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  • Is there a way to use sscanf with stdin?

    - by j_eng
    I have a program that either takes data from a file or from the standard input. I wrote code for scanning the file using sscanf. I was wondering if I could reuse that code but with stdin instead of using scanf? Ex: How could I modify this so that it works with standard input? while(fgets(buffer, MAX_LEN, input) != NULL) { if (sscanf(buffer, "%s %s %s", one, two, three) == 3) { } }

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  • difference between #define and enum{} in C

    - by guest
    when should one use enum {BUFFER = 1234}; over #define BUFFER 1234 ? what are the advantages enum brings compared to #define? i know, that #define is just simple text substitution and enum names the constant somehow. but why would one need that at all?

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  • Proxy / Squid 2.7 / Debian Wheezy 6.7 / lots of TCP Timed-out

    - by Maroon Ibrahim
    i'm facing a lot of TCP timed-out on a busy cache server and here below my sysctl.conf configuration as well as an output of "netstat -st" Kernel 3.2.0-4-amd64 #1 SMP Debian 3.2.57-3 x86_64 GNU/Linux Any advice or help would be highly appreciated #################### Sysctl.conf cat /etc/sysctl.conf net.ipv4.tcp_tw_reuse = 1 net.ipv4.tcp_tw_recycle = 1 fs.file-max = 65536 net.ipv4.tcp_low_latency = 1 net.core.wmem_max = 8388608 net.core.rmem_max = 8388608 net.ipv4.ip_local_port_range = 1024 65000 fs.aio-max-nr = 131072 net.ipv4.tcp_fin_timeout = 10 net.ipv4.tcp_keepalive_time = 60 net.ipv4.tcp_keepalive_intvl = 10 net.ipv4.tcp_keepalive_probes = 3 kernel.threads-max = 131072 kernel.msgmax = 32768 kernel.msgmni = 64 kernel.msgmnb = 65536 kernel.shmmax = 68719476736 kernel.shmall = 4294967296 net.ipv4.ip_forward = 1 net.ipv4.tcp_timestamps = 0 net.ipv4.conf.all.accept_redirects = 0 net.ipv4.tcp_window_scaling = 1 net.ipv4.tcp_sack = 0 net.ipv4.tcp_syncookies = 1 net.ipv4.ip_dynaddr = 1 vm.swappiness = 0 vm.drop_caches = 3 net.ipv4.tcp_moderate_rcvbuf = 1 net.ipv4.tcp_no_metrics_save = 1 net.ipv4.tcp_ecn = 0 net.ipv4.tcp_max_orphans = 131072 net.ipv4.tcp_orphan_retries = 1 net.ipv4.conf.default.rp_filter = 0 net.ipv4.conf.default.accept_source_route = 0 net.ipv4.tcp_max_syn_backlog = 32768 net.core.netdev_max_backlog = 131072 net.ipv4.tcp_mem = 6085248 16227328 67108864 net.ipv4.tcp_wmem = 4096 131072 33554432 net.ipv4.tcp_rmem = 4096 174760 33554432 net.core.rmem_default = 33554432 net.core.rmem_max = 33554432 net.core.wmem_default = 33554432 net.core.wmem_max = 33554432 net.core.somaxconn = 10000 # ################ Netstat results /# netstat -st IcmpMsg: InType0: 2 InType3: 233754 InType8: 56251 InType11: 23192 OutType0: 56251 OutType3: 437 OutType8: 4 Tcp: 20680741 active connections openings 63642431 passive connection openings 1126690 failed connection attempts 2093143 connection resets received 13059 connections established 2649651696 segments received 2195445642 segments send out 183401499 segments retransmited 38299 bad segments received. 14648899 resets sent UdpLite: TcpExt: 507 SYN cookies sent 178 SYN cookies received 1376771 invalid SYN cookies received 1014577 resets received for embryonic SYN_RECV sockets 4530970 packets pruned from receive queue because of socket buffer overrun 7233 packets pruned from receive queue 688 packets dropped from out-of-order queue because of socket buffer overrun 12445 ICMP packets dropped because they were out-of-window 446 ICMP packets dropped because socket was locked 33812202 TCP sockets finished time wait in fast timer 622 TCP sockets finished time wait in slow timer 573656 packets rejects in established connections because of timestamp 133357718 delayed acks sent 23593 delayed acks further delayed because of locked socket Quick ack mode was activated 21288857 times 839 times the listen queue of a socket overflowed 839 SYNs to LISTEN sockets dropped 41 packets directly queued to recvmsg prequeue. 79166 bytes directly in process context from backlog 24 bytes directly received in process context from prequeue 2713742130 packet headers predicted 84 packets header predicted and directly queued to user 1925423249 acknowledgments not containing data payload received 877898013 predicted acknowledgments 16449673 times recovered from packet loss due to fast retransmit 17687820 times recovered from packet loss by selective acknowledgements 5047 bad SACK blocks received Detected reordering 11 times using FACK Detected reordering 1778091 times using SACK Detected reordering 97955 times using reno fast retransmit Detected reordering 280414 times using time stamp 839369 congestion windows fully recovered without slow start 4173098 congestion windows partially recovered using Hoe heuristic 305254 congestion windows recovered without slow start by DSACK 933682 congestion windows recovered without slow start after partial ack 77828 TCP data loss events TCPLostRetransmit: 5066 2618430 timeouts after reno fast retransmit 2927294 timeouts after SACK recovery 3059394 timeouts in loss state 75953830 fast retransmits 11929429 forward retransmits 51963833 retransmits in slow start 19418337 other TCP timeouts 2330398 classic Reno fast retransmits failed 2177787 SACK retransmits failed 742371590 packets collapsed in receive queue due to low socket buffer 13595689 DSACKs sent for old packets 50523 DSACKs sent for out of order packets 4658236 DSACKs received 175441 DSACKs for out of order packets received 880664 connections reset due to unexpected data 346356 connections reset due to early user close 2364841 connections aborted due to timeout TCPSACKDiscard: 1590 TCPDSACKIgnoredOld: 241849 TCPDSACKIgnoredNoUndo: 1636687 TCPSpuriousRTOs: 766073 TCPSackShifted: 74562088 TCPSackMerged: 169015212 TCPSackShiftFallback: 78391303 TCPBacklogDrop: 29 TCPReqQFullDoCookies: 507 TCPChallengeACK: 424921 TCPSYNChallenge: 170388 IpExt: InBcastPkts: 351510 InOctets: -609466797 OutOctets: -1057794685 InBcastOctets: 75631402 #

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  • Azure Mobile Services: what files does it consist of?

    - by svdoever
    Azure Mobile Services is a platform that provides a small set of functionality consisting of authentication, custom data tables, custom API’s, scheduling scripts and push notifications to be used as the back-end of a mobile application or if you want, any application or web site. As described in my previous post Azure Mobile Services: lessons learned the documentation on what can be used in the custom scripts is a bit minimalistic. The list below of all files the complete Azure Mobile Services platform consists of ca shed some light on what is available in the platform. In following posts I will provide more detailed information on what we can conclude from this list of files. Below are the available files as available in the Azure Mobile Services platform. The bold files are files that describe your data model, api scripts, scheduler scripts and table scripts. Those are the files you configure/construct to provide the “configuration”/implementation of you mobile service. The files are located in a folder like C:\DWASFiles\Sites\youreservice\VirtualDirectory0\site\wwwroot. One file is missing in the list below and that is the event log file C:\DWASFiles\Sites\youreservice\VirtualDirectory0\site\LogFiles\eventlog.xml where your messages written with for example console.log() and exception catched by the system are written. NOTA BENE: the Azure Mobile Services system is a system that is under full development, new releases may change the list of files. ./app.js ./App_Data/config/datamodel.json ./App_Data/config/scripts/api/youreapi.js ./App_Data/config/scripts/api/youreapi.json ./App_Data/config/scripts/scheduler/placeholder ./App_Data/config/scripts/scheduler/youresheduler.js ./App_Data/config/scripts/shared/placeholder ./App_Data/config/scripts/table/placeholder ./App_Data/config/scripts/table/yourtable.insert.js ./App_Data/config/scripts/table/yourtable.update.js ./App_Data/config/scripts/table/yourtable.delete.js ./App_Data/config/scripts/table/yourtable.read.js ./node_modules/apn/index.js ./node_modules/apn/lib/connection.js ./node_modules/apn/lib/device.js ./node_modules/apn/lib/errors.js ./node_modules/apn/lib/feedback.js ./node_modules/apn/lib/notification.js ./node_modules/apn/lib/util.js ./node_modules/apn/node_modules/q/package.json ./node_modules/apn/node_modules/q/q.js ./node_modules/apn/package.json ./node_modules/azure/lib/azure.js ./node_modules/azure/lib/cli/blobUtils.js ./node_modules/azure/lib/cli/cacheUtils.js ./node_modules/azure/lib/cli/callbackAggregator.js ./node_modules/azure/lib/cli/cert.js ./node_modules/azure/lib/cli/channel.js ./node_modules/azure/lib/cli/cli.js ./node_modules/azure/lib/cli/commands/account.js ./node_modules/azure/lib/cli/commands/config.js ./node_modules/azure/lib/cli/commands/deployment.js ./node_modules/azure/lib/cli/commands/deployment_.js ./node_modules/azure/lib/cli/commands/help.js ./node_modules/azure/lib/cli/commands/log.js ./node_modules/azure/lib/cli/commands/log_.js ./node_modules/azure/lib/cli/commands/repository.js ./node_modules/azure/lib/cli/commands/repository_.js ./node_modules/azure/lib/cli/commands/service.js ./node_modules/azure/lib/cli/commands/site.js ./node_modules/azure/lib/cli/commands/site_.js ./node_modules/azure/lib/cli/commands/vm.js ./node_modules/azure/lib/cli/common.js ./node_modules/azure/lib/cli/constants.js ./node_modules/azure/lib/cli/generate-psm1-utils.js ./node_modules/azure/lib/cli/generate-psm1.js ./node_modules/azure/lib/cli/iaas/blobserviceex.js ./node_modules/azure/lib/cli/iaas/deleteImage.js ./node_modules/azure/lib/cli/iaas/image.js ./node_modules/azure/lib/cli/iaas/upload/blobInfo.js ./node_modules/azure/lib/cli/iaas/upload/bufferStream.js ./node_modules/azure/lib/cli/iaas/upload/intSet.js ./node_modules/azure/lib/cli/iaas/upload/jobTracker.js ./node_modules/azure/lib/cli/iaas/upload/pageBlob.js ./node_modules/azure/lib/cli/iaas/upload/streamMerger.js ./node_modules/azure/lib/cli/iaas/upload/uploadVMImage.js ./node_modules/azure/lib/cli/iaas/upload/vhdTools.js ./node_modules/azure/lib/cli/keyFiles.js ./node_modules/azure/lib/cli/patch-winston.js ./node_modules/azure/lib/cli/templates/node/iisnode.yml ./node_modules/azure/lib/cli/utils.js ./node_modules/azure/lib/diagnostics/logger.js ./node_modules/azure/lib/http/webresource.js ./node_modules/azure/lib/serviceruntime/fileinputchannel.js ./node_modules/azure/lib/serviceruntime/goalstatedeserializer.js ./node_modules/azure/lib/serviceruntime/namedpipeinputchannel.js ./node_modules/azure/lib/serviceruntime/namedpipeoutputchannel.js ./node_modules/azure/lib/serviceruntime/protocol1runtimeclient.js ./node_modules/azure/lib/serviceruntime/protocol1runtimecurrentstateclient.js ./node_modules/azure/lib/serviceruntime/protocol1runtimegoalstateclient.js ./node_modules/azure/lib/serviceruntime/roleenvironment.js ./node_modules/azure/lib/serviceruntime/runtimekernel.js ./node_modules/azure/lib/serviceruntime/runtimeversionmanager.js ./node_modules/azure/lib/serviceruntime/runtimeversionprotocolclient.js ./node_modules/azure/lib/serviceruntime/xmlcurrentstateserializer.js ./node_modules/azure/lib/serviceruntime/xmlgoalstatedeserializer.js ./node_modules/azure/lib/serviceruntime/xmlroleenvironmentdatadeserializer.js ./node_modules/azure/lib/services/blob/blobservice.js ./node_modules/azure/lib/services/blob/hmacsha256sign.js ./node_modules/azure/lib/services/blob/models/blobresult.js ./node_modules/azure/lib/services/blob/models/blocklistresult.js ./node_modules/azure/lib/services/blob/models/containeraclresult.js ./node_modules/azure/lib/services/blob/models/containerresult.js ./node_modules/azure/lib/services/blob/models/leaseresult.js ./node_modules/azure/lib/services/blob/models/listblobsresultcontinuation.js ./node_modules/azure/lib/services/blob/models/listcontainersresultcontinuation.js ./node_modules/azure/lib/services/blob/models/servicepropertiesresult.js ./node_modules/azure/lib/services/blob/sharedaccesssignature.js ./node_modules/azure/lib/services/blob/sharedkey.js ./node_modules/azure/lib/services/blob/sharedkeylite.js ./node_modules/azure/lib/services/core/connectionstringparser.js ./node_modules/azure/lib/services/core/exponentialretrypolicyfilter.js ./node_modules/azure/lib/services/core/linearretrypolicyfilter.js 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./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/queuemessageresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/queueresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/registrationresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/resourceresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/ruleresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/subscriptionresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/models/topicresult.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/notificationhubservice.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/servicebusservice.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/servicebusservicebase.js ./node_modules/azure/node_modules/azure/lib/services/serviceBus/wnsservice.js 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./runtime/script/metadata.js ./runtime/script/push/notify-apns.js ./runtime/script/push/notify-gcm.js ./runtime/script/push/notify-mpns.js ./runtime/script/push/notify-wns.js ./runtime/script/push/notify.js ./runtime/script/scriptcache.js ./runtime/script/scripterror.js ./runtime/script/scriptloader.js ./runtime/script/scriptmanager.js ./runtime/script/scriptstate.js ./runtime/script/sqladapter.js ./runtime/script/table.js ./runtime/server.js ./runtime/statuscodes.js ./runtime/storage/sqlbooleanizer.js ./runtime/storage/sqlformatter.js ./runtime/storage/sqlhelpers.js ./runtime/storage/storage.js ./runtime/Zumo.Node.js ./static/client/MobileServices.Web-1.0.0.js ./static/client/MobileServices.Web-1.0.0.min.js ./static/default.htm ./static/robots.txt ./Web.config

