (Notice): Vroum Apr 8, 2012 10:08:18 PM - wifid [29] (Error): WiFi:[355640898.537219]: WiFiManager starting, version: WiFiManager-260.9 Feb  4 2012 13:25:16 Apr 8, 2012 10:08:18 PM - configd [14] (Error): WiFi:[355640898.539342]: WiFiManager now available Apr 8, 2012 10:08:18 PM - keybagd [39] (Error): 3e828d98 main: System Keybag loaded Apr 8, 2012 10:08:18 PM - wifiFirmwareLoader [30] (Warning): [    18.268 sec] Found AppleBCMWLANBusInterface; downloading FW.. Apr 8, 2012 10:08:18 PM - wifiFirmwareLoader [30] (Warning): Loading "/usr/share/firmware/wifi/4330b2/bcm94330OlympicUNO3.txt", file size = 778 bytes Apr 8, 2012 10:08:18 PM - wifiFirmwareLoader [30] (Warning): [    18.276 sec] Sending NVRAM, 778 bytes Apr 8, 2012 10:08:18 PM - wifiFirmwareLoader [30] (Warning): Loading "/usr/share/firmware/wifi/4330b2/n94.trx", file size = 192512 bytes Apr 8, 2012 10:08:18 PM - wifiFirmwareLoader [30] (Warning): [    18.300 sec] Sending firmware, 192512 bytes Apr 8, 2012 10:08:18 PM - lockdownd [23] (Error): libMobileGestalt copyEthernetMacAddress: got 00:f4:b9:2f:d9:8f from syscfg Apr 8, 2012 10:08:18 PM - mediaserverd [44] (Notice): 2012-04-08 10:08:18.817015 PM [AirTunes] HAL plugin started Apr 8, 2012 10:08:18 PM - lockdownd [23] (Error): libMobileGestalt createCFStringWithCFData: Cannot convert NULL data to string Apr 8, 2012 10:08:18 PM - lockdownd [23] (Error): libMobileGestalt copyBasebandBoardSnum: Could not convert baseband board snum data to string Apr 8, 2012 10:08:18 PM - lockdownd [23] (Error): libMobileGestalt createCFStringWithCFData: Cannot convert NULL data to string Apr 8, 2012 10:08:18 PM - lockdownd [23] (Error): libMobileGestalt copyWirelessBoardSnum: Could not convert wireless board snum data to string Apr 8, 2012 10:08:18 PM - lockdownd [23] (Notice): 3e828d98 lockstart_local: Build= 9B179 Apr 8, 2012 10:08:18 PM - lockdownd [23] (Notice): 3e828d98 _load_product_type: using Raptor Certs Apr 8, 2012 10:08:17 PM - wifiFirmwareLoader [30] (Warning): [    17.590 sec] wlan AppleUSBHSICDevice found Apr 8, 2012 10:08:17 PM - wifiFirmwareLoader [30] (Warning): [    17.590 sec] WLAN Enumeration attempt 0 / 6: Apr 8, 2012 10:08:17 PM - wifiFirmwareLoader [30] (Warning): [    17.591 sec] Waiting for AppleBCMWLANBusInterface to enumerate... Apr 8, 2012 10:08:16 PM - CommCenter [18] (Notice): MMS thread running Apr 8, 2012 10:08:16 PM - CommCenter [18] (Notice): Communications Center Started. Apr 8, 2012 10:08:16 PM - CommCenter [18] (Notice): STOP LOCATION UPDATE Apr 8, 2012 10:08:16 PM - locationd [28] (Error): WiFi:[355640896.704327]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:16 PM - locationd [28] (Error): WiFi:[355640896.705542]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:16 PM - locationd [28] (Error): WiFi:[355640896.706648]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:16 PM - locationd [28] (Error): WiFi:[355640896.707418]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:15 PM - kernel [0] (Debug): bool AppleRGBOUT::power_down_hardware(), RGB_CTRL (0x00000000) clk_down_ready is not set after 60 msecs Apr 8, 2012 10:08:14 PM - lockdownd [23] (Notice): 3e828d98 main: Starting Up Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): IOReturn AppleRGBOUT::set_display_device_gated(uint32_t), 1 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): virtual void AppleRGBOUT::do_power_state_change(): fSoft: 1 fHard: 1 swapBusy: 1  fController: 0 - 1 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): bool AppleRGBOUT::power_up_hardware() Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): set_crc_notification_state 0 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): virtual void AppleRGBOUT::do_power_state_change(): fSoft: 0 fHard: 1 swapBusy: 0  fController: 1 - 0 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): bool AppleRGBOUT::power_down_hardware() Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): IOReturn IOMobileFramebufferUserClient::set_hotplug_notify(void *, void *) 0x314b3f0d 0xe215600 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): IOReturn IOMobileFramebufferUserClient::set_hotplug_notify(void *, void *) 0x849d5000 0x876e8828 0x314b3f0d 0xe215600 Apr 8, 2012 10:08:14 PM - kernel [0] (Debug): bool AppleRGBOUT::power_down_hardware(), clock down RGBOUT Apr 8, 2012 10:08:14 PM - SpringBoard [15] (Notice): IOMobileFrameBufferGetMirroringCapability returning -536870201 via kIOMFBConnectMethod_GetMirroringCapability  Apr 8, 2012 10:08:14 PM - backupd [21] (Warning): INFO: Account changed (enabled=0, accountID=159665024) Apr 8, 2012 10:08:13 PM - kernel [0] (Debug): launchd[17] Builtin profile: ptpd (sandbox) Apr 8, 2012 10:08:13 PM - UserEventAgent [12] (Warning): Factory called Apr 8, 2012 10:08:13 PM - configd [14] (Error): WiFi:[355640893.157493]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:13 PM - configd [14] (Error): WiFi:[355640893.158197]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:13 PM - configd [14] (Error): WiFi:[355640893.158878]: bootstrap_look_up of WiFiManager server failed Apr 8, 2012 10:08:13 PM - UserEventAgent [12] (Notice): (Note ) PIH: MCUEAPlugin initialized. Apr 8, 2012 10:08:13 PM - UserEventAgent [12] (Error): Querying interface Apr 8, 2012 10:08:13 PM - configd [14] (Error): ioctl(SIOCGIFCAP) failed: Device not configured Apr 8, 2012 10:08:13 PM - configd [14] (Error): ioctl(SIOCGIFCAP) failed: Device not configured Apr 8, 2012 10:08:13 PM - configd [14] (Notice): setting hostname to "Petes-iPod" Apr 8, 2012 10:08:13 PM - configd [14] (Notice): network configuration changed. Apr 8, 2012 10:08:13 PM - UserEventAgent [12] (Warning): TRACE: sending {    command = kMBMessageAccountChanged; } Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) profiled: Service starting... Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) profiled: Performing boot time checks. Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) MC: Checking for MDM installation... Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) MC: ...finished checking for MDM installation. Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) profiled: Checking for new carrier profile... Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) profiled: Installing new carrier profile. Apr 8, 2012 10:08:13 PM - profiled [20] (Notice): (Note ) profiled: Carrier profile has already been installed. Apr 8, 2012 10:08:12 PM - com.apple.launchd [1] (Warning): (com.apple.ptpd) The exception server is already claimed! Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: mitigation behavior enabled Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: camera equations enabled Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: thermal monitoring enabled Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: registered for wake notification Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 0 to 16384 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 1 to 546 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 2 to 5461 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 3 to 6553 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 4 to 5461 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 5 to 5461 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 6 to 16384 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 9 to 5461 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set decay on sensor 10 to 5461 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: Set AppleARMPerformanceControllerDVDFactor1 dithering level to 101% Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: Set AppleARMPerformanceControllerDVDFactor0 dithering level to 100% Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: Set charge rate index to 0 Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: HID not ready cannot set BL Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: setting thermal status level to 0 (0) [-32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768] Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: set allowable transmit power limit to 24.000 dBm [-32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768, -32768] Apr 8, 2012 10:08:12 PM - CLTM [12] (Error): CLTM: Could not close relay file Apr 8, 2012 10:08:12 PM - CLTM [12] (Notice): CLTM: thermtgraphrelay is not present

