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  • image processing algorithm in MATLAB

    - by user261002
    I am trying to reconstruct an algorithm belong to this paper: Decomposition of biospeckle images in temporary spectral bands Here is an explanation of the algorithm: We recorded a sequence of N successive speckle images with a sampling frequency fs. In this way it was possible to observe how a pixel evolves through the N images. That evolution can be treated as a time series and can be processed in the following way: Each signal corresponding to the evolution of every pixel was used as input to a bank of filters. The intensity values were previously divided by their temporal mean value to minimize local differences in reflectivity or illumination of the object. The maximum frequency that can be adequately analyzed is determined by the sampling theorem and s half of sampling frequency fs. The latter is set by the CCD camera, the size of the image, and the frame grabber. The bank of filters is outlined in Fig. 1. In our case, ten 5° order Butterworth11 filters were used, but this number can be varied according to the required discrimination. The bank was implemented in a computer using MATLAB software. We chose the Butter-worth filter because, in addition to its simplicity, it is maximally flat. Other filters, an infinite impulse response, or a finite impulse response could be used. By means of this bank of filters, ten corresponding signals of each filter of each temporary pixel evolution were obtained as output. Average energy Eb in each signal was then calculated: where pb(n) is the intensity of the filtered pixel in the nth image for filter b divided by its mean value and N is the total number of images. In this way, en values of energy for each pixel were obtained, each of hem belonging to one of the frequency bands in Fig. 1. With these values it is possible to build ten images of the active object, each one of which shows how much energy of time-varying speckle there is in a certain frequency band. False color assignment to the gray levels in the results would help in discrimination. and here is my MATLAB code base on that : clear all for i=0:39 str = num2str(i); str1 = strcat(str,'.mat'); load(str1); D{i+1}=A; end new_max = max(max(A)); new_min = min(min(A)); for i=20:180 for j=20:140 ts = []; for k=1:40 ts = [ts D{k}(i,j)]; %%% kth image pixel i,j --- ts is time series end ts = double(ts); temp = mean(ts); ts = ts-temp; ts = ts/temp; N = 5; % filter order W = [0.00001 0.05;0.05 0.1;0.1 0.15;0.15 0.20;0.20 0.25;0.25 0.30;0.30 0.35;0.35 0.40;0.40 0.45;0.45 0.50]; N1 = 5; for ind = 1:10 Wn = W(ind,:); [B,A] = butter(N1,Wn); ts_f(ind,:) = filter(B,A,ts); end for ind=1:10 imag_test1{ind}(i,j) =sum((ts_f(ind,:)./mean(ts_f(ind,:))).^2); end end end for i=1:10 temp_imag = imag_test1{i}(:,:); x=isnan(temp_imag); temp_imag(x)=0; temp_imag=medfilt2(temp_imag); t_max = max(max(temp_imag)); t_min = min(min(temp_imag)); temp_imag = (temp_imag-t_min).*(double(new_max-new_min)/double(t_max-t_min))+double(new_min); imag_test2{i}(:,:) = temp_imag; end for i=1:10 A=imag_test2{i}(:,:); B=A/max(max(A)); B=histeq(B); figure,imshow(B) colorbar end but I am not getting the same result as paper. has anybody has aby idea why? or where I have gone wrong? Refrence Link to the paper

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Fastest way to read data from a lot of ASCII files

    - by Alsenes
    Hi guys, for a college exercise that I've already submitted I needed to read a .txt file wich contained a lot of names of images(1 in each line). Then I needed to open each image as an ascii file, and read their data(images where in ppm format), and do a series of things with them. The things is, I noticed my program was taking 70% of the time in the reading the data from the file part, instead of in the other calculations that I was doing (finding number of repetitions of each pixel with a hash table, finding diferents pixels beetween 2 images etc..), which I found quite odd to say the least. This is how the ppm format looks like: P3 //This value can be ignored when reading the file, because all image will be correctly formatted 4 4 255 //This value can be also ignored, will be always 255. 0 0 0 0 0 0 0 0 0 15 0 15 0 0 0 0 15 7 0 0 0 0 0 0 0 0 0 0 0 0 0 15 7 0 0 0 15 0 15 0 0 0 0 0 0 0 0 0 This is how I was reading the data from the files: ifstream fdatos; fdatos.open(argv[1]); //Open file with the name of all the images const int size = 128; char file[size]; //Where I'll get the image name Image *img; while (fdatos >> file) { //While there's still images anmes left, continue ifstream fimagen; fimagen.open(file); //Open image file img = new Image(fimagen); //Create new image object with it's data file ……… //Rest of the calculations whith that image ……… delete img; //Delete image object after done fimagen.close(); //Close image file after done } fdatos.close(); And inside the image object read the data like this: const int tallafirma = 100; char firma[tallafirma]; fich_in >> std::setw(100) >> firma; // Read the P3 part, can be ignored int maxvalue, numpixels; fich_in >> height >> width >> maxvalue; // Read the next three values numpixels = height*width; datos = new Pixel[numpixels]; int r,g,b; //Don't need to be ints, max value is 256, so an unsigned char would be ok. for (int i=0; i<numpixels; i++) { fich_in >> r >> g >> b; datos[i] = Pixel( r, g ,b); } //This last part is the slow one, //I thing I should be able to read all this data in one single read //to buffer or something which would be stored in an array of unsigned chars, //and then I'd only need to to do: //buffer[0] -> //Pixel 1 - Red data //buffer[1] -> //Pixel 1 - Green data //buffer[2] -> //Pixel 1 - Blue data So, any Ideas? I think I can improve it quite a bit reading all to an array in one single call, I just don't know how that is done. Also, is it posible to know how many images will be in the "index file"? Is it posiible to know the number of lines a file has?(because there's one file name per line..) Thanks!!

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • How do graphics programmers deal with rendering vertices that don't change the image?

    - by canisrufus
    So, the title is a little awkward. I'll give some background, and then ask my question. Background: I work as a web GIS application developer, but in my spare time I've been playing with map rendering and improving data interchange formats. I work only in 2D space. One interesting issue I've encountered is that when you're rendering a polygon at a small scale (zoomed way out), many of the vertices are redundant. An extreme case would be that you have a polygon with 500,000 vertices that only takes up a single pixel. If you're sending this data to the browser, it would make sense to omit ~499,999 of those vertices. One way we achieve that is by rendering an image on a server and and sending it as a PNG: voila, it's a point. Sometimes, though, we want data sent to the browser where it can be rendered with SVG (or canvas, or webgl) so that it can be interactive. The problem: It turns out that, using modern geographic data sets, it's very easy to overload SVG's rendering abilities. In an effort to cope with those limitations, I'm trying to figure out how to visually losslessly reduce a data set for a given scale and map extent (and, if necessary, for a known map pixel width and height). I got a great reduction in data size just using the Douglas-Peucker algorithm, and I believe I was able to get it to keep the polygons true to within one pixel. Unfortunately, Douglas-Peucker doesn't preserve topology, so it changed how borders between polygons got rendered. I couldn't readily find other algorithms to try out and adapt to the purpose, but I don't have much CS/algorithm background and might not recognize them if I saw them.

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • Collision with half semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: -Pixel-perfect collision (microsoft has a sample(http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed)) , but then I wouldn't know how to change the meteor angle after the collision -3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. -Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Initialize preferences from XML in main Activity

    - by pixel
    My problem is that when I start application and user didn't open my PreferenceActivity so when I retrieve them don't get any default values defined in my preference.xml file. preference.xml file: <?xml version="1.0" encoding="utf-8"?> <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android" android:key="applicationPreference" android:title="@string/config" > <ListPreference android:key="pref1" android:defaultValue="default" android:title="Title" android:summary="Summary" android:entries="@array/entry_names" android:entryValues="@array/entry_values" android:dialogTitle="@string/dialog_title" /> </PreferenceScreen> Snippet from my main Activity (onCreate method): SharedPreferences appPreferences = PreferenceManager.getDefaultSharedPreferences(this); String pref1 = appPreferences.getString("pref1", null); In result I end up with a null value.

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  • Subview Doesnt AutoSize When Added to Root View Controller

    - by Per
    Hello, I have a root view controller that will have up to 10 or so subviews. I am implementing autorotation/autosize accross the entire app. My problem is this: - When I allocate all the view controllers and add each as a subview to the root controller during startup, everything works as it should. The only problem is that each view controller needs time to initialize. This causes my application to load very slowly. Instead I am trying to allocate the view controllers as they are required. Now I find that if the application goes into Landscape, and I allocate a view controller that is designed in portrait, it will autorotate but the autosize doesnt happen. In other words as soon as the subview is added to the root controller in portrait mode it rotates and sizes correctly (and stays that way). If the subview is added when the root controller is in landscape it rotates but doesnt autosize (and view sizes remain messed up rotating back to portrait) I have tried to force an autosize by calling SetNeedsLayout, SetNeedsDisplay, and LayoutIfNeeded but nothing works. I know i could probably do this manually by determining the root controllers orientation and resizing the subviews appropriately, but this is a lot of work for something that should work automatically. Am I missing something? Any help would be appreciated. My project is an iPad port from an iPhone app, the iPhone app doesnt rotate so Im not sure if this may be something wrong with the 3.2 beta.

