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  • AMD processors witn graphics card bundled [closed]

    - by shybovycha
    Sorry for posting this question here - just don't know to which StackExchange website i should be writing. I've heard AMD created processors with video card bundled. So now these processors should work as fast as just usual processors with discrete video card but AMD's ones should use less power and spread less warm. Some googling around gave me the result like "AMD processors of A-series". They were mentioned to be build using that technology i described above. But on the other hand, we have a small rate of publishing and not-very-good quality of AMD drivers. I am a game-developer and web-developer so i need a powerful processor and graphics card and a lot of RAM on board (to make it possible to create a sample Grails application, for example or to create some 3D models in Maya/Cinema4D, for instance). Still i want my battery to be a long-living one, so power usage is a bit critical for me. So, my questions are: are there any processor building technology like i've described and which series they are (if they exist)? which processor shall fit the laptop the best: AMD one or i5/i7 on with nVidia graphics card for the purposes mentioned above?

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  • Constant crashes in windows 7 64bit when playing games

    - by yx.
    I've tried everything I can possibly think of in trying to fix this problem and I'm totally out of ideas, so any help would be appreciated: The problem: whenever I fire up a game, it works for a short while with no problems and then it would crash. Either its a hard crash, forcing me to reboot, or windows would report that the display driver has stopped working and recovered. Here is a list of things I've already tried: Drivers - tried the latest drivers (catalyst 9.12) as well as the stock drivers that came with the video card. Also have the latest BIOS/chipset Memtest - Ran Memtest86+ overnight, had no problems, the windows diagnostic tool also does not find any problems. Overheating - Video card/cpu temperatures are well below peak (42 and 31 Celsius receptively) PSU Voltage - CPUID shows that the voltage levels are all above what they should be. The PSU itself is only roughly 16 months old and is a good model. HDD - No errors when checked GPU - Brand new (replaced previous card since I thought it was the problem, apparently not) Overclocking - Everything is at stock levels, memory voltage is set to manufacturer's standard Specs: Motherboard: ASUS P5Q Pro CPU: Core 2 Duo E8400 3.0 ghz OS: Windows 7 home premium 64 bit Memory: Mushkin Enhanced 4GB DDR2 GPU: Sapphire HD 5850 1GB PSU: SeaSonic M12 600W ATX12V DirectX: DX11 Event Viewer after a crash always has these logged: A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 1 The details view of this entry contains further information. A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 0 The details view of this entry contains further information. A previous card that I had (4850x2) also had these errors, so I changed video cards, but the same thing is happening.

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  • Java games applet not connecting to Yahoo

    - by Steve
    Hi. I am trying to play a Y! game which use a java applet. The applet displays the message: Alert. Unable to connect to server. One of four things could have caused this: 1) You are behind a firewall. 2) You are not connected to the internet. 3) The games server is down. 4) You have a stale page in your cache. I have added an exception to the Windows firewall for java.exe. I am obviously connected to the Internet okay. The games server is not down when I am at home. I doubt it is down when I am at work. I have never successfully loaded this page before, so I doubt I have a stale page in cache. Could it be the corporate firewall? Nothing else in my web browser has been blocked before. Maybe the java applet connects on a different port to the browser. What should I test?

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  • Can only ssh when not using wifi

    - by AChrapko
    So I have 3 machines, a windows 7 desktop that is always wired to my router, osX laptop, and raspberry pi running debian linux. My router is a Linksys e1000 wireless N. My goal is to be able to ssh the raspi from any machine, while it is connected via wifi. My problem is that when trying to ssh from either the win7 or osX to the Pi it either times out, or gives an error: "ssh: connect to host 192.168.1.### port 22: No route to host" The only times that I have managed to connect to the pi from any machine were when it connected to the router via an Ethernet cable. Currently with win7 desktop wired, macbook wireless, and pi wireless tests give the following: win7 ping macbook: Destination host unreachable. macbook ping win7: Request timeout. win7 ping pi: Destination host unreachable. macbook ping pi: Request timeout. blah blah blah Plugging the macbook into the router with an Ethernet cable all communication between win7 and macbook works. Pings, ssh, ftp, smb ect... No changes to the pi, still no connections possible to or from any of the other 2 machines. Note All machines, are able to connect to the internet and ssh to the same machine on a completely different network, wired or over wifi. Plugging the Pi in with Ethernet (and macbook still wired) I can ssh to the pi from both win7 and macbook. I can ssh from the pi to macbook. All machines still able to connect the the off network machine. Also another little side note- I was playing warcraft 3 with my roommates the other day, and the only time they were able to see my LAN game was when they were plugged into the router with an Ethernet cable. Once or twice one of the laptops was able to connect over wifi, but not without another computer connecting first via Ethernet. So basically does anyone have any info as to why my router seems to completely ignore local wireless traffic?

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  • Computer will freeze/ lock up after doing relatively stressful things

    - by GrowingCode247
    I'll first start off by saying that the issue GENERALLY doesn't occur unless I'm doing something remotely stressful for my computer. This issue used to occur whenever it felt it was necessary, however has not occurred completely randomly for a while now (thankfully) My computer's specs: CPU: AMD Phenom II X4 960T GPU: GeForce GTX 760 Memory: 16 GB RAM Resolution Used: 1680x1050, 59Hz (strange number for refresh rate?) res is highest for monitor Nvidia Driver version: 331.65 OS: Microsoft Windows 7 Ultimate (64-bit) Sometimes I will be able to go 2-3 games (about an hour, depending) and sometimes it will go maybe one game (20-30 minutes) and then my computer will run sluggishly and leave me unable to do much of anything. I can sometimes interact with programs at a very basic level (maximizing, minimizing), and I usually cannot close them in any way, not even through Task Manager. The highest temperature my GPU reaches is 76C, with the average being around 73C. During the time the temperatures are around 73C, my GPU's RAM usage is anywhere between 1250-1300 (out of 2GB). My CPU's temperature never goes over 60C, thankfully. The PSU should be fine. It's very mildly dusty but I feel as though that would not be causing this problem... I will clean it out as soon as everything else has been ruled out. Honestly I have no clue how to test the PSU for problems - same goes for my Motherboard. I cannot really think of what could be causing these freezes otherwise. Event Viewer details: EventID: 1 - VDS Basic Provider (I've no clue what this is) EventID: 3 - Kernel-EventTracing (Again, lost) EventID: 8003 - bowser (this seems fishy) and the one critical that I know others have been dealing with as I've browsed some other responses on the web: EventID: 41 - Kernel-Power any help to solve this problem would be GREATLY appreciated.

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  • Minecraft server hosting hardware specifications [on hold]

    - by Andrew Wright
    I am planning on purchasing a server to rent off Minecraft game servers, largely to friends. I am planning on purchasing a 128GB RAM server to save on colocation costs (as I am likely to need more than 32GB and would have to rent 2U of space...) I am hoping for some advice about the processing power needed to deal with this level of RAM. The servers will be run in a shared environment on linux in a VM to make backups easier. The server I have in mind is dual CPU. I have been considering at the low end dual Xeon E5-2609V2 Quad-Core 2.5Ghz, and at the high end dual Xeon E5-2650V2 Eight-Core 2.6Ghz. The difference between these is 6.4 GT/s and 8 GT/s and £3000 for the lower spec server, £4300 for the higher spec. I was hoping I could get advice about whether it is worth paying for the extra/higher speed processor or if I would be wasting my money? Thank you for any help - I appreciate that this is not directly related to professional system administration.