    Read the article

  • C++ HW - defining classes - objects that have objects of other class problem in header file (out of

    - by kitfuntastik
    This is my first time with much of this code. With this instancepool.h file below I get errors saying I can't use vector (line 14) or have instance& as a return type (line 20). It seems it can't use the instance objects despite the fact that I have included them. #ifndef _INSTANCEPOOL_H #define _INSTANCEPOOL_H #include "instance.h" #include <iostream> #include <string> #include <vector> #include <stdlib.h> using namespace std; class InstancePool { private: unsigned instances;//total number of instance objects vector<instance> ipp;//the collection of instance objects, held in a vector public: InstancePool();//Default constructor. Creates an InstancePool object that contains no Instance objects InstancePool(const InstancePool& original);//Copy constructor. After copying, changes to original should not affect the copy that was created. ~InstancePool();//Destructor unsigned getNumberOfInstances() const;//Returns the number of Instance objects the the InstancePool contains. const instance& operator[](unsigned index) const; InstancePool& operator=(const InstancePool& right);//Overloading the assignment operator for InstancePool. friend istream& operator>>(istream& in, InstancePool& ip);//Overloading of the >> operator. friend ostream& operator<<(ostream& out, const InstancePool& ip);//Overloading of the << operator. }; #endif Here is the instance.h : #ifndef _INSTANCE_H #define _INSTANCE_H ///////////////////////////////#include "instancepool.h" #include <iostream> #include <string> #include <stdlib.h> using namespace std; class Instance { private: string filenamee; bool categoryy; unsigned featuress; unsigned* featureIDD; unsigned* frequencyy; string* featuree; public: Instance (unsigned features = 0);//default constructor unsigned getNumberOfFeatures() const; //Returns the number of the keywords that the calling Instance object can store. Instance(const Instance& original);//Copy constructor. After copying, changes to the original should not affect the copy that was created. ~Instance() { delete []featureIDD; delete []frequencyy; delete []featuree;}//Destructor. void setCategory(bool category){categoryy = category;}//Sets the category of the message. Spam messages are represented with true and and legit messages with false.//easy bool getCategory() const;//Returns the category of the message. void setFileName(const string& filename){filenamee = filename;}//Stores the name of the file (i.e. “spam/spamsga1.txt”, like in 1st assignment) in which the message was initially stored.//const string& trick? string getFileName() const;//Returns the name of the file in which the message was initially stored. void setFeature(unsigned i, const string& feature, unsigned featureID,unsigned frequency) {//i for array positions featuree[i] = feature; featureIDD[i] = featureID; frequencyy[i] = frequency; } string getFeature(unsigned i) const;//Returns the keyword which is located in the ith position.//const string unsigned getFeatureID(unsigned i) const;//Returns the code of the keyword which is located in the ith position. unsigned getFrequency(unsigned i) const;//Returns the frequency Instance& operator=(const Instance& right);//Overloading of the assignment operator for Instance. friend ostream& operator<<(ostream& out, const Instance& inst);//Overloading of the << operator for Instance. friend istream& operator>>(istream& in, Instance& inst);//Overloading of the >> operator for Instance. }; #endif Also, if it is helpful here is instance.cpp: // Here we implement the functions of the class apart from the inline ones #include "instance.h" #include <iostream> #include <string> #include <stdlib.h> using namespace std; Instance::Instance(unsigned features) { //Constructor that can be used as the default constructor. featuress = features; if (features == 0) return; featuree = new string[featuress]; // Dynamic memory allocation. featureIDD = new unsigned[featuress]; frequencyy = new unsigned[featuress]; return; } unsigned Instance::getNumberOfFeatures() const {//Returns the number of the keywords that the calling Instance object can store. return featuress;} Instance::Instance(const Instance& original) {//Copy constructor. filenamee = original.filenamee; categoryy = original.categoryy; featuress = original.featuress; featuree = new string[featuress]; for(unsigned i = 0; i < featuress; i++) { featuree[i] = original.featuree[i]; } featureIDD = new unsigned[featuress]; for(unsigned i = 0; i < featuress; i++) { featureIDD[i] = original.featureIDD[i]; } frequencyy = new unsigned[featuress]; for(unsigned i = 0; i < featuress; i++) { frequencyy[i] = original.frequencyy[i];} } bool Instance::getCategory() const { //Returns the category of the message. return categoryy;} string Instance::getFileName() const { //Returns the name of the file in which the message was initially stored. return filenamee;} string Instance::getFeature(unsigned i) const { //Returns the keyword which is located in the ith position.//const string return featuree[i];} unsigned Instance::getFeatureID(unsigned i) const { //Returns the code of the keyword which is located in the ith position. return featureIDD[i];} unsigned Instance::getFrequency(unsigned i) const { //Returns the frequency return frequencyy[i];} Instance& Instance::operator=(const Instance& right) { //Overloading of the assignment operator for Instance. if(this == &right) return *this; delete []featureIDD; delete []frequencyy; delete []featuree; filenamee = right.filenamee; categoryy = right.categoryy; featuress = right.featuress; featureIDD = new unsigned[featuress]; frequencyy = new unsigned[featuress]; featuree = new string[featuress]; for(unsigned i = 0; i < featuress; i++) { featureIDD[i] = right.featureIDD[i]; } for(unsigned i = 0; i < featuress; i++) { frequencyy[i] = right.frequencyy[i]; } for(unsigned i = 0; i < featuress; i++) { featuree[i] = right.featuree[i]; } return *this; } ostream& operator<<(ostream& out, const Instance& inst) {//Overloading of the << operator for Instance. out << endl << "<message file=" << '"' << inst.filenamee << '"' << " category="; if (inst.categoryy == 0) out << '"' << "legit" << '"'; else out << '"' << "spam" << '"'; out << " features=" << '"' << inst.featuress << '"' << ">" <<endl; for (int i = 0; i < inst.featuress; i++) { out << "<feature id=" << '"' << inst.featureIDD[i] << '"' << " freq=" << '"' << inst.frequencyy[i] << '"' << "> " << inst.featuree[i] << " </feature>"<< endl; } out << "</message>" << endl; return out; } istream& operator>>(istream& in, Instance& inst) { //Overloading of the >> operator for Instance. string word; string numbers = ""; string filenamee2 = ""; bool categoryy2 = 0; unsigned featuress2; string featuree2; unsigned featureIDD2; unsigned frequencyy2; unsigned i; unsigned y; while(in >> word) { if (word == "<message") {//if at beginning of message in >> word;//grab filename word for (y=6; word[y]!='"'; y++) {//pull out filename from between quotes filenamee2 += word[y];} in >> word;//grab category word if (word[10] == 's') categoryy2 = 1; in >> word;//grab features word for (y=10; word[y]!='"'; y++) { numbers += word[y];} featuress2 = atoi(numbers.c_str());//convert string of numbers to integer Instance tempp2(featuress2);//make a temporary Instance object to hold values read in tempp2.setFileName(filenamee2);//set temp object to filename read in tempp2.setCategory(categoryy2); for (i=0; i<featuress2; i++) {//loop reading in feature reports for message in >> word >> word >> word;//skip two words numbers = "";//reset numbers string for (int y=4; word[y]!='"'; y++) {//grab feature ID numbers += word[y];} featureIDD2 = atoi(numbers.c_str()); in >> word;// numbers = ""; for (int y=6; word[y]!='"'; y++) {//grab frequency numbers += word[y];} frequencyy2 = atoi(numbers.c_str()); in >> word;//grab actual feature string featuree2 = word; tempp2.setFeature(i, featuree2, featureIDD2, frequencyy2); }//all done reading in and setting features in >> word;//read in last part of message : </message> inst = tempp2;//set inst (reference) to tempp2 (tempp2 will be destroyed at end of function call) return in; } } } and instancepool.cpp: // Here we implement the functions of the class apart from the inline ones #include "instancepool.h" #include "instance.h" #include <iostream> #include <string> #include <vector> #include <stdlib.h> using namespace std; InstancePool::InstancePool()//Default constructor. Creates an InstancePool object that contains no Instance objects { instances = 0; ipp.clear(); } InstancePool::~InstancePool() { ipp.clear();} InstancePool::InstancePool(const InstancePool& original) {//Copy constructor. instances = original.instances; for (int i = 0; i<instances; i++) { ipp.push_back(original.ipp[i]); } } unsigned InstancePool::getNumberOfInstances() const {//Returns the number of Instance objects the the InstancePool contains. return instances;} const Instance& InstancePool::operator[](unsigned index) const {//Overloading of the [] operator for InstancePool. return ipp[index];} InstancePool& InstancePool::operator=(const InstancePool& right) {//Overloading the assignment operator for InstancePool. if(this == &right) return *this; ipp.clear(); instances = right.instances; for(unsigned i = 0; i < instances; i++) { ipp.push_back(right.ipp[i]); } return *this; } istream& operator>>(istream& in, InstancePool& ip) {//Overloading of the >> operator. ip.ipp.clear(); string word; string numbers; int total;//int to hold total number of messages in collection while(in >> word) { if (word == "<messagecollection"){ in >> word;//reads in total number of all messages for (int y=10; word[y]!='"'; y++){ numbers = ""; numbers += word[y]; } total = atoi(numbers.c_str()); for (int x = 0; x<total; x++) {//do loop for each message in collection in >> ip.ipp[x];//use instance friend function and [] operator to fill in values and create Instance objects and read them intot he vector } } } } ostream& operator<<(ostream& out, const InstancePool& ip) {//Overloading of the << operator. out << "<messagecollection messages=" << '"' << '>' << ip.instances << '"'<< endl << endl; for (int z=0; z<ip.instances; z++) { out << ip[z];} out << endl<<"</messagecollection>\n"; } This code is currently not writing to files correctly either at least, I'm sure it has many problems. I hope my posting of so much is not too much, and any help would be very much appreciated. Thanks!