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  • MySQL Memory usage

    - by Rob Stevenson-Leggett
    Our MySQL server seems to be using a lot of memory. I've tried looking for slow queries and queries with no index and have halved the peak CPU usage and Apache memory usage but the MySQL memory stays constantly at 2.2GB (~51% of available memory on the server). Here's the graph from Plesk. Running top in the SSH window shows the same figures. Does anyone have any ideas on why the memory usage is constant like this and not peaks and troughs with usage of the app? Here's the output of the MySQL Tuning Primer script: -- MYSQL PERFORMANCE TUNING PRIMER -- - By: Matthew Montgomery - MySQL Version 5.0.77-log x86_64 Uptime = 1 days 14 hrs 4 min 21 sec Avg. qps = 22 Total Questions = 3059456 Threads Connected = 13 Warning: Server has not been running for at least 48hrs. It may not be safe to use these recommendations To find out more information on how each of these runtime variables effects performance visit: http://dev.mysql.com/doc/refman/5.0/en/server-system-variables.html Visit http://www.mysql.com/products/enterprise/advisors.html for info about MySQL's Enterprise Monitoring and Advisory Service SLOW QUERIES The slow query log is enabled. Current long_query_time = 1 sec. You have 6 out of 3059477 that take longer than 1 sec. to complete Your long_query_time seems to be fine BINARY UPDATE LOG The binary update log is NOT enabled. You will not be able to do point in time recovery See http://dev.mysql.com/doc/refman/5.0/en/point-in-time-recovery.html WORKER THREADS Current thread_cache_size = 0 Current threads_cached = 0 Current threads_per_sec = 2 Historic threads_per_sec = 0 Threads created per/sec are overrunning threads cached You should raise thread_cache_size MAX CONNECTIONS Current max_connections = 100 Current threads_connected = 14 Historic max_used_connections = 20 The number of used connections is 20% of the configured maximum. Your max_connections variable seems to be fine. INNODB STATUS Current InnoDB index space = 6 M Current InnoDB data space = 18 M Current InnoDB buffer pool free = 0 % Current innodb_buffer_pool_size = 8 M Depending on how much space your innodb indexes take up it may be safe to increase this value to up to 2 / 3 of total system memory MEMORY USAGE Max Memory Ever Allocated : 2.07 G Configured Max Per-thread Buffers : 274 M Configured Max Global Buffers : 2.01 G Configured Max Memory Limit : 2.28 G Physical Memory : 3.84 G Max memory limit seem to be within acceptable norms KEY BUFFER Current MyISAM index space = 4 M Current key_buffer_size = 7 M Key cache miss rate is 1 : 40 Key buffer free ratio = 81 % Your key_buffer_size seems to be fine QUERY CACHE Query cache is supported but not enabled Perhaps you should set the query_cache_size SORT OPERATIONS Current sort_buffer_size = 2 M Current read_rnd_buffer_size = 256 K Sort buffer seems to be fine JOINS Current join_buffer_size = 132.00 K You have had 16 queries where a join could not use an index properly You should enable "log-queries-not-using-indexes" Then look for non indexed joins in the slow query log. If you are unable to optimize your queries you may want to increase your join_buffer_size to accommodate larger joins in one pass. Note! This script will still suggest raising the join_buffer_size when ANY joins not using indexes are found. OPEN FILES LIMIT Current open_files_limit = 1024 files The open_files_limit should typically be set to at least 2x-3x that of table_cache if you have heavy MyISAM usage. Your open_files_limit value seems to be fine TABLE CACHE Current table_cache value = 64 tables You have a total of 426 tables You have 64 open tables. Current table_cache hit rate is 1% , while 100% of your table cache is in use You should probably increase your table_cache TEMP TABLES Current max_heap_table_size = 16 M Current tmp_table_size = 32 M Of 15134 temp tables, 9% were created on disk Effective in-memory tmp_table_size is limited to max_heap_table_size. Created disk tmp tables ratio seems fine TABLE SCANS Current read_buffer_size = 128 K Current table scan ratio = 2915 : 1 read_buffer_size seems to be fine TABLE LOCKING Current Lock Wait ratio = 1 : 142213 Your table locking seems to be fine The app is a facebook game with about 50-100 concurrent users. Thanks, Rob

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  • Motion - can't get streaming working from a webcam

    - by Emmanuel Brunet
    I'm trying to record a video stream from my Tenvis IP camera with motion 3.2.12 on Debian 7.5. I used the standard debian package with sudo apt-get install motion Assume my DNS IP cam is webcam, user : admin, password : password /etc/motion/motion.conf Bellow are my configuration file settings : netcam_url http://webcam/videostream.cgi netcam_userpass admin:password target_dir /media/videos/log/motion # The mini-http server listens to this port for requests (default: 0 = disabled) webcam_port 1234 ffmpeg_cap_new on ffmpeg_video_codec mpeg4 output_motion off snapshot_interval 0 # Quality of the jpeg (in percent) images produced (default: 50) webcam_quality 50 # 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 on # Maximum framerate for webcam streams (default: 1) webcam_maxrate 15 # Restrict webcam connections to localhost only (default: on) webcam_localhost on # 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 control_port 8080 control_authentication admin:password Issue #1 when I try display http:/localhost:1234 the browser looks frozen, no HTTP 404 received but it stills waiting for data it seems .. Issue #2 in the output directory motion writes a lot of jpeg snapshots althought I just want to have several video sequenced files. Log I run motion in interactive mode in a terminal, here is the ouput root@mercure:/etc/motion# motion -c motion-1.0.conf [0] Processing thread 0 - config file motion-1.0.conf [0] Motion 3.2.12 Started [0] ffmpeg LIBAVCODEC_BUILD 3482368 LIBAVFORMAT_BUILD 3478785 [0] Thread 1 is from motion-1.0.conf [0] motion-httpd/3.2.12 running, accepting connections [0] motion-httpd: waiting for data on port TCP 8080 [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Operation now in progress [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165303.avi]: Operation now in progress [1] File of type 1 saved to: ~/tmp/motion/01-20140603165303-01.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Resource temporarily unavailable [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165329.avi]: Resource temporarily unavailable [1] File of type 1 saved to: ~/tmp/motion/01-20140603165329-00.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 [1] avcodec_open - could not open codec: Connection reset by peer [1] ffopen_open error creating (new) file [~/tmp/motion/01-20140603165355.avi]: Connection reset by peer [1] File of type 1 saved to: ~/tmp/motion/01-20140603165355-06.jpg [1] Thread exiting [1] Calling vid_close() from motion_cleanup [1] vid_close: calling netcam_cleanup [0] httpd - Finishing [0] httpd Closing [0] httpd thread exit [1] netcam camera handler: finish set, exiting [0] Motion thread 1 restart [1] Thread 1 started [1] Resizing pre_capture buffer to 1 items [1] Started stream webcam server in port 1234 It doesn't find the codec ... avcodec_open - could not open codec: Operation now in progress I've changed fmpeg_video_codec from mpeg4 to swf the result is the same. When using flv format motion writes a lot of .jpg image but I can't see anything at http://localhost:1234 [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-00.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-01.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-02.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-03.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-04.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-05.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171035-06.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-00.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-01.jpg [1] File of type 1 saved to: ~/tmp/motion/01-20140603171036-02.jpg Any idea just to get the video stream recoded on my local disk ?