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  • Windows 7 Account Settings Vanished

    - by Roy Tang
    So I came home and stumbled upon a bit of a mystery. When I got home my brother was using my desktop PC that was running Windows 7 (I have accounts for my 2 brothers and my mom on the machine, but mine is the only admin account). After he finished his game he logged out and I logged in to my account, but found only strangeness. My windows account seems to have been somewhat "reset", meaning: my quick launch shortcuts were gone my dropbox account did not automatically login my pidgin accounts were no longer there I had to relogin Steam iTunes could not launch (I had hooked up my iDevice before logging in) The Documents/Pictures/Music shortcuts in the start menu no longer work However, despite that: my desktop wallpaper was still correct my documents folder was still there in c:\Users\my account name\My Documents as expected Google Chrome settings seem to have been retained other accounts on the same machine seem to be fine I asked my brother if he had installed anything strange during the day, he only installed Yahoo Messenger. I last used the machine around 24 hours ago and it was fine then. I'm not sure what else has been affected. I'm inclined to just create a new admin user for me to use, but I'd like to have some idea of what actually happened.

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  • Non-restored Files Corrupted on System Restore

    - by Yar
    I restored OSX 10.6.2 today (was 10.6.3 and not booting) by copying the system over from a backup. The data directories were not touched. In the data directories, I'm seeing some files as 0 bytes, and getting permission-denied errors when copying, even when using sudo cp or the Finder itself. Some programs, differently, take the files at face value and see no permission problems (such as zip), but they see the files as zero bytes, which would be game-over for recovery. cp: .git/objects/fe/86b676974a44aa7f128a55bf27670f4a1073ca: could not copy extended attributes to /eraseme/blah/.git/objects/fe/86b676974a44aa7f128a55bf27670f4a1073ca: Operation not permitted I have tried sudo chown, sudo chmod -R 777 and sudo chflags -R nouchg which do not change the end result. Strangely, this is only affecting my .git directories (perhaps because they start with a period, but renaming them -- which works -- does not change anything). What else can I do to take ownership of these files? Edit: This question comes from StackOverflow because I originally thought it was a GIT problem. It's definitely not (just) GIT. Anyway, this is to help put some of the comments in context.

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  • "No such file or directory"?

    - by user1509541
    Ok, so I have a VDS laying around, and I thought I would turn it into a TF2 game server. When I connect to my server through PuTTY, and use wget to download the package "hldsupdatetool.bin" from Steampowered.com. I go to run it and it says "No such file or directory found". When I use "ls" to see what files are in directory, it lists "hldsupdatetool.bin" as being in the directory. So, why is it saying it's not there? This has been a headache for the past 2 days. It's returning: root@10004:~# wget http://www.steampowered.com/download/hldsupdatetool.bin --2012-07-08 06:04:49-- http://www.steampowered.com/download/hldsupdatetool.bin Resolving www.steampowered.com... 208.64.202.68 Connecting to www.steampowered.com|208.64.202.68|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 3513408 (3.4M) [application/octet-stream] Saving to: “hldsupdatetool.bin.3” 100%[======================================>] 3,513,408 2.45M/s in 1.4s 2012-07-08 06:04:51 (2.45 MB/s) - “hldsupdatetool.bin.3” saved [3513408/3513408] root@10004:~# chmod +x hldsupdatetool.bin.3 root@10004:~# ./hldsupdatetool.bin.3 -bash: ./hldsupdatetool.bin.3: No such file or directory root@10004:~# More: root@10004:~# ls ffmpeg-packages hldsupdatetool.bin.1 hldsupdatetool.bin.3 hldsupdatetool.bin hldsupdatetool.bin.2 setup.sh root@10004:~# ls -la total 13828 drwx------ 4 root root 4096 Jul 8 06:04 . drwxr-xr-x 21 root root 4096 Jul 8 05:57 .. -rw------- 1 root root 8799 Jul 8 06:26 .bash_history -rw-r--r-- 1 root root 570 Jan 31 2010 .bashrc -rw-r--r-- 1 root root 4 Jul 2 19:39 .custombuild drwxr-xr-x 2 root root 4096 Jul 4 18:49 ffmpeg-packages ---x--xrwx 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin -rwxr-xr-x 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.1 -rw-r--r-- 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.2 -rwxr-xr-x 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.3 -rw-r--r-- 1 root root 140 Nov 19 2007 .profile -rw------- 1 root root 1024 Jul 2 19:49 .rnd -rwxr-xr-x 1 root root 38866 May 23 22:02 setup.sh drwxr-xr-x 2 root root 4096 Jul 2 19:44 .ssh root@10004:~#

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  • Running two graphics cards (non-SLI) to power 3D on two different monitors?

    - by Delameko
    Hi, I'm a bit clueless about this, so excuse my naivety. I have two video cards, a Nvidia 8800 and a GT120, powering three monitors. I run two 3D game instances (two Everquest 2 clients), one on each of my first two monitors. It's been running fine, although sometimes it sounds like the computer is trying to take off. Today I realised that I was actually playing them on the two monitors that are both powered by the 8800. Thinking that I might as well make use of the power of both cards I tried switching the monitor cables over so that each card would be "powering" one of the clients. (Is it silly to assume this is how it works?) This doesn't seem to have had the desired effect, as the client running on the 8800 screen is running worse than it was before. Is it even possible to run two clients on separate GPUs? Is SLI the only way to utilise 2 GPUs? Is there something special I have to do? Or do I have to set the client to use a particular GPU (an option I can't seem to find in EQ2)? I run the clients in window mode if that makes any difference, and I'm running Win 7. Thanks.

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  • Some Portions of Computer Running Slow (Specifically Graphics)

    - by Mike Gates
    I noticed that a few things are running slow today on my Windows 7 laptop. Specifically, they are: Opening and closing windows takes several seconds for the animation to complete. Windows media player opens fine, but the movies are very laggy MMORPG's, such as RuneScape, are extremely laggy When waking my computer from sleep mode, after entering my password, my desktop takes about 3 seconds to fade in Other than those, everything runs at a normal speed. Things I've done that maybe contributed to this problem: Changed the graphics processor (by plugging in/unplugging the charger) [however, no matter how I change the graphics, I'm still getting this lagginess] Installed AdBlock, a Firefox addon [I recently removed it, and I'm still experiencing this problem] Went into Advanced System Settings, Clicked Settings, and unchecked a few visual things (such as the animation for opening and closing windows) [sure, this got rid of the opening/closing windows lag, but I like that little animation - plus that leaves all the other lag problems I'm experiencing] So, does anyone have any ideas/fixes? If so, please respond. Thank you. Some Other Information: I'm on a HP Pavillion dv7 laptop, 4285 Entertainment PC, with: intel CORE i5 inside, ATI Mobility Radeon Premium Graphics, Microsoft DirectX11 Opening and closing of windows: Defined as opening a program (i.e. Firefox) or closing it by hitting the X in the upper-right hand corner. Lately, the animation for opening and closing windows (which is simply either growing from the icon from the taskbar to fill the screen, or shrinking from the screen down towards the icon on the toolbar.) This problem also occurs for minimizing/maximizing windows. Very laggy movies: defined as .avi movie files saved to My Documents which skips several frames per second and seemingly slows down the movie as a whole Extremely laggy games: I tried RuneScape today, and movement in the game was at least 10x slower than it ever has been, even when playing on the lowest detail/graphics Desktop taking 3 seconds to fade in after sleep: in this scenario, I had no other programs running visibly. The computer generally fades to black from the password screen to the desktop in about 1 second, normally. However, it is now taking 3 or more seconds.

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  • OpenVPN / iptables restrict some access

    - by RitonLaJoie
    I want to create an openvpn service on a dedicated server I have, for some friends so that they are able to play online games faster. Is there an easy way to restrict which traffic I allow them with iptables ? It seems iptable is not very easy to maintain and we can easily get kicked out of our own server. Rebooting on a rescue mode every time I would get kicked out because of bad iptable rules would just be a pain. As far as I understand, the tun interface would be providing the access. Which kind of rule in iptables would I have to implement to restrict their access to only 1 ip ? Also, I don't want this vpn to be the default gateway for all the traffic. I guess I should go with the option of pushing a route to the clients so that they connect to the IP of the game server through the VPN and use their regular routes through their ISP for all the other traffic ? As a side not, it seems Openvpn AS is not very robust. Is there some other (commercial is ok) product that would give me the same administration options through a web interface ? Is Webmin the only other solution ? Thanks !

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  • What could possibly cause my computer to power down at random times?

    - by geoffreydv
    I have recently bought a new Power Supply and a new graphics card. My PC ran smoothly for a few months now but since a couple of days I'm having a strange problem. I am trying to isolate the problem to a specific piece of hardware (because if it's either the Power Supply or the Graphics card they are still under warranty). The problem started when I was playing a game (diablo 3). My PC suddenly powered down. I was unable to turn it on again by pressing the power button. I unplugged the power cable for a few seconds and plugged it back in. This time the pc powered on but the indication light turned orange instead of white as it normally does. The fans were not spinning and I did not see anything on my screen. After trying a couple of times I gave up. Two days later I tried again and this time the PC did boot up as usual. Everything looked okay until I tested if the problem was resolved by starting Diablo again. After about two minutes it powered down again as it did the first time. If I don't run any games my PC does power down after about 3-5 hours. Another fact that might be relevant: One time the PC did not shut down immediatly, instead first my graphics "powered down" but the music I was playing kept on playing. After about 20 seconds the pc powered down completely as usual. What I also noticed is that when I boot instantly after a power down, the chance of another power down occuring is much higher. Does anyone have an idea what could be causing this kind of behaviour or has a certain tool to diagnose the specific hardware parts? Thanks Specs: Memory: 6GB Processor: Intel i5 OS: Windows 7 64 bit The PC is a Dell Studio XPS 8100 with a replaced PSU and Graphics card: PSU: Corsair CX500 (500 watt) Graphics card: AMD Radeon 6850

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Need guidance on a Google Map application that has to show 250 000 polylines.

    - by lucian.jp
    I am looking for advice for an application I am developing that uses Google Map. Summary: A user has a list of criteria for searching a street segment that fulfills the criteria. The street segments will be colored with 3 colors for showing those below average, average and over average. Then the user clicks on the street segment to see an information window showing the properties of that specific segment hiding those not selected until he/she closes the window and other polyline becomes visible again. This looks quite like the Monopoly City Streets game Hasbro made some month ago the difference being I do not use Flash, I can’t use Open Street Map because it doesn’t list street segment (if it does the IDs won’t be the same anyway) and I do not have to show Google sketch building over. Information: I have a database of street segments with IDs, polyline points and centroid. The database has 6,000,000 street segment records in it. To narrow the generated data a bit we focus on city. The largest city we must show has 250,000 street segments. This means 250,000 line segment polyline to show. Our longest polyline uses 9600 characters which is stored in two 8000 varchar columns in SQL Server 2008. We need to use the API v3 because it is faster than the API v2 and the application will be ported to iPhone. For now it's an ASP.NET 3.5 with SQl Server 2008 application. Performance is a priority. Problems: Most of the demo projects that do this are made with API v2. So besides tutorial on the Google API v3 reference page I have nothing to compare performance or technology use to achieve my goal. There is no available .NET wrapper for the API v3 yet. Generating a 250,000 line segment polyline creates a heavy file which takes time to transfer and parse. (I have found a demo of one polyline of 390,000 points. I think the encoder would be far less efficient with more polylines with less points since there will be less rounding.) Since streets segments are shown based on criteria, polylines must be dynamically created and cache can't be used. Some thoughts: KML/KMZ: Pros: Since it is a standard we can easily load Bing maps, Yahoo! maps, Google maps, Google Earth, with the same KML file. The data generation would be the same. Cons: LineString in KML cannot be encoded polyline like the Google map API can handle. So it would probably be bigger and slower to display. Zipping the file at the size it will take more processing time and require the client side to uncompress the data and I am not quite sure with 250,000 data how an iPhone would handle this and how a server would handle 40 users browsing at the same time. JavaScript file: Pros: JavaScript file can have encoded polyline and would significantly reduce the file to transfer. Cons: Have to create my own stripped version of API v3 to add overlays, create polyline, etc. It is more complex than just create a KML file and point to the source. GeoRSS: This option isn't adapted for my needs I think, but I could be wrong. MapServer: I saw some post suggesting using MapServer to generate overlays. Not quite sure for the connection with our database and the performance it would give. Plus it requires a plugin for generating KML. It seems to me that it wouldn't allow me to do better than creating my own KML or JavaScript file. Maintenance would be simpler without. Monopoly City Streets: The game is now over, but for those who know what I am talking about Monopoly City Streets was showing at max zoom level only the streets that the centroid was inside the Bounds of the window. Moving the map was sending request to the server for the new streets to show. While I think this was ingenious, I have no idea how to implement something similar. The only thing I thought about was to compare if the long was inside the bound of map area X and same with Y. While this could improve performance significantly at high zoom level, this would give nothing when showing a whole city. Clustering: While cluster is awesome for marker, it seems we cannot cluster polylines. I would have liked something like MarkerClusterer for polylines and be able to cluster by my 3 polyline colors. This will probably stay as a “would have been freaking awesome but forget it”. Arrow: I will have in a future version to show a direction for the polyline and will have to show an arrow at the centroid. Loading an image or marker will only double my data so creating a custom overlay will probably be my only option. I have found that demo for something similar I would like to achieve. Unfortunately, the demo is very slow, but I only wish to show 1 arrow per polyline and not multiple like the demo. This functionality will depend on the format of data since I don't think KML support custom overlays. Criteria: While the application is done with ASP.NET 3.5, the port to the iPhone won't use the web to show the application and be limited in screen size for selecting the criteria. This is why I was more orienting on a service or page generating the file based on criteria passed in parameters. The service would than generate the file I need to display the polylines on the map. I could also create an aspx page that does this. The aspx page is more documented than the service way. There should be a reason. Questions: Should I create a web service to returns the street segments file or create an aspx page that return the file? Should I create a JavaScript file with encoded polyline or a KML with longitude/latitude based on the fact that maximum longitude/latitude polyline have 9600 characters and I have to render maximum 250,000 line segment polyline. Or should I go with a MapServer that generate the overlay? Will I be able to display simple arrow on the polyline on the next version. In case of KML generation is it faster to create the file with XDocument, XmlDocument, XmlWriter and this manually or just serialize the street segment in the stream? This is more a brainstorming Stack Overflow question than an actual code problem. Any answer helping narrow the possibilities is as good as someone having all the knowledge to point me out a better choice.

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Repaint window problems

    - by nXqd
    #include "stdafx.h" // Mario Headers #include "GameMain.h" #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Mario global variables ================= CGameMain* gGameMain; HWND hWnd; PAINTSTRUCT ps; // ======================================== // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); // My unprocess function ===================================== void OnCreate(HWND hWnd) { } void OnKeyUp(WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyReleased(LEFT); break; case VK_UP: gGameMain->KeyReleased(UP); break; case VK_RIGHT: gGameMain->KeyReleased(RIGHT); break; case VK_DOWN: gGameMain->KeyReleased(DOWN); break; } } void OnKeyDown(HWND hWnd,WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyPressed(LEFT); break; case VK_UP: gGameMain->KeyPressed(UP); break; case VK_RIGHT: gGameMain->KeyPressed(RIGHT); break; case VK_DOWN: gGameMain->KeyPressed(DOWN); break; } } void OnPaint(HWND hWnd) { HDC hdc = BeginPaint(hWnd,&ps); RECT rect; GetClientRect(hWnd,&rect); HDC hdcDouble = CreateCompatibleDC(hdc); HBITMAP hdcBitmap = CreateCompatibleBitmap(hdc,rect.right,rect.bottom); HBITMAP bmOld = (HBITMAP)SelectObject(hdcDouble, hdcBitmap); gGameMain->SetHDC(&hdcDouble); gGameMain->SendMessage(MESSAGE_PAINT); BitBlt(hdc,0,0,rect.right,rect.bottom,hdcDouble,0,0,SRCCOPY); SelectObject(hdcDouble,bmOld); DeleteDC(hdcDouble); DeleteObject(hdcBitmap); DeleteDC(hdc); } void OnDestroy() { gGameMain->isPlaying = false; EndPaint(hWnd,&ps); } // My unprocess function ===================================== ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_GDIMARIO)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_GDIMARIO); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, 0, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } // ---------------- Start gdiplus ------------------ GdiplusStartup(&gdiToken,&gdiStartInput,NULL); // ------------------------------------------------- // Init GameMain gGameMain = new CGameMain(); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_KEYDOWN: OnKeyDown(hWnd,wParam); break; case WM_KEYUP: OnKeyUp(wParam); break; case WM_CREATE: OnCreate(hWnd); break; case WM_PAINT: OnPaint(hWnd); break; case WM_DESTROY: OnDestroy(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_GDIMARIO, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_GDIMARIO)); // Main message loop: // GameLoop PeekMessage(&msg,NULL,0,0,PM_NOREMOVE); while (gGameMain->isPlaying) { while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } if (gGameMain->enterNextState) { gGameMain->SendMessage(MESSAGE_ENTER); gGameMain->enterNextState = false; } gGameMain->SendMessage(MESSAGE_UPDATE); InvalidateRect(hWnd,NULL,FALSE); /*if (gGameMain->exitCurrentState) { gGameMain->SendMessage(MESSAGE_EXIT); gGameMain->enterNextState = true; gGameMain->exitCurrentState = false; }*/ ::Sleep(gGameMain->timer); // Do your game stuff here } GdiplusShutdown(gdiToken); // Shut down gdiplus token return (int) msg.wParam; } I use InvalidateRect(hWnd,NULL,FALSE); for repaint window, but the problem I met is when I repaint without any changes in Game struct . First it paints my logo well, the second time ( just call InvalidateRect(hWnd,NULL,FALSE); without gGameMain-SendMessage(MESSAGE_ENTER); which is init some variables for painting . Thanks for reading this :)

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  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

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  • How to convert this procedural programming to object-oriented programming?

    - by manus91
    I have a source code that is needed to be converted by creating classes, objects and methods. So far, I've just done by converting the initial main into a separate class. But I don't know what to do with constructor and which variables are supposed to be private. This is the code : import java.util.*; public class Card{ private static void shuffle(int[][] cards){ List<Integer> randoms = new ArrayList<Integer>(); Random randomizer = new Random(); for(int i = 0; i < 8;) { int r = randomizer.nextInt(8)+1; if(!randoms.contains(r)) { randoms.add(r); i++; } } List<Integer> clonedList = new ArrayList<Integer>(); clonedList.addAll(randoms); Collections.shuffle(clonedList); randoms.addAll(clonedList); Collections.shuffle(randoms); int i=0; for(int r=0; r < 4; r++){ for(int c=0; c < 4; c++){ cards[r][c] = randoms.get(i); i++; } } } public static void play() throws InterruptedException { int ans = 1; int preview; int r1,c1,r2,c2; int[][] cards = new int[4][4]; boolean[][] cardstatus = new boolean[4][4]; boolean gameover = false; int moves; Scanner input = new Scanner(System.in); do{ moves = 0; shuffle(cards); System.out.print("Enter the time(0 to 5) in seconds for the preview of the answer : "); preview = input.nextInt(); while((preview<0) || (preview>5)){ System.out.print("Invalid time!! Re-enter time(0 - 5) : "); preview = input.nextInt(); } preview = 1000*preview; System.out.println(" "); for (int i =0; i<4;i++){ for (int j=0;j<4;j++){ System.out.print(cards[i][j]); System.out.print(" "); } System.out.println(""); System.out.println(""); } Thread.sleep(preview); for(int b=0;b<25;b++){ System.out.println(" "); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ System.out.print("*"); System.out.print(" "); cardstatus[r][c] = false; } System.out.println(""); System.out.println(" "); } System.out.println(""); do{ do{ System.out.print("Please insert the first card row : "); r1 = input.nextInt(); while((r1<1) || (r1>4)){ System.out.print("Invalid coordinate!! Re-enter first card row : "); r1 = input.nextInt(); } System.out.print("Please insert the first card column : "); c1 = input.nextInt(); while((c1<1) || (c1>4)){ System.out.print("Invalid coordinate!! Re-enter first card column : "); c1 = input.nextInt(); } if(cardstatus[r1-1][c1-1] == true){ System.out.println("The card is already flipped!! Select another card."); System.out.println(""); } }while(cardstatus[r1-1][c1-1] != false); do{ System.out.print("Please insert the second card row : "); r2 = input.nextInt(); while((r2<1) || (r2>4)){ System.out.print("Invalid coordinate!! Re-enter second card row : "); r2 = input.nextInt(); } System.out.print("Please insert the second card column : "); c2 = input.nextInt(); while((c2<1) || (c2>4)){ System.out.print("Invalid coordinate!! Re-enter second card column : "); c2 = input.nextInt(); } if(cardstatus[r2-1][c2-1] == true){ System.out.println("The card is already flipped!! Select another card."); } if((r1==r2)&&(c1==c2)){ System.out.println("You can't select the same card twice!!"); continue; } }while(cardstatus[r2-1][c2-1] != false); r1--; c1--; r2--; c2--; System.out.println(""); System.out.println(""); System.out.println(""); for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if((r==r1)&&(c==c1)){ System.out.print(cards[r][c]); System.out.print(" "); } else if((r==r2)&&(c==c2)){ System.out.print(cards[r][c]); System.out.print(" "); } else if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(" "); System.out.println(" "); } System.out.println(""); if(cards[r1][c1] == cards[r2][c2]){ System.out.println("Cards Matched!!"); cardstatus[r1][c1] = true; cardstatus[r2][c2] = true; } else{ System.out.println("No cards match!!"); } Thread.sleep(2000); for(int b=0;b<25;b++){ System.out.println(""); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(""); System.out.println(" "); } System.out.println(""); System.out.println(""); System.out.println(""); gameover = true; for(int r=0;r<4;r++){ for( int c=0;c<4;c++){ if(cardstatus[r][c]==false){ gameover = false; break; } } if(gameover==false){ break; } } moves++; }while(gameover != true); System.out.println("Congratulations, you won!!"); System.out.println("It required " + moves + " moves to finish it."); System.out.println(""); System.out.print("Would you like to play again? (1=Yes / 0=No) : "); ans = input.nextInt(); }while(ans == 1); } } The main class is: import java.util.*; public class PlayCard{ public static void main(String[] args) throws InterruptedException{ Card game = new Card(); game.play(); } } Should I simplify the Card class by creating other classes? Through this code, my javadoc has no constructtor. So i need help on this!

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  • Windows Azure: Import/Export Hard Drives, VM ACLs, Web Sockets, Remote Debugging, Continuous Delivery, New Relic, Billing Alerts and More

    - by ScottGu
    Two weeks ago we released a giant set of improvements to Windows Azure, as well as a significant update of the Windows Azure SDK. This morning we released another massive set of enhancements to Windows Azure.  Today’s new capabilities include: Storage: Import/Export Hard Disk Drives to your Storage Accounts HDInsight: General Availability of our Hadoop Service in the cloud Virtual Machines: New VM Gallery, ACL support for VIPs Web Sites: WebSocket and Remote Debugging Support Notification Hubs: Segmented customer push notification support with tag expressions TFS & GIT: Continuous Delivery Support for Web Sites + Cloud Services Developer Analytics: New Relic support for Web Sites + Mobile Services Service Bus: Support for partitioned queues and topics Billing: New Billing Alert Service that sends emails notifications when your bill hits a threshold you define All of these improvements are now available to use immediately (note that some features are still in preview).  Below are more details about them. Storage: Import/Export Hard Disk Drives to Windows Azure I am excited to announce the preview of our new Windows Azure Import/Export Service! The Windows Azure Import/Export Service enables you to move large amounts of on-premises data into and out of your Windows Azure Storage accounts. It does this by enabling you to securely ship hard disk drives directly to our Windows Azure data centers. Once we receive the drives we’ll automatically transfer the data to or from your Windows Azure Storage account.  This enables you to import or export massive amounts of data more quickly and cost effectively (and not be constrained by available network bandwidth). Encrypted Transport Our Import/Export service provides built-in support for BitLocker disk encryption – which enables you to securely encrypt data on the hard drives before you send it, and not have to worry about it being compromised even if the disk is lost/stolen in transit (since the content on the transported hard drives is completely encrypted and you are the only one who has the key to it).  The drive preparation tool we are shipping today makes setting up bitlocker encryption on these hard drives easy. How to Import/Export your first Hard Drive of Data You can read our Getting Started Guide to learn more about how to begin using the import/export service.  You can create import and export jobs via the Windows Azure Management Portal as well as programmatically using our Server Management APIs. It is really easy to create a new import or export job using the Windows Azure Management Portal.  Simply navigate to a Windows Azure storage account, and then click the new Import/Export tab now available within it (note: if you don’t have this tab make sure to sign-up for the Import/Export preview): Then click the “Create Import Job” or “Create Export Job” commands at the bottom of it.  This will launch a wizard that easily walks you through the steps required: For more comprehensive information about Import/Export, refer to Windows Azure Storage team blog.  You can also send questions and comments to the [email protected] email address. We think you’ll find this new service makes it much easier to move data into and out of Windows Azure, and it will dramatically cut down the network bandwidth required when working on large data migration projects.  We hope you like it. HDInsight: 100% Compatible Hadoop Service in the Cloud Last week we announced the general availability release of Windows Azure HDInsight. HDInsight is a 100% compatible Hadoop service that allows you to easily provision and manage Hadoop clusters for big data processing in Windows Azure.  This release is now live in production, backed by an enterprise SLA, supported 24x7 by Microsoft Support, and is ready to use for production scenarios. HDInsight allows you to use Apache Hadoop tools, such as Pig and Hive, to process large amounts of data in Windows Azure Blob Storage. Because data is stored in Windows Azure Blob Storage, you can choose to dynamically create Hadoop clusters only when you need them, and then shut them down when they are no longer required (since you pay only for the time the Hadoop cluster instances are running this provides a super cost effective way to use them).  You can create Hadoop clusters using either the Windows Azure Management Portal (see below) or using our PowerShell and Cross Platform Command line tools: The import/export hard drive support that came out today is a perfect companion service to use with HDInsight – the combination allows you to easily ingest, process and optionally export a limitless amount of data.  We’ve also integrated HDInsight with our Business Intelligence tools, so users can leverage familiar tools like Excel in order to analyze the output of jobs.  You can find out more about how to get started with HDInsight here. Virtual Machines: VM Gallery Enhancements Today’s update of Windows Azure brings with it a new Virtual Machine gallery that you can use to create new VMs in the cloud.  You can launch the gallery by doing New->Compute->Virtual Machine->From Gallery within the Windows Azure Management Portal: The new Virtual Machine Gallery includes some nice enhancements that make it even easier to use: Search: You can now easily search and filter images using the search box in the top-right of the dialog.  For example, simply type “SQL” and we’ll filter to show those images in the gallery that contain that substring. Category Tree-view: Each month we add more built-in VM images to the gallery.  You can continue to browse these using the “All” view within the VM Gallery – or now quickly filter them using the category tree-view on the left-hand side of the dialog.  For example, by selecting “Oracle” in the tree-view you can now quickly filter to see the official Oracle supplied images. MSDN and Supported checkboxes: With today’s update we are also introducing filters that makes it easy to filter out types of images that you may not be interested in. The first checkbox is MSDN: using this filter you can exclude any image that is not part of the Windows Azure benefits for MSDN subscribers (which have highly discounted pricing - you can learn more about the MSDN pricing here). The second checkbox is Supported: this filter will exclude any image that contains prerelease software, so you can feel confident that the software you choose to deploy is fully supported by Windows Azure and our partners. Sort options: We sort gallery images by what we think customers are most interested in, but sometimes you might want to sort using different views. So we’re providing some additional sort options, like “Newest,” to customize the image list for what suits you best. Pricing information: We now provide additional pricing information about images and options on how to cost effectively run them directly within the VM Gallery. The above improvements make it even easier to use the VM Gallery and quickly create launch and run Virtual Machines in the cloud. Virtual Machines: ACL Support for VIPs A few months ago we exposed the ability to configure Access Control Lists (ACLs) for Virtual Machines using Windows PowerShell cmdlets and our Service Management API. With today’s release, you can now configure VM ACLs using the Windows Azure Management Portal as well. You can now do this by clicking the new Manage ACL command in the Endpoints tab of a virtual machine instance: This will enable you to configure an ordered list of permit and deny rules to scope the traffic that can access your VM’s network endpoints. For example, if you were on a virtual network, you could limit RDP access to a Windows Azure virtual machine to only a few computers attached to your enterprise. Or if you weren’t on a virtual network you could alternatively limit traffic from public IPs that can access your workloads: Here is the default behaviors for ACLs in Windows Azure: By default (i.e. no rules specified), all traffic is permitted. When using only Permit rules, all other traffic is denied. When using only Deny rules, all other traffic is permitted. When there is a combination of Permit and Deny rules, all other traffic is denied. Lastly, remember that configuring endpoints does not automatically configure them within the VM if it also has firewall rules enabled at the OS level.  So if you create an endpoint using the Windows Azure Management Portal, Windows PowerShell, or REST API, be sure to also configure your guest VM firewall appropriately as well. Web Sites: Web Sockets Support With today’s release you can now use Web Sockets with Windows Azure Web Sites.  This feature enables you to easily integrate real-time communication scenarios within your web based applications, and is available at no extra charge (it even works with the free tier).  Higher level programming libraries like SignalR and socket.io are also now supported with it. You can enable Web Sockets support on a web site by navigating to the Configure tab of a Web Site, and by toggling Web Sockets support to “on”: Once Web Sockets is enabled you can start to integrate some really cool scenarios into your web applications.  Check out the new SignalR documentation hub on www.asp.net to learn more about some of the awesome scenarios you can do with it. Web Sites: Remote Debugging Support The Windows Azure SDK 2.2 we released two weeks ago introduced remote debugging support for Windows Azure Cloud Services. With today’s Windows Azure release we are extending this remote debugging support to also work with Windows Azure Web Sites. With live, remote debugging support inside of Visual Studio, you are able to have more visibility than ever before into how your code is operating live in Windows Azure. It is now super easy to attach the debugger and quickly see what is going on with your application in the cloud. Remote Debugging of a Windows Azure Web Site using VS 2013 Enabling the remote debugging of a Windows Azure Web Site using VS 2013 is really easy.  Start by opening up your web application’s project within Visual Studio. Then navigate to the “Server Explorer” tab within Visual Studio, and click on the deployed web-site you want to debug that is running within Windows Azure using the Windows Azure->Web Sites node in the Server Explorer.  Then right-click and choose the “Attach Debugger” option on it: When you do this Visual Studio will remotely attach the debugger to the Web Site running within Windows Azure.  The debugger will then stop the web site’s execution when it hits any break points that you have set within your web application’s project inside Visual Studio.  For example, below I set a breakpoint on the “ViewBag.Message” assignment statement within the HomeController of the standard ASP.NET MVC project template.  When I hit refresh on the “About” page of the web site within the browser, the breakpoint was triggered and I am now able to debug the app remotely using Visual Studio: Note above how we can debug variables (including autos/watchlist/etc), as well as use the Immediate and Command Windows. In the debug session above I used the Immediate Window to explore some of the request object state, as well as to dynamically change the ViewBag.Message property.  When we click the the “Continue” button (or press F5) the app will continue execution and the Web Site will render the content back to the browser.  This makes it super easy to debug web apps remotely. Tips for Better Debugging To get the best experience while debugging, we recommend publishing your site using the Debug configuration within Visual Studio’s Web Publish dialog. This will ensure that debug symbol information is uploaded to the Web Site which will enable a richer debug experience within Visual Studio.  You can find this option on the Web Publish dialog on the Settings tab: When you ultimately deploy/run the application in production we recommend using the “Release” configuration setting – the release configuration is memory optimized and will provide the best production performance.  To learn more about diagnosing and debugging Windows Azure Web Sites read our new Troubleshooting Windows Azure Web Sites in Visual Studio guide. Notification Hubs: Segmented Push Notification support with tag expressions In August we announced the General Availability of Windows Azure Notification Hubs - a powerful Mobile Push Notifications service that makes it easy to send high volume push notifications with low latency from any mobile app back-end.  Notification hubs can be used with any mobile app back-end (including ones built using our Mobile Services capability) and can also be used with back-ends that run in the cloud as well as on-premises. Beginning with the initial release, Notification Hubs allowed developers to send personalized push notifications to both individual users as well as groups of users by interest, by associating their devices with tags representing the logical target of the notification. For example, by registering all devices of customers interested in a favorite MLB team with a corresponding tag, it is possible to broadcast one message to millions of Boston Red Sox fans and another message to millions of St. Louis Cardinals fans with a single API call respectively. New support for using tag expressions to enable advanced customer segmentation With today’s release we are adding support for even more advanced customer targeting.  You can now identify customers that you want to send push notifications to by defining rich tag expressions. With tag expressions, you can now not only broadcast notifications to Boston Red Sox fans, but take that segmenting a step farther and reach more granular segments. This opens up a variety of scenarios, for example: Offers based on multiple preferences—e.g. send a game day vegetarian special to users tagged as both a Boston Red Sox fan AND a vegetarian Push content to multiple segments in a single message—e.g. rain delay information only to users who are tagged as either a Boston Red Sox fan OR a St. Louis Cardinal fan Avoid presenting subsets of a segment with irrelevant content—e.g. season ticket availability reminder to users who are tagged as a Boston Red Sox fan but NOT also a season ticket holder To illustrate with code, consider a restaurant chain app that sends an offer related to a Red Sox vs Cardinals game for users in Boston. Devices can be tagged by your app with location tags (e.g. “Loc:Boston”) and interest tags (e.g. “Follows:RedSox”, “Follows:Cardinals”), and then a notification can be sent by your back-end to “(Follows:RedSox || Follows:Cardinals) && Loc:Boston” in order to deliver an offer to all devices in Boston that follow either the RedSox or the Cardinals. This can be done directly in your server backend send logic using the code below: var notification = new WindowsNotification(messagePayload); hub.SendNotificationAsync(notification, "(Follows:RedSox || Follows:Cardinals) && Loc:Boston"); In your expressions you can use all Boolean operators: AND (&&), OR (||), and NOT (!).  Some other cool use cases for tag expressions that are now supported include: Social: To “all my group except me” - group:id && !user:id Events: Touchdown event is sent to everybody following either team or any of the players involved in the action: Followteam:A || Followteam:B || followplayer:1 || followplayer:2 … Hours: Send notifications at specific times. E.g. Tag devices with time zone and when it is 12pm in Seattle send to: GMT8 && follows:thaifood Versions and platforms: Send a reminder to people still using your first version for Android - version:1.0 && platform:Android For help on getting started with Notification Hubs, visit the Notification Hub documentation center.  Then download the latest NuGet package (or use the Notification Hubs REST APIs directly) to start sending push notifications using tag expressions.  They are really powerful and enable a bunch of great new scenarios. TFS & GIT: Continuous Delivery Support for Web Sites + Cloud Services With today’s Windows Azure release we are making it really easy to enable continuous delivery support with Windows Azure and Team Foundation Services.  Team Foundation Services is a cloud based offering from Microsoft that provides integrated source control (with both TFS and Git support), build server, test execution, collaboration tools, and agile planning support.  It makes it really easy to setup a team project (complete with automated builds and test runners) in the cloud, and it has really rich integration with Visual Studio. With today’s Windows Azure release it is now really easy to enable continuous delivery support with both TFS and Git based repositories hosted using Team Foundation Services.  This enables a workflow where when code is checked in, built successfully on an automated build server, and all tests pass on it – I can automatically have the app deployed on Windows Azure with zero manual intervention or work required. The below screen-shots demonstrate how to quickly setup a continuous delivery workflow to Windows Azure with a Git-based ASP.NET MVC project hosted using Team Foundation Services. Enabling Continuous Delivery to Windows Azure with Team Foundation Services The project I’m going to enable continuous delivery with is a simple ASP.NET MVC project whose source code I’m hosting using Team Foundation Services.  I did this by creating a “SimpleContinuousDeploymentTest” repository there using Git – and then used the new built-in Git tooling support within Visual Studio 2013 to push the source code to it.  Below is a screen-shot of the Git repository hosted within Team Foundation Services: I can access the repository within Visual Studio 2013 and easily make commits with it (as well as branch, merge and do other tasks).  Using VS 2013 I can also setup automated builds to take place in the cloud using Team Foundation Services every time someone checks in code to the repository: The cool thing about this is that I don’t have to buy or rent my own build server – Team Foundation Services automatically maintains its own build server farm and can automatically queue up a build for me (for free) every time someone checks in code using the above settings.  This build server (and automated testing) support now works with both TFS and Git based source control repositories. Connecting a Team Foundation Services project to Windows Azure Once I have a source repository hosted in Team Foundation Services with Automated Builds and Testing set up, I can then go even further and set it up so that it will be automatically deployed to Windows Azure when a source code commit is made to the repository (assuming the Build + Tests pass).  Enabling this is now really easy.  To set this up with a Windows Azure Web Site simply use the New->Compute->Web Site->Custom Create command inside the Windows Azure Management Portal.  This will create a dialog like below.  I gave the web site a name and then made sure the “Publish from source control” checkbox was selected: When we click next we’ll be prompted for the location of the source repository.  We’ll select “Team Foundation Services”: Once we do this we’ll be prompted for our Team Foundation Services account that our source repository is hosted under (in this case my TFS account is “scottguthrie”): When we click the “Authorize Now” button we’ll be prompted to give Windows Azure permissions to connect to the Team Foundation Services account.  Once we do this we’ll be prompted to pick the source repository we want to connect to.  Starting with today’s Windows Azure release you can now connect to both TFS and Git based source repositories.  This new support allows me to connect to the “SimpleContinuousDeploymentTest” respository we created earlier: Clicking the finish button will then create the Web Site with the continuous delivery hooks setup with Team Foundation Services.  Now every time someone pushes source control to the repository in Team Foundation Services, it will kick off an automated build, run all of the unit tests in the solution , and if they pass the app will be automatically deployed to our Web Site in Windows Azure.  You can monitor the history and status of these automated deployments using the Deployments tab within the Web Site: This enables a really slick continuous delivery workflow, and enables you to build and deploy apps in a really nice way. Developer Analytics: New Relic support for Web Sites + Mobile Services With today’s Windows Azure release we are making it really easy to enable Developer Analytics and Monitoring support with both Windows Azure Web Site and Windows Azure Mobile Services.  We are partnering with New Relic, who provide a great dev analytics and app performance monitoring offering, to enable this - and we have updated the Windows Azure Management Portal to make it really easy to configure. Enabling New Relic with a Windows Azure Web Site Enabling New Relic support with a Windows Azure Web Site is now really easy.  Simply navigate to the Configure tab of a Web Site and scroll down to the “developer analytics” section that is now within it: Clicking the “add-on” button will display some additional UI.  If you don’t already have a New Relic subscription, you can click the “view windows azure store” button to obtain a subscription (note: New Relic has a perpetually free tier so you can enable it even without paying anything): Clicking the “view windows azure store” button will launch the integrated Windows Azure Store experience we have within the Windows Azure Management Portal.  You can use this to browse from a variety of great add-on services – including New Relic: Select “New Relic” within the dialog above, then click the next button, and you’ll be able to choose which type of New Relic subscription you wish to purchase.  For this demo we’ll simply select the “Free Standard Version” – which does not cost anything and can be used forever:  Once we’ve signed-up for our New Relic subscription and added it to our Windows Azure account, we can go back to the Web Site’s configuration tab and choose to use the New Relic add-on with our Windows Azure Web Site.  We can do this by simply selecting it from the “add-on” dropdown (it is automatically populated within it once we have a New Relic subscription in our account): Clicking the “Save” button will then cause the Windows Azure Management Portal to automatically populate all of the needed New Relic configuration settings to our Web Site: Deploying the New Relic Agent as part of a Web Site The final step to enable developer analytics using New Relic is to add the New Relic runtime agent to our web app.  We can do this within Visual Studio by right-clicking on our web project and selecting the “Manage NuGet Packages” context menu: This will bring up the NuGet package manager.  You can search for “New Relic” within it to find the New Relic agent.  Note that there is both a 32-bit and 64-bit edition of it – make sure to install the version that matches how your Web Site is running within Windows Azure (note: you can configure your Web Site to run in either 32-bit or 64-bit mode using the Web Site’s “Configuration” tab within the Windows Azure Management Portal): Once we install the NuGet package we are all set to go.  We’ll simply re-publish the web site again to Windows Azure and New Relic will now automatically start monitoring the application Monitoring a Web Site using New Relic Now that the application has developer analytics support with New Relic enabled, we can launch the New Relic monitoring portal to start monitoring the health of it.  We can do this by clicking on the “Add Ons” tab in the left-hand side of the Windows Azure Management Portal.  Then select the New Relic add-on we signed-up for within it.  The Windows Azure Management Portal will provide some default information about the add-on when we do this.  Clicking the “Manage” button in the tray at the bottom will launch a new browser tab and single-sign us into the New Relic monitoring portal associated with our account: When we do this a new browser tab will launch with the New Relic admin tool loaded within it: We can now see insights into how our app is performing – without having to have written a single line of monitoring code.  The New Relic service provides a ton of great built-in monitoring features allowing us to quickly see: Performance times (including browser rendering speed) for the overall site and individual pages.  You can optionally set alert thresholds to trigger if the speed does not meet a threshold you specify. Information about where in the world your customers are hitting the site from (and how performance varies by region) Details on the latency performance of external services your web apps are using (for example: SQL, Storage, Twitter, etc) Error information including call stack details for exceptions that have occurred at runtime SQL Server profiling information – including which queries executed against your database and what their performance was And a whole bunch more… The cool thing about New Relic is that you don’t need to write monitoring code within your application to get all of the above reports (plus a lot more).  The New Relic agent automatically enables the CLR profiler within applications and automatically captures the information necessary to identify these.  This makes it super easy to get started and immediately have a rich developer analytics view for your solutions with very little effort. If you haven’t tried New Relic out yet with Windows Azure I recommend you do so – I think you’ll find it helps you build even better cloud applications.  Following the above steps will help you get started and deliver you a really good application monitoring solution in only minutes. Service Bus: Support for partitioned queues and topics With today’s release, we are enabling support within Service Bus for partitioned queues and topics. Enabling partitioning enables you to achieve a higher message throughput and better availability from your queues and topics. Higher message throughput is achieved by implementing multiple message brokers for each partitioned queue and topic.  The  multiple messaging stores will also provide higher availability. You can create a partitioned queue or topic by simply checking the Enable Partitioning option in the custom create wizard for a Queue or Topic: Read this article to learn more about partitioned queues and topics and how to take advantage of them today. Billing: New Billing Alert Service Today’s Windows Azure update enables a new Billing Alert Service Preview that enables you to get proactive email notifications when your Windows Azure bill goes above a certain monetary threshold that you configure.  This makes it easier to manage your bill and avoid potential surprises at the end of the month. With the Billing Alert Service Preview, you can now create email alerts to monitor and manage your monetary credits or your current bill total.  To set up an alert first sign-up for the free Billing Alert Service Preview.  Then visit the account management page, click on a subscription you have setup, and then navigate to the new Alerts tab that is available: The alerts tab allows you to setup email alerts that will be sent automatically once a certain threshold is hit.  For example, by clicking the “add alert” button above I can setup a rule to send myself email anytime my Windows Azure bill goes above $100 for the month: The Billing Alert Service will evolve to support additional aspects of your bill as well as support multiple forms of alerts such as SMS.  Try out the new Billing Alert Service Preview today and give us feedback. Summary Today’s Windows Azure release enables a ton of great new scenarios, and makes building applications hosted in the cloud even easier. If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using all of the above features today.  Then visit the Windows Azure Developer Center to learn more about how to build apps with it. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Android: Adding extended GLSurfaceView to a Layout don't show 3d stuff

    - by Santiago
    I make a game extending the class GLSurfaceView, if I apply SetContentView directly to that class, the 3d stuff and input works great. Now I want to show some items over 3d stuff, so I create a XML with a layout and some objects, and I try to add my class manually to the layout. I'm not getting errors but the 3d stuff is not shown but I can view the objects from XML layout. source: @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LayoutInflater inflater = (LayoutInflater) getSystemService(LAYOUT_INFLATER_SERVICE); layout = (RelativeLayout) inflater.inflate(R.layout.testlayout, null); //Create an Instance with this Activity my3dstuff = new myGLSurfaceViewClass(this); layout.addView(my3dstuff,4); setContentView(R.layout.testlayout); } And testlayout have: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/Pantalla"> <ImageView android:id="@+id/zoom_less" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_less"></ImageView> <ImageView android:id="@+id/zoom_more" android:layout_width="wrap_content" android:src="@drawable/zoom_more" android:layout_height="wrap_content" android:layout_alignParentRight="true"></ImageView> <ImageView android:id="@+id/zoom_normal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/zoom_normal" android:layout_centerHorizontal="true"></ImageView> <ImageView android:id="@+id/stop" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/stop" android:layout_centerInParent="true" android:layout_alignParentBottom="true"></ImageView> </RelativeLayout> I also tried to add my class to XML but the Activity hangs up. <com.mygame.myGLSurfaceViewClass android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></com.mygame.myGLSurfaceViewClass> and this don't works: <View class="com.mygame.myGLSurfaceViewClass" android:id="@+id/my3dstuff" android:layout_width="fill_parent" android:layout_height="fill_parent"></View> Any Idea? Thanks

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  • Calling C# object method from IronPython

    - by Jason
    I'm trying to embed a scripting engine in my game. Since I'm writing it in C#, I figured IronPython would be a great fit, but the examples I've been able to find all focus on calling IronPython methods in C# instead of C# methods in IronPython scripts. To complicate things, I'm using Visual Studio 2010 RC1 on Windows 7 64 bit. IronRuby works like I expect it would, but I'm not very familiar with Ruby or Python syntax. What I'm doing: ScriptEngine engine = Python.CreateEngine(); ScriptScope scope = engine.CreateScope(); //Test class with a method that prints to the screen. scope.SetVariable("test", this); ScriptSource source = engine.CreateScriptSourceFromString("test.SayHello()", Microsoft.Scripting.SourceCodeKind.Statements); source.Execute(scope); This generates an error, "'TestClass' object has no attribute 'SayHello'" This exact set up works fine with IronRuby though using "self.test.SayHello()" I'm wary using IronRuby though because it doesn't appear as mature as IronPython. If it's close enough, I might go with that though. Any ideas? I know this has to be something simple.

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  • How to draw an Arc in OpenGL

    - by rpgFANATIC
    While making a little Pong game in C++ OpenGL, I decided it'd be fun to create arcs (semi-circles) when stuff bounces. I decided to skip Bezier curves for the moment and just go with straight algebra, but I didn't get far. My algebra follows a simple quadratic function (y = +- sqrt(mx+c)). This little excerpt is just an example I've yet to fully parameterize, I just wanted to see how it would look. When I draw this, however, it gives me a straight vertical line where the line's tangent line approaches -1.0 / 1.0. Is this a limitation of the GL_LINE_STRIP style or is there an easier way to draw semi-circles / arcs? Or did I just completely miss something obvious? void Ball::drawBounce() { float piecesToDraw = 100.0f; float arcWidth = 10.0f; float arcAngle = 4.0f; glBegin(GL_LINE_STRIP); for (float i = 0.0f; i < piecesToDraw; i += 1.0f) // Positive Half { float currentX = (i / piecesToDraw) * arcWidth; glVertex2f(currentX, sqrtf((-currentX * arcAngle)+ arcWidth)); } for (float j = piecesToDraw; j > 0.0f; j -= 1.0f) // Negative half (go backwards in X direction now) { float currentX = (j / piecesToDraw) * arcWidth; glVertex2f(currentX, -sqrtf((-currentX * arcAngle) + arcWidth)); } glEnd(); } Thanks in advance.

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  • Adding View extending from SurfaceView to layout gives me a blank screen

    - by JonF
    I'm very new to Android programming, so this is probably something pretty basic. I just have an xml layout with a few buttons. I'm trying to follow the model given by the JetBoy demo, so I'm adding a view to the layout which extends SurfaceView. When this new view is put in my xml layout, I just get a blank screen. Here's the XML layout if it helps. The gameview element is what causes the screen to be blank <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:alwaysDrawnWithCache="true"> <game.test.gameEngine android:id="@+id/gameView" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <Button android:text="Easy" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/EasyButton"></Button> <Button android:text="Medium" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/MedButton"></Button> <Button android:text="Hard" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/HardButton"></Button> <DatePicker android:id="@+id/DatePicker01" android:layout_width="wrap_content" android:layout_height="wrap_content"></DatePicker><Button android:id="@+id/Button04" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Exit"></Button> </LinearLayout>

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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