    Read the article

  • Handling WCF Service Paths in Silverlight 4 – Relative Path Support

    - by dwahlin
    If you’re building Silverlight applications that consume data then you’re probably making calls to Web Services. We’ve been successfully using WCF along with Silverlight for several client Line of Business (LOB) applications and passing a lot of data back and forth. Due to the pain involved with updating the ServiceReferences.ClientConfig file generated by a Silverlight service proxy (see Tim Heuer’s post on that subject to see different ways to deal with it) we’ve been using our own technique to figure out the service URL. Going that route makes it a peace of cake to switch between development, staging and production environments. To start, we have a ServiceProxyBase class that handles identifying the URL to use based on the XAP file’s location (this assumes that the service is in the same Web project that serves up the XAP file). The GetServiceUrlBase() method handles this work: public class ServiceProxyBase { public ServiceProxyBase() { if (!IsDesignTime) { ServiceUrlBase = GetServiceUrlBase(); } } public string ServiceUrlBase { get; set; } public static bool IsDesignTime { get { return (Application.Current == null) || (Application.Current.GetType() == typeof (Application)); } } public static string GetServiceUrlBase() { if (!IsDesignTime) { string url = Application.Current.Host.Source.OriginalString; return url.Substring(0, url.IndexOf("/ClientBin", StringComparison.InvariantCultureIgnoreCase)); } return null; } } Silverlight 4 now supports relative paths to services which greatly simplifies things.  We changed the code above to the following: public class ServiceProxyBase { private const string ServiceUrlPath = "../Services/JobPlanService.svc"; public ServiceProxyBase() { if (!IsDesignTime) { ServiceUrl = ServiceUrlPath; } } public string ServiceUrl { get; set; } public static bool IsDesignTime { get { return (Application.Current == null) || (Application.Current.GetType() == typeof (Application)); } } public static string GetServiceUrl() { if (!IsDesignTime) { return ServiceUrlPath; } return null; } } Our ServiceProxy class derives from ServiceProxyBase and handles creating the ABC’s (Address, Binding, Contract) needed for a WCF service call. Looking through the code (mainly the constructor) you’ll notice that the service URI is created by supplying the base path to the XAP file along with the relative path defined in ServiceProxyBase:   public class ServiceProxy : ServiceProxyBase, IServiceProxy { private const string CompletedEventargs = "CompletedEventArgs"; private const string Completed = "Completed"; private const string Async = "Async"; private readonly CustomBinding _Binding; private readonly EndpointAddress _EndPointAddress; private readonly Uri _ServiceUri; private readonly Type _ProxyType = typeof(JobPlanServiceClient); public ServiceProxy() { _ServiceUri = new Uri(Application.Current.Host.Source, ServiceUrl); var elements = new BindingElementCollection { new BinaryMessageEncodingBindingElement(), new HttpTransportBindingElement { MaxBufferSize = 2147483647, MaxReceivedMessageSize = 2147483647 } }; // order of entries in collection is significant: dumb _Binding = new CustomBinding(elements); _EndPointAddress = new EndpointAddress(_ServiceUri); } #region IServiceProxy Members /// <summary> /// Used to call a WCF service operation. /// </summary> /// <typeparam name="T">The type of EventArgs that will be returned by the service operation.</typeparam> /// <param name="callback">The method to call once the WCF call returns (the callback).</param> /// <param name="parameters">Any parameters that the service operation expects.</param> public void CallService<T>(EventHandler<T> callback, params object[] parameters) where T : EventArgs { try { var proxy = new JobPlanServiceClient(_Binding, _EndPointAddress); string action = typeof (T).Name.Replace(CompletedEventargs, String.Empty); _ProxyType.GetEvent(action + Completed).AddEventHandler(proxy, callback); _ProxyType.InvokeMember(action + Async, BindingFlags.InvokeMethod, null, proxy, parameters); } catch (Exception exp) { MessageBox.Show("Unable to use ServiceProxy.CallService to retrieve data: " + exp.Message); } } #endregion } The relative path support for calling services in Silverlight 4 definitely simplifies code and is yet another good reason to move from Silverlight 3 to Silverlight 4.   For more information about onsite, online and video training, mentoring and consulting solutions for .NET, SharePoint or Silverlight please visit http://www.thewahlingroup.com.