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  • need assistance with my.cnf - 1500% CPU usage

    - by Alan Long
    I'm running into a few issues with our new database server. It is a HP G8 with 2 INTEL XEON E5-2650 processors and 32GB of ram. This server is dedicated as a MySQL server (5.1.69) for our intranet portal. I have been having issues with this server staying alive - I notice high CPU usage during certain times of day (8% ~ 1500%+) and see very low memory usage (7 ~ 15%) based on using the 'top' command. When the CPU usage passes 1000%, that is when the app usually dies. I'm trying to see what I'm doing wrong with the config file, hopefully one of the experts can chime in and let me know what they think. See below for my.cnf file: [mysqld] default-storage-engine=InnoDB datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock #user=mysql large-pages # Disabling symbolic-links is recommended to prevent assorted security risks symbolic-links=0 max_connections=275 tmp_table_size=1G key_buffer_size=384M key_buffer=384M thread_cache_size=1024 long_query_time=5 low_priority_updates=1 max_heap_table_size=1G myisam_sort_buffer_size=8M concurrent_insert=2 table_cache=1024 sort_buffer_size=8M read_buffer_size=5M read_rnd_buffer_size=6M join_buffer_size=16M table_definition_cache=6k open_files_limit=8k slow_query_log #skip-name-resolve # Innodb Settings innodb_buffer_pool_size=18G innodb_thread_concurrency=0 innodb_log_file_size=1G innodb_log_buffer_size=16M innodb_flush_log_at_trx_commit=2 innodb_lock_wait_timeout=50 innodb_file_per_table #innodb_buffer_pool_instances=4 #eliminating double buffering innodb_flush_method = O_DIRECT flush_time=86400 innodb_additional_mem_pool_size=40M #innodb_io_capacity = 5000 #innodb_read_io_threads = 64 #innodb_write_io_threads = 64 # increase until threads_created doesnt grow anymore thread_cache=1024 query_cache_type=1 query_cache_limit=4M query_cache_size=256M # Try number of CPU's*2 for thread_concurrency thread_concurrency = 0 wait_timeout = 1800 connect_timeout = 10 interactive_timeout = 60 [mysqldump] max_allowed_packet=32M [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid log-slow-queries=/var/log/mysql/slow-queries.log long_query_time = 1 log-queries-not-using-indexes we connect to one database with 75 tables, the largest table has 1,150,000 entries and the second largest has 128,036 entries. I have also verified that our PHP queries are optimized as best as possible. Reference - MySQLtuner: >> MySQLTuner 1.2.0 - Major Hayden <[email protected]> >> Bug reports, feature requests, and downloads at http://mysqltuner.com/ >> Run with '--help' for additional options and output filtering -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.1.69-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: -Archive -BDB -Federated +InnoDB -ISAM -NDBCluster [--] Data in InnoDB tables: 420M (Tables: 75) [!!] Total fragmented tables: 75 -------- Security Recommendations ------------------------------------------- [!!] User '[email protected]' has no password set. -------- Performance Metrics ------------------------------------------------- [--] Up for: 1h 14m 50s (8M q [1K qps], 705 conn, TX: 6B, RX: 892M) [--] Reads / Writes: 68% / 32% [--] Total buffers: 19.7G global + 35.2M per thread (275 max threads) [!!] Maximum possible memory usage: 29.1G (93% of installed RAM) [OK] Slow queries: 0% (472/8M) [OK] Highest usage of available connections: 66% (183/275) [OK] Key buffer size / total MyISAM indexes: 384.0M/91.0K [OK] Key buffer hit rate: 100.0% (173 cached / 0 reads) [OK] Query cache efficiency: 96.2% (7M cached / 7M selects) [!!] Query cache prunes per day: 553614 [OK] Sorts requiring temporary tables: 0% (3 temp sorts / 1K sorts) [!!] Temporary tables created on disk: 49% (3K on disk / 7K total) [OK] Thread cache hit rate: 74% (183 created / 705 connections) [OK] Table cache hit rate: 97% (231 open / 238 opened) [OK] Open file limit used: 0% (17/8K) [OK] Table locks acquired immediately: 100% (432K immediate / 432K locks) [OK] InnoDB data size / buffer pool: 420.9M/18.0G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance MySQL started within last 24 hours - recommendations may be inaccurate Reduce your overall MySQL memory footprint for system stability Increasing the query_cache size over 128M may reduce performance Temporary table size is already large - reduce result set size Reduce your SELECT DISTINCT queries without LIMIT clauses Variables to adjust: *** MySQL's maximum memory usage is dangerously high *** *** Add RAM before increasing MySQL buffer variables *** query_cache_size (> 256M) [see warning above] Thanks in advanced for your help!

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  • Asynchronous Streaming in ASP.NET WebApi

    - by andresv
     Hi everyone, if you use the cool MVC4 WebApi you might encounter yourself in a common situation where you need to return a rather large amount of data (most probably from a database) and you want to accomplish two things: Use streaming so the client fetch the data as needed, and that directly correlates to more fetching in the server side (from our database, for example) without consuming large amounts of memory. Leverage the new MVC4 WebApi and .NET 4.5 async/await asynchronous execution model to free ASP.NET Threadpool threads (if possible).  So, #1 and #2 are not directly related to each other and we could implement our code fulfilling one or the other, or both. The main point about #1 is that we want our method to immediately return to the caller a stream, and that client side stream be represented by a server side stream that gets written (and its related database fetch) only when needed. In this case we would need some form of "state machine" that keeps running in the server and "knows" what is the next thing to fetch into the output stream when the client ask for more content. This technique is generally called a "continuation" and is nothing new in .NET, in fact using an IEnumerable<> interface and the "yield return" keyword does exactly that, so our first impulse might be to write our WebApi method more or less like this:           public IEnumerable<Metadata> Get([FromUri] int accountId)         {             // Execute the command and get a reader             using (var reader = GetMetadataListReader(accountId))             {                 // Read rows asynchronously, put data into buffer and write asynchronously                 while (reader.Read())                 {                     yield return MapRecord(reader);                 }             }         }   While the above method works, unfortunately it doesn't accomplish our objective of returning immediately to the caller, and that's because the MVC WebApi infrastructure doesn't yet recognize our intentions and when it finds an IEnumerable return value, enumerates it before returning to the client its values. To prove my point, I can code a test method that calls this method, for example:        [TestMethod]         public void StreamedDownload()         {             var baseUrl = @"http://localhost:57771/api/metadata/1";             var client = new HttpClient();             var sw = Stopwatch.StartNew();             var stream = client.GetStreamAsync(baseUrl).Result;             sw.Stop();             Debug.WriteLine("Elapsed time Call: {0}ms", sw.ElapsedMilliseconds); } So, I would expect the line "var stream = client.GetStreamAsync(baseUrl).Result" returns immediately without server-side fetching of all data in the database reader, and this didn't happened. To make the behavior more evident, you could insert a wait time (like Thread.Sleep(1000);) inside the "while" loop, and you will see that the client call (GetStreamAsync) is not going to return control after n seconds (being n == number of reader records being fetched).Ok, we know this doesn't work, and the question would be: is there a way to do it?Fortunately, YES!  and is not very difficult although a little more convoluted than our simple IEnumerable return value. Maybe in the future this scenario will be automatically detected and supported in MVC/WebApi.The solution to our needs is to use a very handy class named PushStreamContent and then our method signature needs to change to accommodate this, returning an HttpResponseMessage instead of our previously used IEnumerable<>. The final code will be something like this: public HttpResponseMessage Get([FromUri] int accountId)         {             HttpResponseMessage response = Request.CreateResponse();             // Create push content with a delegate that will get called when it is time to write out              // the response.             response.Content = new PushStreamContent(                 async (outputStream, httpContent, transportContext) =>                 {                     try                     {                         // Execute the command and get a reader                         using (var reader = GetMetadataListReader(accountId))                         {                             // Read rows asynchronously, put data into buffer and write asynchronously                             while (await reader.ReadAsync())                             {                                 var rec = MapRecord(reader);                                 var str = await JsonConvert.SerializeObjectAsync(rec);                                 var buffer = UTF8Encoding.UTF8.GetBytes(str);                                 // Write out data to output stream                                 await outputStream.WriteAsync(buffer, 0, buffer.Length);                             }                         }                     }                     catch(HttpException ex)                     {                         if (ex.ErrorCode == -2147023667) // The remote host closed the connection.                          {                             return;                         }                     }                     finally                     {                         // Close output stream as we are done                         outputStream.Close();                     }                 });             return response;         } As an extra bonus, all involved classes used already support async/await asynchronous execution model, so taking advantage of that was very easy. Please note that the PushStreamContent class receives in its constructor a lambda (specifically an Action) and we decorated our anonymous method with the async keyword (not a very well known technique but quite handy) so we can await over the I/O intensive calls we execute like reading from the database reader, serializing our entity and finally writing to the output stream.  Well, if we execute the test again we will immediately notice that the a line returns immediately and then the rest of the server code is executed only when the client reads through the obtained stream, therefore we get low memory usage and far greater scalability for our beloved application serving big chunks of data.Enjoy!Andrés.        

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  • Ask How-To Geek: Rescuing an Infected PC, Installing Bloat-free iTunes, and Taming a Crazy Trackpad

    - by Jason Fitzpatrick
    You’ve got questions and we’ve got answers. Today we highlight how to save your computer if it’s so overrun by viruses and malware you can’t work from within Windows, install iTunes without all the bloat, and tame a hyper-sensitive trackpad. Once a week we dip into our mailbag and help readers solve their problems, sharing the useful solutions with you I the process. Read on to see our fixes for this week’s reader dilemmas. Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Deathwing the Destroyer – WoW Cataclysm Dragon Wallpaper Drag2Up Lets You Drag and Drop Files to the Web With Ease The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser

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  • How would you go about tackling this problem? [SOLVED in C++]

    - by incrediman
    Intro: EDIT: See solution at the bottom of this question (c++) I have a programming contest coming up in about half a week, and I've been prepping :) I found a bunch of questions from this canadian competition, they're great practice: http://cemc.math.uwaterloo.ca/contests/computing/2009/stage2/day1.pdf I'm looking at problem B ("Dinner"). Any idea where to start? I can't really think of anything besides the naive approach (ie. trying all permutations) which would take too long to be a valid answer. Btw, the language there says c++ and pascal I think, but i don't care what language you use - I mean really all I want is a hint as to the direction I should proceed in, and perhpas a short explanation to go along with it. It feels like I'm missing something obvious... Of course extended speculation is more than welcome, but I just wanted to clarify that I'm not looking for a full solution here :) Short version of the question: You have a binary string N of length 1-100 (in the question they use H's and G's instead of one's and 0's). You must remove all of the digits from it, in the least number of steps possible. In each step you may remove any number of adjacent digits so long as they are the same. That is, in each step you can remove any number of adjacent G's, or any number of adjacent H's, but you can't remove H's and G's in one step. Example: HHHGHHGHH Solution to the example: 1. HHGGHH (remove middle Hs) 2. HHHH (remove middle Gs) 3. Done (remove Hs) -->Would return '3' as the answer. Note that there can also be a limit placed on how large adjacent groups have to be when you remove them. For example it might say '2', and then you can't remove single digits (you'd have to remove pairs or larger groups at a time). Solution I took Mark Harrison's main algorithm, and Paradigm's grouping idea and used them to create the solution below. You can try it out on the official test cases if you want. //B.cpp //include debug messages? #define DEBUG false #include <iostream> #include <stdio.h> #include <vector> using namespace std; #define FOR(i,n) for (int i=0;i<n;i++) #define FROM(i,s,n) for (int i=s;i<n;i++) #define H 'H' #define G 'G' class String{ public: int num; char type; String(){ type=H; num=0; } String(char type){ this->type=type; num=1; } }; //n is the number of bits originally in the line //k is the minimum number of people you can remove at a time //moves is the counter used to determine how many moves we've made so far int n, k, moves; int main(){ /*Input from File*/ scanf("%d %d",&n,&k); char * buffer = new char[200]; scanf("%s",buffer); /*Process input into a vector*/ //the 'line' is a vector of 'String's (essentially contigious groups of identical 'bits') vector<String> line; line.push_back(String()); FOR(i,n){ //if the last String is of the correct type, simply increment its count if (line.back().type==buffer[i]) line.back().num++; //if the last String is of the wrong type but has a 0 count, correct its type and set its count to 1 else if (line.back().num==0){ line.back().type=buffer[i]; line.back().num=1; } //otherwise this is the beginning of a new group, so create the new group at the back with the correct type, and a count of 1 else{ line.push_back(String(buffer[i])); } } /*Geedily remove groups until there are at most two groups left*/ moves=0; int I;//the position of the best group to remove int bestNum;//the size of the newly connected group the removal of group I will create while (line.size()>2){ /*START DEBUG*/ if (DEBUG){ cout<<"\n"<<moves<<"\n----\n"; FOR(i,line.size()) printf("%d %c \n",line[i].num,line[i].type); cout<<"----\n"; } /*END DEBUG*/ I=1; bestNum=-1; FROM(i,1,line.size()-1){ if (line[i-1].num+line[i+1].num>bestNum && line[i].num>=k){ bestNum=line[i-1].num+line[i+1].num; I=i; } } //remove the chosen group, thus merging the two adjacent groups line[I-1].num+=line[I+1].num; line.erase(line.begin()+I);line.erase(line.begin()+I); moves++; } /*START DEBUG*/ if (DEBUG){ cout<<"\n"<<moves<<"\n----\n"; FOR(i,line.size()) printf("%d %c \n",line[i].num,line[i].type); cout<<"----\n"; cout<<"\n\nFinal Answer: "; } /*END DEBUG*/ /*Attempt the removal of the last two groups, and output the final result*/ if (line.size()==2 && line[0].num>=k && line[1].num>=k) cout<<moves+2;//success else if (line.size()==1 && line[0].num>=k) cout<<moves+1;//success else cout<<-1;//not everyone could dine. /*START DEBUG*/ if (DEBUG){ cout<<" moves."; } /*END DEBUG*/ }

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  • What language has the best/most library bindings?

    - by Rook
    A library binding allows a programming language to use a library written in another language. Most commonly you want to access a C library like libcurl from a language like PHP or Python. Not all bindings are created equally, for instance the libcurl binding for Python was abandoned almost 3 years ago and their sf.net bug tracker is overrun with unsolved problems. PHP on the other hand has very good libcurl bindings that are actively maintained. So here is my question: What language has the best and/or the most bindings?

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  • directX texture appears incorrectly

    - by numerical25
    I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies. Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second is the color, and third is the uv texture. //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(1.0,1.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,2.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, }; My second guess could be an error that I am receiving as I run the program. But I don't know where to begin with that. The following is the description of the error . D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior. [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ] Not sure what it could be. but where is my vertex layout description //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false;

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  • spoof mac address

    - by Cold-Blooded
    // macaddress.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <windows.h> #include <iostream> using namespace std; void readregistry(); void spoofmac(); void main(int argc, char* argv[]) { readregistry(); spoofmac(); } void spoofmac() { ////////////////////// ////////Write to Registry char buffer[60]; unsigned long size = sizeof(buffer); HKEY software; LPCTSTR location; char adapternum[10]=""; char numbers[11]="0123456789"; char editlocation[]="System\\CurrentControlSet\\Control\\Class\\{4D36E972-E325-11CE-BFC1-08002bE10318}\\0000"; char macaddress[60]; cout << "\n//////////////////////////////////////////////////////////////////\nPlease Enter Number of Network Adapter to Spoof or type 'E' to Exit.\nE.g. 18\n\nNumber: "; cin >> adapternum; if (adapternum[0]=='E') { exit(0); } if (strlen(adapternum)==2) { editlocation[strlen(editlocation)-2]=adapternum[0]; editlocation[strlen(editlocation)-1]=adapternum[1]; } if (strlen(adapternum)==1) { editlocation[strlen(editlocation)-1]=adapternum[0]; } if (strlen(adapternum)!=1 && strlen(adapternum)!=2) { cout << "Invaild Network Adapter Chosen\n\n"; exit(0); } cout << "Please Enter the Desired Spoofed Mac Address Without Dashes\nE.g. 00123F0F6D7F\n\nNew Mac: "; cin >> macaddress; location = editlocation; //error line strcpy(buffer,macaddress); size=sizeof(buffer); RegCreateKey(HKEY_LOCAL_MACHINE,location,&software); //RegSetValueEx(software,"NetworkAddress",NULL,REG_SZ,(LPBYTE)buffer,size); RegCloseKey(software); cout << "\nMac Address Successfully Spoofed.\n\nWritten by Lyth0s\n\n"; } void readregistry () { //////////////////////////////////// // Read From Registry char driver[60]=""; char mac[60]=""; char numbers[11]="0123456789"; char editlocation[]="System\\CurrentControlSet\\Control\\Class\\{4D36E972-E325-11CE-BFC1-08002bE10318}\\0000"; unsigned long driversize = sizeof(driver); unsigned long macsize = sizeof(mac); DWORD type; HKEY software; LPCTSTR location; int tenscount=0; int onescount=0; for (int x =0;x<=19; x+=1) { strcpy(driver,""); driversize=sizeof(driver); strcpy(mac,""); macsize=sizeof(mac); if (editlocation[strlen(editlocation)-1]=='9') { tenscount+=1; onescount=0; editlocation[strlen(editlocation)-2]=numbers[tenscount]; } editlocation[strlen(editlocation)-1]=numbers[onescount]; location=editlocation; //error line // cout << location << "\n"; // cout << "Checking 00" << location[strlen(location)-2] << location[strlen(location)-1] << "\n\n"; RegCreateKey(HKEY_LOCAL_MACHINE,location,&software); RegQueryValueEx(software,"DriverDesc",NULL,&type,(LPBYTE)driver,&driversize); //RegCloseKey(software); //RegCreateKey(HKEY_LOCAL_MACHINE,location,&software); RegQueryValueEx(software,"NetworkAddress",NULL,&type,(LPBYTE)mac,&macsize); RegCloseKey(software); cout << x << ": " << driver << "| Mac: " << mac << "\n"; onescount+=1; } } this program gives error as follows error C2440: '=' : cannot convert from 'char [83]' to 'LPCTSTR' why this error coming please explain

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Windows CE Chat Transcript (March 30, 2010)

    - by Bruce Eitman
    For those of you who missed the chat today, here is the raw transcript.   By raw, I mean that I copied and pasted the discussion without any edits. This is divided into two parts, the top part is the answers from the Microsoft Experts and the bottom part is the questions from the audience. Answers from Microsoft:   Karel Danihelka [MS] (Expert)[2010-3-30 12:2]: Hi everyone, my name is Karel Danihelka and I am developer in partner response team. Sing Wee [MS] (Expert)[2010-3-30 12:2]: Hi, I'm Sing Wee, part of the CoreOS/BSP Test Team. GLanger_MS (Expert)[2010-3-30 12:2]: Hi, I'm Glen Langer, program manager on the Core Team. Karel Danihelka [MS] (Expert)[2010-3-30 12:3]: Q: I need to implement hardware timers on my windows CE 6.0 device to trigger events at microsecond intervals. Where should i start? A: Until you are using CPU with GHz frequency your only chance is use interrupt handler and implement all funcionality there. But it will be really tricky and may reduce system performance. If period will be near to millisecond timeframe you can use normal thread wait for event pattern. Karel Danihelka [MS] (Expert)[2010-3-30 12:5]: Q: I want to partition my NAND Flash device. One partition to use for hive ragistry and the other for the apps and data. The only way to do it is programmatically or setting some registry values ? A: It need to be set in registry - generally you need mark this partition as boot partition. Karel Danihelka [MS] (Expert)[2010-3-30 12:7]: Q: My CPU is Intel celeron M processor 1Ghz. A: In this case you can try use normal approach - in interrupt handler return SYSINTR and start thread in device driver which will spin thread waiting on event attached to this SYSINTR. Karel Danihelka [MS] (Expert)[2010-3-30 12:7]: Q: If i need to implement it using interrupt handlers, What are all the files that I should look at? A: Good quesiton - I would recommend documentation and there was BSP development book to download for free. mikehall_ms (Moderator)[2010-3-30 12:8]: Q: Hi guys, what's the formal way to report bugs back to the core team / product team? The mechanism of calling the support phone number every time is really onerous and time-consuming. Is there another mechanism? A: Using product support is the formal way to report bugs/issues - Product support can then create an issue that can be tracked. Karel Danihelka [MS] (Expert)[2010-3-30 12:9]: Q: But the operation for creating the partitions ? A: This is tricky - if you will make it autopartition & autoformat it will be created by filesystem. But generally it depends on your boot loader. mikehall_ms (Moderator)[2010-3-30 12:10]: Q: Is Windows Phone 7 related to Windows CE? If so, can you tell me what version of Windows CE is the basis? Is it in fact the new version of Windows Mobile? A: At MIX 2010 Charlie Kindel presented a session that described some of the core technologies that make up Windows Phone 7 Series, including the underlying operating system (Windows CE) and the new ISV programming model based on Silverlight and .NET - check out the Mix Online Videos to get more information. davbo-msft (Moderator)[2010-3-30 12:10]: Q: Is Windows Phone 7 related to Windows CE? If so, can you tell me what version of Windows CE is the basis? Is it in fact the new version of Windows Mobile? A: This forum is to discussed released products in the industry. Windows Mobile & Windows CE are based on the same Windows CE Kernel/system. Windows CE is focused on deliverying the OS for embedded customers in the market where Windows Mobile is focused on deliverying compelling Windows Phone platform. davbo-msft (Moderator)[2010-3-30 12:11]: Q: Is Windows Phone 7 related to Windows CE? If so, can you tell me what version of Windows CE is the basis? Is it in fact the new version of Windows Mobile? A: http://en.wikipedia.org/wiki/Windows_CE Wikipedia gives a good breakdown of the version history. Travis Hobrla [MS] (Expert)[2010-3-30 12:13]: Q: I created a OS design with KITL and kernel debugger enabled. But I am unable to connect to the target for debugging. I am getting the following error when i try to connect with the device. PB Debugger Cannot initialize the Kernel Debugger. PB Debugger Debugger could not initialize connection. PB Debugger The Kernel Debugger is waiting to connect with target. PB Debugger The Kernel Debugger has been disconnected successfully. A: One possibility is that a rogue cesvchost.exe has co-opted the debugger. I am assuming this is CE 6.0? Can you try exiting visual studio and manually killing the cesvchost.exe process from the Task Manager? davbo-msft (Moderator)[2010-3-30 12:14]: Q: Hi guys, what's the formal way to report bugs back to the core team / product team? The mechanism of calling the support phone number every time is really onerous and time-consuming. Is there another mechanism? A: For info on contacting Microsoft support refer to the support page on the Embedded website: http://msdn.microsoft.com/en-us/windowsembedded/dd897633.aspx Sing Wee [MS] (Expert)[2010-3-30 12:16]: Q: Do u mean ISR/IST implementation? How can i register an interrupt? What kind of interrupt should i register? A: A good introduction to interrupts in WinCE 6.0 can be found here (aside from the documentation on MSDN): http://download.microsoft.com/download/9/c/f/9cffaa58-4000-48d6-a4b2-5fed9e4e6410/Chapter%206%20-%20Developing%20Device%20Drivers.pdf mikehall_ms (Moderator)[2010-3-30 12:16]: Q: What will be different in Windows Compact 7 from CE 6.0? A: Unfortunately we cannot discuss unreleased products on this chat - keep an eye on the Windows Embedded web site and blogs to keep up to date with product announcements. Travis Hobrla [MS] (Expert)[2010-3-30 12:16]: Q: I am using CE 6.0. There is no cesvchost process running in my system. A: What operating system are you using? Karel Danihelka [MS] (Expert)[2010-3-30 12:16]: Q: So...I have to modify file system code to create 2 partition at system startup ?!! I haven't understood.... A: You don't need to modify code, there are registry settings to achive this (look to documentation). But you may need to create partition table in boot loader. Unfortunatelly there isn't simple way how to do it. davbo-msft (Moderator)[2010-3-30 12:18]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? A: Windows Embedded CE 6.0 R3 includes Sliverlight for Windows Embedded. Refer to New Features overview on the embedded web site. http://www.microsoft.com/windowsembedded/en-us/products/windowsce/default.mspx. Silverlight - The power of Silverlight brought to Windows Embedded CE to create rich applications and user interfaces is new part of Windows CE Embedded. mikehall_ms (Moderator)[2010-3-30 12:20]: Q: The link for developing device drivers is not working. can u please check that? A: http://msdn.microsoft.com/en-us/library/ms923714.aspx davbo-msft (Moderator)[2010-3-30 12:20]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? A: Sorry misunderstood the question I thought you were asking if embedded CE could handle Silverlight. Please repost so that the question goes back into the active queue because once answered no way to put the status back to open. Travis Hobrla [MS] (Expert)[2010-3-30 12:21]: Q: sorry! Windows XP SP3 A: Can you try exiting VS2005 and confirming cesvchost.exe is not running, then renaming C:\Documents and Settings\USERNAME\Local Settings\Application Data\Microsoft\CoreCon\1.0 to 1.0_backup, then restarting VS2005? Sing Wee [MS] (Expert)[2010-3-30 12:24]: Q: Can I have the book's name please? A: I believe the downloadable version is related to the last link I sent. If you go to the following website, I believe you can download the whole thing: http://msdn.microsoft.com/en-us/windowsembedded/ce/cc294468.aspx davbo-msft (Moderator)[2010-3-30 12:24]: Q: If one has an image on a Silverlight page, it seems to be cached. How would one refresh that cache after changing the underlying image? A: change the URI of the image or use a writeable bitmap if they want to manually toggle the pixels Sing Wee [MS] (Expert)[2010-3-30 12:25]: A: Whoops, hit [ENTER] too early. On the right side, you'll see there an "Exam Preparation Kit" link that can be downloaded in several different languages. Sing Wee [MS] (Expert)[2010-3-30 12:25]: Q: Can I have the book's name please? A: Whoops, hit [ENTER] too early. On the right side, you'll see there an "Exam Preparation Kit" link that can be downloaded in several different languages. Karel Danihelka [MS] (Expert)[2010-3-30 12:26]: Q: I have a NAND Flash on my target device. On this flash I have the hive registry and an application.I have observed that when the NAND flash is fully, the system startup time is longer....is there a degradation of NAND use that influences the startup time ? Why ? A: Yes - on boot flash abstraction library (old one) read metadata from all sectors to rebuild physical - logical mapping table. davbo-msft (Moderator)[2010-3-30 12:27]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? A: Need addition info on this question. Can you provide more details on what you are trying to do in Silverlight? davbo-msft (Moderator)[2010-3-30 12:27]: Q: If one has an image on a Silverlight page, it seems to be cached. How would one refresh that cache after changing the underlying image? A: Additonal Info: if you want to manually touch the pixels use WriteableBitmap if you want to use the underlying HWND then use IXRVisualHost::GetHWND() davbo-msft (Moderator)[2010-3-30 12:28]: Q: Writable bitmap, is there an example of the syntax? A: if you want to manually touch the pixels use WriteableBitmap if you want to use the underlying HWND then use IXRVisualHost::GetHWND() davbo-msft (Moderator)[2010-3-30 12:29]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? A: Can I get more information about this question about what you are trying to accomplish in Silverlight? davbo-msft (Moderator)[2010-3-30 12:31]: Q: IXRVisualHost::GetHWND() exactly what I needed Thanks, A: Your welcome Sing Wee [MS] (Expert)[2010-3-30 12:31]: Q: ok. thanks for the book's link A: No problem. Travis Hobrla [MS] (Expert)[2010-3-30 12:32]: Q: Typically for SoC devices you name your hardware specific libraries in the form "SOCDIRNAME_LIBNAME". In our platform "OMAP35XX_TPS659XX_TI_V1" if you do this we cause the catalog parser to die... For example if we have a library "Musbfn_OMAP35XX_TPS659XX_TI_V1.dll" entering this in the catalogs pbcxml file in a <module> section causes the XML parser to fail with : Error 3 The 'urn:Microsoft.PlatformBuilder/Catalog:Module' element is        invalid - The value '012345678901234567890123456789.dll' is invalid         according to its datatype         'urn:Microsoft.PlatformBuilder/Catalog:CatalogFileName' - The actual         length is greater than the MaxLength value. A: There are a couple workarounds I can think of. I believe the Module element is only used when doing SYSGEN parsing to make sure dependent SYSGENs are present when the item is selected, so I believe it is optional to the catalog. The other obvious workaround is to shorten the soc name. I realize neither of these solutions is ideal. This is not something we anticipated when we tested CE6.0, sorry. Travis Hobrla [MS] (Expert)[2010-3-30 12:33]: Q: I am getting this error only when I select the KdStub as the debugger in Target device connectivity. A: Right, but KdStub is the debugger that you should use. Have you tried the steps I suggested? Travis Hobrla [MS] (Expert)[2010-3-30 12:36]: Q: If I select Active KTIL, My OS doesn't boots. It says "loading NK.EXE at 0x<xxxxx> location" after that nothing comes in the debug log. A: Can you look at the serial debug output and see what is happening there? Often it can give you a clue to the KITL driver malfunctioning. Travis Hobrla [MS] (Expert)[2010-3-30 12:38]: Q: I have tried that and I am getting the same error. A: I am assuming you have a device created in Target -> Connectivity Options in Platform Builder. What are the Kernel download / Kernel transport for your device? Travis Hobrla [MS] (Expert)[2010-3-30 12:40]: Q: KITL: *** Device Name CEPC56059 *** WARN: KITL will run in polling mode VBridge:: built on [Jul 10 2009] time [10:20:14] VBridgeInit()...TX = [16384] bytes -- Rx = [16384] bytes Tx buffer [0xA1B84860] to [0xA1B88860]. Rx buffer [0xA1B88880] to [0xA1B8C880]. VBridge:: NK add MAC: [0-60-65-2-DA-FB] Connecting to Desktop KITL: Connected host IP: 1 Port: 1086 .. this is the output of the serial debug A: This looks reasonable and does not give clues as to why boot would halt at that point. If you capture a network trace or turn on KITL debug zones via dpCurSettings in kitl.dll, do you see KITL active after this? Travis Hobrla [MS] (Expert)[2010-3-30 12:41]: Q: Both is happening via Ethernet. A: Only thing I have left to suggest is a Platform Builder installation Repair, then. Karel Danihelka [MS] (Expert)[2010-3-30 12:42]: Q: Hi, I saw that the ATADISK is quite generic and des not have any optimizations. Do you have any advice to consider while tryin to improve the performance of it? A: If I remember correctly sample code has support for some specific hardware controllers (little obsolete now). This should be good start point (if you will not decide take existing driver as sample and write you own). Travis Hobrla [MS] (Expert)[2010-3-30 12:44]: Q: I didn't do that. I have to try. A: I think that's the next valid step. You need to figure out whether KITL is hanging or the device - use instrumented serial debug messages and network trace to determine this. Sing Wee [MS] (Expert)[2010-3-30 12:46]: Q: KITL: *** Device Name CEPC56059 *** WARN: KITL will run in polling mode VBridge:: built on [Jul 10 2009] time [10:20:14] VBridgeInit()...TX = [16384] bytes -- Rx = [16384] bytes Tx buffer [0xA1B84860] to [0xA1B88860]. Rx buffer [0xA1B88880] to [0xA1B8C880]. VBridge:: NK add MAC: [0-60-65-2-DA-FB] Connecting to Desktop KITL: Connected host IP: 1 Port: 1086 .. this is the output of the serial debug A: Neo, have you by any chance tried looking into your firewall to see if it might be blocking traffic on any particular ports? Wireshark/netmon might be able to help you here if that's the issue. davbo-msft (Moderator)[2010-3-30 12:48]: Q: I lost spell check, how can i get it back A: Hello - can you give additional details about your question? Is this related to a Windows CE Embedded application? masatos_MSFT (Expert)[2010-3-30 12:51]: Q: When attempting to run the CETK cellcore tests the documentation states the pre-requisites include "stinger.ini", "ltk.ini" but windows CE doesn't provide these or document what they fully need to contain. Implicitly you also need "datatrans.xml" which isn't supplied. If you get around this error and steal these from Windows Mobile instead, when you try and run the CETK tests you get a data abort in radiometricsdll.dll. How should we invoke the cellcore parts of CETK? A: Hi Pev, what version of Windows CE and CETK are you using? I do not have the expertise to answer this question, but can find somebody who can. Travis Hobrla [MS] (Expert)[2010-3-30 12:52]: Q: I don't see a kitlcore.dll in my OS. is my debug image fails to load because of that? A: kitl.dll should be all that's needed, kitlcore.lib is linked into that. Travis Hobrla [MS] (Expert)[2010-3-30 12:55]: Q: I've got a platform (not developed by myself) where I2C bus support has to be provided through the OAL as the kernel needs to talk to devices such as the power management IC and gas gauge so a 'proper' I2C driver hanging off device manager isn't possible. This happens to be a polled driver, so obviously it hits the system hard when either under lots of traffic or an error condition occurs and the driver constantly polls. I originally thought that there was no straightforward way to make such code interrupt driven in the kernel (as it's a cludge) but I realised that that's exactly what ETHDBG drivers do. Is there any reason why I shouldn't have a go at implementing a similar mechanism for our kernel resident I2C driver? If not, are there any obvious pitfalls - I've not seen any other BSP's do this in the past... A: You can make a 'proper' driver that calls down into the OAL to do the actual I2C transactions. Alternatively you can build an interrupt-based version in the OAL where you handle everything in the ISR. There is nothing wrong with that so long as the rest of your drivers and app threads can handle longer times with interrupts off while you are servicing I2C interrupts. Sing Wee [MS] (Expert)[2010-3-30 12:55]: Q: I am having trouble with my mouse, I have the microsoft wireless mobile mouse 3000, when I push the scroll button I am suppose to have autoscroll instead it shows other web pages,Can you help me out tell me what to do!!! A: Sorry, this current chat is about Windows Embedded Compact. Hope you're able to find an answer to your question elsewhere. davbo-msft (Moderator)[2010-3-30 12:56]: Q: Is the Silverlight Animation "Spline" a BezierSpline? A: Spline - http://msdn.microsoft.com/en-us/library/ee501495.aspx<BR< a>>   masatos_MSFT (Expert)[2010-3-30 12:57]: Thanks for the info Pev. I will follow up with the CETK experts here and get back to you. davbo-msft (Moderator)[2010-3-30 12:59]: Q: Spline- bad link A: http://msdn.microsoft.com/en-us/library/ee501495.aspx davbo-msft (Moderator)[2010-3-30 13:0]: Q: Sorry, got to tirm the ">" A: No Worries http://msdn.microsoft.com/en-us/library/ee501495.aspx davbo-msft (Moderator)[2010-3-30 13:0]: Hello everyone, we are just about out of time. Thank you for joining us for our Windows Embedded CE 6.0 chat today! <http://www.Microsoft.com/Embedded>; A special thank you to the product group members for coming out. The transcript of today’s chat will be posted online as soon as possible, to <http://msdn.microsoft.com/en-us/chats>;. We’ll see you again for another chat next month. Please check <http://msdn.microsoft.com/en-us/chats>; for the list of upcoming chats. If you still have unanswered questions, let me suggest that you post them on one of our newsgroups on <http://msdn.microsoft.com/en-us/windowsembedded/ce/default.aspx> -Windows Embedded CE 6.0 R3 Now Available! <http://msdn.microsoft.com/windowsembedded/ce/dd630616.aspx>; davbo-msft (Moderator)[2010-3-30 13:1]: Q: hi everybody. I would like to know if there is something know about a bug in RTC API (VOIP), especially when using SIP. According the to the analysis with application verifyier there is a heap link in rtcdllmedia.dll. All of the unreleased chunks seem to have a size of 6560 bytes. A: I will follow up with the Networking Team for a response. davbo-msft (Moderator)[2010-3-30 13:1]: Q: Hi, we've problems with debugging of applications (= breakpoints in Platform Builder will be ignored) over KITL on Windows CE 5.0, if the PDB files are large (over 60MB). Are there any limitations to size of the PDB files? A: I will follow up with the tools team for a response and post with the transcript. Sing Wee [MS] (Expert)[2010-3-30 13:1]: Q: I am unable to use the target control in my development environment. any ideas? A: Make sure you have SYSGEN_SHELL=1 set in your build environment. davbo-msft (Moderator)[2010-3-30 13:3]: Q: what are the main differences between Object Store and RAM disk ? They are both in RAM...are there performance differences ? access differences ? A: I will follow up with the Core Team and get a response posted with the transcript to MSDN  The Questions   [2010-3-30 12:57]: Thanks for the info Pev. I will follow up with the CETK experts here and get back to you. [2010-3-30 12:59]:   [2010-3-30 13:0]:   [2010-3-30 13:0]: Hello everyone, we are just about out of time. Thank you for joining us for our Windows Embedded CE 6.0 chat today! <http://www.Microsoft.com/Embedded>; A special thank you to the product group members for coming out. The transcript of today’s chat will be posted online as soon as possible, to <http://msdn.microsoft.com/en-us/chats>;. We’ll see you again for another chat next month. Please check <http://msdn.microsoft.com/en-us/chats>; for the list of upcoming chats. If you still have unanswered questions, let me suggest that you post them on one of our newsgroups on <http://msdn.microsoft.com/en-us/windowsembedded/ce/default.aspx> -Windows Embedded CE 6.0 R3 Now Available! <http://msdn.microsoft.com/windowsembedded/ce/dd630616.aspx>; [2010-3-30 13:1]: [2010-3-30 13:1]: [2010-3-30 13:1]: [2010-3-30 13:3]: neo (Guest)[2010-3-30 11:37]: Hi all KellyG (Guest)[2010-3-30 11:37]: Hi KellyG (Guest)[2010-3-30 11:37]: I have a question unrelated to windows Ce embedded, can you please help me?? neo (Guest)[2010-3-30 11:38]: I need to implement hardware timers on my windows CE 6.0 device to trigger events at microsecond intervals! c neo (Guest)[2010-3-30 11:38]: yes. post it. May be i cud give a try KellyG (Guest)[2010-3-30 11:38]: My Product key listed on my tower is not the product key I need for microsoft office, but that is the only product key listed. neo (Guest)[2010-3-30 11:39]: I hope this is a chat for windows embedded. please post ur queries in office forums KellyG (Guest)[2010-3-30 11:39]: it is but i could not find a forum for office neo (Guest)[2010-3-30 11:40]: I think moderators will help u out. @ davbo-msft: can u help this guy? neo (Guest)[2010-3-30 11:41]: Q: I need to implement hardware timers on my windows CE 6.0 device to trigger events at microsecond intervals. Where should i start? davbo-msft (Moderator)[2010-3-30 11:50]: Our chat today covers the topic of Windows Embedded CE! 1. This chat will last for one hour. During this hour, our Experts will respond to as many questions as they can. Please understand that there may be some questions we cannot respond to due to lack of information or because the information is not yet public. 2. We encourage you to submit questions for our Experts. To do so, type your questions in the send box, select the “ask the Experts” box and click SEND. Questions sent directly to the Guest Chat room will not be answered by the Experts, but we encourage other community members to assist. 3. We ask that you stay on topic for the duration of the chat. This helps the Guests and Experts follow the conversation more easily. We invite you to ask off topic questions after this chat is over, but not during. 4. Please abide by the Chat Code of Conduct. Chat code of conduct: <http://msdn.microsoft.com/chats/chatroom.aspx?ctl=hlp#Conduct>; Pev (Guest)[2010-3-30 11:54]: Evening! davbo-msft (Moderator)[2010-3-30 11:54]: Hello everyone this is Dave Boyce - I worked in the Multimedia area for Windows CE. neo (Guest)[2010-3-30 11:55]: hello dave neo (Guest)[2010-3-30 11:55]: The chat code of conduct link is not working! Pev (Guest)[2010-3-30 11:56]: Best be polite just in case then ;-) neo (Guest)[2010-3-30 11:56]: davbo-msft (Moderator)[2010-3-30 11:57]: I'll check out the issue w/ the link paolopat (Guest)[2010-3-30 12:0]: Hello davbo-msft (Moderator)[2010-3-30 12:0]: We are pleased to welcome our Experts for today’s chat. I will have them introduce themselves now. Chat will begin in a couple of minutes. <http://www.Microsoft.com/Embedded>; paolopat (Guest)[2010-3-30 12:3]: Hello Experts ! neo (Guest)[2010-3-30 12:3]: Welcome all! paolopat (Guest)[2010-3-30 12:3]: Q: I want to partition my NAND Flash device. One partition to use for hive ragistry and the other for the apps and data. The only way to do it is programmatically or setting some registry values ? neo (Guest)[2010-3-30 12:3]: Q: I need to implement hardware timers on my windows CE 6.0 device to trigger events at microsecond intervals. Where should i start? neo (Guest)[2010-3-30 12:5]: Q: My CPU is Intel celeron M processor 1Ghz. Pev (Guest)[2010-3-30 12:5]: neo: if your silicon has multiple general purpose timers, pick one that's not in use for the system timer / profiler and set it up to trigger irqs for your purpose. You can't guarantee hard realtime type responses though... GarySwalling (Guest)[2010-3-30 12:5]: Q: Is Windows Phone 7 related to Windows CE? If so, can you tell me what version of Windows CE is the basis? Is it in fact the new version of Windows Mobile? Pev (Guest)[2010-3-30 12:6]: Q: Hi guys, what's the formal way to report bugs back to the core team / product team? The mechanism of calling the support phone number every time is really onerous and time-consuming. Is there another mechanism? paolopat (Guest)[2010-3-30 12:6]: Q: But the operation for creating the partitions ? neo (Guest)[2010-3-30 12:6]: Q: If i need to implement it using interrupt handlers, What are all the files that I should look at? GPM (Guest)[2010-3-30 12:6]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? Jhony (Guest)[2010-3-30 12:7]: Q: I created a OS design with KITL and kernel debugger enabled. But I am unable to connect to the target for debugging. I am getting the following error when i try to connect with the device. PB Debugger Cannot initialize the Kernel Debugger. PB Debugger Debugger could not initialize connection. PB Debugger The Kernel Debugger is waiting to connect with target. PB Debugger The Kernel Debugger has been disconnected successfully. Charles (Guest)[2010-3-30 12:7]: What will be different in Windows Compact 7 from CE 6.0? neo (Guest)[2010-3-30 12:8]: Can I have the book's name please? kiefs_dev (Guest)[2010-3-30 12:8]: Q: hi everybody. I would like to know if there is something know about a bug in RTC API (VOIP), especially when using SIP. According the to the analysis with application verifyier there is a heap link in rtcdllmedia.dll. All of the unreleased chunks seem to have a size of 6560 bytes. paolopat (Guest)[2010-3-30 12:10]: Q: So...I have to modify file system code to create 2 partition at system startup ?!! I haven't understood.... neo (Guest)[2010-3-30 12:10]: Q: Do u mean ISR/IST implementation? How can i register an interrupt? What kind of interrupt should i register? neo (Guest)[2010-3-30 12:11]: Q: Can I have the book's name please? Charles (Guest)[2010-3-30 12:11]: Q: What will be different in Windows Compact 7 from CE 6.0? PaulT (Guest)[2010-3-30 12:11]: neo: I'd say that you really need the docs for YOUR BSP, not generic documents for BSPs in general. Each BSP may be architected differently. If you're using the CEPC BSP, then the documentation that comes with Platform Builder is a reasonable place to look. GPM (Guest)[2010-3-30 12:11]: Q: If one has an image on a Silverlight page, it seems to be cached. How would one refresh that cache after changing the underlying image? Elektrobit (Guest)[2010-3-30 12:12]: Q: Hi, we've problems with debugging of applications (= breakpoints in Platform Builder will be ignored) over KITL on Windows CE 5.0, if the PDB files are large (over 60MB). Are there any limitations to size of the PDB files? Jhony (Guest)[2010-3-30 12:15]: Q: I am using CE 6.0. There is no cesvchost process running in my system. alexquisi (Guest)[2010-3-30 12:15]: Q: Hi, I saw that the ATADISK is quite generic and des not have any optimizations. Do you have any advice to consider while tryin to improve the performance of it? Jhony (Guest)[2010-3-30 12:17]: Windows XP service pack 1 Jhony (Guest)[2010-3-30 12:17]: Q: sorry! Windows XP SP3 neo (Guest)[2010-3-30 12:19]: Q: The link for developing device drivers is not working. can u please check that? paolopat (Guest)[2010-3-30 12:20]: Q: I have a NAND Flash on my target device. On this flash I have the hive registry and an application.I have observed that when the NAND flash is fully, the system startup time is longer....is there a degradation of NAND use that influences the startup time ? Why ? Pev (Guest)[2010-3-30 12:20]: Q: When attempting to run the CETK cellcore tests the documentation states the pre-requisites include "stinger.ini", "ltk.ini" but windows CE doesn't provide these or document what they fully need to contain. Implicitly you also need "datatrans.xml" which isn't supplied. If you get around this error and steal these from Windows Mobile instead, when you try and run the CETK tests you get a data abort in radiometricsdll.dll. How should we invoke the cellcore parts of CETK? Pev (Guest)[2010-3-30 12:21]: Hi all, Pev (Guest)[2010-3-30 12:21]: oops Pev (Guest)[2010-3-30 12:21]: :-D Pev (Guest)[2010-3-30 12:24]: Typically for SoC devices you name your hardware specific libraries in the form "SOCDIRNAME_LIBNAME". In our platform "OMAP35XX_TPS659XX_TI_V1" if you do this we cause the catalog parser to die... For example if we have a library "Musbfn_OMAP35XX_TPS659XX_TI_V1.dll" entering this in the catalogs pbcxml file in a <module> section causes the XML parser to fail with : Pev (Guest)[2010-3-30 12:25]: Q: Error 3 The 'urn:Microsoft.PlatformBuilder/Catalog:Module' element is        invalid - The value '012345678901234567890123456789.dll' is invalid         according to its datatype         'urn:Microsoft.PlatformBuilder/Catalog:CatalogFileName' - The actual         length is greater than the MaxLength value. GPM (Guest)[2010-3-30 12:25]: Q: Writable bitmap, is there an example of the syntax? Pev (Guest)[2010-3-30 12:25]: Q: Typically for SoC devices you name your hardware specific libraries in the form "SOCDIRNAME_LIBNAME". In our platform "OMAP35XX_TPS659XX_TI_V1" if you do this we cause the catalog parser to die... For example if we have a library "Musbfn_OMAP35XX_TPS659XX_TI_V1.dll" entering this in the catalogs pbcxml file in a <module> section causes the XML parser to fail with : Error 3 The 'urn:Microsoft.PlatformBuilder/Catalog:Module' element is        invalid - The value '012345678901234567890123456789.dll' is invalid         according to its datatype         'urn:Microsoft.PlatformBuilder/Catalog:CatalogFileName' - The actual         length is greater than the MaxLength value. Pev (Guest)[2010-3-30 12:25]: sorry, messed up submission there! GPM (Guest)[2010-3-30 12:26]: Q: I would like to get a handle to a Silverlight screen section, is that possiable? GPM (Guest)[2010-3-30 12:28]: Q: IXRVisualHost::GetHWND() exactly what I needed Thanks, PaulT (Guest)[2010-3-30 12:29]: GPM: You don't have to keep submitting the questions. The chat experts have an application that they're using to follow the chat and all Ask the Experts questions are logged. Jhony (Guest)[2010-3-30 12:29]: Q: I am getting this error only when I select the KdStub as the debugger in Target device connectivity. neo (Guest)[2010-3-30 12:30]: Q: ok. thanks for the book's link Pev (Guest)[2010-3-30 12:31]: Hm, did those two I submitted get picked up by anyone? neo (Guest)[2010-3-30 12:33]: Q: If I select Active KTIL, My OS doesn't boots. It says "loading NK.EXE at 0x<xxxxx> location" after that nothing comes in the debug log. PaulT (Guest)[2010-3-30 12:34]: Pev: PaulT (Guest)[2010-3-30 12:35]: Pev: I'm sure they did. The guys who are actually on the chat may not be experts in that part of things. That's usually the explanation when you don't get an answer in 10 minutes or so. Pev (Guest)[2010-3-30 12:36]: Ah, fair enough Susie (Guest)[2010-3-30 12:36]: My Outlook Express incoming mail is corrput. No ONE has been able to fix the problem, Dell or Norton. I have dial up I'm in a rural area Jhony (Guest)[2010-3-30 12:37]: Q: I have tried that and I am getting the same error. Pev (Guest)[2010-3-30 12:37]: Susie : Use Thunderbird instead :-D PaulT (Guest)[2010-3-30 12:37]: Susie: Sorry, but this chat is not about Windows, but Embedded (like what runs on a phone). Your best chance is to find a local expert or talk to your ISP. paolopat (Guest)[2010-3-30 12:37]: Q: what are the main differences between Object Store and RAM disk ? They are both in RAM...are there performance differences ? access differences ? Susie (Guest)[2010-3-30 12:38]: My computer knowlege is very limited, what is Thunderbird? Pev (Guest)[2010-3-30 12:38]: A different email client :-D neo (Guest)[2010-3-30 12:39]: Q: KITL: *** Device Name CEPC56059 *** WARN: KITL will run in polling mode VBridge:: built on [Jul 10 2009] time [10:20:14] VBridgeInit()...TX = [16384] bytes -- Rx = [16384] bytes Tx buffer [0xA1B84860] to [0xA1B88860]. Rx buffer [0xA1B88880] to [0xA1B8C880]. VBridge:: NK add MAC: [0-60-65-2-DA-FB] Connecting to Desktop KITL: Connected host IP: 1 Port: 1086 .. this is the output of the serial debug Susie (Guest)[2010-3-30 12:39]: Do I need to uninstall Outlook Express youngboyzie (Guest)[2010-3-30 12:39]: I need to start battery calibration for my new battery for my dell inspiron 1525 laptop and should be able to reach the BIOS screen by hitting f2 but this isnt working... help? Pev (Guest)[2010-3-30 12:39]: Nah, you can run it instead - you'll still need help from your ISP to configure it I expect Jhony (Guest)[2010-3-30 12:39]: Q: Both is happening via Ethernet. PaulT (Guest)[2010-3-30 12:40]: youngboyzie: You're off-topic. This is not a general chat for Windows and certainly not for Dell. You'll have to ask Dell how to get to setup; it's their machine. bill (Guest)[2010-3-30 12:41]: I lost spell check, how can i get et back neo (Guest)[2010-3-30 12:42]: Q: I didn't do that. I have to try. Jhony (Guest)[2010-3-30 12:43]: Q: Ok. I will do it then. bill (Guest)[2010-3-30 12:43]: Q: I lost spell check, how can i get it back PaulT (Guest)[2010-3-30 12:44]: bill: This isn't a general Windows chat. There are some Web forums that you might try. GarySwalling (Guest)[2010-3-30 12:45]: Q: Thanks, I found the Phone 7 presentation at http://live.visitmix.com/MIX10/Sessions/CL13 GPM (Guest)[2010-3-30 12:45]: Q: Is the Silverlight Animation "Spline" a BezierSpline? neo (Guest)[2010-3-30 12:46]: Q: ok. I'll do it. thanks Pev (Guest)[2010-3-30 12:46]: Whowever was asking about KITL connection : I've had this loads in the past. I think I started debugging last time by using wireshark to see what was happening on the network then setting up the OAL_ETHER and OAL_FUNC and OAL_VERBOSE as well as OAL_KITL flags to see what was actually happening in the driver.... Pev (Guest)[2010-3-30 12:47]: I'd generally make sure that you're testing though a 10baseT hub (instead of anything faster) and forcing Active KITL in polled mode too... neo (Guest)[2010-3-30 12:48]: Q: I disabled the firewall in my PC. Pev (Guest)[2010-3-30 12:50]: Q: I've got a platform (not developed by myself) where I2C bus support has to be provided through the OAL as the kernel needs to talk to devices such as the power management IC and gas gauge so a 'proper' I2C driver hanging off device manager isn't possible. This happens to be a polled driver, so obviously it hits the system hard when either under lots of traffic or an error condition occurs and the driver constantly polls. I originally thought that there was no straightforward way to make such code interrupt driven in the kernel (as it's a cludge) but I realised that that's exactly what ETHDBG drivers do. Is there any reason why I shouldn't have a go at implementing a similar mechanism for our kernel resident I2C driver? If not, are there any obvious pitfalls - I've not seen any other BSP's do this in the past... neo (Guest)[2010-3-30 12:51]: Q: I don't see a kitlcore.dll in my OS. is my debug image fails to load because of that? Pev (Guest)[2010-3-30 12:52]: Q: Hi masatos, I'm using Windows Embedded CE 6.0 with R3 and patched to feb 2010's QFE's (with it's associated CETK version) this is a machine with only CE 6.0 on (no conflicts with earlier CE or WM...) neo (Guest)[2010-3-30 12:54]: ok. Got it neo (Guest)[2010-3-30 12:54]: Q: ok. Got it Roundman (Guest)[2010-3-30 12:55]: Q: I am having trouble with my mouse, I have the microsoft wireless mobile mouse 3000, when I push the scroll button I am suppose to have autoscroll instead it shows other web pages,Can you help me out tell me what to do!!! Pev (Guest)[2010-3-30 12:55]: Hey neo, debugging kitl issues is really frustrating but dont lose heart :-) neo (Guest)[2010-3-30 12:55]: @ pev : u fixed the problem of KITL after that? neo (Guest)[2010-3-30 12:56]: I am getting the same error again and again. I even cleaned my environment and tried in a fresh PC. But didn't succeed yet Pev (Guest)[2010-3-30 12:56]: Well, eventually - my experiences probably won't help you as different platforms have different reasons for doing that neo (Guest)[2010-3-30 12:56]: I think so PaulT (Guest)[2010-3-30 12:58]: neo: Have you searched the old messages in microsoft.public.windowsce.platbuilder? It seems to me that there was a packet size situation where it was possible to have problems with KITL connections based on a setting on the PC. Google Groups, groups.google.com, Advanced Groups Search will allow you to search a single newsgroup or a set of newsgroups easily. GPM (Guest)[2010-3-30 12:58]: Q: Spline- bad link PaulT (Guest)[2010-3-30 12:58]: GPM: without the > at the end does it work? It seems to for me... neo (Guest)[2010-3-30 12:58]: But some times if i try to connect to the device again. The Image information is seen in the serial debug. what does that mean?Download BIN file information: ----------------------------------------------------- [0]: Base Address=0x220000 Length=0x18DAADC Received a broadcast message !CheckUDP: Not UDP (proto = 0x00000001) after this i am getting the old errors. PB debugger cannot initialize ... GPM (Guest)[2010-3-30 12:59]: Q: Sorry, got to tirm the ">" neo (Guest)[2010-3-30 12:59]: ok paul. I ll look into that. davbo-msft (Moderator)[2010-3-30 13:0]: Hello everyone, we are just about out of time. Thank you for joining us for our Windows Embedded CE 6.0 chat today! <http://www.Microsoft.com/Embedded>; A special thank you to the product group members for coming out. The transcript of today’s chat will be posted online as soon as possible, to <http://msdn.microsoft.com/en-us/chats>;. We’ll see you again for another chat next month. Please check <http://msdn.microsoft.com/en-us/chats>; for the list of upcoming chats. If you still have unanswered questions, let me suggest that you post them on one of our newsgroups on <http://msdn.microsoft.com/en-us/windowsembedded/ce/default.aspx> -Windows Embedded CE 6.0 R3 Now Available! <http://msdn.microsoft.com/windowsembedded/ce/dd630616.aspx>; neo (Guest)[2010-3-30 13:1]: Q: I am unable to use the target control in my development environment. any ideas? Pev (Guest)[2010-3-30 13:1]: Sure, if KITL isn't connected target control won't work as it runs over kitl... neo (Guest)[2010-3-30 13:1]: ok .thanks pev neo (Guest)[2010-3-30 13:2]: yes. sysgen_shell is set to 1 neo (Guest)[2010-3-30 13:2]: Q: yes. sysgen_shell is set to 1 Marcelovk (Guest)[2010-3-30 13:2]: Q: Is there any way to extract the default command lines of the tests in CETK? I want to have it running unconnected from the desktop.   Copyright © 2010 – Bruce Eitman All Rights Reserved

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  • SQL SERVER – ASYNC_IO_COMPLETION – Wait Type – Day 11 of 28

    - by pinaldave
    For any good system three things are vital: CPU, Memory and IO (disk). Among these three, IO is the most crucial factor of SQL Server. Looking at real-world cases, I do not see IT people upgrading CPU and Memory frequently. However, the disk is often upgraded for either improving the space, speed or throughput. Today we will look at another IO-related wait type. From Book On-Line: Occurs when a task is waiting for I/Os to finish. ASYNC_IO_COMPLETION Explanation: Any tasks are waiting for I/O to finish. If by any means your application that’s connected to SQL Server is processing the data very slowly, this type of wait can occur. Several long-running database operations like BACKUP, CREATE DATABASE, ALTER DATABASE or other operations can also create this wait type. Reducing ASYNC_IO_COMPLETION wait: When it is an issue related to IO, one should check for the following things associated to IO subsystem: Look at the programming and see if there is any application code which processes the data slowly (like inefficient loop, etc.). Note that it should be re-written to avoid this  wait type. Proper placing of the files is very important. We should check the file system for proper placement of the files – LDF and MDF on separate drive, TempDB on another separate drive, hot spot tables on separate filegroup (and on separate disk), etc. Check the File Statistics and see if there is a higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. Check event log and error log for any errors or warnings related to IO. If you are using SAN (Storage Area Network), check the throughput of the SAN system as well as configuration of the HBA Queue Depth. In one of my recent projects, the SAN was performing really badly and so the SAN administrator did not accept it. After some investigations, he agreed to change the HBA Queue Depth on the development setup (test environment). As soon as we changed the HBA Queue Depth to quite a higher value, there was a sudden big improvement in the performance. It is very likely to happen that there are no proper indexes on the system and yet there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can effectively reduce lots of CPU, Memory and IO (considering cover index has lesser columns than cluster table and all other; it depends upon the situation). You can refer to the following two articles I wrote that talk about how to optimize indexes: Create Missing Indexes Drop Unused Indexes Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Read all the post in the Wait Types and Queue series. Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • SQL SERVER – IO_COMPLETION – Wait Type – Day 10 of 28