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  • BasicAuthProvider in ServiceStack

    - by Per
    I've got an issue with the BasicAuthProvider in ServiceStack. POST-ing to the CredentialsAuthProvider (/auth/credentials) is working fine. The problem is that when GET-ing (in Chrome): http://foo:pwd@localhost:81/tag/string/list the following is the result Handler for Request not found: Request.HttpMethod: GET Request.HttpMethod: GET Request.PathInfo: /login Request.QueryString: System.Collections.Specialized.NameValueCollection Request.RawUrl: /login?redirect=http%3a%2f%2flocalhost%3a81%2ftag%2fstring%2flist which tells me that it redirected me to /login instead of serving the /tag/... request. Here's the entire code for my AppHost: public class AppHost : AppHostHttpListenerBase, IMessageSubscriber { private ITagProvider myTagProvider; private IMessageSender mySender; private const string UserName = "foo"; private const string Password = "pwd"; public AppHost( TagConfig config, IMessageSender sender ) : base( "BM App Host", typeof( AppHost ).Assembly ) { myTagProvider = new TagProvider( config ); mySender = sender; } public class CustomUserSession : AuthUserSession { public override void OnAuthenticated( IServiceBase authService, IAuthSession session, IOAuthTokens tokens, System.Collections.Generic.Dictionary<string, string> authInfo ) { authService.RequestContext.Get<IHttpRequest>().SaveSession( session ); } } public override void Configure( Funq.Container container ) { Plugins.Add( new MetadataFeature() ); container.Register<BeyondMeasure.WebAPI.Services.Tags.ITagProvider>( myTagProvider ); container.Register<IMessageSender>( mySender ); Plugins.Add( new AuthFeature( () => new CustomUserSession(), new AuthProvider[] { new CredentialsAuthProvider(), //HTML Form post of UserName/Password credentials new BasicAuthProvider(), //Sign-in with Basic Auth } ) ); container.Register<ICacheClient>( new MemoryCacheClient() ); var userRep = new InMemoryAuthRepository(); container.Register<IUserAuthRepository>( userRep ); string hash; string salt; new SaltedHash().GetHashAndSaltString( Password, out hash, out salt ); // Create test user userRep.CreateUserAuth( new UserAuth { Id = 1, DisplayName = "DisplayName", Email = "[email protected]", UserName = UserName, FirstName = "FirstName", LastName = "LastName", PasswordHash = hash, Salt = salt, }, Password ); } } Could someone please tell me what I'm doing wrong with either the SS configuration or how I am calling the service, i.e. why does it not accept the supplied user/pwd? Update1: Request/Response captured in Fiddler2when only BasicAuthProvider is used. No Auth header sent in the request, but also no Auth header in the response. GET /tag/string/AAA HTTP/1.1 Host: localhost:81 Connection: keep-alive User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.64 Safari/537.11 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8,sv;q=0.6 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Cookie: ss-pid=Hu2zuD/T8USgvC8FinMC9Q==; X-UAId=1; ss-id=1HTqSQI9IUqRAGxM8vKlPA== HTTP/1.1 302 Found Location: /login?redirect=http%3a%2f%2flocalhost%3a81%2ftag%2fstring%2fAAA Server: Microsoft-HTTPAPI/2.0 X-Powered-By: ServiceStack/3,926 Win32NT/.NET Date: Sat, 10 Nov 2012 22:41:51 GMT Content-Length: 0 Update2 Request/Response with HtmlRedirect = null . SS now answers with the Auth header, which Chrome then issues a second request for and authentication succeeds GET http://localhost:81/tag/string/Abc HTTP/1.1 Host: localhost:81 Connection: keep-alive User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.64 Safari/537.11 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8,sv;q=0.6 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Cookie: ss-pid=Hu2zuD/T8USgvC8FinMC9Q==; X-UAId=1; ss-id=1HTqSQI9IUqRAGxM8vKlPA== HTTP/1.1 401 Unauthorized Transfer-Encoding: chunked Server: Microsoft-HTTPAPI/2.0 X-Powered-By: ServiceStack/3,926 Win32NT/.NET WWW-Authenticate: basic realm="/auth/basic" Date: Sat, 10 Nov 2012 22:49:19 GMT 0 GET http://localhost:81/tag/string/Abc HTTP/1.1 Host: localhost:81 Connection: keep-alive Authorization: Basic Zm9vOnB3ZA== User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.64 Safari/537.11 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8,sv;q=0.6 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Cookie: ss-pid=Hu2zuD/T8USgvC8FinMC9Q==; X-UAId=1; ss-id=1HTqSQI9IUqRAGxM8vKlPA==