    Read the article

  • Windows CE: Using IOCTL_DISK_GET_STORAGEID

    - by Bruce Eitman
    A customer approached me recently to ask if I had any code that demonstrated how to use STORAGE_IDENTIFICATION, which is the data structure used to get the Storage ID from a disk. I didn’t have anything, which of course sends me off writing code and blogging about it. Simple enough, right? Go read the documentation for STORAGE_IDENTIFICATION which lead me to IOCTL_DISK_GET_STORAGEID. Except that the documentation for IOCTL_DISK_GET_STORAGEID seems to have a problem.   The most obvious problem is that it shows how to call CreateFile() to get the handle to use with DeviceIoControl(), but doesn’t show how to call DeviceIoControl(). That is odd, but not really a problem. But, the call to CreateFile() seems to be wrong, or at least it was in my testing. The documentation shows the call to be: hVolume = CreateFile(TEXT("\Storage Card\Vol:"), GENERIC_READ|GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL); I tried that, but my testing with an SD card mounted as Storage Card failed on the call to CreateFile(). I tried several variations of this, but none worked. Then I remembered that some time ago I wrote an article about enumerating the disks (Windows CE: Displaying Disk Information). I pulled up that code and tried again with both the disk device name and the partition volume name. The disk device name worked. The device names are DSKx:, where x is the disk number. I created the following function to output the Manufacturer ID and Serial Number returned from IOCTL_DISK_GET_STORAGEID:   #include "windows.h" #include "Diskio.h"     BOOL DisplayDiskID( TCHAR *Disk ) {                 STORAGE_IDENTIFICATION *StoreID = NULL;                 STORAGE_IDENTIFICATION GetSizeStoreID;                 DWORD dwSize;                 HANDLE hVol;                 TCHAR VolumeName[MAX_PATH];                 TCHAR *ManfID;                 TCHAR *SerialNumber;                 BOOL RetVal = FALSE;                 DWORD GLE;                   // Note that either of the following works                 //_stprintf(VolumeName, _T("\\%s\\Vol:"), Disk);                 _stprintf(VolumeName, _T("\\%s"), Disk);                   hVol = CreateFile( Disk, GENERIC_READ|GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL);                   if( hVol != INVALID_HANDLE_VALUE )                 {                                 if(DeviceIoControl(hVol, IOCTL_DISK_GET_STORAGEID, (LPVOID)NULL, 0, &GetSizeStoreID, sizeof(STORAGE_IDENTIFICATION), &dwSize, NULL) == FALSE)                                 {                                                 GLE = GetLastError();                                                 if( GLE == ERROR_INSUFFICIENT_BUFFER )                                                 {                                                                 StoreID = (STORAGE_IDENTIFICATION *)malloc( GetSizeStoreID.dwSize );                                                                 if(DeviceIoControl(hVol, IOCTL_DISK_GET_STORAGEID, (LPVOID)NULL, 0, StoreID, GetSizeStoreID.dwSize, &dwSize, NULL) != FALSE)                                                                 {                                                                                 RETAILMSG( 1, (TEXT("DisplayDiskID: Flags %X\r\n"), StoreID->dwFlags ));                                                                                 if( !(StoreID->dwFlags & MANUFACTUREID_INVALID) )                                                                                 {                                                                                                 ManfID = (TCHAR *)((DWORD)StoreID + StoreID->dwManufactureIDOffset);                                                                                                 RETAILMSG( 1, (TEXT("DisplayDiskID: Manufacture ID %s\r\n"), ManfID ));                                                                                 }                                                                                 if( !(StoreID->dwFlags & SERIALNUM_INVALID) )                                                                                 {                                                                                                 SerialNumber = (TCHAR *)((DWORD)StoreID + StoreID->dwSerialNumOffset);                                                                                                 RETAILMSG( 1, (TEXT("DisplayDiskID: Serial Number %s\r\n"), SerialNumber ));                                                                                 }                                                                                 RetVal = TRUE;                                                                 }                                                                 else                                                                                 RETAILMSG( 1, (TEXT("DisplayDiskID: DeviceIoControl failed (%d)\r\n"), GLE));                                                                                                                                                 free(StoreID);                                                 }                                                 else                                                                 RETAILMSG( 1, (TEXT("No Disk Identifcation available for %s\r\n"), VolumeName ));                                 }                                 else                                                 RETAILMSG( 1, (TEXT("DisplayDiskID: DeviceIoControl succeeded (and shouldn't have)\r\n")));                                                                                 CloseHandle (hVol);                 }                 else                                 RETAILMSG( 1, (TEXT("DisplayDiskID: Failed to open volume (%s)\r\n"), VolumeName ));                   return RetVal; } Further testing showed that both \DSKx: and \DSKx:\Vol: work when calling CreateFile();   Copyright © 2010 – Bruce Eitman All Rights Reserved

    Read the article

  • Routes for IIS Classic and Integrated Mode

    - by imran_ku07
         Introduction:             ASP.NET MVC Routing feature makes it very easy to provide clean URLs. You just need to configure routes in global.asax file to create an application with clean URLs. In most cases you define routes works in IIS 6, IIS 7 (or IIS 7.5) Classic and Integrated mode. But in some cases your routes may only works in IIS 7 Integrated mode, like in the case of using extension less URLs in IIS 6 without a wildcard extension map. So in this article I will show you how to create different routes which works in IIS 6 and IIS 7 Classic and Integrated mode.       Description:             Let's say that you need to create an application which must work both in Classic and Integrated mode. Also you have no control to setup a wildcard extension map in IIS. So you need to create two routes. One with extension less URL for Integrated mode and one with a URL with an extension for Classic Mode.   routes.MapRoute( "DefaultClassic", // Route name "{controller}.aspx/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults ); routes.MapRoute( "DefaultIntegrated", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults );               Now you have set up two routes, one for Integrated mode and one for Classic mode. Now you only need to ensure that Integrated mode route should only match if the application is running in Integrated mode and Classic mode route should only match if the application is running in Classic mode. For making this work you need to create two custom constraint for Integrated and Classic mode. So replace the above routes with these routes,     routes.MapRoute( "DefaultClassic", // Route name "{controller}.aspx/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional }, // Parameter defaults new { mode = new ClassicModeConstraint() }// Constraints ); routes.MapRoute( "DefaultIntegrated", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional }, // Parameter defaults new { mode = new IntegratedModeConstraint() }// Constraints );            The first route which is for Classic mode adds a ClassicModeConstraint and second route which is for Integrated mode adds a IntegratedModeConstraint. Next you need to add the implementation of these constraint classes.     public class ClassicModeConstraint : IRouteConstraint { public bool Match(HttpContextBase httpContext, Route route, string parameterName, RouteValueDictionary values, RouteDirection routeDirection) { return !HttpRuntime.UsingIntegratedPipeline; } } public class IntegratedModeConstraint : IRouteConstraint { public bool Match(HttpContextBase httpContext, Route route, string parameterName, RouteValueDictionary values, RouteDirection routeDirection) { return HttpRuntime.UsingIntegratedPipeline; } }             HttpRuntime.UsingIntegratedPipeline returns true if the application is running on Integrated mode; otherwise, it returns false. So routes for Integrated mode only matched when the application is running on Integrated mode and routes for Classic mode only matched when the application is not running on Integrated mode.       Summary:             During developing applications, sometimes developers are not sure that whether this application will be host on IIS 6 or IIS 7 (or IIS 7.5) Integrated mode or Classic mode. So it's a good idea to create separate routes for both Classic and Integrated mode so that your application will use extension less URLs where possible and use URLs with an extension where it is not possible to use extension less URLs. In this article I showed you how to create separate routes for IIS Integrated and Classic mode. Hope you will enjoy this article too.   SyntaxHighlighter.all()