    - by pinaldave
    For any good system three things are vital: CPU, Memory and IO (disk). Among these three, IO is the most crucial factor of SQL Server. Looking at real-world cases, I do not see IT people upgrading CPU and Memory frequently. However, the disk is often upgraded for either improving the space, speed or throughput. Today we will look at an IO-related wait types. From Book On-Line: Occurs while waiting for I/O operations to complete. This wait type generally represents non-data page I/Os. Data page I/O completion waits appear as PAGEIOLATCH_* waits. IO_COMPLETION Explanation: Any tasks are waiting for I/O to finish. This is a good indication that IO needs to be looked over here. Reducing IO_COMPLETION wait: When it is an issue concerning the IO, one should look at the following things related to IO subsystem: Proper placing of the files is very important. We should check the file system for proper placement of files – LDF and MDF on a separate drive, TempDB on another separate drive, hot spot tables on separate filegroup (and on separate disk),etc. Check the File Statistics and see if there is higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. Check event log and error log for any errors or warnings related to IO. If you are using SAN (Storage Area Network), check the throughput of the SAN system as well as the configuration of the HBA Queue Depth. In one of my recent projects, the SAN was performing really badly so the SAN administrator did not accept it. After some investigations, he agreed to change the HBA Queue Depth on development (test environment) set up and as soon as we changed the HBA Queue Depth to quite a higher value, there was a sudden big improvement in the performance. It is very possible that there are no proper indexes in the system and there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can effectively reduce lots of CPU, Memory and IO (considering cover index has lesser columns than cluster table and all other; it depends upon the situation). You can refer to the two articles that I wrote; they are about how to optimize indexes: Create Missing Indexes Drop Unused Indexes Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All the discussions of Wait Stats in this blog are generic and vary from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Types, SQL White Papers, T SQL, Technology

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • XNA RenderTarget2D Sample

    - by Michael B. McLaughlin
    I remember being scared of render targets when I first started with XNA. They seemed like weird magic and I didn’t understand them at all. There’s nothing to be frightened of, though, and they are pretty easy to learn how to use. The first thing you need to know is that when you’re drawing in XNA, you aren’t actually drawing to the screen. Instead you’re drawing to this thing called the “back buffer”. Internally, XNA maintains two sections of graphics memory. Each one is exactly the same size as the other and has all the same properties (such as surface format, whether there’s a depth buffer and/or a stencil buffer, and so on). XNA flips between these two sections of memory every update-draw cycle. So while you are drawing to one, it’s busy drawing the other one on the screen. Then the current update-draw cycle ends, it flips, and the section you were just drawing to gets drawn to the screen while the one that was being drawn to the screen before is now the one you’ll be drawing on. This is what’s meant by “double buffering”. If you drew directly to the screen, the player would see all of those draws taking place as they happened and that would look odd and not very good at all. Those two sections of graphics memory are render targets. All a render target is, is a section of graphics memory to which things can be drawn. In addition to the two that XNA maintains automatically, you can also create and set your own using RenderTarget2D and GraphicsDevice.SetRenderTarget. Using render targets lets you do all sorts of neat post-processing effects (like bloom) to make your game look cooler. It also just lets you do things like motion blur and lets you create mirrors in 3D games. There are quite a lot of things that render targets let you do. To go along with this post, I wrote up a simple sample for how to create and use a RenderTarget2D. It’s available under the terms of the Microsoft Public License and is available for download on my website here: http://www.bobtacoindustries.com/developers/utils/RenderTarget2DSample.zip . Other than the ‘using’ statements, every line is commented in detail so that it should (hopefully) be easy to follow along with and understand. If you have any questions, leave a comment here or drop me a line on Twitter. One last note. While creating the sample I came across an interesting quirk. If you start by creating a Windows Game, and then make a copy for Windows Phone 7, the drop-down that lets you choose between drawing to a WP7 device and the WP7 emulator stays grayed-out. To resolve this, you need to right click on the Windows Phone 7 version in the Solution Explorer, and choose “Set as StartUp Project”. The bar will then become active, letting you change the target you which to deploy to. If you want another version to be the one that starts up when you press F5 to start debugging, just go and right-click on that version and choose “Set as StartUp Project” for it once you’ve set the WP7 target (device or emulator) that you want.

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

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