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  • How to toggle orientation lock in android?

    - by pixel
    I want to create checkbox in my preference Activity that allows user to toggle orientation change. In similar questions people write only about complete orientation lock (by overriding onConfigurationChanged method or adding configChanges in AndroidManifest.xml) or orientation enforcing ( by setRequestedOrientation ). Is there a way to toggle orientation lock?

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  • Video playback on VideoView disappears after going back from another Activity

    - by pixel
    I have two Activities: one with VideoView and the second one. I start watching a video in the first Activity, then during playback I start second Activity. After going back to first Activity I can hear sound but see no picture. My Video Layout: <?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"> <VideoView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_weight="1" android:id="@+id/videoView" android:layout_gravity="center" /> <ListView android:layout_width="fill_parent" android:layout_height="125dp" android:id="@+id/ListView" /> </LinearLayout> Do you have any ideas why video doesn't appear?

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  • How to manage orientation lock in android?

    - by pixel
    I want to create checkbox in my preference Activity that allows user to toggle orientation change. In similar questions people write only about complete orientation lock (by overriding onConfigurationChanged method or adding configChanges in AndroidManifest.xml) or orientation enforcing ( by setRequestedOrientation ). Is there a way to toggle orientation lock?

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  • RESTFul, statelesness and sessions

    - by Per Arneng
    RESTFul service has a rule that it should be stateless. By beeing that it does not allow a session to be created and maintained by sending a session key between the client and the server and then holding a session state on the server. If i look at the definition in wikipedia of stateless server http://en.wikipedia.org/wiki/Stateless_server "A stateless server is a server that treats each request as an independent transaction that is unrelated to any previous request" It states that it should be unrelated to any previous request. In practice this means that any type of authentication will be comparing the credentials of a user to a state on the server that was created by a previous operation. So a service called login is related to and dependent on the state that has been created by previous requests (ex: create_user and/or change_password). In my view you are breaking statelessnes by doing authentication. My point is that people are complaining about having sessions in RESTFul is breaking statelesness but doing authentication is also breaking the same rule. What do you think?

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  • Is it possible to run Weblogic with 8gb heap size in a 64bit java/linux environment

    - by Per Arneng
    Setup: 64bit Linux 64bit SUN Jvm 1.6.0_20 Weblogic 10.3 Is it possible to run Weblogic 10.3 in this setup with a maximum heap size of 8gb? We have recived answers from oracle support that states that it might not be possible to address more than 4gb with this setup. Please submit any official links that support any statements that it is possible to run this setup with more than 4gb of heap size. We can not find any documentation of any limits of heap size when running with this setup. Thanx

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  • Redirect everything to index.php

    - by pixel
    I'm trying to do clean urls by exploding $_SERVER['REQUEST_URI'] and then switching between the results. However, once a user goes outside index.php, I'm assuming I need to redirect them back to index.php in order to process the URL they want to reach. How can I accomplish this? So for instance, user goes to www.domain.com/home/johndoe/... i'd like the index.php (domain.com/index.php) to be hit so that it can process the /home/johndoe/ via request_uri.

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  • Changing Tint / Background color of UITabBar

    - by pixel
    The UINavigationBar and UISearchBar both have a tintColor property that allows you to change the tint color (surprising, I know) of both of those items. I want to do the same thing to the UITabBar in my application, but have found now way to change it from the default black color. Any ideas?

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  • Where to store Android preference keys?

    - by pixel
    When I create preference activity I define all preferences in xml file. Every preference has a key defined in this xml. But when I access preference I write: SharedPreferences appPreferences = PreferenceManager.getDefaultSharedPreferences(this); boolean foo_value = appPreferences.getBoolean("foo_key_defined_in_xml", false); Is there any way to avoid acessing "foo_key_defined_in_xml" in hard-coded way? Maybe there is a possibility to access it in R style way?

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