    Read the article

  • Thinktecture.IdentityModel: Comparing Strings without leaking Timinig Information

    - by Your DisplayName here!
    Paul Hill commented on a recent post where I was comparing HMACSHA256 signatures. In a nutshell his complaint was that I am leaking timing information while doing so – or in other words, my code returned faster with wrong (or partially wrong) signatures than with the correct signature. This can be potentially used for timing attacks like this one. I think he got a point here, especially in the era of cloud computing where you can potentially run attack code on the same physical machine as your target to do high resolution timing analysis (see here for an example). It turns out that it is not that easy to write a time-constant string comparer due to all sort of (unexpected) clever optimization mechanisms in the CLR. With the help and feedback of Paul and Shawn I came up with this: Structure the code in a way that the CLR will not try to optimize it In addition turn off optimization (just in case a future version will come up with new optimization methods) Add a random sleep when the comparison fails (using Shawn’s and Stephen’s nice Random wrapper for RNGCryptoServiceProvider). You can find the full code in the Thinktecture.IdentityModel download. [MethodImpl(MethodImplOptions.NoOptimization)] public static bool IsEqual(string s1, string s2) {     if (s1 == null && s2 == null)     {         return true;     }       if (s1 == null || s2 == null)     {         return false;     }       if (s1.Length != s2.Length)     {         return false;     }       var s1chars = s1.ToCharArray();     var s2chars = s2.ToCharArray();       int hits = 0;     for (int i = 0; i < s1.Length; i++)     {         if (s1chars[i].Equals(s2chars[i]))         {             hits += 2;         }         else         {             hits += 1;         }     }       bool same = (hits == s1.Length * 2);       if (!same)     {         var rnd = new CryptoRandom();         Thread.Sleep(rnd.Next(0, 10));     }       return same; }

    Read the article

  • How to make the constructor for the following exercise in c++?

    - by user40630
    This is the exercise I?m trying to solve. It's from C++, How to program book from Deitel and it's my homework. (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. The problem I'm facing is that I don't know exactly how to make the constructor for the second class. See description commented in the code bellow. #include <iostream> #include <vector> using namespace std; /* * */ //Class card. No problems here. class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /*The problem begins here. This class should create(when and object for it is created) a copy of the vector deck, right? But how exactly are these vector cards be initialized? I'll explain better in the constructor definition bellow.*/ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //This is where I'm stuck. I can't figure out how to set each of the 52 cards of the vector deck to have a specific suit and face every one of them, by using only the constructor of the Card class. //What you see bellow was one of my attempts to solve this problem but I blocked pretty soon in the middle of it. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

    Read the article

  • Acr.ExtDirect &ndash; Part 1 &ndash; Method Resolvers

    - by Allan Ritchie
    One of the most important things of any open source libraries in my opinion is to be as open as possible while avoiding having your library become invasive to your code/business model design.  I personally could never stand marking my business and/or data access code with attributes everywhere.  XML also isn’t really a fav with too many people these days since it comes with a startup performance hit and requires runtime compiling.  I find that there is a whole ton of communication libraries out there currently requiring this (ie. WCF, RIA, etc).  Even though Acr.ExtDirect comes with its own set of attributes, you can piggy-back the [ServiceContract] & [OperationContract] attributes from WCF if you choose.  It goes beyond that though, there are 2 others “out-of-the-box” implementations – Convention based & XML Configuration.    Convention – I don’t actually recommend using this one since it opens up all of your public instance methods to remote execution calls. XML Configuration – This isn’t so bad but requires you enter all of your methods and there operation types into the Castle XML configuration & as I said earlier, XML isn’t the fav these days.   So what are your options if you don’t like attributes, convention, or XML Configuration?  Well, Acr.ExtDirect has its own extension base to give the API a list of methods and components to make available for remote execution.  1: public interface IDirectMethodResolver { 2:   3: bool IsServiceType(ComponentModel model, Type type); 4: string GetNamespace(ComponentModel model); 5: string[] GetDirectMethodNames(ComponentModel model); 6: DirectMethodType GetMethodType(ComponentModel model, MethodInfo method); 7: }   Now to implement our own method resolver:   1: public class TestResolver : IDirectMethodResolver { 2:   3: #region IDirectMethodResolver Members 4:   5: /// <summary> 6: /// Determine if you are calling a service 7: /// </summary> 8: /// <param name="model"></param> 9: /// <param name="type"></param> 10: /// <returns></returns> 11: public bool IsServiceType(ComponentModel model, Type type) { 12: return (type.Namespace == "MyBLL.Data"); 13: } 14:   15: /// <summary> 16: /// Return the calling name for the client side 17: /// </summary> 18: /// <param name="model"></param> 19: /// <returns></returns> 20: public string GetNamespace(ComponentModel model) { 21: return model.Name; 22: } 23:   24: public string[] GetDirectMethodNames(ComponentModel model) { 25: switch (model.Name) { 26: case "Products" : 27: return new [] { 28: "GetProducts", 29: "LoadProduct", 30: "Save", 31: "Update" 32: }; 33:   34: case "Categories" : 35: return new [] { 36: "GetProducts" 37: }; 38:   39: default : 40: throw new ArgumentException("Invalid type"); 41: } 42: } 43:   44: public DirectMethodType GetMethodType(ComponentModel model, MethodInfo method) { 45: if (method.Name.StartsWith("Save") || method.Name.StartsWith("Update")) 46: return DirectMethodType.FormSubmit; 47: 48: else if (method.Name.StartsWith("Load")) 49: return DirectMethodType.FormLoad; 50:   51: else 52: return DirectMethodType.Direct; 53: } 54:   55: #endregion 56: }   And there you have it, your own custom method resolver.  Pretty easy and pretty open ended!

