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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • Make objects slide across the screen in random positions

    - by user3475907
    I want to make an object appear randomly at the right hand side of the screen and then slide across the screen and disapear at the left hand side. I am working with libgdx. I have this bit of code but it makes items fall from the top down. Please help. public EntityManager(int amount, OrthoCamera camera) { player = new Player(new Vector2(15, 230), new Vector2(0, 0), this, camera); for (int i = 0; i < amount; i++) { float x = MathUtils.random(0, MainGame.HEIGHT - TextureManager.ENEMY.getHeight()); float y = MathUtils.random(MainGame.WIDTH, MainGame.WIDTH * 10); float speed = MathUtils.random(2, 10); addEntity(new Enemy(new Vector2(x, y), new Vector2(-0, -speed))); }

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Windows Phone 8 detected as mass storage

    - by legends2k
    From version 8 onwards Windows Phone supports MTP (media transfer protocol) to transfer audio and I thought I could use Rhythmbox to upload music onto my device. Thing is Rhythmbox doesn't display the device under Devices pane (there's no Device pane for that matter). I searched other questions here and tried out installing mtp-tools, mtpfs and also tried gMTP, which doesn't seem to detect the device as a portable player. I see that the device's icon looks like a Camera in dash bar and when I see the address location, it shows gphoto2://[usb:002,013]/, which makes me doubt that it's detected as a camera or as a mass storage device. /.gvfs/gphoto2 mount on usb%3A002,003 is where the actual mount is. What do I do to fix this? I tried creating .is_audio_player too.

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

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  • How would I go about implementing a globe-like "ballish" map?

    - by rFactor
    I am new to 3D development and I have this idea of having the game world like our globe is - a ball. So, there would be no corners in the map and the game is top-down RTS game. I would like the camera to go on and on and never stop even though you are moving the camera to the same direction all the time. I am not sure if this is even possible, but I would really like to build a globe-like map without borders. Can this be done, and how exactly? I am using XNA, C#, and DirectX. Any tutorials or links or help is greatly appreciated!

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  • Capteur de mouvements d'Intel : l'inscription au concours repoussée au 2 juillet, téléchargez le SDK et soumettez vos idées d'applications

    Capteur de mouvements d'Intel : l'incription au concours de développement repoussée au 2 juillet Téléchargez le SDK et soumettez vos idées d'applicationsAu cas où vous ne le sauriez pas, Intel s'est lancé il y a peu dans les Natural Interfaces (ou NUI) avec un capteur de mouvement/caméra ? vous avez dit Kinect ? ? baptisé sobrement « Gesture Camera ». Cet appareil a été conçu en collaboration avec le constructeur Creative et dévoilé au CES 2013 de Las Vegas. Pour l'occasion, Intel a également décidé d'organiser un grand concours de programmation autour de ce concept de « développement ...

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Ask the Readers: How Do You Share Your Photos?

    - by Jason Fitzpatrick
    It’s easy to snap away and fill up a memory card, but not quite as easy to share your best pics with your friends and family. How do you get your pics from your camera to your friends’ monitors? This week we’re interested in hearing about your favorite photo sharing tools and techniques. What’s your workflow for getting your photos from your digital camera to the virtual desktops of friends around the globe? Sound off in the comments with your favorite resources, applications, and photo sharing tricks. Make sure to check in on Friday for the What You Said roundup to see how your fellow readers get the job done. 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • SurfaceView drawn on top of other elements after coming back from specific activity

