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  • How to set up a mini call center?

    - by Ralph
    I'm trying to figure out how to set up a miniature call center for a small business. Like, for 1-4 people to take calls, but hopefully expandable to more. We want to accept nation-wide calls, and then I guess distribute the calls among the available agents. If no one is available, I guess it should either put them in a queue and play some annoying music for them, or forward to call to an agent who has least-recently taken a call who can then quickly answer and say "please hold" until they're done their call. We want to have one phone number that customers can call. I guess we then need some kind of ACD system which would take each call and forward it to an agent based on some algorithm? Then we would need to purchase a separate phone line for each agent, plus one just for the distributor? Or do we need several "extra" lines to maintain a queue (one for each customer waiting too)? This "ACD" thing, is it just a device that you would plug a phone line into (or several?), and maybe connect to a computer, aided by some software? Or is a subscription thing that I would need from my local telephone provider? Next, the business we're running, the callers will be repeat customers. It would be helpful to automatically pull up their profile based on the incoming number. The "software" our agents will be running will just be a website where they can log in (preferably from home) and then enter some information they would obtain through the call. So, the system would have to somehow interface with the website if possible. If not, we'll just have to ask each customer for an identifier (phone number, username, customer number, or something). Is this possible? I guess each computer would need a device that the call would pass through, and then if I can somehow hook into that, then I can write some software that will interface with the site. So, where do I start? What hardware do we need to buy? What subscriptions do we need? We were thinking this magicJack might help us in accepting long-distance calls for cheaper, but my understanding is that they provide you with some weird-looking number, is there a way we could "mask" it with our toll-free number? And then pass the incoming calls through the distributor system, which would then get passed to the call-accepting device which would both allow an agent to answer the call and have a software hook? (I realize this might be partially out of the scope of SU, but I wasn't sure where else to ask. It is about computer(-aided) hardware and software anyway.) P.S.: I don't need any of that "press 1 to talk to..." or "say xyz to..." junk. Just a straight-forward, connect-to-next-available-agent system.

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  • Looking for a fiber optic "switch" or "router" for home use

    - by Shrout1
    The gist of my question: What is a "fiber optic" switch called? I.E. a layer 2 ethernet switch that uses fiber TX and RX connections and sends layer 2 network traffic between the fiber strands that are connected. Can someone purchase a dedicated fiber switch that does not have copper ethernet ports? What is the current average price of a device like this? Not necessarily looking for product endorsements, just information Might not make sense to go this route if it is too cost prohibitive What type of fiber connector is used for terminating a fiber strand into a jack on the wall? Can fiber be "patched" using two jacks and a "patch" cable? Is signal loss a concern with the longest runs at 100-200ft, a patch cable and media converters? The full story: My parents had unterminated fiber optic cable and terminated Cat5e run throughout their home when it was built in 2004. 10 years later the Cat5e isn't providing the throughput that my father needs to accomplish multiple streams of HD and fast system backups throughout the house. He can't reach gigabit speeds across the distance of the Cat5e runs. We are both interested in terminating the fiber connections and using them as high speed "backbones" to copper switches in each room of the house. It would be easy to attain gigabit speeds (or better, eventually) using the fiber. I have searched and searched for a "fiber optic switch" or "fiber optic router" and cannot find the correct term to describe this piece of hardware. We can use fiber media converters at the end points of each connection, however it would be nice to have a "patch panel" set up in the network closet in the basement that has fiber connections on it and switches the ethernet streams between the connections/systems in the house. Each fiber media converter costs between $50-$100 a piece... After 10 or so terminated connections it might make sense to find a piece of hardware that does not require media converters. That would depend upon the cost of this hardware Somewhat unrelated, if we are able to route between these fiber strands successfully, what is the physical connector type used in a jack on the wall? Just like RJ45 has a wall outlet (depicted below): What is the fiber optic equivalent of this? In the interim could we "patch" a couple fiber strands together in the network closet? Would signal loss be of concern with a run length of 100-200 feet, a patch cable and two media converters? If that would work then it could be used until the funds are available for more.

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  • Mikrotik and NAT/Routing issue

    - by arul
    I have basic NAT/Routing problem with Mikrotik RB750 that I've been unable to solve over the past days. From our ISP we have 26 IP addresses: 10.10.10.192/27, with 10.10.10.193 being the gateway and 10.10.10.194 the first available IP. What I need is that everything connected to ether2 gets a public IP from the DHCP server, and everything connected to ether3 gets a local IP from another DHCP (192.168.100.0/24). All clients should have internet access (I'll figure out bandwidth throttling later) and optimally just 'see' each other (all boxes are Win7, I guess this can ultimately be handled with VPN). Here is my setup: ether1 (10.10.10.194) is connected directly to ISP. 20 clients connected to ether2(10.10.10.195), and another 20 to ether3(10.10.10.196) (both through same 24 port switches). This is my setup, which doesn't work, all 20 clients from ether2 can access the internet, though all comm. seems to come from 10.10.10.194 (is this due to the masquerade on ether1?), and ether3 can't access the internet at all. I think that I need to masquerade ether3, and SNAT/DNAT or NETMAP ether2, but that doesn't work either, I guess that I need to somehow 'wire' both ether2+3 to ether1. Address list: # ADDRESS NETWORK INTERFACE 0 ;;; public 10.10.10.194/32 10.10.10.192 ether1-gateway 1 ;;; inner DHCP 192.168.100.0/24 192.168.100.0 ether3-private 2 ;;; public 10.10.10.195/32 10.10.10.192 ether2-pub 3 ;;; public 10.10.10.196/32 10.10.10.192 ether3-private NAT 0 ;;; ether3 nat chain=srcnat action=src-nat to-addresses=10.10.10.196 src-address=192.168.100.0/24 out-interface=ether3-private 1 ;;; ether3 nat chain=dstnat action=dst-nat to-addresses=192.168.100.0/24 in-interface=ether3-private 2 ;;; ether1 masquerade chain=srcnat action=masquerade to-addresses=10.10.10.194 out-interface=ether1-gateway Routes: # DST-ADDRESS PREF-SRC GATEWAY DISTANCE 0 A S 0.0.0.0/0 ether1-gateway 1 2 A S 10.10.10.192/27 10.10.10.195 ether2-pub 1 3 ADC 10.10.10.192/32 10.10.10.195 ether2-pub 0 ether1-gateway ether3-private 4 ADC 192.168.100.0/24 192.168.100.0 ether3-private 0 IP Pools: # NAME RANGES 0 public-pool 10.10.10.201-10.10.10.220 1 private-pool 192.168.100.2-192.168.100.254 DHCP configs: # NAME INTERFACE RELAY ADDRESS-POOL LEASE-TIME ADD-ARP 0 public-dhcp ether2-pub public-pool 3d 1 private-dhcp ether3-private private-pool 3d Thanks!

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  • Wireless 802.11x Disconnects

    - by BillP3rd
    I've looked at (and read) all of the similar questions and none of them get exactly to the issue I'm having at home. I have an 802.11g access point (two, actually, with different SSIDs and on different channels). One is an Airlink AR525W. The other is a Linksys WRT54G v.2. The issue is that at random times, my laptop will lose its wireless connection. This occurs regardless of which access point I'm connected to. When I lose the connection, the affected AP no longer appears in the list of available APs. Also, it doesn't have anything to do with walls or distance. It can happen within 30' and when my laptop is literally within line-of-sight. When it loses the signal, it can take from 10 to 30 minutes to reconnect and it always will without intervention. I've done all the “standard” things to troubleshoot the problem and it has improved. For example, I surveyed other access points in my vicinity and have selected a different channel for each of my APs that no one else nearby is using. Both APs are configured WPA2/AES. I'm down to wondering [Note: This is not a shopping question. I'm not buying a new AP] if the fact that I didn't drop two bills on my APs and instead opted for more modest solutions has anything to do with it? I've oft wondered why anyone would go for the high-end AP when they didn't have to. Also, I am aware of DD-WRT and have chosen not to go there because only one of my APs is supported. Oh, and one final thing. It an HP x64 laptop running Windows 7 Ultimate. The wireless interface is an Atheros AR9285 802.11b/g/n WiFi Adapter. All the latest drivers and service packs have been applied. It did the same thing with my old laptop (a Lenovo) so I don't the problem is in the laptop. It's really annoying when this happens and suggestions of things I haven't thought of or may have overlooked (No, really. As unlikely as it is, I admit that I may have overlooked something :-)) are appreciated.

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  • Frequent and weird wifi disconnections

    - by Sidou
    How would you explain, troubleshoot (and solve) the following problem? Wifi ADSL modem router D-link 2640R installed in living room at about 1.8m height. Working fine, synchronising and getting/serving stable internet connection. First situation: -Laptop 01 in other end of the house, let's say in room01 southern to the living room, distant by about 15m. Getting stable signal of good to very good quality. No disconnection. -Laptop 02 in room02 opposite to room01 (5m West) which makes it almost at the same distance and direction from the router located 15m North. Getting stable signal of good to very good quality. No disconnection. Second situation: -Laptop 01 moved to room03 Northern to the living room (actually just 3m behind the wall where the router lies). Getting stable signal of excellent quality. No disconnection. -Laptop 02 still in room02 but now experiences frequent disconnections (actually almost impossible to get the Internet even though the signal level is still very good. Either no Internet with the wifi icon appearing connected to access point or no connection established at all which happens every 2 minutes and that means virtually no Internet at all as I can just get a timeframe of 1 minute or so to load any website or even get to the router's web based control panel. If Laptop 01 is completely shut down or its wifi adapters shut down or even still working but its wifi MAC address forbidden, then Laptop 02 has no problem at all. If Laptop 02 is moved to a nearer location to the router, in the living room for instance, then no connection problem occurs even if Laptop 01 is also connected. And also if we move back Laptop 01 to its original location (room 01), then no problem as well. I'm completely lost and don't know how to address this issue. I tried to change the Wifi channel and even tried the auto channel scan but that didn't solve it. I know that the problem is probably coming from Laptop 01 being in its new location or some sort of interference as the problem occurs only under the described condition but I have no idea how to solve it! I also scanned the neighborhood for wifi jam using InSSIDer, there are few other access points but they don't seem to affect the situation. Any ideas about the steps to follow or tools to use ?

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  • ntpdate works, but ntpd can't synchronize

    - by dafydd
    This is in RHEL 5.5. First, ntpdate to the remote host works: $ ntpdate XXX.YYY.4.21 24 Oct 16:01:17 ntpdate[5276]: adjust time server XXX.YYY.4.21 offset 0.027291 sec Second, here are the server lines in my /etc/ntp.conf. All restrict lines have been commented out for troubleshooting. server 127.127.1.0 server XXX.YYY.4.21 I execute service ntpd start and check with ntpq: $ ntpq ntpq> peer remote refid st t when poll reach delay offset jitter ============================================================================== *LOCAL(0) .LOCL. 5 l 36 64 377 0.000 0.000 0.001 timeserver.doma .LOCL. 1 u 39 128 377 0.489 51.261 58.975 ntpq> opeer remote local st t when poll reach delay offset disp ============================================================================== *LOCAL(0) 127.0.0.1 5 l 40 64 377 0.000 0.000 0.001 timeserver.doma XXX.YYY.22.169 1 u 43 128 377 0.489 51.261 58.975 XXX.YYY.22.169 is the address of the host I'm working on. A reverse lookup on the IP address in my ntp.conf file validates that the ntpq output is correctly naming the remote server. However, as you can see, it appears to just roll over to my .LOCL. time server. Also, ntptrace just returns the local time server, and ntptrace XXX.YYY.4.21 times out. $ ntptrace localhost.localdomain: stratum 6, offset 0.000000, synch distance 0.948181 $ ntptrace XXX.YYY.4.21 XXX.YYY.4.21: timed out, nothing received ***Request timed out This looks like my ntp daemon is just querying itself. I am thinking about the possibility that the router-I-don't-control between my test network timeserver and the corporate network timeserver is blocking on source port. (I think ntpdate sends on port 123, which gets it around that filter and is why I can't use it while ntpd is running.) I have email in to the network folks to check that. Finally, telnet XXX.YYY.4.21 123 never times out or completes a connection. The questions: What am I missing, here? What else can I check to try to figure out where this connection is failing? Would strace ntptrace XXX.YYY.4.21 show me the source port ntptrace is sending from? I can deconstruct most strace calls, but I can't figure out the location of that datum. If I can't directly examine the gateway router between my test network and the timeserver, how might I build evidence that it's responsible for these disconnections? Alternately, how might I rule it out?

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  • Be your own cloud [closed]

    - by Jedi
    I have reasonably many electronic gadgets that can go LAN or WI-FI. But how do you share and/or syncronize all your files among them? Well, between my laptops and my desktop I use Dropbox. A nice way to share files among computers. But what if your HDD on your laptop is not large enough to carry music, pictures and films. Normally you would buy an extern USB HDD and store them there, but then you cannot reach the files from other computers which are not connected to the USB device. Many would say I should use a solution like a cloud with a disc station or something like that. But my needs are follows: A mass storage which can be reached among devices (laptops, desktops, iPhone, Android phone, XBox or Playstation). Has low power requirements and is silent. Can be reached inside home and it would be nice if it could be reached outside home as well. Cheap I have looked around and I have found an wireless router which can share a USB device: D-Link Wireless N HD Media Router. I thought it would be an interesting solution for a simple local cloud solution. D-Link uses a little program called SharePort Plus which mount the USB device to your computer. Unfortunately is the transfer rate to the USB storage device rather disappointing. The transfer rate was 5.8 Mbps even though the distance between the laptop and the router was 2 meter. The same is happening when I use cable from the computer to the router. Another thing is that SharePort Plus only allows one computer be connected to the device at a time. The last thing was something I could live with. I have search on the Internet for other solutions and found this video from Synology. I'm not sure if their solution is the right one. I think a disc station connected to my home LAN could the right solution. What have you done in your home to store and share files among your computers and game consoles?

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  • 6 Interesting Facts About NASA’s Mars Rover ‘Curiosity’

    - by Gopinath
    Humans quest for exploring the surrounding planets to see whether we can live there or not is taking new shape today. NASA’s Mars probing robot, Curiosity, blasted off today on its 9 months journey to reach Mars and explore it for the possibilities of life there. Scientist says that Curiosity is one most advanced rover ever launched to probe life on other planets. Here is the launch video and some analysis by a news reporter Lets look at the 6 interesting facts about the mission 1. It’s as big as a car Curiosity is the biggest ever rover ever launched by NASA to probe life on outer planets. It’s as big as a car and almost double the size of its predecessor rover Spirit. The length of Curiosity is around 9 feet 10 inches(3 meters), width is 9 feet 1 inch (2.8 meters) and height is 7 feet (2.1 meters). 2. Powered by Plutonium – Lasts 24×7 for 23 months The earlier missions of NASA to explore Mars are powered by Solar power and that hindered capabilities of the rovers to move around when the Sun is hiding. Due to dependency of Sun the earlier rovers were not able to traverse the places where there is no Sun light. Curiosity on the other hand is equipped with a radioisotope power system that generates electricity from the heat emitted by plutonium’s radioactive decay. The plutonium weighs around 10 pounds and can generate power required for operating the rover close to 23 weeks. The best part of the new power system is, Curiosity can roam around in darkness, light and all year around. 3. Rocket powered backpack for a science fiction style landing The Curiosity is so heavy that NASA could not use parachute and balloons to air-drop the rover on the surface of Mars like it’s previous missions. They are trying out a new science fiction style air-dropping mechanism that is similar to sky crane heavy-lift helicopter. The landing of the rover begins first with entry into the Mars atmosphere protected by a heat shield. At about 6 miles to the surface, the heat shield is jettisoned and a parachute is deployed to glide the rover smoothly. When the rover touches 3 miles above the surface, the parachute is jettisoned and the eight motors rocket backpack is used for a smooth and impact free landing as shown in the image. Here is an animation created by NASA on the landing sequence. If you are interested in getting more detailed information about the landing process check this landing sequence picture available on NASA website 4. Equipped with Star Wars style laser gun Hollywood movie directors and novelist always imagined aliens coming to earth with spaceships full of laser guns and blasting the objects which comes on their way. With Curiosity the equations are going to change. It has a powerful laser gun equipped in one of it’s arms to beam laser on rocks to vaporize them. This is not part of any assault mission Curiosity is expected to carry out, the laser gun is will be used to carry out experiments to detect life and understand nature. 5. Most sophisticated laboratory powered by 10 instruments Around 10 state of art instruments are part of Curiosity rover and the these 10 instruments form a most advanced rover based lab ever built by NASA. There are instruments to cut through rocks to examine them and other instruments will search for organic compounds. Mounted cameras can study targets from a distance, arm mounted instruments can study the targets they touch. Microscopic lens attached to the arm can see and magnify tiny objects as tiny as 12.5 micro meters. 6. Rover Carrying 1.24 million names etched on silicon Early June 2009 NASA launched a campaign called “Send Your Name to Mars” and around 1.24 million people registered their names through NASA’s website. All those 1.24 million names are etched on Silicon chips mounted onto Curiosity’s deck. If you had registered your name in the campaign may be your name is going to reach Mars soon. Curiosity On Web If you wish to follow the mission here are few links to help you NASA’s Curiosity Web Page Follow Curiosity on Facebook Follow @MarsCuriosity on Twitter Artistic Gallery Image of Mars Rover Curiosity A printable sheet of Curiosity Mission [pdf] Images credit: NASA This article titled,6 Interesting Facts About NASA’s Mars Rover ‘Curiosity’, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Customizing the processing of ListItems for asp:RadioButtonList with "Flow" layout and "Horizontal"

    - by evovision
    Hi, recently I was asked to add an ability to pad specific elements from each other to a certain distance in RadioButtonList control. Not quite common everyday task I would say :)   Ok, let's get started!   Prerequisites: ASP.NET Page having RadioButtonList control with RepeatLayout="Flow" RepeatDirection="Horizontal" properties set.   Implementation:  The underlying data was coming from another source, so the only fast way to add meta information about padding was the text value itself (yes, not very optimal solution): Id = 1, Name = "This is first element" and for padding we agreed to use <space/> meta tag: Id = 2, Name = "<space padcount="30px"/>This is second padded element"   To handle items rendering in RadioButtonList control I've created custom class and subclassed from it:    public class CustomRadioButtonList : RadioButtonList    {        private Action<ListItem, HtmlTextWriter> _preProcess;         protected override void RenderItem(ListItemType itemType, int repeatIndex, RepeatInfo repeatInfo, HtmlTextWriter writer)        {            if (_preProcess != null)            {                _preProcess(this.Items[repeatIndex], writer);            }             base.RenderItem(itemType, repeatIndex, repeatInfo, writer);        }         public void SetPrePrenderItemFunction(Action<ListItem, HtmlTextWriter> func)        {            _preProcess = func;        }    }   It is pretty straightforward approach, the key is to override RenderItem method. Class has SetPrePrenderItemFunction method which is used to pass custom processing function that takes 2 parameters: ListItem and HtmlTextWriter objects.   Now update existing RadioButtonList control in Default.aspx: add this to beginning of the page:   <%@ Register Namespace="Sample.Controls" TagPrefix="uc1" %>   and update the control to:   <uc1:CustomRadioButtonList ID="customRbl" runat="server" DataValueField="Id" DataTextField="Name"            RepeatLayout="Flow" RepeatDirection="Horizontal"></uc1:CustomRadioButtonList>   Now, from codebehind of the page:   Add regular expression that will be used for parsing:   private Regex _regex = new Regex(@"(?:[<]space padcount\s*?=\s*?(?:'|"")(?<padcount>\d+)(?:(?:\s+)?px)?(?:'|"")\s*?/>)(?<content>.*)?", RegexOptions.IgnoreCase | RegexOptions.Compiled);   and finally setup the processing function in Page_Load:   protected void Page_Load(object sender, EventArgs e)    {        customRbl.DataSource = DataObjects;         customRbl.SetPrePrenderItemFunction((listItem, writer) =>        {            Match match = _regex.Match(listItem.Text);            if (match.Success)            {                writer.Write(string.Format(@"<span style=""padding-left:{0}"">Extreme values: </span>", match.Groups["padcount"].Value + "px"));                 // if you need to pad listitem use code below                //x.Attributes.CssStyle.Add("padding-left", match.Groups["padcount"].Value + "px");                 // remove meta tag from text                listItem.Text = match.Groups["content"].Value;            }        });         customRbl.DataBind();    }   That's it! :)   Run the attached sample application:     P.S.: of course several other approaches could have been used for that purpose including events and the functionality for processing could also be embedded inside control itself. Current solution suits slightly better due some other reasons for situation where it was used, in your case consider this as a kick start for your own implementation :)   Source application: CustomRadioButtonList.zip

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  • Comments on Comments

    - by Joe Mayo
    I almost tweeted a reply to Capar Kleijne's question about comments on Twitter, but realized that my opinion exceeded 140 characters. The following is based upon my experience with extremes and approaches that I find useful in code comments. There are a couple extremes that I've seen and reasons why people go the distance in each approach. The most common extreme is no comments in the code at all.  A few bad reasons why this happens is because a developer is in a hurry, sloppy, or is interested in job preservation. The unfortunate result is that the code is difficult to understand and hard to maintain. The drawbacks to no comments in code are a primary reason why teachers drill the need for commenting code into our heads.  This viewpoint assumes the lack of comments are bad because the code is bad, but there is another reason for not commenting that is gaining more popularity. I've heard/and read that code should be self documenting. Following this thought pattern, if code is well written with meaningful names, there should not be a reason for comments.  An addendum to this argument is that comments are often neglected and get out-of-date, but the code is what is kept up-to-date. Presumably, if code contained very good naming, it would be easy to maintain.  This is a noble perspective and I like the practice of meaningful naming of identifiers. However, I think it's also an extreme approach that doesn't cover important cases.  i.e. If an identifier is named badly (subjective differences in opinion) or not changed appropriately during maintenance, then the badly named identifier is no more useful than a stale comment. These were the two no-comment extremes, so let's look at the too many comments extreme. On a regular basis, I'll see cases where the code is over-commented; not nearly as often as the no-comment scenarios, but still prevalent.  These are examples of where every single line in the code is commented.  These comments make the code harder to read because they get in the way of the algorithm.  In most cases, the comments parrot what each line of code does.  If a developer understands the language, then most statements are immediately intuitive.  i.e. what use is it to say that I'm assigning foo to bar when it's clear what the code is doing. I think that over-commenting code is a waste of time that slows down initial development and maintenance.  Understandably, the developer's intentions are admirable because they've had it beaten into their heads that they must comment. However, I think it's an extreme and prefer a more moderate approach. I don't think the extremes do justice to code because each can make maintenance harder.  No comments on bad code is obviously a problem, but the other two extremes are subtle and require qualification to address properly. The problem I see with the code-as-documentation approach is that it doesn't lift the developer out of the algorithm to identify dependencies, intentions, and hacks. Any developer can read code and follow an algorithm, but they still need to know where it fits into the big picture of the application. Because of indirections with language features like interfaces, delegates, and virtual members, code can become complex.  Occasionally, it's useful to point out a nuance or reason why a piece of code is there. i.e. If you've building an app that communicates via HTTP, you'll have certain headers to include for the endpoint, and it could be useful to point out why the code for setting those header values is there and how they affect the application. An argument against this could be that you should extract that code into a separate method with a meaningful name to describe the scenario.  My problem with such an approach would be that your code base becomes even more difficult to navigate and work with because you have all of this extra code just to make the code more meaningful. My opinion is that a simple and well-stated comment stating the reasons and intention for the code is more natural and convenient to the initial developer and maintainer.  I just don't agree with the approach of going out of the way to avoid making a comment.  I'm also concerned that some developers would take this approach as an excuse to not comment their bad code. Another area where I like comments is on documentation comments.  Java has it and so does C# and VB.  It's convenient because we can build automated tools that extract these comments.  These extracted comments are often much better than no documentation at all.  The "go read the code" answer always doesn't fulfill the need for a quick summary of an API. To summarize, I think that the extremes of no comments and too many comments are less than desirable approaches. I prefer documentation comments to explain each class and member (API level) and code comments as necessary to supplement well-written code. Joe

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  • SQLAuthority News – Learning Trip – Traveling to Learn SQL Server

    - by pinaldave
    I am currently traveling to Delhi to learn SQL Server in person from my friend. You can read more details about why am I learning SQL Server.  I have signed up for the course End to End SQL Server Business Intelligence at Koenig Solutions. Yesterday I blogged about my registration experience and today I am going to write about my  experience once I arrived at Delhi. From Ahmedabad to Delhi I stay with my wife and daughter in Bangalore (IT Hub of India), my hometown is Ahmedabad. My parents stay in city nearby Ahmedabad. I decided to spend few days with my folks before I sign up for 3 days of solid learning. I had selected an early morning flight to Delhi. I landed at 8:30 AM in Delhi. As soon as I checked email in my mobile I was really glad that I had received details of my pick up vehicle from Koenig. I walked out of the airport and I noticed that a driver was waiting with a placard with my name and photo associated with it. He was in Koenig uniform so there was no chance to make mistakes. In minutes of landing in Delhi I was in my transport heading to the Koenig Training Center. After the quick introduction driver handed me a bag (to be precise Eco friendly bag). The bag contained following items: My registration form All necessary documents in print which I had received earlier A Printed Book of the course next day INR 1000 (What?) I was glad to receive the bag but I was very confused with the Rs 1000. I decided to figure this out once I reach to the training center. Arriving at Koenig Inn Deluxe Koenig registration fees include all the stay and meals. I had opted for Koenig Inn Deluxe as my stay as it was recommended by my friend as well it was the right economical choice for me. When I reached to my accommodation, they were well aware of my arrival and was immediately led to my spacious room. The room is well equipped with all the amenities (hot water, air condition, coffee table, munching snacks,  and free internet) and the staff is very friendly. I immediately got ready as I had to go to Koenig Training Center to meet Center Head for a quick introduction. Koenig Inn Delux Koenig Training Center The training center is within five minutes of distance from the accommodation. I was lead to center head right away and had a very meaningful conversation with Ms Hema regarding my learning goals. She gave me a quick tour of the training center. I was amazed with the numbers of lab rooms they have in the center. The labs are spacious and give the most needed hand’s on experience to the users. I was led to the lab where I was suppose to learn my class the very next day as well I was provided my trainer’s profile. Mystery of Rs 1000 Well, after all this I have still not forgotten why I was provided Rs 1000 when arrived at the airport. When I asked about that I was told that because many students comes from foreign places and they may not have Indian Currency when they land at airport. This was for their immediate consumption till they arrive at the training center. Later on they can get their currency converted to local currency at Koenig Travel Desk. My curiosity was satisfied but I had not expected this answer. I am amazed at the attention to the details. Koenig Travel Desk When I heard about Koenig Travel Desk, I remembered that I have few friends in Delhi and Gurgaon. I had completed all of the formalities so I had reset of the day on my hand. I requested the travel desk if they can arrange a day cab for me so I can visit my friends in Guragon. Within 10 minutes I was on my way to Gurgaon. Telerik India Office Visit What did I do in Guragaon? I met my friends Abhishek Kant, Dhananjay Kumar and Amit Chowdhary. I visited Telerik India office and we had an excellent conversation on various aspects of technology and community. The Telerik India office is very spacious and Abhishek Kant (Telerik India Country Manager) gave us a quick tour of the office. We had an excellent lunch and dinner. One thing is for sure – the day was well spent. Pinal Dave, Dhananjay Kumar and Abhishek Kant Later evening I returned to my accommodation and decided to read up a few of the topics which I was going to learn next day. In tomorrow’s blog post I will discuss about my learning experience. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Training, T SQL, Technology

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  • Good ol fashioned debugging

    - by Tim Dexter
    I have been helping out one of our new customers over the last day or two and I have even managed to get to the bottom of their problem FTW! They use BIEE and BIP and wanted to mount a BIP report in a dashboard page, so far so good, BIP does that! Just follow the instructions in the BIEE user guide. The wrinkle is that they want to enter some fixed instruction strings into the dashboard prompts to help the user. These are added as fixed values to the prompt as the default values so they appear first. Once the user makes a selection, the default strings disappear. Its a fair requirement but the BIP report chokes Now, the BIP report had been setup with the Autorun checkbox, unchecked. I expected the BIP report to wait for the Go button to be hit but it was trying to run immediately and failing. That was the first issue. You can not stop the BIP report from trying to run in a dashboard. Even if the Autorun is turned off, it seems that dashboard still makes the request to BIP to run the report. Rather than BIP refusing because its waiting for input it goes ahead anyway, I guess the mechanism does not check the autorun flag when the request is coming from the dashboard. It appears that between BIEE and BIP, they collectively ignore the autorun flag. A bug? might be, at least an enhancement request. With that in mind, how could we get BIP to not at least not fail? This fact was stumping me on the parameter error, if the autorun flag was being respected then why was BIP complaining about the parameter values it should not even be doing anything until the Go button is clicked. I now knew that the autorun flag was being ignored, it was a simple case of putting BIP into debug mode. I use the OC4J server on my laptop so debug msgs are routed through the dos box used to start the OC4J container. When I changed a value on the dashboard prompt I spotted some debug text rushing by that subsequently disappeared from the log once the operation was complete. Another bug? I needed to catch that text as it went by, using the print screen function with some software to grab multiple screens as the log appeared and then disappeared. The upshot is that when you change the dashboard prompt value, BIP validates the value against its own LOVs, if its not in the list then it throws the error. Because 'Fill this first' and 'Fill this second' ie fixed strings from the dashboard prompts, are not in the LOV lists and because the report is auto running as soon as the dashboard page is brought up, the report complains about invalid parameters. To get around this, I needed to get the strings into the LOVs. Easily done with a UNION clause: select 'Fill this first' from SH.Products Products UNION select Products."Prod Category" as "Prod Category" from SH.Products Products Now when BIP wants to validate the prompt value, the LOV query fires and finds the fixed string -> No Error. No data, but definitely no errors :0) If users do run with the fixed values, you can capture that in the template. If there is no data in the report, either the fixed values were used or the parameters selected resulted in no rows. You can capture this in the template and display something like. 'Either your parameter values resulted in no data or you have not changed the default values' Thats the upside, the downside is that if your users run the report in the BP UI they re going to see the fixed strings. You could alleviate that by having BIP display the fixed strings in top of its parameter drop boxes (just set them as the default value for the parameter.) But they will not disappear like they do in the dashboard prompts, see below. If the expected autorun behaviour worked ie wait for the Go button, then we would not have to workaround it but for now, its a pretty good solution. It was an enjoyable hour or so for me, took me back to my developer daze, when we used to race each other for the most number of bug fixes. I used to run a distant 2nd behind 'Bugmeister Chen Hu' but led the chasing pack by a reasonable distance.

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  • Off The Beaten Path—Three Things Growing Midsize Companies are Thankful For

    - by Christine Randle
    By: Jim Lein, Senior Director, Oracle Accelerate Last Sunday I went on a walkabout.  That’s when I just step out the door of my Colorado home and hike through the mountains for hours with no predetermined destination. I favor “social trails”, the unmapped routes pioneered by both animal and human explorers.  These tracks  are usually more challenging than established, marked routes and you can’t be 100% sure of where you’re going to end up. But I’ve found the rewards to be much greater. For awhile, I pondered on how—depending upon your perspective—the current economic situation worldwide could be viewed as either a classic “the glass is half empty” or a “the glass is half full” scenario. Midsize companies buy Oracle to grow and so I’m continually amazed and fascinated by the success stories our customers relate to me.  Oracle’s successful midsize companies are growing via innovation, agility, and opportunity. For them, the glass isn’t half full—it’s overflowing. Growing Midsize Companies are Thankful for: Innovation The sun angling through the pine trees reminded me of a conversation with a European customer a year ago May.  You might not recognize the name but, chances are, your local evening weather report relies on this company’s weather observation, monitoring and measurement products.  For decades, the company was recognized in its industry for product innovation, but its recent rapid growth comes from tailoring end to end product and service solutions based on the needs of distinctly different customer groups across industrial, public sector, and defense sectors.  Hours after that phone call I was walking my dog in a local park and came upon a small white plastic box sprouting short antennas and dangling by a nylon cord from a tree branch.  I cut it down. The name of that customer’s company was stamped on the housing. “It’s a radiosonde from a high altitude weather balloon,” he told me the next day. “Keep it as a souvenir.”  It sits on my fireplace mantle and elicits many questions from guests. Growing Midsize Companies are Thankful for: Agility In July, I had another interesting discussion with the CFO of an Asia-Pacific company which owns and operates a large portfolio of leisure assets. They are best known for their epic outdoor theme parks. However, their primary growth today is coming from a chain of indoor amusement centers in the USA where billiards, bowling, and laser tag take the place of roller coasters, kiddy rides, and wave pools. With mountains and rivers right out my front door, I’m not much for theme parks, but I’ll take a spirited game of laser tag any day.  This company has grown dramatically since first implementing Oracle ERP more than a decade ago. Their profitable expansion into a completely foreign market is derived from the ability to replicate proven and efficient best business practices across diverse operating environments.  They recently went live on Oracle’s Fusion HCM and Taleo. Their CFO explained to me how, with thousands of employees in three countries, Fusion HCM and Taleo would enable them to remain incredibly agile by acting on trends linking individual employee performance to their management, establishing and maintaining those best practices. Growing Midsize Companies are Thankful for: Opportunity I have three GPS apps on my iPhone. I use them mainly to keep track of my stats—distance, time, and vertical gain. However, every once in awhile I need to find the most efficient route back home before dark from my current location (notice I didn’t use the word “lost”). In August I listened in on an interview with the CFO of another European company that designs and delivers telematics solutions—the integrated use of telecommunications and informatics—for managing the mobile workforce. These solutions enable customers to achieve evolutionary step-changes in their performance and service delivery. Forgive the overused metaphor, but this is route optimization on steroids.  The company’s executive team saw an opportunity in this emerging market and went “all in”. Consequently, they are being rewarded with tremendous growth results and market domination by providing the ability for their clients to collect and analyze performance information related to fuel consumption, service workforce safety, and asset productivity. This Thanksgiving, I’m thankful for health, family, friends, and a career with an innovative company that helps companies leverage top tier software to drive and manage growth. And I’m thankful to have learned the lesson that good things happen when you get off the beaten path—both when hiking and when forging new routes through a complex world economy. Halfway through my walkabout on Sunday, after scrambling up a long stretch of scree-covered hill, I crested a ridge with an obstructed view of 14,265 ft Mt Evans just a few miles to the west.  There, nowhere near a house or a trail, someone had placed a wooden lounge chair. Its wood was worn and faded but it was sturdy. I had lunch and a cold drink in my pack. Opportunity knocked and I seized it. Happy Thanksgiving.  

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  • Verizon Wireless Supports its Mission-Critical Employee Portal with MySQL

    - by Bertrand Matthelié
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Cambria","serif"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Verizon Wireless, the #1 mobile carrier in the United States, operates the nation’s largest 3G and 4G LTE network, with the most subscribers (109 millions) and the highest revenue ($70.2 Billion in 2011). Verizon Wireless built the first wide-area wireless broadband network and delivered the first wireless consumer 3G multimedia service in the US, and offers global voice and data services in more than 200 destinations around the world. To support 4.2 million daily wireless transactions and 493,000 calls and emails transactions produced by 94.2 million retail customers, Verizon Wireless employs over 78,000 employees with area headquarters across the United States. The Business Challenge Seeing the stupendous rise in social media, video streaming, live broadcasting…etc which redefined the scope of technology, Verizon Wireless, as a technology savvy company, wanted to provide a platform to its employees where they could network socially, view and host microsites, stream live videos, blog and provide the latest news. The IT team at Verizon Wireless had abundant experience with various technology platforms to support the huge number of applications in the company. However, open-source products weren’t yet widely used in the organization and the team had the ambition to adopt such technologies and see if the architecture could meet Verizon Wireless’ rigid requirements. After evaluating a few solutions, the IT team decided to use the LAMP stack for Vzweb, its mission-critical, 24x7 employee portal, with Drupal as the front end and MySQL on Linux as the backend, and for a few other internal websites also on MySQL. The MySQL Solution Verizon Wireless started to support its employee portal, Vzweb, its online streaming website, Vztube, and internal wiki pages, Vzwiki, with MySQL 5.1 in 2010. Vzweb is the main internal communication channel for Verizon Wireless, while Vztube hosts important company-wide webcasts regularly for executive-level announcements, so both channels have to be live and accessible all the time for its 78,000 employees across the United States. However during the initial deployment of the MySQL based Intranet, the application experienced performance issues. High connection spikes occurred causing slow user response time, and the IT team applied workarounds to continue the service. A number of key performance indexes (KPI) for the infrastructure were identified and the operational framework redesigned to support a more robust website and conform to the 99.985% uptime SLA (Service-Level Agreement). The MySQL DBA team made a series of upgrades in MySQL: Step 1: Moved from MyISAM to InnoDB storage engine in 2010 Step 2: Upgraded to the latest MySQL 5.1.54 release in 2010 Step 3: Upgraded from MySQL 5.1 to the latest GA release MySQL 5.5 in 2011, and leveraging MySQL Thread Pool as part of MySQL Enterprise Edition to scale better After making those changes, the team saw a much better response time during high concurrency use cases, and achieved an amazing performance improvement of 1400%! In January 2011, Verizon CEO, Ivan Seidenberg, announced the iPhone launch during the opening keynote at Consumer Electronic Show (CES) in Las Vegas, and that presentation was streamed live to its 78,000 employees. The event was broadcasted flawlessly with MySQL as the database. Later in 2011, Hurricane Irene attacked the East Coast of United States and caused major life and financial damages. During the hurricane, the team directed more traffic to its west coast data center to avoid potential infrastructure damage in the East Coast. Such transition was executed smoothly and even though the geographical distance became longer for the East Coast users, there was no impact in the performance of Vzweb and Vztube, and the SLA goal was achieved. “MySQL is the key component of Verizon Wireless’ mission-critical employee portal application,” said Shivinder Singh, senior DBA at Verizon Wireless. “We achieved 1400% performance improvement by moving from the MyISAM storage engine to InnoDB, upgrading to the latest GA release MySQL 5.5, and using the MySQL Thread Pool to support high concurrent user connections. MySQL has become part of our IT infrastructure, on which potentially more future applications will be built.” To learn more about MySQL Enterprise Edition, Get our Product Guide.

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  • SQL SERVER – Planned and Unplanned Availablity Group Failovers – Notes from the Field #031

    - by Pinal Dave
    [Note from Pinal]: This is a new episode of Notes from the Fields series. AlwaysOn is a very complex subject and not everyone knows many things about this. The matter of the fact is there is very little information available on this subject online and not everyone knows everything about this. This is why when a very common question related to AlwaysOn comes, people get confused. In this episode of the Notes from the Field series database expert John Sterrett (Group Principal at Linchpin People) explains a very common issue DBAs and Developer faces in their career and is related to Planned and Unplanned Availablity Group Failovers. Linchpin People are database coaches and wellness experts for a data driven world. Read the experience of John in his own words. Whenever a disaster occurs it will be a stressful scenario regardless of how small or big the disaster is. This gets multiplied when it is your first time working with newer technology or the first time you are going through a disaster without a proper run book. Today, were going to help you establish a run book for creating a planned failover with availability groups. To make today’s session simple were going to have two instances of SQL Server 2012 included in an availability group and walk through the steps of doing an unplanned failover.  We will focus on using the user interface and T-SQL to complete the failovers. We are going to use a two replica Availability Group where each replica is in another location. Therefore, we will be covering Asynchronous (non automatic failover) the following is a breakdown of our availability group utilized today. Seeing the following screen might be scary the first time you come across an unplanned failover.  It looks like our test database used in this Availability Group is not functional and it currently isn’t. The database status is not synchronizing which makes sense because the primary replica went down so it couldn’t synchronize. With that said, we can still failover and make it functional while we troubleshoot why we lost our primary replica. To start we are going to right click on the availability group that needs to be restarted and select failover. This will bring up the following wizard, which will walk you through several steps needed to complete the failover using the graphical user interface provided with SQL Server Management Studio (SSMS). You are going to see warning messages simply because we are in Asynchronous commit mode and can not guarantee ‘no data loss’ when we do failover. Just incase you missed it; you get another screen warning you about potential data loss because we are in Asynchronous mode. Next we get to connect to the specific replica we want to become the primary replica after the failover occurs. In our case, we only have two replicas so this is trivial. In order to failover, it’s required to connect to the replica that will become primary.  The following screen shows that the connection has been made successfully. Next, you will see the final summary screen. Once again, this reminds you that the failover action will cause data loss as were using Asynchronous commit mode due to the distance between instances used for disaster recovery. Finally, once the failover is completed you will see the following screen. If you followed along this long you might be wondering what T-SQL scripts are generated for clicking through all the sections of the wizard. If you have used Database Mirroring in the past you might be surprised.  It’s not too different, which makes sense because the data is being replicated via SQL Server endpoints just like the good old database mirroring. Now were going to take a look at how to do a failover with just T-SQL. First, were going to need to open a new query window and run our query in SQLCMD mode. Just incase you haven’t used SQLCMD mode before we will show you how to enable it below. Now you can run the following statement. Notice, we connect to the replica we want to become primary after failover and specify to force failover to allow data loss. We can use the following script to failback over when our primary instance comes back online. -- YOU MUST EXECUTE THE FOLLOWING SCRIPT IN SQLCMD MODE. :Connect SQL2012PROD1 ALTER AVAILABILITY GROUP [AGSQL2] FORCE_FAILOVER_ALLOW_DATA_LOSS; GO Are your servers running at optimal speed or are you facing any SQL Server Performance Problems? If you want to get started with the help of experts read more over here: Fix Your SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Notes from the Field, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • 5 Things I Learned About the IT Labor Shortage

    - by Oracle Accelerate for Midsize Companies
    by Jim Lein | Sr. Principal Product Marketing Director | Oracle Midsize Programs | @JimLein Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} 5 Things I Learned About the IT Labor Shortage A gentle autumn breeze is nudging the last golden leaves off the aspen trees. It’s time to wrap up the series that I started back in April, “The Growing IT Labor Shortage: Are You Feeling It?” Even in a time of relatively high unemployment, labor shortages exist depending on many factors, including location, industry, IT requirements, and company size. According to Manpower Groups 2013 Talent Shortage Survey, 35% of hiring managers globally are having difficulty filling jobs. Their top three challenges in filling jobs are: 1. lack of technical competencies (hard skills) 2. Lack of available applicants 3. Lack of experience The same report listed Technicians as the most difficult position to fill in the United States For most companies, Human Capital and Talent Management have never been more strategic and they are striving for ways streamline processes, reduce turnover, and lower costs (see this Oracle whitepaper, “ Simplify Workforce Management and Increase Global Agility”). Everyone I spoke to—partner, customer, and Oracle experts—agreed that it can be extremely challenging to hire and retain IT talent in today’s labor market. And they generally agreed on the causes: a. IT is so pervasive that there are myriad moving parts requiring support and expertise, b. thus, it’s hard for university graduates to step in and contribute immediately without experience and specialization, c. big IT companies generally aren’t the talent incubators that they were in the freewheeling 90’s due to bottom line pressures that require hiring talent that can hit the ground running, and d. it’s often too expensive for resource-strapped midsize companies to invest the time and money required to get graduates up to speed. Here are my top lessons learned from my conversations with the experts. 1. A Better Title Would Have Been, “The Challenges of Finding and Retaining IT Talent That Matches Your Requirements” There are more applicants than jobs but it’s getting tougher and tougher to find individuals that perfectly fit each and every role. Top performing companies are increasingly looking to hire the “almost ready”, striving to keep their existing talent more engaged, and leveraging their employee’s social and professional networks to quickly narrow down candidate searches (here’s another whitepaper, “A Strategic Approach to Talent Management”). 2. Size Matters—But So Does Location Midsize companies must strive to build cultures that compete favorably with what large enterprises can offer, especially when they aren’t within commuting distance of IT talent strongholds. They can’t always match the compensation and benefits offered by large enterprises so it's paramount to offer candidates high quality of life and opportunities to build their resumes in alignment with their long term career aspirations. 3. Get By With a Little Help From Your Friends It doesn’t always make sense to invest time and money in training an employee on a task they will not perform frequently. Or get in a bidding war for talent with skills that are rare and in high demand. Many midsize companies are finding that it makes good economic sense to contract with partners for remote support rather than trying to divvy up each and every role amongst their lean staff. Internal staff can be assigned to roles that will have the highest positive impact on achieving organizational goals. 4. It’s Actually Both “What You Know” AND “Who You Know” If I was hiring someone today I would absolutely leverage the social and professional networks of my co-workers. Period. Most research shows that hiring in this manner is less expensive and time consuming AND produces better results. There is also some evidence that suggests new hires from employees’ networks have higher job performance and retention rates. 5. I Have New Respect for Recruiters and Hiring Managers My hats off to them—it’s not easy hiring and retaining top talent with today’s challenges. Check out the infographic, “A New Day: Taking HR from Chaos to Control”, on Oracle’s Human Capital Management solutions home page. You can also explore all of Oracle’s HCM solutions from that page based on your role. You can read all the posts in this series by clicking on the links in the right sidebar. Stay tuned…we’ll continue to post thought leadership on HCM and Talent Management topics.

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  • Unable to keep the connecting using a wireless bridge

    - by dan
    I am running Ubuntu 12.04 on a dell inspiron desktop (core 2 duo) and am using wicd to manage my network/wifi. I've found that the WiFi card in the machine has trouble staying connected to my router (I believe this is a function of distance between the two), so I've taken an old Belkin F5d7231 wireless router and installed dd-wrt on it to use as a wireless bridge hoping that it will have better reception. I think everything up through the wireless bridge is working OK since I have no problems accessing the internet through it with my MacBook. The problem arises when I try to hook the ubuntu machine up to the wireless bridge. It will connect for a few minutes, but it will quickly disconnect without clear triggering event; it may be more likely to disconnect if there is a heavy traffic load going over it (could be something as simple as "cat big_text_file" in an ssh session). I've tried switching from dhclient to dhcpcd without much improvement. Here is the output from the syslog when it connects: Jun 30 17:10:08 Chicabuntu dhcpcd[28278]: wlan1: dhcpcd not running Jun 30 17:10:08 Chicabuntu dhcpcd[28278]: wlan1: exiting Jun 30 17:10:08 Chicabuntu dhcpcd[28312]: eth0: dhcpcd not running Jun 30 17:10:08 Chicabuntu dhcpcd[28312]: eth0: exiting Jun 30 17:10:08 Chicabuntu avahi-daemon[1041]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 30 17:10:08 Chicabuntu avahi-daemon[1041]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::21c:c4ff:fe31:1a83. Jun 30 17:10:08 Chicabuntu avahi-daemon[1041]: Withdrawing address record for fe80::21c:c4ff:fe31:1a83 on eth0. Jun 30 17:10:08 Chicabuntu kernel: [15184.976127] tg3 0000:3f:00.0: irq 44 for MSI/MSI-X Jun 30 17:10:08 Chicabuntu kernel: [15185.010805] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 30 17:10:08 Chicabuntu dhcpcd[28347]: eth0: dhcpcd not running Jun 30 17:10:08 Chicabuntu dhcpcd[28347]: eth0: exiting Jun 30 17:10:08 Chicabuntu kernel: [15185.180156] tg3 0000:3f:00.0: irq 44 for MSI/MSI-X Jun 30 17:10:08 Chicabuntu kernel: [15185.212785] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 30 17:10:10 Chicabuntu kernel: [15187.027445] tg3 0000:3f:00.0: eth0: Link is up at 100 Mbps, full duplex Jun 30 17:10:10 Chicabuntu kernel: [15187.027452] tg3 0000:3f:00.0: eth0: Flow control is on for TX and on for RX Jun 30 17:10:10 Chicabuntu kernel: [15187.028300] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Jun 30 17:10:10 Chicabuntu dhcpcd[28353]: eth0: dhcpcd 3.2.3 starting Jun 30 17:10:10 Chicabuntu dhcpcd[28353]: eth0: hardware address = 00:1c:c4:31:1a:83 Jun 30 17:10:10 Chicabuntu dhcpcd[28353]: eth0: DUID = 00:01:00:01:17:81:85:79:00:1c:c4:31:1a:83 Jun 30 17:10:10 Chicabuntu dhcpcd[28353]: eth0: broadcasting for a lease Jun 30 17:10:11 Chicabuntu avahi-daemon[1041]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::21c:c4ff:fe31:1a83. Jun 30 17:10:11 Chicabuntu avahi-daemon[1041]: New relevant interface eth0.IPv6 for mDNS. Jun 30 17:10:11 Chicabuntu avahi-daemon[1041]: Registering new address record for fe80::21c:c4ff:fe31:1a83 on eth0.*. Jun 30 17:10:20 Chicabuntu kernel: [15197.568016] eth0: no IPv6 routers present Jun 30 17:10:29 Chicabuntu dhcpcd[28353]: eth0: offered 192.168.1.111 from 192.168.1.254 Jun 30 17:10:29 Chicabuntu dhcpcd[28353]: eth0: checking 192.168.1.111 is available on attached networks Jun 30 17:10:30 Chicabuntu dhcpcd[28353]: eth0: leased 192.168.1.111 for 86400 seconds Jun 30 17:10:30 Chicabuntu dhcpcd[28353]: eth0: adding IP address 192.168.1.111/24 Jun 30 17:10:30 Chicabuntu avahi-daemon[1041]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.1.111. Jun 30 17:10:30 Chicabuntu dhcpcd[28353]: eth0: adding default route via 192.168.1.254 metric 0 Jun 30 17:10:30 Chicabuntu dhcpcd[28353]: eth0: exiting Jun 30 17:10:30 Chicabuntu avahi-daemon[1041]: New relevant interface eth0.IPv4 for mDNS. Jun 30 17:10:30 Chicabuntu avahi-daemon[1041]: Registering new address record for 192.168.1.111 on eth0.IPv4. Jun 30 17:10:30 Chicabuntu dhcpcd.sh: interface eth0 has been configured with new IP=192.168.1.111 Jun 30 17:10:39 Chicabuntu ntpdate[28439]: adjust time server 91.189.94.4 offset 0.001915 sec And here is the syslog from when it shuts down the connection without reason: Jun 30 17:12:15 Chicabuntu kernel: [15312.575455] tg3 0000:3f:00.0: eth0: Link is down Jun 30 17:12:16 Chicabuntu dhcpcd[28603]: eth0: sending signal 1 to pid 28361 Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: received SIGHUP, releasing lease Jun 30 17:12:16 Chicabuntu dhcpcd[28603]: eth0: exiting Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Withdrawing address record for 192.168.1.111 on eth0. Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.1.111. Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Interface eth0.IPv4 no longer relevant for mDNS. Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: removing default route via 192.168.1.254 metric 0 Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::21c:c4ff:fe31:1a83. Jun 30 17:12:16 Chicabuntu avahi-daemon[1041]: Withdrawing address record for fe80::21c:c4ff:fe31:1a83 on eth0. Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: netlink: No such process Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: removing IP address 192.168.1.111/24 Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: netlink: Cannot assign requested address Jun 30 17:12:16 Chicabuntu dhcpcd[28361]: eth0: exiting Jun 30 17:12:16 Chicabuntu dhcpcd.sh: interface eth0 has been brought down Jun 30 17:12:17 Chicabuntu kernel: [15313.612141] tg3 0000:3f:00.0: irq 44 for MSI/MSI-X Jun 30 17:12:17 Chicabuntu kernel: [15313.644703] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 30 17:12:17 Chicabuntu dhcpcd[28674]: wlan1: dhcpcd not running Jun 30 17:12:17 Chicabuntu dhcpcd[28674]: wlan1: exiting Jun 30 17:12:17 Chicabuntu dhcpcd[28708]: eth0: dhcpcd not running Jun 30 17:12:17 Chicabuntu dhcpcd[28708]: eth0: exiting Jun 30 17:12:17 Chicabuntu kernel: [15313.912147] tg3 0000:3f:00.0: irq 44 for MSI/MSI-X Jun 30 17:12:17 Chicabuntu kernel: [15313.944746] ADDRCONF(NETDEV_UP): eth0: link is not ready Jun 30 17:12:18 Chicabuntu kernel: [15315.592569] tg3 0000:3f:00.0: eth0: Link is up at 100 Mbps, full duplex Jun 30 17:12:18 Chicabuntu kernel: [15315.592576] tg3 0000:3f:00.0: eth0: Flow control is on for TX and on for RX Jun 30 17:12:18 Chicabuntu kernel: [15315.593399] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Jun 30 17:12:20 Chicabuntu avahi-daemon[1041]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::21c:c4ff:fe31:1a83. Jun 30 17:12:20 Chicabuntu avahi-daemon[1041]: New relevant interface eth0.IPv6 for mDNS. Jun 30 17:12:20 Chicabuntu avahi-daemon[1041]: Registering new address record for fe80::21c:c4ff:fe31:1a83 on eth0.*. Jun 30 17:12:29 Chicabuntu kernel: [15325.680019] eth0: no IPv6 routers present If this isn't useful, I can also post the wicd log, but that is kind of long. If anyone could help me I would be eternally grateful.

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  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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