    Read the article

  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

    Read the article

  • Tip on Reusing Classes in Different .NET Project Types

    - by psheriff
    All of us have class libraries that we developed for use in our projects. When you create a .NET Class Library project with many classes, you can use that DLL in ASP.NET, Windows Forms and WPF applications. However, for Silverlight and Windows Phone, these .NET Class Libraries cannot be used. The reason is Silverlight and Windows Phone both use a scaled down version of .NET and thus do not have access to the full .NET framework class library. However, there are many classes and functionality that will work in the full .NET and in the scaled down versions that Silverlight and Windows Phone use.Let’s take an example of a class that you might want to use in all of the above mentioned projects. The code listing shown below might be something that you have in a Windows Form or an ASP.NET application. public class StringCommon{  public static bool IsAllLowerCase(string value)  {    return new Regex(@"^([^A-Z])+$").IsMatch(value);  }   public static bool IsAllUpperCase(string value)  {    return new Regex(@"^([^a-z])+$").IsMatch(value);  }} The StringCommon class is very simple with just two methods, but you know that the System.Text.RegularExpressions namespace is available in Silverlight and Windows Phone. Thus, you know that you may reuse this class in your Silverlight and Windows Phone projects. Here is the problem: if you create a Silverlight Class Library project and you right-click on that project in Solution Explorer and choose Add | Add Existing Item… from the menu, the class file StringCommon.cs will be copied from the original location and placed into the Silverlight Class Library project. You now have two files with the same code. If you want to change the code you will now need to change it in two places! This is a maintenance nightmare that you have just created. If you then add this to a Windows Phone Class Library project, you now have three places you need to modify the code! Add As LinkInstead of creating three separate copies of the same class file, you want to leave the original class file in its original location and just create a link to that file from the Silverlight and Windows Phone class libraries. Visual Studio will allow you to do this, but you need to do one additional step in the Add Existing Item dialog (see Figure 1). You will still right mouse click on the project and choose Add | Add Existing Item… from the menu. You will still highlight the file you want to add to your project, but DO NOT click on the Add button. Instead click on the drop down portion of the Add button and choose the “Add As Link” menu item. This will now create a link to the file on disk and will not copy the file into your new project. Figure 1: Add as Link will create a link, not copy the file over. When this linked file is added to your project, there will be a different icon next to that file in the Solution Explorer window. This icon signifies that this is a link to a file in another folder on your hard drive.   Figure 2: The Linked file will have a different icon to show it is a link. Of course, if you have code that will not work in Silverlight or Windows Phone -- because the code has dependencies on features of .NET that are not supported on those platforms – you  can always wrap conditional compilation code around the offending code so it will be removed when compiled in those class libraries. SummaryIn this short blog entry you learned how to reuse one of your class libraries from ASP.NET, Windows Forms or WPF applications in your Silverlight or Windows Phone class libraries. You can do this without creating a maintenance nightmare by using the “Add a Link” feature of the Add Existing Item dialog. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **Visit http://www.pdsa.com/Event/Blog for a free video on Silverlight entitled Silverlight XAML for the Complete Novice - Part 1.

    Read the article

  • [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.

    Read the article

  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

    Read the article

  • An Unusual UpdatePanel

    - by João Angelo
    The code you are about to see was mostly to prove a point, to myself, and probably has limited applicability. Nonetheless, in the remote possibility this is useful to someone here it goes… So this is a control that acts like a normal UpdatePanel where all child controls are registered as postback triggers except for a single control specified by the TriggerControlID property. You could basically achieve the same thing by registering all controls as postback triggers in the regular UpdatePanel. However with this, that process is performed automatically. Finally, here is the code: public sealed class SingleAsyncTriggerUpdatePanel : WebControl, INamingContainer { public string TriggerControlID { get; set; } [TemplateInstance(TemplateInstance.Single)] [PersistenceMode(PersistenceMode.InnerProperty)] public ITemplate ContentTemplate { get; set; } public override ControlCollection Controls { get { this.EnsureChildControls(); return base.Controls; } } protected override void CreateChildControls() { if (string.IsNullOrWhiteSpace(this.TriggerControlID)) throw new InvalidOperationException( "The TriggerControlId property must be set."); this.Controls.Clear(); var updatePanel = new UpdatePanel() { ID = string.Concat(this.ID, "InnerUpdatePanel"), ChildrenAsTriggers = false, UpdateMode = UpdatePanelUpdateMode.Conditional, ContentTemplate = this.ContentTemplate }; updatePanel.Triggers.Add(new SingleControlAsyncUpdatePanelTrigger { ControlID = this.TriggerControlID }); this.Controls.Add(updatePanel); } } internal sealed class SingleControlAsyncUpdatePanelTrigger : UpdatePanelControlTrigger { private Control target; private ScriptManager scriptManager; public Control Target { get { if (this.target == null) { this.target = this.FindTargetControl(true); } return this.target; } } public ScriptManager ScriptManager { get { if (this.scriptManager == null) { var page = base.Owner.Page; if (page != null) { this.scriptManager = ScriptManager.GetCurrent(page); } } return this.scriptManager; } } protected override bool HasTriggered() { string asyncPostBackSourceElementID = this.ScriptManager.AsyncPostBackSourceElementID; if (asyncPostBackSourceElementID == this.Target.UniqueID) return true; return asyncPostBackSourceElementID.StartsWith( string.Concat(this.target.UniqueID, "$"), StringComparison.Ordinal); } protected override void Initialize() { base.Initialize(); foreach (Control control in FlattenControlHierarchy(this.Owner.Controls)) { if (control == this.Target) continue; bool isApplicableControl = false; isApplicableControl |= control is INamingContainer; isApplicableControl |= control is IPostBackDataHandler; isApplicableControl |= control is IPostBackEventHandler; if (isApplicableControl) { this.ScriptManager.RegisterPostBackControl(control); } } } private static IEnumerable<Control> FlattenControlHierarchy( ControlCollection collection) { foreach (Control control in collection) { yield return control; if (control.Controls.Count > 0) { foreach (Control child in FlattenControlHierarchy(control.Controls)) { yield return child; } } } } } You can use it like this, meaning that only the B2 button will trigger an async postback: <cc:SingleAsyncTriggerUpdatePanel ID="Test" runat="server" TriggerControlID="B2"> <ContentTemplate> <asp:Button ID="B1" Text="B1" runat="server" OnClick="Button_Click" /> <asp:Button ID="B2" Text="B2" runat="server" OnClick="Button_Click" /> <asp:Button ID="B3" Text="B3" runat="server" OnClick="Button_Click" /> <asp:Label ID="LInner" Text="LInner" runat="server" /> </ContentTemplate> </cc:SingleAsyncTriggerUpdatePanel>

    Read the article

  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

    Read the article

  • Minecraft style XNA game collision?

    - by Levi
    I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix the collision. I've tried loads of ways and all of them end up by the player getting stuck, glitching around, incorrect responses and I really have no idea how to go about this :/. int Chnk = Utility.GetChunkFromPosition(origin); if (Chnk == -1) return; Vector3 Pos = Utility.GetCubeVectorFromPosition(origin); if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)Pos.Y, (byte)Pos.Z] != 0) { isInIllegalState = true; if (velocity.Y < 0f) velocity.Y = 0f; } while (isInIllegalState) { if (GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)origin.Y, (byte)Pos.Z] != 0) origin.Y = (int)(origin.Y + 1); else isInIllegalState = false; } if (origin.Y < Chunk.YSize - 2 && GlobalWorld.LoadedChunks[Chnk].Blocks[(byte)Pos.X, (byte)(origin.Y + playerHeight.Y), (byte)Pos.Z] != 0) { velocity.Y = 0f; //Acceleration.Y = 0f; origin.Y = (int)origin.Y;// -0.5f; } for (int x = -1; x <= 1; x+=2) { for (int z = -1; z <= 1; z += 2) { Vector3 CornerPosition = new Vector3(boundingSize * x, 0, boundingSize * z); bool CorrectX = false; bool CorrectZ = false; Vector3 RoundedOrigin = Utility.RoundVector(origin); Vector3 RoundedCorner = Utility.RoundVector(origin + CornerPosition); byte BlockAdjacent = Utility.GetCubeFromPosition(origin + CornerPosition); if (BlockAdjacent == 0) continue; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z != RoundedOrigin.Z) { CorrectX = true; CorrectZ = true; } if (RoundedCorner.Z != RoundedOrigin.Z && RoundedCorner.X == RoundedOrigin.X) CorrectZ = true; if (RoundedCorner.X != RoundedOrigin.X && RoundedCorner.Z == RoundedOrigin.Z) CorrectX = true; if (CorrectX && CornerPosition.X > 0) { if (origin.X > 0f) origin.X = (int)(origin.X + 1) - boundingSize; else origin.X = (int)origin.X - boundingSize; } else if (CorrectX && CornerPosition.X < 0) { if (origin.X > 0f) origin.X = (int)(origin.X) + boundingSize; else origin.X = (int)(origin.X - 1) + boundingSize; } if (CorrectZ && CornerPosition.Z > 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z + 1) - boundingSize; else origin.Z = (int)origin.Z - boundingSize; } else if (CorrectZ && CornerPosition.Z < 0) { if (origin.Z > 0f) origin.Z = (int)(origin.Z) + boundingSize; else origin.Z = (int)(origin.Z - 1) + boundingSize; } } }