    - by spirytus
    I have an activity with video preview displayed via SurfaceView and other views positioned over it. The problem is when user navigates to Settings activity (code below) and comes back then the surfaceview is drawn on top of everything else. This does not happen when user goes to another activity I have, neither when user navigates outside of app eg. to task manager. Now, you see in code below that I have setContentVIew() call wrapped in conditionals so it is not called every time when onStart() is executed. If its not wrapped in if statements then all works fine, but its causing loosing lots of memory (5MB+) each time onStart() is called. I tried various combinations and nothing seems to work so any help would be much appreciated. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Toast.makeText(this,"Create ", 2000).show(); // set 32 bit window (draw correctly transparent images) getWindow().getAttributes().format = android.graphics.PixelFormat.RGBA_8888; // set the layout of the screen based on preferences of the user sharedPref = PreferenceManager.getDefaultSharedPreferences(this); } public void onStart() { super.onStart(); String syncConnPref = null; syncConnPref = sharedPref.getString("screensLayouts", "default"); if(syncConnPref.contentEquals("default") && currentlLayout!="default") { setContentView(R.layout.fight_recorder_default); } else if(syncConnPref.contentEquals("simple") && currentlLayout!="simple") { setContentView(R.layout.fight_recorder_simple); } // I I uncomment line below so it will be called every time without conditionals above, it works fine but every time onStart() is called I'm losing 5+ MB memory (memory leak?). The preview however shows under the other elements exactly as I need memory leak makes it unusable after few times though // setContentView(R.layout.fight_recorder_default); if(getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available and fight recording will not be permanently stored",2000).show(); // TODO also in here put some code replacing the background with something nice return; } // now we have camera ready and we need surface to display picture from camera on so // we instantiate CameraPreviw object which is simply surfaceView containing holder object. // holder object is the surface where the image will be drawn onto // this is where camera live cameraPreview will be displayed cameraPreviewLayout = (FrameLayout) findViewById(id.camera_preview); cameraPreview = new CameraPreview(this); // now we add surface view to layout cameraPreviewLayout.removeAllViews(); cameraPreviewLayout.addView(cameraPreview); // get layouts prepared for different elements (views) // this is whole recording screen, as big as screen available recordingScreenLayout=(FrameLayout) findViewById(R.id.recording_screen); // this is used to display sores as they are added, it displays like a path // each score added is a new text view simply and as user undos these are removed one by one allScoresLayout=(LinearLayout) findViewById(R.id.all_scores); // layout prepared for controls like record/stop buttons etc startStopLayout=(RelativeLayout) findViewById(R.id.start_stop_layout); // set up timer so it can be turned on when needed //fightTimer=new FightTimer(this); fightTimer = (FightTimer) findViewById(id.fight_timer); // get views for displaying scores score1=(TextView) findViewById(id.score1); score2=(TextView) findViewById(id.score2); advantages1=(TextView) findViewById(id.advantages1); advantages2=(TextView) findViewById(id.advantages2); penalties1=(TextView) findViewById(id.penalties1); penalties2=(TextView) findViewById(id.penalties2); RelativeLayout welcomeScreen=(RelativeLayout) findViewById(id.welcome_screen); Animation fadeIn = AnimationUtils.loadAnimation(this, R.anim.fade_in); welcomeScreen.startAnimation(fadeIn); Toast.makeText(this,"Start ", 2000).show(); animateViews(); } Settings activity is below, after coming back from this activity surfaceview is drawn on top of other elements. public class SettingsActivity extends PreferenceActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if(MyFirstAppActivity.getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available",2000).show(); return; } addPreferencesFromResource(R.xml.preferences); } }

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  • A New Threat To Web Applications: Connection String Parameter Pollution (CSPP)

    - by eric.maurice
    Hi, this is Shaomin Wang. I am a security analyst in Oracle's Security Alerts Group. My primary responsibility is to evaluate the security vulnerabilities reported externally by security researchers on Oracle Fusion Middleware and to ensure timely resolution through the Critical Patch Update. Today, I am going to talk about a serious type of attack: Connection String Parameter Pollution (CSPP). Earlier this year, at the Black Hat DC 2010 Conference, two Spanish security researchers, Jose Palazon and Chema Alonso, unveiled a new class of security vulnerabilities, which target insecure dynamic connections between web applications and databases. The attack called Connection String Parameter Pollution (CSPP) exploits specifically the semicolon delimited database connection strings that are constructed dynamically based on the user inputs from web applications. CSPP, if carried out successfully, can be used to steal user identities and hijack web credentials. CSPP is a high risk attack because of the relative ease with which it can be carried out (low access complexity) and the potential results it can have (high impact). In today's blog, we are going to first look at what connection strings are and then review the different ways connection string injections can be leveraged by malicious hackers. We will then discuss how CSPP differs from traditional connection string injection, and the measures organizations can take to prevent this kind of attacks. In web applications, a connection string is a set of values that specifies information to connect to backend data repositories, in most cases, databases. The connection string is passed to a provider or driver to initiate a connection. Vendors or manufacturers write their own providers for different databases. Since there are many different providers and each provider has multiple ways to make a connection, there are many different ways to write a connection string. Here are some examples of connection strings from Oracle Data Provider for .Net/ODP.Net: Oracle Data Provider for .Net / ODP.Net; Manufacturer: Oracle; Type: .NET Framework Class Library: - Using TNS Data Source = orcl; User ID = myUsername; Password = myPassword; - Using integrated security Data Source = orcl; Integrated Security = SSPI; - Using the Easy Connect Naming Method Data Source = username/password@//myserver:1521/my.server.com - Specifying Pooling parameters Data Source=myOracleDB; User Id=myUsername; Password=myPassword; Min Pool Size=10; Connection Lifetime=120; Connection Timeout=60; Incr Pool Size=5; Decr Pool Size=2; There are many variations of the connection strings, but the majority of connection strings are key value pairs delimited by semicolons. Attacks on connection strings are not new (see for example, this SANS White Paper on Securing SQL Connection String). Connection strings are vulnerable to injection attacks when dynamic string concatenation is used to build connection strings based on user input. When the user input is not validated or filtered, and malicious text or characters are not properly escaped, an attacker can potentially access sensitive data or resources. For a number of years now, vendors, including Oracle, have created connection string builder class tools to help developers generate valid connection strings and potentially prevent this kind of vulnerability. Unfortunately, not all application developers use these utilities because they are not aware of the danger posed by this kind of attacks. So how are Connection String parameter Pollution (CSPP) attacks different from traditional Connection String Injection attacks? First, let's look at what parameter pollution attacks are. Parameter pollution is a technique, which typically involves appending repeating parameters to the request strings to attack the receiving end. Much of the public attention around parameter pollution was initiated as a result of a presentation on HTTP Parameter Pollution attacks by Stefano Di Paola and Luca Carettoni delivered at the 2009 Appsec OWASP Conference in Poland. In HTTP Parameter Pollution attacks, an attacker submits additional parameters in HTTP GET/POST to a web application, and if these parameters have the same name as an existing parameter, the web application may react in different ways depends on how the web application and web server deal with multiple parameters with the same name. When applied to connections strings, the rule for the majority of database providers is the "last one wins" algorithm. If a KEYWORD=VALUE pair occurs more than once in the connection string, the value associated with the LAST occurrence is used. This opens the door to some serious attacks. By way of example, in a web application, a user enters username and password; a subsequent connection string is generated to connect to the back end database. Data Source = myDataSource; Initial Catalog = db; Integrated Security = no; User ID = myUsername; Password = XXX; In the password field, if the attacker enters "xxx; Integrated Security = true", the connection string becomes, Data Source = myDataSource; Initial Catalog = db; Integrated Security = no; User ID = myUsername; Password = XXX; Intergrated Security = true; Under the "last one wins" principle, the web application will then try to connect to the database using the operating system account under which the application is running to bypass normal authentication. CSPP poses serious risks for unprepared organizations. It can be particularly dangerous if an Enterprise Systems Management web front-end is compromised, because attackers can then gain access to control panels to configure databases, systems accounts, etc. Fortunately, organizations can take steps to prevent this kind of attacks. CSPP falls into the Injection category of attacks like Cross Site Scripting or SQL Injection, which are made possible when inputs from users are not properly escaped or sanitized. Escaping is a technique used to ensure that characters (mostly from user inputs) are treated as data, not as characters, that is relevant to the interpreter's parser. Software developers need to become aware of the danger of these attacks and learn about the defenses mechanism they need to introduce in their code. As well, software vendors need to provide templates or classes to facilitate coding and eliminate developers' guesswork for protecting against such vulnerabilities. Oracle has introduced the OracleConnectionStringBuilder class in Oracle Data Provider for .NET. Using this class, developers can employ a configuration file to provide the connection string and/or dynamically set the values through key/value pairs. It makes creating connection strings less error-prone and easier to manager, and ultimately using the OracleConnectionStringBuilder class provides better security against injection into connection strings. For More Information: - The OracleConnectionStringBuilder is located at http://download.oracle.com/docs/cd/B28359_01/win.111/b28375/OracleConnectionStringBuilderClass.htm - Oracle has developed a publicly available course on preventing SQL Injections. The Server Technologies Curriculum course "Defending Against SQL Injection Attacks!" is located at http://st-curriculum.oracle.com/tutorial/SQLInjection/index.htm - The OWASP web site also provides a number of useful resources. It is located at http://www.owasp.org/index.php/Main_Page

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  • Webcam becomes "Unknown Device" after Windows Messenger 2011 is installed

    - by Boris
    I have Sony VAIO VGN-NS290J laptop. I installed Windows 7 Ultimate 64-bit. I was able to find drivers for all hardware without any problems. Recently, I installed Microsoft Windows Live Essentials 2011, i.e. Windows Live Messenger 2011. Ever since that application is running on my computer, my webcam is not recognized by the OS any more. It is listed as the "Unknown Device" and placed in the Universal Serial Bus controllers group in the Device Manager. There don't seem to be any drivers for this webcam. It's a standard Sony Motion Eye web camera and Sony does not offer any drivers for it. There is one application to download that utilizes the camera, but there are no drivers (and the system is showing the same behavior regardless of the presence of the application). It happens from time to time that the webcam becomes recognized by the OS again, after a couple of restarts; but not always. Then it becomes unknown again. I am absolutely positive that this issue is caused by the Windows Live Messenger 2011, because same symptoms caused the same effects before. I wish to be able to continue to use this software, but also to use my webcam. I was wondering if anyone had a similar issue and if there is a way to fix it. Thanks for all the help, I appreciate it. Update: I have discovered a pattern - if the camera goes astray, restarting the machine does not bring it back; but switching the computer off and turning it back on does. Every time! This is getting super complicated :)

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  • Motion - takes snapshot without motion detected

    - by Emmanuel Brunet
    I've been installed the standard motion 3.2.12 package on debian 7.5. I would like to get snapshot ONLY when motion is detected, but it still saves a picture every second without any activity in front of the camera. I'm using a TENVIS JPT3815W IP camera motion.conf here is my configuration file setup_mode off target_dir /media/videos/log/webcam netcam_url http://webcam/snapshot.cgi netcam_tolerant_check on netcam_userpass admin:alpha1237 # Output frames at 1 fps when no motion is detected and increase to the # rate given by webcam_maxrate when motion is detected (default: off) webcam_motion off output_all off # detection settings 1-255 default 32 noise_level 50 # Maximum framerate for webcam streams (default: 1) webcam_maxrate 25 pre_capture 0 framerate 25 gap 30 locate on mail [email protected] text_right "FRONT CAMERA %Y/%m/%d - %T" text_double on ffmpeg_cap_new on ffmpeg_cap_motion on ffmpeg_video_codec mpeg4 output_motion off snapshot_interval 0 # Quality of the jpeg (in percent) images produced (default: 50) quality 90 # Restrict webcam connections to localhost only (default: on) webcam_localhost off # Limits the number of images per connection (default: 0 = unlimited) # Number can be defined by multiplying actual webcam rate by desired number of seconds # Actual webcam rate is the smallest of the numbers framerate and webcam_maxrate webcam_limit 0 Issue when I start motion images are stored in /media/videos/log/webcam nearly every second. I hjust want to get images when a motion is detected and the according video clip Any idea where the configuration fails ?

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  • Webcam becomes "Unknown Device" after Windows Messenger 2011 is installed

    - by Boris
    I have Sony VAIO VGN-NS290J laptop. I installed Windows 7 Ultimate 64-bit. I was able to find drivers for all hardware without any problems. Recently, I installed Microsoft Windows Live Essentials 2011, i.e. Windows Live Messenger 2011. Ever since that application is running on my computer, my webcam is not recognized by the OS any more. It is listed as the "Unknown Device" and placed in the Universal Serial Bus controllers group in the Device Manager. There don't seem to be any drivers for this webcam. It's a standard Sony Motion Eye web camera and Sony does not offer any drivers for it. There is one application to download that utilizes the camera, but there are no drivers (and the system is showing the same behavior regardless of the presence of the application). It happens from time to time that the webcam becomes recognized by the OS again, after a couple of restarts; but not always. Then it becomes unknown again. I am absolutely positive that this issue is caused by the Windows Live Messenger 2011, because same symptoms caused the same effects before. I wish to be able to continue to use this software, but also to use my webcam. I was wondering if anyone had a similar issue and if there is a way to fix it. Thanks for all the help, I appreciate it. Update: I have discovered a pattern - if the camera goes astray, restarting the machine does not bring it back; but switching the computer off and turning it back on does. Every time! This is getting super complicated :)

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  • Troubleshoot port forwarding. Could it be ISP blocking incoming connections?

    - by Gravy
    Had a new Axis IP camera delivered yesterday. Plugged into Cisco E2400 Wireless Router but having problems. Example topology: WAN IP: 10.10.10.10 (example) Cisco Router: 192.168.1.1 Axis Camera: 192.168.1.10:80 Port forwarding rules set up on router External Port: 999 Internal Port: 80 Protocol: TCP & UDP Device IP: 192.168.1.10:80 Enabled: True Trying to connect from within the lan to 192.168.1.1:80 from within browser - Works properly. Trying to connect from within the lan to 10:10:10:10:999 from within browser - Works properly. Trying to connect from outside the LAN (e.g. via 3g or another isp) to 10:10:10:10:999 from within browser - Doesnt work. I get the following errors from different machines / browsers: Safari could not open the page because the server stopped responding (IOS) The server at xx.xx.xx.xx is taking too long to respond. (firefox) This problem is not just for the Axis camera. I am also having similar problems connecting to my NAS drive. After using a web based port scanning tool, it appears as though port 999 is closed. Not certain why when I have set up port forwarding within the router. Any troubleshooting suggestions to help me determine whether the problem is with my Cisco settings / firewall or whether it could be my ISP blocking incoming connection requests? Many thanks

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  • surfaceview + glsurfaceview + framelayout

    - by pohtzeyun
    Hi, I'm new at this (java and opengl) so please bear with me if the answer to the question is simple. :) I'm trying to get a camera preview screen with the ability to display 3d objects simultaneously. Having gone through the samples at the api demos, I thought combining the code for the the examples at the api demo would suffice. But somehow its not working. The forces me to shut down upon startup and the error is mentioned as null pointer exception. Could someone share with me where did I go wrong and how to proceed from there. How I did the combination for the code is as shown below: myoverview.xml <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"> <android.opengl.GLSurfaceView android:id="@+id/cubes" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <SurfaceView android:id="@+id/camera" android:layout_width="fill_parent" android:layout_height="fill_parent"/> </FrameLayout> myoverview.java import android.app.Activity; import android.os.Bundle; import android.view.SurfaceView; import android.view.Window; public class MyOverView extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // camera view as the background SurfaceView cameraView = (SurfaceView) findViewById(R.id.camera); cameraView = new CameraView(this); // visual of both cubes GLSurfaceView cubesView = (GLSurfaceView) findViewById(R.id.cubes); cubesView = new GLSurfaceView(this); cubesView.setRenderer(new CubeRenderer(false)); // set view setContentView(R.layout.myoverview); } } GLSurfaceView.java import android.content.Context; class GLSurfaceView extends android.opengl.GLSurfaceView { public GLSurfaceView(Context context) { super(context); } } NOTE : I didnt list the rest of the files as they are just copies of the api demos. The cameraView refers to the camerapreview.java example and the CubeRenderer refers to the CubeRenderer.java and Cube.java example. Any help would be appreciated as I've been stuck at this for a couple of days :p Thanks Sorry, didnt realise that the coding was out of place due to formatting mistakes. :p

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  • avoid the use of 'mixed=true' in xml schema

    - by Ralph Kretzler
    I am using xjc to convert a schema to java classes. When I am using mixed=true in the schema I am losing the access method for child nodes instead there is a single general content access method. Is there a way to rewrite the schema without using mixed=true. There is no way that I can change the xml so I have to customize the schema. Schema XML camera or camera Thanks, Ralph

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