    Read the article

  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

    Read the article

  • Problem with creating a deterministic finite automata (DFA) - Mercury

    - by Jabba The hut
    I would like to have a deterministic finite automata (DFA) simulated in Mercury. But I’m s(t)uck at several places. Formally, a DFA is described with the following characteristics: a setOfStates S, an inputAlphabet E <-- summation symbol, a transitionFunction : S × E -- S, a startState s € S, a setOfAcceptableFinalStates F =C S. A DFA will always starts in the start state. Then the DFA will read all the characters on the input, one by one. Based on the current input character and the current state, there will be made to a new state. These transitions are defined in the transitions function. when the DFA is in one of his acceptable final states, after reading the last character, then will the DFA accept the input, If not, then the input will be is rejected. The figure shows a DFA the accepting strings where the amount of zeros, is a plurality of three. Condition 1 is the initial state, and also the only acceptable state. for each input character is the corresponding arc followed to the next state. Link to Figure What must be done A type “mystate” which represents a state. Each state has a number which is used for identification. A type “transition” that represents a possible transition between states. Each transition has a source_state, an input_character, and a final_state. A type “statemachine” that represents the entire DFA. In the solution, the DFA must have the following properties: The set of all states, the input alphabet, a transition function, represented as a set of possible transitions, a set of accepting final states, a current state of the DFA A predicate “init_machine (state machine :: out)” which unifies his arguments with the DFA, as shown as in the Figure. The current state for the DFA is set to his initial state, namely, 1. The input alphabet of the DFA is composed of the characters '0'and '1'. A user can enter a text, which will be controlled by the DFA. the program will continues until the user types Ctrl-D and simulates an EOF. If the user use characters that are not allowed into the input alphabet of the DFA, then there will be an error message end the program will close. (pred require) Example Enter a sentence: 0110 String is not ok! Enter a sentence: 011101 String is not ok! Enter a sentence: 110100 String is ok! Enter a sentence: 000110010 String is ok! Enter a sentence: 011102 Uncaught exception Mercury: Software Error: Character does not belong to the input alphabet! the thing wat I have. :- module dfa. :- interface. :- import_module io. :- pred main(io.state::di, io.state::uo) is det. :- implementation. :- import_module int,string,list,bool. 1 :- type mystate ---> state(int). 2 :- type transition ---> trans(source_state::mystate, input_character::bool, final_state::mystate). 3 (error, finale_state and current_state and input_character) :- type statemachine ---> dfa(list(mystate),list(input_character),list(transition),list(final_state),current_state(mystate)) 4 missing a lot :- pred init_machine(statemachine :: out) is det. %init_machine(statemachine(L_Mystate,0,L_transition,L_final_state,1)) :- <-probably fault 5 not perfect main(!IO) :- io.write_string("\nEnter a sentence: ", !IO), io.read_line_as_string(Input, !IO), ( Invoer = ok(StringVar), S1 = string.strip(StringVar), (if S1 = "mustbeabool" then io.write_string("Sentenceis Ok! ", !IO) else io.write_string("Sentence is not Ok!.", !IO)), main(!IO) ; Invoer = eof ; Invoer = error(ErrorCode), io.format("%s\n", [s(io.error_message(ErrorCode))], !IO) ). Hope you can help me kind regards

    Read the article

  • Issue with DFS imlemtation in objetive-c

    - by Hemant
    i am trying to to do something like this Below is my code: -(id) init{ if( (self=[super init]) ) { bubbles_Arr = [[NSMutableArray alloc] initWithCapacity: 9]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:0]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"3",@"3",@"5",@"5",@"1",nil] atIndex:1]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:2]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:3]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:4]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"3",@"5",@"1",nil] atIndex:5]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:6]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:7]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:8]; NOCOLOR = @"-1"; R = 9; C = 5; [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(testting) userInfo:Nil repeats:NO]; } return self; } -(void)testting{ // NSLog(@"dataArray---- %@",dataArray.description); int startR = 0; int startC = 0; int color = 1 ;// red // NSString *color = @"5"; //reset visited matrix to false. for(int i = 0; i < R; i++) for(int j = 0; j < C; j++) visited[i][j] = FALSE; //reset count count = 0; [self dfs:startR :startC :color :false]; NSLog(@"count--- %d",count); NSLog(@"test--- %@",bubbles_Arr); } -(void)dfs:(int)ro:(int)co:(int)colori:(BOOL)set{ for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if((dr == 0 ^ dc == 0) && [self ok:ro+dr :co+dc]) // 4 neighbors { int nr = ro+dr; int nc = co+dc; NSLog(@"-- %d ---- %d",[[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue],colori); if ((([[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue]==1 || [[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] isEqualToString:@"1"]) && !visited[nr][nc])) { visited[nr][nc] = true; count++; [self dfs:nr :nc :colori :set]; if(count>2) { [[bubbles_Arr objectAtIndex:nr] replaceObjectAtIndex:nc withObject:NOCOLOR]; [bubbles[nc+1][nr+1] setTexture:[[CCTextureCache sharedTextureCache] addImage:@"gray_tiger.png"]]; } } } } -(BOOL)ok:(int)r:(int)c{ return r >= 0 && r < R && c >= 0 && c < C; } But it's only working for left to right,not working for right to left. And it is also skipping first object. Thanks in advance.

    Read the article

  • Learn Many Languages

    - by Jeff Foster
    My previous blog, Deliberate Practice, discussed the need for developers to “sharpen their pencil” continually, by setting aside time to learn how to tackle problems in different ways. However, the Sapir-Whorf hypothesis, a contested and somewhat-controversial concept from language theory, seems to hold reasonably true when applied to programming languages. It states that: “The structure of a language affects the ways in which its speakers conceptualize their world.” If you’re constrained by a single programming language, the one that dominates your day job, then you only have the tools of that language at your disposal to think about and solve a problem. For example, if you’ve only ever worked with Java, you would never think of passing a function to a method. A good developer needs to learn many languages. You may never deploy them in production, you may never ship code with them, but by learning a new language, you’ll have new ideas that will transfer to your current “day-job” language. With the abundant choices in programming languages, how does one choose which to learn? Alan Perlis sums it up best. “A language that doesn‘t affect the way you think about programming is not worth knowing“ With that in mind, here’s a selection of languages that I think are worth learning and that have certainly changed the way I think about tackling programming problems. Clojure Clojure is a Lisp-based language running on the Java Virtual Machine. The unique property of Lisp is homoiconicity, which means that a Lisp program is a Lisp data structure, and vice-versa. Since we can treat Lisp programs as Lisp data structures, we can write our code generation in the same style as our code. This gives Lisp a uniquely powerful macro system, and makes it ideal for implementing domain specific languages. Clojure also makes software transactional memory a first-class citizen, giving us a new approach to concurrency and dealing with the problems of shared state. Haskell Haskell is a strongly typed, functional programming language. Haskell’s type system is far richer than C# or Java, and allows us to push more of our application logic to compile-time safety. If it compiles, it usually works! Haskell is also a lazy language – we can work with infinite data structures. For example, in a board game we can generate the complete game tree, even if there are billions of possibilities, because the values are computed only as they are needed. Erlang Erlang is a functional language with a strong emphasis on reliability. Erlang’s approach to concurrency uses message passing instead of shared variables, with strong support from both the language itself and the virtual machine. Processes are extremely lightweight, and garbage collection doesn’t require all processes to be paused at the same time, making it feasible for a single program to use millions of processes at once, all without the mental overhead of managing shared state. The Benefits of Multilingualism By studying new languages, even if you won’t ever get the chance to use them in production, you will find yourself open to new ideas and ways of coding in your main language. For example, studying Haskell has taught me that you can do so much more with types and has changed my programming style in C#. A type represents some state a program should have, and a type should not be able to represent an invalid state. I often find myself refactoring methods like this… void SomeMethod(bool doThis, bool doThat) { if (!(doThis ^ doThat)) throw new ArgumentException(“At least one arg should be true”); if (doThis) DoThis(); if (doThat) DoThat(); } …into a type-based solution, like this: enum Action { DoThis, DoThat, Both }; void SomeMethod(Action action) { if (action == Action.DoThis || action == Action.Both) DoThis(); if (action == Action.DoThat || action == Action.Both) DoThat(); } At this point, I’ve removed the runtime exception in favor of a compile-time check. This is a trivial example, but is just one of many ideas that I’ve taken from one language and implemented in another.

    Read the article

  • With a little effort you can &ldquo;SEMI&rdquo;-protect your C# assemblies with obfuscation.

    - by mbcrump
    This method will not protect your assemblies from a experienced hacker. Everyday we see new keygens, cracks, serials being released that contain ways around copy protection from small companies. This is a simple process that will make a lot of hackers quit because so many others use nothing. If you were a thief would you pick the house that has security signs and an alarm or one that has nothing? To so begin: Obfuscation is the concealment of meaning in communication, making it confusing and harder to interpret. Lets begin by looking at the cartoon below:     You are probably familiar with the term and probably ignored this like most programmers ignore user security. Today, I’m going to show you reflection and a way to obfuscate it. Please understand that I am aware of ways around this, but I believe some security is better than no security.  In this sample program below, the code appears exactly as it does in Visual Studio. When the program runs, you get either a true or false in a console window. Sample Program. using System; using System.Diagnostics; using System.Linq;   namespace ObfuscateMe {     class Program     {                static void Main(string[] args)         {               Console.WriteLine(IsProcessOpen("notepad")); //Returns a True or False depending if you have notepad running.             Console.ReadLine();         }             public static bool IsProcessOpen(string name)         {             return Process.GetProcesses().Any(clsProcess => clsProcess.ProcessName.Contains(name));         }     } }   Pretend, that this is a commercial application. The hacker will only have the executable and maybe a few config files, etc. After reviewing the executable, he can determine if it was produced in .NET by examing the file in ILDASM or Redgate’s Reflector. We are going to examine the file using RedGate’s Reflector. Upon launch, we simply drag/drop the exe over to the application. We have the following for the Main method:   and for the IsProcessOpen method:     Without any other knowledge as to how this works, the hacker could export the exe and get vs project build or copy this code in and our application would run. Using Reflector output. using System; using System.Diagnostics; using System.Linq;   namespace ObfuscateMe {     class Program     {                static void Main(string[] args)         {               Console.WriteLine(IsProcessOpen("notepad"));             Console.ReadLine();         }             public static bool IsProcessOpen(string name)         {             return Process.GetProcesses().Any<Process>(delegate(Process clsProcess)             {                 return clsProcess.ProcessName.Contains(name);             });         }       } } The code is not identical, but returns the same value. At this point, with a little bit of effort you could prevent the hacker from reverse engineering your code so quickly by using Eazfuscator.NET. Eazfuscator.NET is just one of many programs built for this. Visual Studio ships with a community version of Dotfoscutor. So download and load Eazfuscator.NET and drag/drop your exectuable/project into the window. It will work for a few minutes depending if you have a quad-core or not. After it finishes, open the executable in RedGate Reflector and you will get the following: Main After Obfuscation IsProcessOpen Method after obfuscation: As you can see with the jumbled characters, it is not as easy as the first example. I am aware of methods around this, but it takes more effort and unless the hacker is up for the challenge, they will just pick another program. This is also helpful if you are a consultant and make clients pay a yearly license fee. This would prevent the average software developer from jumping into your security routine after you have left. I hope this article helped someone. If you have any feedback, please leave it in the comments below.

    Read the article

  • Removing occurrences of characters in a string

    - by DmainEvent
    I am reading this book, programming Interviews exposed by John Wiley and sons and in chapter 6 they are discussing removing all instances of characters in a src string using a removal string... so removeChars(string str, string remove) In there writeup they sey the steps to accomplish this are to have a boolean lookup array with all values initially set to false, then loop through each character in remove setting the corresponding value in the lookup array to true (note: this could also be a hash if the possible character set where huge like Unicode-16 or something like that or if str and remove are both relatively small... < 100 characters I suppose). You then iterate through the str with a source and destination index, copying each character only if its corresponding value in the lookup array is false... Which makes sense... I don't understand the code that they use however... They have for(src = 0; src < len; ++src){ flags[r[src]] == true; } which is turning the flag value at the remove string indexed at src to true... so if you start out with PLEASE HELP as your str and LEA as your remove you will be setting in your flag table at 0,1,2... t|t|t but after that you will get an out of bounds exception because r doesn't have have anything greater than 2 in it... even using there example you get an out of bounds exception... Am is there code example unworkable? Entire function string removeChars( string str, string remove ){ char[] s = str.toCharArray(); char[] r = remove.toCharArray(); bool[] flags = new bool[128]; // assumes ASCII! int len = s.Length; int src, dst; // Set flags for characters to be removed for( src = 0; src < len; ++src ){ flags[r[src]] = true; } src = 0; dst = 0; // Now loop through all the characters, // copying only if they aren’t flagged while( src < len ){ if( !flags[ (int)s[src] ] ){ s[dst++] = s[src]; } ++src; } return new string( s, 0, dst ); } as you can see, r comes from the remove string. So in my example the remove string has only a size of 3 while my str string has a size of 11. len is equal to the length of the str string. So it would be 11. How can I loop through the r string since it is only size 3? I haven't compiled the code so I can loop through it, but just looking at it I know it won't work. I am thinking they wanted to loop through the r string... in other words they got the length of the wrong string here.

    Read the article

  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

    Read the article

  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

    Read the article

< Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >