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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Going Paperless

    - by Jesse
    One year ago I came to work for a company where the entire development team is 100% “remote”; we’re spread over 3 time zones and each of us works from home. This seems to be an increasingly popular way for people to work and there are many articles and blog posts out there enumerating the advantages and disadvantages of working this way. I had read a lot about telecommuting before accepting this job and felt as if I had a pretty decent idea of what I was getting into, but I’ve encountered a few things over the past year that I did not expect. Among the most surprising by-products of working from home for me has been a dramatic reduction in the amount of paper that I use on a weekly basis. Hoarding In The Workplace Prior to my current telecommute job I worked in what most would consider pretty traditional office environments. I sat in cubicles furnished with an enormous plastic(ish) modular desks, had a mediocre (at best) PC workstation, and had ready access to a seemingly endless supply of legal pads, pens, staplers and paper clips. The ready access to paper, countless conference room meetings, and abundance of available surface area on my desk and in drawers created a perfect storm for wasting paper. I brought a pad of paper with me to every meeting I ever attended, scrawled some brief notes, and then tore that sheet off to keep next to my keyboard to follow up on any needed action items. Once my immediate need for the notes was fulfilled, that sheet would get shuffled off into a corner of my desk or filed away in a drawer “just in case”. I would guess that for all of the notes that I ever filed away, I might have actually had to dig up and refer to 2% of them (and that’s probably being very generous). That said, on those rare occasions that I did have to dig something up from old notes, it was usually pretty important and I ended up being very glad that I saved them. It was only when I would leave a job or move desks that I would finally gather all those notes together and take them to shredding bin to be disposed of. When I left my last job the amount of paper I had accumulated over my three years there was absurd, and I knew coworkers who had substance-abuse caliber paper wasting addictions that made my bad habit look like nail-biting in comparison. A Product Of My Environment I always hated using all of this paper, but simply couldn’t bring myself to stop. It would look bad if I showed up to an important conference room meeting without a pad of paper. What if someone said something profound! Plus, everyone else always brought paper with them. If you saw someone walking down the hallway with a pad of paper in hand you knew they must be on their way to a conference room meeting. Some people even had fancy looking portfolio notebook sheaths that gave their legal pads all the prestige of a briefcase. No one ever worried about running out of fresh paper because there was an endless supply, and there certainly was no shortage of places to store and file used paper. In short, the traditional office was setup for using tons and tons of paper; it’s baked into the culture there. For that reason, it didn’t take long for me to kick the paper habit once I started working from home. In my home office, desk and drawer space are at a premium. I don’t have the budget (or the tolerance) for huge modular office furniture in my spare bedroom. I also no longer have access to a bottomless pit of office supplies stock piled in cabinets and closets. If I want to use some paper, I have to go out and buy it. Finally (and most importantly), all of the meetings that I have to attend these days are “virtual”. We use instant messaging, VOIP, video conferencing, and e-mail to communicate with each other. All I need to take notes during a meeting is my computer, which I happen to be sitting right in front of all day. I don’t have any hard numbers for this, but my gut feeling is that I actually take a lot more notes now than I ever did when I worked in an office. The big difference is I don’t have to use any paper to do so. This makes it far easier to keep important information safe and organized. The Right Tool For The Job When I first started working from home I tried to find a single application that would fill the gap left by the pen and paper that I always had at my desk when I worked in an office. Well, there are no silver bullets and I’ve evolved my approach over time to try and find the best tool for the job at hand. Here’s a quick summary of how I take notes and keep everything organized. Notepad++ – This is the first application I turn to when I feel like there’s some bit of information that I need to write down and save. I use Launchy, so opening Notepad++ and creating a new file only takes a few keystrokes. If I find that the information I’m trying to get down requires a more sophisticated application I escalate as needed. The Desktop – By default, I save every file or other bit of information to the desktop. Anyone who has ever had to fix their parents computer before knows that this is a dangerous game (any file my mother has ever worked on is saved directly to the desktop and rarely moves anywhere else). I agree that storing things on the desktop isn’t a great long term approach to keeping organized, which is why I treat my desktop a bit like my e-mail inbox. I strive to keep both empty (or as close to empty as I possibly can). If something is on my desktop, it means that it’s something relevant to a task or project that I’m currently working on. About once a week I take things that I’m not longer working on and put them into my ‘Notes’ folder. The ‘Notes’ Folder – As I work on a task, I tend to accumulate multiple files associated with that task. For example, I might have a bit of SQL that I’m working on to gather data for a new report, a quick C# method that I came up with but am not yet ready to commit to source control, a bulleted list of to-do items in a .txt file, etc. If the desktop starts to get too cluttered, I create a new sub-folder in my ‘Notes’ folder. Each sub-folder’s name is the current date followed by a brief description of the task or project. Then all files related to that task or project go into that sub folder. By using the date as the first part of the folder name, these folders are automatically sorted in reverse chronological order. This means that things I worked on recently will generally be near the top of the list. Using the built-in Windows search functionality I now have a pretty quick and easy way to try and find something that I worked on a week ago or six months ago. Dropbox – Dropbox is a free service that lets you store up to 2GB of files “in the cloud” and have those files synced to all of the different computers that you use. My ‘Notes’ folder lives in Dropbox, meaning that it’s contents are constantly backed up and are always available to me regardless of which computer I’m using. They also have a pretty decent iPhone application that lets you browse and view all of the files that you have stored there. The free 2GB edition is probably enough for just storing notes, but I also pay $99/year for the 50GB storage upgrade and keep all of my music, e-books, pictures, and documents in Dropbox. It’s a fantastic service and I highly recommend it. Evernote – I use Evernote mostly to organize information that I access on a fairly regular basis. For example, my Evernote account has a running grocery shopping list, recipes that my wife and I use a lot, and contact information for people I contact infrequently enough that I don’t want to keep them in my phone. I know some people that keep nearly everything in Evernote, but there’s something about it that I find a bit clunky, so I tend to use it sparingly. Google Tasks – One of my biggest paper wasting habits was keeping a running task-list next to my computer at work. Every morning I would sit down, look at my task list, cross off what was done and add new tasks that I thought of during my morning commute. This usually resulted in having to re-copy the task list onto a fresh sheet of paper when I was done. I still keep a running task list at my desk, but I’ve started using Google Tasks instead. This is a dead-simple web-based application for quickly adding, deleting, and organizing tasks in a simple checklist style. You can quickly move tasks up and down on the list (which I use for prioritizing), and even create sub-tasks for breaking down larger tasks into smaller pieces. Balsamiq Mockups – This is a simple and lightweight tool for creating drawings of user interfaces. It’s great for sketching out a new feature, brainstorm the layout of a interface, or even draw up a quick sequence diagram. I’m terrible at drawing, so Balsamiq Mockups not only lets me create sketches that other people can actually understand, but it’s also handy because you can upload a sketch to a common location for other team members to access. I can honestly say that using these tools (and having limited resources at home) have lead me to cut my paper usage down to virtually none. If I ever were to return to a traditional office workplace (hopefully never!) I’d try to employ as many of these applications and techniques as I could to keep paper usage low. I feel far less cluttered and far better organized now.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • My VARCHAR(MAX) field is capping itself at 4000; what gives?

    - by eidylon
    Hello all... I have a table in one of my databases which is a queue of emails. Emails to certain addresses get accumulated into one email, which is done by a sproc. In the sproc, I have a table variable which I use to build the accumulated bodies of the emails, and then loop through to send each email. In my table var I have my body column defined as VARCHAR(MAX), seeing as there could be any number of emails currently accumulated for a given email address. It seems though that even though my column is defined as VARCHAR(MAX) it is behaving as if it were VARCHAR(4000) and is truncating the data going into it, although it does NOT throw any exceptions, it just silently stops concatenating any more data after 4000 characters. The MERGE statement is where it is building the accumulated email body into @EMAILS.BODY, which is the field that is truncating itself at 4000 characters. Below is the code of my sproc... ALTER PROCEDURE [system].[SendAccumulatedEmails] AS BEGIN SET NOCOUNT ON; DECLARE @SENTS BIGINT = 0; DECLARE @ROWS TABLE ( ROWID ROWID, DATED DATETIME, ADDRESS NAME, SUBJECT VARCHAR(1000), BODY VARCHAR(MAX) ) INSERT INTO @ROWS SELECT ROWID, DATED, ADDRESS, SUBJECT, BODY FROM system.EMAILQUEUE WHERE ACCUMULATE = 1 AND SENT IS NULL ORDER BY ADDRESS, DATED DECLARE @EMAILS TABLE ( ADDRESS NAME, ALLIDS VARCHAR(1000), BODY VARCHAR(MAX) ) DECLARE @PRVRID ROWID = NULL, @CURRID ROWID = NULL SELECT @CURRID = MIN(ROWID) FROM @ROWS WHILE @CURRID IS NOT NULL BEGIN MERGE @EMAILS AS DST USING (SELECT * FROM @ROWS WHERE ROWID = @CURRID) AS SRC ON SRC.ADDRESS = DST.ADDRESS WHEN MATCHED THEN UPDATE SET DST.ALLIDS = DST.ALLIDS + ', ' + CONVERT(VARCHAR,ROWID), DST.BODY = DST.BODY + '<i>'+CONVERT(VARCHAR,SRC.DATED,101)+' ' +CONVERT(VARCHAR,SRC.DATED,8) +':</i> <b>'+SRC.SUBJECT+'</b>'+CHAR(13)+SRC.BODY +' (Message ID '+CONVERT(VARCHAR,SRC.ROWID)+')' +CHAR(13)+CHAR(13) WHEN NOT MATCHED BY TARGET THEN INSERT (ADDRESS, ALLIDS, BODY) VALUES ( SRC.ADDRESS, CONVERT(VARCHAR,ROWID), '<i>'+CONVERT(VARCHAR,SRC.DATED,101)+' ' +CONVERT(VARCHAR,SRC.DATED,8)+':</i> <b>' +SRC.SUBJECT+'</b>'+CHAR(13)+SRC.BODY +' (Message ID '+CONVERT(VARCHAR,SRC.ROWID)+')' +CHAR(13)+CHAR(13)); SELECT @PRVRID = @CURRID, @CURRID = NULL SELECT @CURRID = MIN(ROWID) FROM @ROWS WHERE ROWID > @PRVRID END DECLARE @MAILFROM VARCHAR(100) = system.getOption('MAILFROM'), DECLARE @SMTPHST VARCHAR(100) = system.getOption('SMTPSERVER'), DECLARE @SMTPUSR VARCHAR(100) = system.getOption('SMTPUSER'), DECLARE @SMTPPWD VARCHAR(100) = system.getOption('SMTPPASS') DECLARE @ADDRESS NAME, @BODY VARCHAR(MAX), @ADDL VARCHAR(MAX) DECLARE @SUBJECT VARCHAR(1000) = 'Accumulated Emails from LIJSL' DECLARE @PRVID NAME = NULL, @CURID NAME = NULL SELECT @CURID = MIN(ADDRESS) FROM @EMAILS WHILE @CURID IS NOT NULL BEGIN SELECT @ADDRESS = ADDRESS, @BODY = BODY FROM @EMAILS WHERE ADDRESS = @CURID SELECT @BODY = @BODY + 'This is an automated message sent from an unmonitored mailbox.'+CHAR(13)+'Do not reply to this message; your message will not be read.' SELECT @BODY = '<style type="text/css"> * {font-family: Tahoma, Arial, Verdana;} p {margin-top: 10px; padding-top: 10px; border-top: single 1px dimgray;} p:first-child {margin-top: 10px; padding-top: 0px; border-top: none 0px transparent;} </style>' + @BODY exec system.LogIt @SUBJECT, @BODY BEGIN TRY exec system.SendMail @SMTPHST, @SMTPUSR, @SMTPPWD, @MAILFROM, @ADDRESS, NULL, NULL, @SUBJECT, @BODY, 1 END TRY BEGIN CATCH DECLARE @EMSG NVARCHAR(2048) = 'system.EMAILQUEUE.AI:'+ERROR_MESSAGE() SELECT @ADDL = 'TO:'+@ADDRESS+CHAR(13)+'SUBJECT:'+@SUBJECT+CHAR(13)+'BODY:'+@BODY exec system.LogIt @EMSG,@ADDL END CATCH SELECT @PRVID = @CURID, @CURID = NULL SELECT @CURID = MIN(ADDRESS) FROM @EMAILS WHERE ADDRESS > @PRVID END UPDATE system.EMAILQUEUE SET SENT = getdate() FROM system.EMAILQUEUE E, @ROWS R WHERE E.ROWID = R.ROWID END

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  • Strange behaviour of CUDA kernel

    - by username_4567
    I'm writing code for calculating prefix sum. Here is my kernel __global__ void prescan(int *indata,int *outdata,int n,long int *sums) { extern __shared__ int temp[]; int tid=threadIdx.x; int offset=1,start_id,end_id; int *global_sum=&temp[n+2]; if(tid==0) { temp[n]=blockDim.x*blockIdx.x; temp[n+1]=blockDim.x*(blockIdx.x+1)-1; start_id=temp[n]; end_id=temp[n+1]; //cuPrintf("Value of start %d and end %d\n",start_id,end_id); } __syncthreads(); start_id=temp[n]; end_id=temp[n+1]; temp[tid]=indata[start_id+tid]; temp[tid+1]=indata[start_id+tid+1]; for(int d=n>>1;d>0;d>>=1) { __syncthreads(); if(tid<d) { int ai=offset*(2*tid+1)-1; int bi=offset*(2*tid+2)-1; temp[bi]+=temp[ai]; } offset*=2; } if(tid==0) { sums[blockIdx.x]=temp[n-1]; temp[n-1]=0; cuPrintf("sums %d\n",sums[blockIdx.x]); } for(int d=1;d<n;d*=2) { offset>>=1; __syncthreads(); if(tid<d) { int ai=offset*(2*tid+1)-1; int bi=offset*(2*tid+2)-1; int t=temp[ai]; temp[ai]=temp[bi]; temp[bi]+=t; } } __syncthreads(); if(tid==0) { outdata[start_id]=0; } __threadfence_block(); __syncthreads(); outdata[start_id+tid]=temp[tid]; outdata[start_id+tid+1]=temp[tid+1]; __syncthreads(); if(tid==0) { temp[0]=0; outdata[start_id]=0; } __threadfence_block(); __syncthreads(); if(blockIdx.x==0 && threadIdx.x==0) { for(int i=1;i<gridDim.x;i++) { sums[i]=sums[i]+sums[i-1]; } } __syncthreads(); __threadfence(); if(blockIdx.x==0 && threadIdx.x==0) { for(int i=0;i<gridDim.x;i++) { cuPrintf("****sums[%d]=%d ",i,sums[i]); } } __syncthreads(); __threadfence(); if(blockIdx.x!=gridDim.x-1) { int tid=(blockIdx.x+1)*blockDim.x+threadIdx.x; if(threadIdx.x==0) cuPrintf("Adding %d \n",sums[blockIdx.x]); outdata[tid]+=sums[blockIdx.x]; } __syncthreads(); } In above kernel, sums array will accumulate prefix sum per block and and then first thread will calculate prefix sum of this sum array. Now if I print this sum array from device side it'll show correct results while in cuPrintf("Adding %d \n",sums[blockIdx.x]); this line it prints that it is taking old value. What could be the reason?

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  • Project Management Helps AmeriCares Deliver International Aid

    - by Sylvie MacKenzie, PMP
    Excerpt from PROFIT - ORACLE - by Alison Weiss Handle with Care Sound project management helps AmeriCares bring international aid to those in need. The stakes are always high for AmeriCares. On a mission to restore health and save lives during times of disaster, the nonprofit international relief and humanitarian aid organization delivers donated medicines, medical supplies, and humanitarian aid to people in the U.S. and around the globe. Founded in 1982 with the express mission of responding as quickly and efficiently as possible to help people in need, the Stamford, Connecticut-based AmeriCares has delivered more than US$10.5 billion in aid to 147 countries over the past three decades. Launch the Slideshow “It’s critically important to us that we steward all the donations and that the medical supplies and medicines get to people as quickly as possible with no loss,” says Kate Sears, senior vice president for finance and technology at AmeriCares. “Whether we’re shipping IV solutions to victims of cholera in Haiti or antibiotics to Somali famine victims, we need to get the medicines there sooner because it means more people will be helped and lives improved or even saved.” Ten years ago, the tracking systems used by AmeriCares associates were paper-based. In recent years, staff started using spreadsheets, but the tracking processes were not standardized between teams. “Every team was tracking completely different information,” says Megan McDermott, senior associate, Sub-Saharan Africa partnerships, at AmeriCares. “It was just a few key things. For example, we tracked the date a shipment was supposed to arrive and the date we got reports from our partner that a hospital received aid on their end.” While the data was accurate, much detail was being lost in the process. AmeriCares management knew it could do a better job of tracking this enterprise data and in 2011 took a significant step by implementing Oracle’s Primavera P6 Professional Project Management. “It’s a comprehensive solution that has helped us improve the monitoring and controlling processes. It has allowed us to do our distribution better,” says Sears. In addition, the implementation effort has been a change agent, helping AmeriCares leadership rethink project management across the entire organization. Initially, much of the focus was on standardizing processes, but staff members also learned the importance of thinking proactively to prevent possible problems and evaluating results to determine if goals and objectives are truly being met. Such data about process efficiency and overall results is critical not only to AmeriCares staff but also to the donors supporting the organization’s life-saving missions. Efficiency Saves Lives One of AmeriCares’ core operations is to gather product donations from the private sector, establish where the most-urgent needs are, and solicit monetary support to send the aid via ocean cargo or airlift to welfare- and health-oriented nongovernmental organizations, hospitals, health networks, and government ministries based in areas in need. In 2011 alone, AmeriCares sent more than 3,500 shipments to 95 countries in response to both ongoing humanitarian needs and more than two dozen emergencies, including deadly tornadoes and storms in the U.S. and the devastating tsunami in Japan. When it comes to nonprofits in general, donors want to know that the charitable organizations they support are using funds wisely. Typically, nonprofits are evaluated by donors in terms of efficiency, an area where AmeriCares has an excellent reputation: 98 percent of expenses go directly to supporting programs and less than 2 percent represent administrative and fundraising costs. Donors, however, should look at more than simple efficiency, says Peter York, senior partner and chief research and learning officer at TCC Group, a nonprofit consultancy headquartered in New York, New York. They should also look at whether organizations have the systems in place to sustain their missions and continue to thrive. An expert on nonprofit organizational management, York has spent years studying sustainable charitable organizations. He defines them as nonprofits that are able to achieve the ongoing financial support to stay relevant and continue doing core mission work. In his analysis of well over 2,500 larger nonprofits, York has found that many are not sustaining, and are actually scaling back in size. “One of the biggest challenges of nonprofit sustainability is the general public’s perception that every dollar donated has to go only to the delivery of service,” says York. “What our data shows is that there are some fundamental capacities that have to be there in order for organizations to sustain and grow.” York’s research highlights the importance of data-driven leadership at successful nonprofits. “You’ve got to have the tools, the systems, and the technologies to get objective information on what you do, the people you serve, and the results you’re achieving,” says York. “If leaders don’t have the knowledge and the data, they can’t make the strategic decisions about programs to take organizations to the next level.” Historically, AmeriCares associates have used time-tested and cost-effective strategies to ship and then track supplies from donation to delivery to their destinations in designated time frames. When disaster strikes, AmeriCares ships by air and generally pulls out all the stops to deliver the most urgently needed aid within the first few days and weeks. Then, as situations stabilize, AmeriCares turns to delivering sea containers for the postemergency and ongoing aid so often needed over the long term. According to McDermott, getting a shipment out the door is fairly complicated, requiring as many as five different AmeriCares teams collaborating together. The entire process can take months—from when products are received in the warehouse and deciding which recipients to allocate supplies to, to getting customs and governmental approvals in place, actually shipping products, and finally ensuring that the products are received in-country. Delivering that aid is no small affair. “Our volume exceeds half a billion dollars a year worth of donated medicines and medical supplies, so it’s a sizable logistical operation to bring these products in and get them out to the right place quickly to have the most impact,” says Sears. “We really pride ourselves on our controls and efficiencies.” Adding to that complexity is the fact that the longer it takes to deliver aid, the more dire the human need can be. Any time AmeriCares associates can shave off the complicated aid delivery process can translate into lives saved. “It’s really being able to track information consistently that will help us to see where are the bottlenecks and where can we work on improving our processes,” says McDermott. Setting a Standard Productivity and information management improvements were key objectives for AmeriCares when staff began the process of implementing Oracle’s Primavera solution. But before configuring the software, the staff needed to take the time to analyze the systems already in place. According to Greg Loop, manager of database systems at AmeriCares, the organization received guidance from several consultants, including Rich D’Addario, consulting project manager in the Primavera Global Business Unit at Oracle, who was instrumental in shepherding the critical requirements-gathering phase. D’Addario encouraged staff to begin documenting shipping processes by considering the order in which activities occur and which ones are dependent on others to get accomplished. This exercise helped everyone realize that to be more efficient, they needed to keep track of shipments in a more standard way. “The staff didn’t recognize formal project management methodology,” says D’Addario. “But they did understand what the most important things are and that if they go wrong, an entire project can go off course.” Before, if a boatload of supplies was being sent to Haiti and there was a problem somewhere, a lot of time was taken up finding out where the problem was—because staff was not tracking things in a standard way. As a result, even more time was needed to find possible solutions to the problem and alert recipients that the aid might be delayed. “For everyone to put on the project manager hat and standardize the way every single thing is done means that now the whole organization is on the same page as to what needs to occur from the time a hurricane hits Haiti and when a boat pulls in to unload supplies,” says D’Addario. With so much care taken to put a process foundation firmly in place, configuring the Primavera solution was actually quite simple. Specific templates were set up for different types of shipments, and dashboards were implemented to provide executives with clear overviews of every project in the system. AmeriCares’ Loop reports that system planning, refining, and testing, followed by writing up documentation and training, took approximately four months. The system went live in spring 2011 at AmeriCares’ Connecticut headquarters. While the nonprofit has an international presence, with warehouses in Europe and offices in Haiti, India, Japan, and Sri Lanka, most donated medicines come from U.S. entities and are shipped from the U.S. out to the rest of the world. In addition, all shipments are tracked from the U.S. office. AmeriCares doesn’t expect the Primavera system to take months off the shipping time, especially for sea containers. However, any time saved is still important because it will allow aid to be delivered to people more quickly at a lower overall cost. “If we can trim a day or two here or there, that can translate into lives that we’re saving, especially in emergency situations,” says Sears. A Cultural Change Beyond the measurable benefits that come with IT-driven process improvement, AmeriCares management is seeing a change in culture as a result of the Primavera project. One change has been treating every shipment of aid as a project, and everyone involved with facilitating shipments as a project manager. “This is a revolutionary concept for us,” says McDermott. “Before, we were used to thinking we were doing logistics—getting a container from point A to point B without looking at it as one project and really understanding what it meant to manage it.” AmeriCares staff is also happy to report that collaboration within the organization is much more efficient. When someone creates a shipment in the Primavera system, the same shared template is used, which means anyone can log in to the system to see the status of a shipment. Knowledgeable staff can access a shipment project to help troubleshoot a problem. Management can easily check the status of projects across the organization. “Dashboards are really useful,” says McDermott. “Instead of going into the details of each project, you can just see the high-level real-time information at a glance.” The new system is helping team members focus on proactively managing shipments rather than simply reacting when problems occur. For example, when a container is shipped, documents must be included for customs clearance. Now, the shipping template has built-in reminders to prompt team members to ask for copies of these documents from freight forwarders and to follow up with partners to discover if a shipment is on time. In the past, staff may not have worked on securing these documents until they’d been notified a shipment had arrived in-country. Another benefit of capturing and adopting best practices within the Primavera system is that staff training is easier. “Capturing the processes in documented steps and milestones allows us to teach new staff members how to do their jobs faster,” says Sears. “It provides them with the knowledge of their predecessors so they don’t have to keep reinventing the wheel.” With the Primavera system already generating positive results, management is eager to take advantage of advanced capabilities. Loop is working on integrating the company’s proprietary inventory management system with the Primavera system so that when logistics or warehousing operators input data, the information will automatically go into the Primavera system. In the past, this information had to be manually keyed into spreadsheets, often leading to errors. Mining Historical Data Another feature on the horizon for AmeriCares is utilizing Primavera P6 Professional Project Management reporting capabilities. As the system begins to include more historical data, management soon will be able to draw on this information to conduct analysis that has not been possible before and create customized reports. For example, at the beginning of the shipment process, staff will be able to use historical data to more accurately estimate how long the approval process should take for a particular country. This could help ensure that food and medicine with limited shelf lives do not get stuck in customs or used beyond their expiration dates. The historical data in the Primavera system will also help AmeriCares with better planning year to year. The nonprofit’s staff has always put together a plan at the beginning of the year, but this has been very challenging simply because it is impossible to predict disasters. Now, management will be able to look at historical data and see trends and statistics as they set current objectives and prepare for future need. In addition, this historical data will provide AmeriCares management with the ability to review year-end data and compare actual project results with goals set at the beginning of the year—to see if desired outcomes were achieved and if there are areas that need improvement. It’s this type of information that is so valuable to donors. And, according to York, project management software can play a critical role in generating the data to help nonprofits sustain and grow. “It is important to invest in systems to help replicate, expand, and deliver services,” says York. “Project management software can help because it encourages nonprofits to examine program or service changes and how to manage moving forward.” Sears believes that AmeriCares donors will support the return on investment the organization will achieve with the Primavera solution. “It won’t be financial returns, but rather how many more people we can help for a given dollar or how much more quickly we can respond to a need,” says Sears. “I think donors are receptive to such arguments.” And for AmeriCares, it is all about the future and increasing results. The project management environment currently may be quite simple, but IT staff plans to expand the complexity and functionality as the organization grows in its knowledge of project management and the goals it wants to achieve. “As we use the system over time, we’ll continue to refine our best practices and accumulate more data,” says Sears. “It will advance our ability to make better data-driven decisions.”

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  • nagios NRPE: Unable to read output

    - by user555854
    I currently set up a script to restart my http servers + php5 fpm but can't get it to work. I have googled and have found that mostly permissions are the problems of my error but can't figure it out. I start my script using /usr/lib/nagios/plugins/check_nrpe -H bart -c restart_http This is the output in my syslog on the node I want to restart Jun 27 06:29:35 bart nrpe[8926]: Connection from 192.168.133.17 port 25028 Jun 27 06:29:35 bart nrpe[8926]: Host address is in allowed_hosts Jun 27 06:29:35 bart nrpe[8926]: Handling the connection... Jun 27 06:29:35 bart nrpe[8926]: Host is asking for command 'restart_http' to be run... Jun 27 06:29:35 bart nrpe[8926]: Running command: /usr/bin/sudo /usr/lib/nagios/plugins/http-restart Jun 27 06:29:35 bart nrpe[8926]: Command completed with return code 1 and output: Jun 27 06:29:35 bart nrpe[8926]: Return Code: 1, Output: NRPE: Unable to read output Jun 27 06:29:35 bart nrpe[8926]: Connection from 192.168.133.17 closed. If I run the command myself it runs fine (but asks for a password) (nagios user) This are the script permission and the script contents. -rwxrwxrwx 1 nagios nagios 142 Jun 26 21:41 /usr/lib/nagios/plugins/http-restart #!/bin/bash echo "ok" /etc/init.d/nginx stop /etc/init.d/nginx start /etc/init.d/php5-fpm stop /etc/init.d/php5-fpm start echo "done" I also added this line to visudo nagios ALL=(ALL) NOPASSWD: /usr/lib/nagios/plugins/ My local nagios nrpe.cfg ############################################################################# # Sample NRPE Config File # Written by: Ethan Galstad ([email protected]) # # # NOTES: # This is a sample configuration file for the NRPE daemon. It needs to be # located on the remote host that is running the NRPE daemon, not the host # from which the check_nrpe client is being executed. ############################################################################# # LOG FACILITY # The syslog facility that should be used for logging purposes. log_facility=daemon # PID FILE # The name of the file in which the NRPE daemon should write it's process ID # number. The file is only written if the NRPE daemon is started by the root # user and is running in standalone mode. pid_file=/var/run/nagios/nrpe.pid # PORT NUMBER # Port number we should wait for connections on. # NOTE: This must be a non-priviledged port (i.e. > 1024). # NOTE: This option is ignored if NRPE is running under either inetd or xinetd server_port=5666 # SERVER ADDRESS # Address that nrpe should bind to in case there are more than one interface # and you do not want nrpe to bind on all interfaces. # NOTE: This option is ignored if NRPE is running under either inetd or xinetd #server_address=127.0.0.1 # NRPE USER # This determines the effective user that the NRPE daemon should run as. # You can either supply a username or a UID. # # NOTE: This option is ignored if NRPE is running under either inetd or xinetd nrpe_user=nagios # NRPE GROUP # This determines the effective group that the NRPE daemon should run as. # You can either supply a group name or a GID. # # NOTE: This option is ignored if NRPE is running under either inetd or xinetd nrpe_group=nagios # ALLOWED HOST ADDRESSES # This is an optional comma-delimited list of IP address or hostnames # that are allowed to talk to the NRPE daemon. # # Note: The daemon only does rudimentary checking of the client's IP # address. I would highly recommend adding entries in your /etc/hosts.allow # file to allow only the specified host to connect to the port # you are running this daemon on. # # NOTE: This option is ignored if NRPE is running under either inetd or xinetd allowed_hosts=127.0.0.1,192.168.133.17 # COMMAND ARGUMENT PROCESSING # This option determines whether or not the NRPE daemon will allow clients # to specify arguments to commands that are executed. This option only works # if the daemon was configured with the --enable-command-args configure script # option. # # *** ENABLING THIS OPTION IS A SECURITY RISK! *** # Read the SECURITY file for information on some of the security implications # of enabling this variable. # # Values: 0=do not allow arguments, 1=allow command arguments dont_blame_nrpe=0 # COMMAND PREFIX # This option allows you to prefix all commands with a user-defined string. # A space is automatically added between the specified prefix string and the # command line from the command definition. # # *** THIS EXAMPLE MAY POSE A POTENTIAL SECURITY RISK, SO USE WITH CAUTION! *** # Usage scenario: # Execute restricted commmands using sudo. For this to work, you need to add # the nagios user to your /etc/sudoers. An example entry for alllowing # execution of the plugins from might be: # # nagios ALL=(ALL) NOPASSWD: /usr/lib/nagios/plugins/ # # This lets the nagios user run all commands in that directory (and only them) # without asking for a password. If you do this, make sure you don't give # random users write access to that directory or its contents! command_prefix=/usr/bin/sudo # DEBUGGING OPTION # This option determines whether or not debugging messages are logged to the # syslog facility. # Values: 0=debugging off, 1=debugging on debug=1 # COMMAND TIMEOUT # This specifies the maximum number of seconds that the NRPE daemon will # allow plugins to finish executing before killing them off. command_timeout=60 # CONNECTION TIMEOUT # This specifies the maximum number of seconds that the NRPE daemon will # wait for a connection to be established before exiting. This is sometimes # seen where a network problem stops the SSL being established even though # all network sessions are connected. This causes the nrpe daemons to # accumulate, eating system resources. Do not set this too low. connection_timeout=300 # WEEK RANDOM SEED OPTION # This directive allows you to use SSL even if your system does not have # a /dev/random or /dev/urandom (on purpose or because the necessary patches # were not applied). The random number generator will be seeded from a file # which is either a file pointed to by the environment valiable $RANDFILE # or $HOME/.rnd. If neither exists, the pseudo random number generator will # be initialized and a warning will be issued. # Values: 0=only seed from /dev/[u]random, 1=also seed from weak randomness #allow_weak_random_seed=1 # INCLUDE CONFIG FILE # This directive allows you to include definitions from an external config file. #include=<somefile.cfg> # INCLUDE CONFIG DIRECTORY # This directive allows you to include definitions from config files (with a # .cfg extension) in one or more directories (with recursion). #include_dir=<somedirectory> #include_dir=<someotherdirectory> # COMMAND DEFINITIONS # Command definitions that this daemon will run. Definitions # are in the following format: # # command[<command_name>]=<command_line> # # When the daemon receives a request to return the results of <command_name> # it will execute the command specified by the <command_line> argument. # # Unlike Nagios, the command line cannot contain macros - it must be # typed exactly as it should be executed. # # Note: Any plugins that are used in the command lines must reside # on the machine that this daemon is running on! The examples below # assume that you have plugins installed in a /usr/local/nagios/libexec # directory. Also note that you will have to modify the definitions below # to match the argument format the plugins expect. Remember, these are # examples only! # The following examples use hardcoded command arguments... command[check_users]=/usr/lib/nagios/plugins/check_users -w 5 -c 10 command[check_load]=/usr/lib/nagios/plugins/check_load -w 15,10,5 -c 30,25,20 command[check_hda1]=/usr/lib/nagios/plugins/check_disk -w 20% -c 10% -p /dev/hda1 command[check_zombie_procs]=/usr/lib/nagios/plugins/check_procs -w 5 -c 10 -s Z command[check_total_procs]=/usr/lib/nagios/plugins/check_procs -w 150 -c 200 # The following examples allow user-supplied arguments and can # only be used if the NRPE daemon was compiled with support for # command arguments *AND* the dont_blame_nrpe directive in this # config file is set to '1'. This poses a potential security risk, so # make sure you read the SECURITY file before doing this. #command[check_users]=/usr/lib/nagios/plugins/check_users -w $ARG1$ -c $ARG2$ #command[check_load]=/usr/lib/nagios/plugins/check_load -w $ARG1$ -c $ARG2$ #command[check_disk]=/usr/lib/nagios/plugins/check_disk -w $ARG1$ -c $ARG2$ -p $ARG3$ #command[check_procs]=/usr/lib/nagios/plugins/check_procs -w $ARG1$ -c $ARG2$ -s $ARG3$ command[restart_http]=/usr/lib/nagios/plugins/http-restart # # local configuration: # if you'd prefer, you can instead place directives here include=/etc/nagios/nrpe_local.cfg # # you can place your config snipplets into nrpe.d/ include_dir=/etc/nagios/nrpe.d/ My Sudoers files # /etc/sudoers # # This file MUST be edited with the 'visudo' command as root. # # See the man page for details on how to write a sudoers file. # Defaults env_reset # Host alias specification # User alias specification # Cmnd alias specification # User privilege specification root ALL=(ALL) ALL nagios ALL=(ALL) NOPASSWD: /usr/lib/nagios/plugins/ # Allow members of group sudo to execute any command # (Note that later entries override this, so you might need to move # it further down) %sudo ALL=(ALL) ALL # #includedir /etc/sudoers.d Hopefully someone can help!

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  • C++ Sentinel/Count Controlled Loop beginning programming

    - by Bryan Hendricks
    Hello all this is my first post. I'm working on a homework assignment with the following parameters. Piecework Workers are paid by the piece. Often worker who produce a greater quantity of output are paid at a higher rate. 1 - 199 pieces completed $0.50 each 200 - 399 $0.55 each (for all pieces) 400 - 599 $0.60 each 600 or more $0.65 each Input: For each worker, input the name and number of pieces completed. Name Pieces Johnny Begood 265 Sally Great 650 Sam Klutz 177 Pete Precise 400 Fannie Fantastic 399 Morrie Mellow 200 Output: Print an appropriate title and column headings. There should be one detail line for each worker, which shows the name, number of pieces, and the amount earned. Compute and print totals of the number of pieces and the dollar amount earned. Processing: For each person, compute the pay earned by multiplying the number of pieces by the appropriate price. Accumulate the total number of pieces and the total dollar amount paid. Sample Program Output: Piecework Weekly Report Name Pieces Pay Johnny Begood 265 145.75 Sally Great 650 422.50 Sam Klutz 177 88.5 Pete Precise 400 240.00 Fannie Fantastic 399 219.45 Morrie Mellow 200 110.00 Totals 2091 1226.20 You are required to code, compile, link, and run a sentinel-controlled loop program that transforms the input to the output specifications as shown in the above attachment. The input items should be entered into a text file named piecework1.dat and the ouput file stored in piecework1.out . The program filename is piecework1.cpp. Copies of these three files should be e-mailed to me in their original form. Read the name using a single variable as opposed to two different variables. To accomplish this, you must use the getline(stream, variable) function as discussed in class, except that you will replace the cin with your textfile stream variable name. Do not forget to code the compiler directive #include < string at the top of your program to acknowledge the utilization of the string variable, name . Your nested if-else statement, accumulators, count-controlled loop, should be properly designed to process the data correctly. The code below will run, but does not produce any output. I think it needs something around line 57 like a count control to stop the loop. something like (and this is just an example....which is why it is not in the code.) count = 1; while (count <=4) Can someone review the code and tell me what kind of count I need to introduce, and if there are any other changes that need to be made. Thanks. [code] //COS 502-90 //November 2, 2012 //This program uses a sentinel-controlled loop that transforms input to output. #include <iostream> #include <fstream> #include <iomanip> //output formatting #include <string> //string variables using namespace std; int main() { double pieces; //number of pieces made double rate; //amout paid per amount produced double pay; //amount earned string name; //name of worker ifstream inFile; ofstream outFile; //***********input statements**************************** inFile.open("Piecework1.txt"); //opens the input text file outFile.open("piecework1.out"); //opens the output text file outFile << setprecision(2) << showpoint; outFile << name << setw(6) << "Pieces" << setw(12) << "Pay" << endl; outFile << "_____" << setw(6) << "_____" << setw(12) << "_____" << endl; getline(inFile, name, '*'); //priming read inFile >> pieces >> pay >> rate; // ,, while (name != "End of File") //while condition test { //begining of loop pay = pieces * rate; getline(inFile, name, '*'); //get next name inFile >> pieces; //get next pieces } //end of loop inFile.close(); outFile.close(); return 0; }[/code]

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  • Nagging As A Strategy For Better Linking: -z guidance

    - by user9154181
    The link-editor (ld) in Solaris 11 has a new feature that we call guidance that is intended to help you build better objects. The basic idea behind guidance is that if (and only if) you request it, the link-editor will issue messages suggesting better options and other changes you might make to your ld command to get better results. You can choose to take the advice, or you can disable specific types of guidance while acting on others. In some ways, this works like an experienced friend leaning over your shoulder and giving you advice — you're free to take it or leave it as you see fit, but you get nudged to do a better job than you might have otherwise. We use guidance to build the core Solaris OS, and it has proven to be useful, both in improving our objects, and in making sure that regressions don't creep back in later. In this article, I'm going to describe the evolution in thinking and design that led to the implementation of the -z guidance option, as well as give a brief description of how it works. The guidance feature issues non-fatal warnings. However, experience shows that once developers get used to ignoring warnings, it is inevitable that real problems will be lost in the noise and ignored or missed. This is why we have a zero tolerance policy against build noise in the core Solaris OS. In order to get maximum benefit from -z guidance while maintaining this policy, I added the -z fatal-warnings option at the same time. Much of the material presented here is adapted from the arc case: PSARC 2010/312 Link-editor guidance The History Of Unfortunate Link-Editor Defaults The Solaris link-editor is one of the oldest Unix commands. It stands to reason that this would be true — in order to write an operating system, you need the ability to compile and link code. The original link-editor (ld) had defaults that made sense at the time. As new features were needed, command line option switches were added to let the user use them, while maintaining backward compatibility for those who didn't. Backward compatibility is always a concern in system design, but is particularly important in the case of the tool chain (compilers, linker, and related tools), since it is a basic building block for the entire system. Over the years, applications have grown in size and complexity. Important concepts like dynamic linking that didn't exist in the original Unix system were invented. Object file formats changed. In the case of System V Release 4 Unix derivatives like Solaris, the ELF (Extensible Linking Format) was adopted. Since then, the ELF system has evolved to provide tools needed to manage today's larger and more complex environments. Features such as lazy loading, and direct bindings have been added. In an ideal world, many of these options would be defaults, with rarely used options that allow the user to turn them off. However, the reality is exactly the reverse: For backward compatibility, these features are all options that must be explicitly turned on by the user. This has led to a situation in which most applications do not take advantage of the many improvements that have been made in linking over the last 20 years. If their code seems to link and run without issue, what motivation does a developer have to read a complex manpage, absorb the information provided, choose the features that matter for their application, and apply them? Experience shows that only the most motivated and diligent programmers will make that effort. We know that most programs would be improved if we could just get you to use the various whizzy features that we provide, but the defaults conspire against us. We have long wanted to do something to make it easier for our users to use the linkers more effectively. There have been many conversations over the years regarding this issue, and how to address it. They always break down along the following lines: Change ld Defaults Since the world would be a better place the newer ld features were the defaults, why not change things to make it so? This idea is simple, elegant, and impossible. Doing so would break a large number of existing applications, including those of ISVs, big customers, and a plethora of existing open source packages. In each case, the owner of that code may choose to follow our lead and fix their code, or they may view it as an invitation to reconsider their commitment to our platform. Backward compatibility, and our installed base of working software, is one of our greatest assets, and not something to be lightly put at risk. Breaking backward compatibility at this level of the system is likely to do more harm than good. But, it sure is tempting. New Link-Editor One might create a new linker command, not called 'ld', leaving the old command as it is. The new one could use the same code as ld, but would offer only modern options, with the proper defaults for features such as direct binding. The resulting link-editor would be a pleasure to use. However, the approach is doomed to niche status. There is a vast pile of exiting code in the world built around the existing ld command, that reaches back to the 1970's. ld use is embedded in large and unknown numbers of makefiles, and is used by name by compilers that execute it. A Unix link-editor that is not named ld will not find a majority audience no matter how good it might be. Finally, a new linker command will eventually cease to be new, and will accumulate its own burden of backward compatibility issues. An Option To Make ld Do The Right Things Automatically This line of reasoning is best summarized by a CR filed in 2005, entitled 6239804 make it easier for ld(1) to do what's best The idea is to have a '-z best' option that unchains ld from its backward compatibility commitment, and allows it to turn on the "best" set of features, as determined by the authors of ld. The specific set of features enabled by -z best would be subject to change over time, as requirements change. This idea is more realistic than the other two, but was never implemented because it has some important issues that we could never answer to our satisfaction: The -z best proposal assumes that the user can turn it on, and trust it to select good options without the user needing to be aware of the options being applied. This is a fallacy. Features such as direct bindings require the user to do some analysis to ensure that the resulting program will still operate properly. A user who is willing to do the work to verify that what -z best does will be OK for their application is capable of turning on those features directly, and therefore gains little added benefit from -z best. The intent is that when a user opts into -z best, that they understand that z best is subject to sometimes incompatible evolution. Experience teaches us that this won't work. People will use this feature, the meaning of -z best will change, code that used to build will fail, and then there will be complaints and demands to retract the change. When (not if) this occurs, we will of course defend our actions, and point at the disclaimer. We'll win some of those debates, and lose others. Ultimately, we'll end up with -z best2 (-z better), or other compromises, and our goal of simplifying the world will have failed. The -z best idea rolls up a set of features that may or may not be related to each other into a unit that must be taken wholesale, or not at all. It could be that only a subset of what it does is compatible with a given application, in which case the user is expected to abandon -z best and instead set the options that apply to their application directly. In doing so, they lose one of the benefits of -z best, that if you use it, future versions of ld may choose a different set of options, and automatically improve the object through the act of rebuilding it. I drew two conclusions from the above history: For a link-editor, backward compatibility is vital. If a given command line linked your application 10 years ago, you have every reason to expect that it will link today, assuming that the libraries you're linking against are still available and compatible with their previous interfaces. For an application of any size or complexity, there is no substitute for the work involved in examining the code and determining which linker options apply and which do not. These options are largely orthogonal to each other, and it can be reasonable not to use any or all of them, depending on the situation, even in modern applications. It is a mistake to tie them together. The idea for -z guidance came from consideration of these points. By decoupling the advice from the act of taking the advice, we can retain the good aspects of -z best while avoiding its pitfalls: -z guidance gives advice, but the decision to take that advice remains with the user who must evaluate its merit and make a decision to take it or not. As such, we are free to change the specific guidance given in future releases of ld, without breaking existing applications. The only fallout from this will be some new warnings in the build output, which can be ignored or dealt with at the user's convenience. It does not couple the various features given into a single "take it or leave it" option, meaning that there will never be a need to offer "-zguidance2", or other such variants as things change over time. Guidance has the potential to be our final word on this subject. The user is given the flexibility to disable specific categories of guidance without losing the benefit of others, including those that might be added to future versions of the system. Although -z fatal-warnings stands on its own as a useful feature, it is of particular interest in combination with -z guidance. Used together, the guidance turns from advice to hard requirement: The user must either make the suggested change, or explicitly reject the advice by specifying a guidance exception token, in order to get a build. This is valuable in environments with high coding standards. ld Command Line Options The guidance effort resulted in new link-editor options for guidance and for turning warnings into fatal errors. Before I reproduce that text here, I'd like to highlight the strategic decisions embedded in the guidance feature: In order to get guidance, you have to opt in. We hope you will opt in, and believe you'll get better objects if you do, but our default mode of operation will continue as it always has, with full backward compatibility, and without judgement. Guidance suggestions always offers specific advice, and not vague generalizations. You can disable some guidance without turning off the entire feature. When you get guidance warnings, you can choose to take the advice, or you can specify a keyword to disable guidance for just that category. This allows you to get guidance for things that are useful to you, without being bothered about things that you've already considered and dismissed. As the world changes, we will add new guidance to steer you in the right direction. All such new guidance will come with a keyword that let's you turn it off. In order to facilitate building your code on different versions of Solaris, we quietly ignore any guidance keywords we don't recognize, assuming that they are intended for newer versions of the link-editor. If you want to see what guidance tokens ld does and does not recognize on your system, you can use the ld debugging feature as follows: % ld -Dargs -z guidance=foo,nodefs debug: debug: Solaris Linkers: 5.11-1.2275 debug: debug: arg[1] option=-D: option-argument: args debug: arg[2] option=-z: option-argument: guidance=foo,nodefs debug: warning: unrecognized -z guidance item: foo The -z fatal-warning option is straightforward, and generally useful in environments with strict coding standards. Note that the GNU ld already had this feature, and we accept their option names as synonyms: -z fatal-warnings | nofatal-warnings --fatal-warnings | --no-fatal-warnings The -z fatal-warnings and the --fatal-warnings option cause the link-editor to treat warnings as fatal errors. The -z nofatal-warnings and the --no-fatal-warnings option cause the link-editor to treat warnings as non-fatal. This is the default behavior. The -z guidance option is defined as follows: -z guidance[=item1,item2,...] Provide guidance messages to suggest ld options that can improve the quality of the resulting object, or which are otherwise considered to be beneficial. The specific guidance offered is subject to change over time as the system evolves. Obsolete guidance offered by older versions of ld may be dropped in new versions. Similarly, new guidance may be added to new versions of ld. Guidance therefore always represents current best practices. It is possible to enable guidance, while preventing specific guidance messages, by providing a list of item tokens, representing the class of guidance to be suppressed. In this way, unwanted advice can be suppressed without losing the benefit of other guidance. Unrecognized item tokens are quietly ignored by ld, allowing a given ld command line to be executed on a variety of older or newer versions of Solaris. The guidance offered by the current version of ld, and the item tokens used to disable these messages, are as follows. Specify Required Dependencies Dynamic executables and shared objects should explicitly define all of the dependencies they require. Guidance recommends the use of the -z defs option, should any symbol references remain unsatisfied when building dynamic objects. This guidance can be disabled with -z guidance=nodefs. Do Not Specify Non-Required Dependencies Dynamic executables and shared objects should not define any dependencies that do not satisfy the symbol references made by the dynamic object. Guidance recommends that unused dependencies be removed. This guidance can be disabled with -z guidance=nounused. Lazy Loading Dependencies should be identified for lazy loading. Guidance recommends the use of the -z lazyload option should any dependency be processed before either a -z lazyload or -z nolazyload option is encountered. This guidance can be disabled with -z guidance=nolazyload. Direct Bindings Dependencies should be referenced with direct bindings. Guidance recommends the use of the -B direct, or -z direct options should any dependency be processed before either of these options, or the -z nodirect option is encountered. This guidance can be disabled with -z guidance=nodirect. Pure Text Segment Dynamic objects should not contain relocations to non-writable, allocable sections. Guidance recommends compiling objects with Position Independent Code (PIC) should any relocations against the text segment remain, and neither the -z textwarn or -z textoff options are encountered. This guidance can be disabled with -z guidance=notext. Mapfile Syntax All mapfiles should use the version 2 mapfile syntax. Guidance recommends the use of the version 2 syntax should any mapfiles be encountered that use the version 1 syntax. This guidance can be disabled with -z guidance=nomapfile. Library Search Path Inappropriate dependencies that are encountered by ld are quietly ignored. For example, a 32-bit dependency that is encountered when generating a 64-bit object is ignored. These dependencies can result from incorrect search path settings, such as supplying an incorrect -L option. Although benign, this dependency processing is wasteful, and might hide a build problem that should be solved. Guidance recommends the removal of any inappropriate dependencies. This guidance can be disabled with -z guidance=nolibpath. In addition, -z guidance=noall can be used to entirely disable the guidance feature. See Chapter 7, Link-Editor Quick Reference, in the Linker and Libraries Guide for more information on guidance and advice for building better objects. Example The following example demonstrates how the guidance feature is intended to work. We will build a shared object that has a variety of shortcomings: Does not specify all it's dependencies Specifies dependencies it does not use Does not use direct bindings Uses a version 1 mapfile Contains relocations to the readonly allocable text (not PIC) This scenario is sadly very common — many shared objects have one or more of these issues. % cat hello.c #include <stdio.h> #include <unistd.h> void hello(void) { printf("hello user %d\n", getpid()); } % cat mapfile.v1 # This version 1 mapfile will trigger a guidance message % cc hello.c -o hello.so -G -M mapfile.v1 -lelf As you can see, the operation completes without error, resulting in a usable object. However, turning on guidance reveals a number of things that could be better: % cc hello.c -o hello.so -G -M mapfile.v1 -lelf -zguidance ld: guidance: version 2 mapfile syntax recommended: mapfile.v1 ld: guidance: -z lazyload option recommended before first dependency ld: guidance: -B direct or -z direct option recommended before first dependency Undefined first referenced symbol in file getpid hello.o (symbol belongs to implicit dependency /lib/libc.so.1) printf hello.o (symbol belongs to implicit dependency /lib/libc.so.1) ld: warning: symbol referencing errors ld: guidance: -z defs option recommended for shared objects ld: guidance: removal of unused dependency recommended: libelf.so.1 warning: Text relocation remains referenced against symbol offset in file .rodata1 (section) 0xa hello.o getpid 0x4 hello.o printf 0xf hello.o ld: guidance: position independent (PIC) code recommended for shared objects ld: guidance: see ld(1) -z guidance for more information Given the explicit advice in the above guidance messages, it is relatively easy to modify the example to do the right things: % cat mapfile.v2 # This version 2 mapfile will not trigger a guidance message $mapfile_version 2 % cc hello.c -o hello.so -Kpic -G -Bdirect -M mapfile.v2 -lc -zguidance There are situations in which the guidance does not fit the object being built. For instance, you want to build an object without direct bindings: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance ld: guidance: -B direct or -z direct option recommended before first dependency ld: guidance: see ld(1) -z guidance for more information It is easy to disable that specific guidance warning without losing the overall benefit from allowing the remainder of the guidance feature to operate: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance=nodirect Conclusions The linking guidelines enforced by the ld guidance feature correspond rather directly to our standards for building the core Solaris OS. I'm sure that comes as no surprise. It only makes sense that we would want to build our own product as well as we know how. Solaris is usually the first significant test for any new linker feature. We now enable guidance by default for all builds, and the effect has been very positive. Guidance helps us find suboptimal objects more quickly. Programmers get concrete advice for what to change instead of vague generalities. Even in the cases where we override the guidance, the makefile rules to do so serve as documentation of the fact. Deciding to use guidance is likely to cause some up front work for most code, as it forces you to consider using new features such as direct bindings. Such investigation is worthwhile, but does not come for free. However, the guidance suggestions offer a structured and straightforward way to tackle modernizing your objects, and once that work is done, for keeping them that way. The investment is often worth it, and will replay you in terms of better performance and fewer problems. I hope that you find guidance to be as useful as we have.

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  • XSLT 1.0 recursion

    - by DashaLuna
    I'm stuck with recursion, was wondering if anyone can help me out with it. I have <Receipts> and <Deposits> elements, that are not verbose, i.e. that a <Receipts> element doesn't have an attribute to show what <Deposit> it is towards. I need to figure out <Deposits> "still amount due" and when a last receipt towards it was paid if any. I'm trying to do it with the following code: The idea was to take 1st deposit and see if there are receipts. If the deposit isn't fully paid and there are more receipts - call that recorsive function with all the same params except now count in following receipt. If there aren't any more receipts or deposit is payed - process it correctly (add required attributes). Otherwise proceed with 2nd deposit. And so on. However, the XSLT crashes with error message that "a processor stack has overflowed - possible cause is infinite template recursion" I would really appreciate any help/teps... I'm not that great with recursion and can't understand why mine here doesn't work. Thanks! :) <!-- Accumulate all the deposits with @DueAmount attribute --> <xsl:variable name="depositsClassified"> <xsl:call-template name="classifyDeposits"> <!-- a node-list of all Deposits elements ordered by DueDate Acs --> <xsl:with-param name="depositsAll" select="$deposits"/> <xsl:with-param name="depositPrevAmount" select="'0'"/> <!-- a node-list of all Receipts elements ordered by ReceivedDate Acs --> <xsl:with-param name="receiptsAll" select="$receiptsAsc"/> <xsl:with-param name="receiptCount" select="'1'"/> </xsl:call-template> </xsl:variable> <xsl:template name="classifyDeposits"> <xsl:param name="depositsAll"/> <xsl:param name="depositPrevAmount" select="'0'"/> <xsl:param name="receiptsAll"/> <xsl:param name="receiptCount"/> <xsl:if test="$deposits"> <!-- Do required operations for the 1st deposit --> <xsl:variable name="depositFirst" select="$depositsAll[1]"/> <xsl:variable name="receiptSum"> <xsl:choose> <xsl:when test="$receiptsAll"> <xsl:value-of select="sum($receiptsAll[position() &lt;= $receiptCount]/@ActionAmount)"/> </xsl:when> <xsl:otherwise>0</xsl:otherwise> </xsl:choose> </xsl:variable> <xsl:variable name="diff" select="$depositPrevAmount + $depositFirst/@DepositTotalAmount - $receiptSum"/> <xsl:choose> <xsl:when test="$diff &gt; 0 and $receiptCount &lt; $receiptsQuantityOf"> <xsl:call-template name="classifyDeposits"> <xsl:with-param name="depositsAll" select="$depositsAll"/> <xsl:with-param name="depositPrevAmount" select="$depositPrevAmount"/> <xsl:with-param name="receiptsAll" select="$receiptsAll"/> <xsl:with-param name="receiptCount" select="$receiptCount + 1"/> </xsl:call-template> </xsl:when> <xsl:otherwise> <!-- Record changes to the deposit (@DueAmount and receipt ReceivedDate) --> <xsl:apply-templates select="$depositFirst" mode="defineDeposit"> <xsl:with-param name="diff" select="$diff"/> <xsl:with-param name="latestReceiptForDeposit" select="$receiptsAll[position() = $receiptCount]"/> </xsl:apply-templates> <!-- Recursive call to the next deposit --> <xsl:call-template name="classifyDeposits"> <xsl:with-param name="depositsAll" select="$depositsAll[position() &gt; 1]"/> <xsl:with-param name="depositPrevAmount" select="$depositPrevAmount + $depositFirst/@DepositTotalAmount"/> <xsl:with-param name="receiptsAll" select="$receiptsAll"/> <xsl:with-param name="receiptCount" select="'1'"/> </xsl:call-template> </xsl:otherwise> </xsl:choose> </xsl:if> </xsl:template> <!-- Determine deposit's status, due amount and payment received date if any --> <xsl:template match="Deposits" mode="defineDeposit"> <xsl:param name="diff"/> <xsl:param name="latestReceiptForDeposit"/> <xsl:choose> <xsl:when test="$diff &lt;= 0"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'paid'"/> <xsl:with-param name="dueAmount" select="'0'"/> <xsl:with-param name="receipt" select="$latestReceiptForDeposit"/> </xsl:apply-templates> </xsl:when> <xsl:when test="$diff = ./@DepositTotalAmount"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'due'"/> <xsl:with-param name="dueAmount" select="$diff"/> </xsl:apply-templates> </xsl:when> <xsl:when test="$diff &lt; ./@DepositTotalAmount"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'outstanding'"/> <xsl:with-param name="dueAmount" select="$diff"/> <xsl:with-param name="receipt" select="$latestReceiptForDeposit"/> </xsl:apply-templates> </xsl:when> <xsl:otherwise/> </xsl:choose> </xsl:template> <xsl:template match="Deposits" mode="addAttrs"> <xsl:param name="status"/> <xsl:param name="dueAmount"/> <xsl:param name="receipt" select="''"/> <!-- Constract a new MultiDeposits element with required info --> <xsl:copy> <xsl:copy-of select="./@*"/> <xsl:attribute name="Status"><xsl:value-of select="$status"/></xsl:attribute> <xsl:attribute name="DueAmount"><xsl:value-of select="$dueAmount"/></xsl:attribute> <xsl:if test="$receipt"> <xsl:attribute name="latestReceiptDate"> <xsl:value-of select="$receipt/@ActionDate"/> </xsl:attribute> </xsl:if> <xsl:copy-of select="./*"/> </xsl:copy> </xsl:template>

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  • XSLT 1.0 help with recursion logic

    - by DashaLuna
    Hello guys, I'm having troubles with the logic and would apprecite any help/tips. I have <Deposits> elements and <Receipts> elements. However there isn't any identification what receipt was paid toward what deposit. I am trying to update the <Deposits> elements with the following attributes: @DueAmont - the amount that is still due to pay @Status - whether it's paid, outstanding (partly paid) or due @ReceiptDate - the latest receipt's date that was paid towards this deposit Every deposit could be paid with one or more receipts. It also could happen, that 1 receipt could cover one or more deposits. For example. If there are 3 deposits: 500 100 450 That are paid with the following receipts: 200 100 250 I want to get the following info: Deposit 1 is fully paid (status=paid, dueAmount=0, receiptNum=3. Deposit 2 is partly paid (status=outstanding, dueAmount=50, receiptNum=3. Deposit 3 is not paid (status=due, dueAmount=450, receiptNum=NAN. I've added comments in the code explaining what I'm trying to do. I am staring at this code for the 3rd day now non stop - can't see what I'm doing wrong. Please could anyone help me with it? :) Thanks! Set up: $deposits - All the available deposits $receiptsAsc - All the available receipts sorted by their @ActionDate Code: <!-- Accumulate all the deposits with @Status, @DueAmount and @ReceiptDate attributes Provide all deposits, receipts and start with 1st receipt --> <xsl:variable name="depositsClassified"> <xsl:call-template name="classifyDeposits"> <xsl:with-param name="depositsAll" select="$deposits"/> <xsl:with-param name="receiptsAll" select="$receiptsAsc"/> <xsl:with-param name="receiptCount" select="'1'"/> </xsl:call-template> </xsl:variable> <!-- Recursive function to associate deposits' total amounts with overall receipts paid to determine whether a deposit is due, outstanding or paid. Also determine what's the due amount and latest receipt towards the deposit for each deposit --> <xsl:template name="classifyDeposits"> <xsl:param name="depositsAll"/> <xsl:param name="receiptsAll"/> <xsl:param name="receiptCount"/> <!-- If there are deposits to proceed --> <xsl:if test="$depositsAll"> <!-- Get the 1st deposit --> <xsl:variable name="deposit" select="$depositsAll[1]"/> <!-- Calculate the sum of all receipts up to and including currenly considered --> <xsl:variable name="receiptSum"> <xsl:choose> <xsl:when test="$receiptsAll"> <xsl:value-of select="sum($receiptsAll[position() &lt;= $receiptCount]/@ReceiptAmount)"/> </xsl:when> <xsl:otherwise>0</xsl:otherwise> </xsl:choose> </xsl:variable> <!-- Difference between deposit amount and sum of the receipts calculated above --> <xsl:variable name="diff" select="$deposit/@DepositTotalAmount - $receiptSum"/> <xsl:choose> <!-- Deposit isn't paid fully and there are more receipts/payments exist. So consider the same deposit, but take next receipt into calculation as well --> <xsl:when test="($diff &gt; 0) and ($receiptCount &lt; count($receiptsAll))"> <xsl:call-template name="classifyDeposits"> <xsl:with-param name="depositsAll" select="$depositsAll"/> <xsl:with-param name="receiptsAll" select="$receiptsAll"/> <xsl:with-param name="receiptCount" select="$receiptCount + 1"/> </xsl:call-template> </xsl:when> <!-- Deposit is paid or we ran out of receipts --> <xsl:otherwise> <!-- process the deposit. Determine its status and then update corresponding attributes --> <xsl:apply-templates select="$deposit" mode="defineDeposit"> <xsl:with-param name="diff" select="$diff"/> <xsl:with-param name="receiptNum" select="$receiptCount"/> </xsl:apply-templates> <!-- Recursively call the template with the rest of deposits excluding the first. Before hand update the @ReceiptsAmount. For the receipts before current it is now 0, for the current is what left in the $diff, and simply copy over receipts after current one. --> <xsl:variable name="receiptsUpdatedRTF"> <xsl:for-each select="$receiptsAll"> <xsl:choose> <!-- these receipts was fully accounted for the current deposit. Make them 0 --> <xsl:when test="position() &lt; $receiptCount"> <xsl:copy> <xsl:copy-of select="./@*"/> <xsl:attribute name="ReceiptAmount">0</xsl:attribute> </xsl:copy> </xsl:when> <!-- this receipt was partly/fully(in case $diff=0) accounted for the current deposit. Make it whatever is in $diff --> <xsl:when test="position() = $receiptCount"> <xsl:copy> <xsl:copy-of select="./@*"/> <xsl:attribute name="ReceiptAmount"> <xsl:value-of select="format-number($diff, '#.00;#.00')"/> </xsl:attribute> </xsl:copy> </xsl:when> <!-- these receipts weren't yet considered - copy them over --> <xsl:otherwise> <xsl:copy-of select="."/> </xsl:otherwise> </xsl:choose> </xsl:for-each> </xsl:variable> <xsl:variable name="receiptsUpdated" select="msxsl:node-set($receiptsUpdatedRTF)/Receipts"/> <!-- Recursive call for the next deposit. Starting counting receipts from the current one. --> <xsl:call-template name="classifyDeposits"> <xsl:with-param name="depositsAll" select="$deposits[position() != 1]"/> <xsl:with-param name="receiptsAll" select="$receiptsUpdated"/> <xsl:with-param name="receiptCount" select="$receiptCount"/> </xsl:call-template> </xsl:otherwise> </xsl:choose> </xsl:if> </xsl:template> <!-- Determine deposit's status and due amount --> <xsl:template match="MultiDeposits" mode="defineDeposit"> <xsl:param name="diff"/> <xsl:param name="receiptNum"/> <xsl:choose> <xsl:when test="$diff &lt;= 0"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'paid'"/> <xsl:with-param name="dueAmount" select="'0'"/> <xsl:with-param name="receiptNum" select="$receiptNum"/> </xsl:apply-templates> </xsl:when> <xsl:when test="$diff = ./@DepositTotalAmount"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'due'"/> <xsl:with-param name="dueAmount" select="$diff"/> </xsl:apply-templates> </xsl:when> <xsl:when test="$diff &lt; ./@DepositTotalAmount"> <xsl:apply-templates select="." mode="addAttrs"> <xsl:with-param name="status" select="'outstanding'"/> <xsl:with-param name="dueAmount" select="$diff"/> <xsl:with-param name="receiptNum" select="$receiptNum"/> </xsl:apply-templates> </xsl:when> <xsl:otherwise/> </xsl:choose> </xsl:template> <!-- Add new attributes (@Status, @DueAmount and @ReceiptDate) to the deposit element --> <xsl:template match="MultiDeposits" mode="addAttrs"> <xsl:param name="status"/> <xsl:param name="dueAmount"/> <xsl:param name="receiptNum" select="''"/> <xsl:copy> <xsl:copy-of select="./@*"/> <xsl:attribute name="Status"><xsl:value-of select="$status"/></xsl:attribute> <xsl:attribute name="DueAmount"><xsl:value-of select="$dueAmount"/></xsl:attribute> <xsl:if test="$receiptNum != ''"> <xsl:attribute name="ReceiptDate"> <xsl:value-of select="$receiptsAsc[position() = $receiptNum]/@ActionDate"/> </xsl:attribute> </xsl:if> <xsl:copy-of select="./*"/> </xsl:copy> </xsl:template>

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  • Problems extracting information from RSS feed description field

    - by Graeme
    Hi, I've built an iPhone application using the parsing code from the TopSongs sample iPhone application. I've hit a problem though - the feed I'm trying to parse data from doesn't have a separate field for every piece of information (i.e. if it was for a feed about dogs, all the information such as dog type, dog age and dog price is contained in the feed. However, the TopSongs app relies on information having its own tags, so instead of using it uses and . So my question is this. How do I extract this information from the description field so that it can be parsed using the TopSongs parser? Can you somehow extract the dog age, price and type information using Yahoo Pipes and use that RSS feed for the feed? Or is there code that I can add to do it in application? Update: To view the code of my application parser (based on the TopSongs Core Data Apple provided application, see below. Here's a sample of one item from the the actual RSS feed I'm using (the description is longer, and has status,size, and a couple of other fields, but they're all formatted the same.: <item> <title>MOE, MARGRET STREET</title> <description> <b>District/Region:</b>&nbsp;REGION 09</br><b>Location:</b>&nbsp;MOE</br><b>Name:</b>&nbsp;MARGRET STREET</br></description> <pubDate>Thu,11 Mar 2010 05:43:03 GMT</pubDate> <guid>1266148</guid> </item> /* File: iTunesRSSImporter.m Abstract: Downloads, parses, and imports the iTunes top songs RSS feed into Core Data. Version: 1.1 Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. In consideration of your agreement to abide by the following terms, and subject to these terms, Apple grants you a personal, non-exclusive license, under Apple's copyrights in this original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the Apple Software, with or without modifications, in source and/or binary forms; provided that if you redistribute the Apple Software in its entirety and without modifications, you must retain this notice and the following text and disclaimers in all such redistributions of the Apple Software. Neither the name, trademarks, service marks or logos of Apple Inc. may be used to endorse or promote products derived from the Apple Software without specific prior written permission from Apple. Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Copyright (C) 2009 Apple Inc. All Rights Reserved. */ #import "iTunesRSSImporter.h" #import "Song.h" #import "Category.h" #import "CategoryCache.h" #import <libxml/tree.h> // Function prototypes for SAX callbacks. This sample implements a minimal subset of SAX callbacks. // Depending on your application's needs, you might want to implement more callbacks. static void startElementSAX(void *context, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI, int nb_namespaces, const xmlChar **namespaces, int nb_attributes, int nb_defaulted, const xmlChar **attributes); static void endElementSAX(void *context, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI); static void charactersFoundSAX(void *context, const xmlChar *characters, int length); static void errorEncounteredSAX(void *context, const char *errorMessage, ...); // Forward reference. The structure is defined in full at the end of the file. static xmlSAXHandler simpleSAXHandlerStruct; // Class extension for private properties and methods. @interface iTunesRSSImporter () @property BOOL storingCharacters; @property (nonatomic, retain) NSMutableData *characterBuffer; @property BOOL done; @property BOOL parsingASong; @property NSUInteger countForCurrentBatch; @property (nonatomic, retain) Song *currentSong; @property (nonatomic, retain) NSURLConnection *rssConnection; @property (nonatomic, retain) NSDateFormatter *dateFormatter; // The autorelease pool property is assign because autorelease pools cannot be retained. @property (nonatomic, assign) NSAutoreleasePool *importPool; @end static double lookuptime = 0; @implementation iTunesRSSImporter @synthesize iTunesURL, delegate, persistentStoreCoordinator; @synthesize rssConnection, done, parsingASong, storingCharacters, currentSong, countForCurrentBatch, characterBuffer, dateFormatter, importPool; - (void)dealloc { [iTunesURL release]; [characterBuffer release]; [currentSong release]; [rssConnection release]; [dateFormatter release]; [persistentStoreCoordinator release]; [insertionContext release]; [songEntityDescription release]; [theCache release]; [super dealloc]; } - (void)main { self.importPool = [[NSAutoreleasePool alloc] init]; if (delegate && [delegate respondsToSelector:@selector(importerDidSave:)]) { [[NSNotificationCenter defaultCenter] addObserver:delegate selector:@selector(importerDidSave:) name:NSManagedObjectContextDidSaveNotification object:self.insertionContext]; } done = NO; self.dateFormatter = [[[NSDateFormatter alloc] init] autorelease]; [dateFormatter setDateStyle:NSDateFormatterLongStyle]; [dateFormatter setTimeStyle:NSDateFormatterNoStyle]; // necessary because iTunes RSS feed is not localized, so if the device region has been set to other than US // the date formatter must be set to US locale in order to parse the dates [dateFormatter setLocale:[[[NSLocale alloc] initWithLocaleIdentifier:@"US"] autorelease]]; self.characterBuffer = [NSMutableData data]; NSURLRequest *theRequest = [NSURLRequest requestWithURL:iTunesURL]; // create the connection with the request and start loading the data rssConnection = [[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; // This creates a context for "push" parsing in which chunks of data that are not "well balanced" can be passed // to the context for streaming parsing. The handler structure defined above will be used for all the parsing. // The second argument, self, will be passed as user data to each of the SAX handlers. The last three arguments // are left blank to avoid creating a tree in memory. context = xmlCreatePushParserCtxt(&simpleSAXHandlerStruct, self, NULL, 0, NULL); if (rssConnection != nil) { do { [[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]]; } while (!done); } // Display the total time spent finding a specific object for a relationship NSLog(@"lookup time %f", lookuptime); // Release resources used only in this thread. xmlFreeParserCtxt(context); self.characterBuffer = nil; self.dateFormatter = nil; self.rssConnection = nil; self.currentSong = nil; [theCache release]; theCache = nil; NSError *saveError = nil; NSAssert1([insertionContext save:&saveError], @"Unhandled error saving managed object context in import thread: %@", [saveError localizedDescription]); if (delegate && [delegate respondsToSelector:@selector(importerDidSave:)]) { [[NSNotificationCenter defaultCenter] removeObserver:delegate name:NSManagedObjectContextDidSaveNotification object:self.insertionContext]; } if (self.delegate != nil && [self.delegate respondsToSelector:@selector(importerDidFinishParsingData:)]) { [self.delegate importerDidFinishParsingData:self]; } [importPool release]; self.importPool = nil; } - (NSManagedObjectContext *)insertionContext { if (insertionContext == nil) { insertionContext = [[NSManagedObjectContext alloc] init]; [insertionContext setPersistentStoreCoordinator:self.persistentStoreCoordinator]; } return insertionContext; } - (void)forwardError:(NSError *)error { if (self.delegate != nil && [self.delegate respondsToSelector:@selector(importer:didFailWithError:)]) { [self.delegate importer:self didFailWithError:error]; } } - (NSEntityDescription *)songEntityDescription { if (songEntityDescription == nil) { songEntityDescription = [[NSEntityDescription entityForName:@"Song" inManagedObjectContext:self.insertionContext] retain]; } return songEntityDescription; } - (CategoryCache *)theCache { if (theCache == nil) { theCache = [[CategoryCache alloc] init]; theCache.managedObjectContext = self.insertionContext; } return theCache; } - (Song *)currentSong { if (currentSong == nil) { currentSong = [[Song alloc] initWithEntity:self.songEntityDescription insertIntoManagedObjectContext:self.insertionContext]; } return currentSong; } #pragma mark NSURLConnection Delegate methods // Forward errors to the delegate. - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { [self performSelectorOnMainThread:@selector(forwardError:) withObject:error waitUntilDone:NO]; // Set the condition which ends the run loop. done = YES; } // Called when a chunk of data has been downloaded. - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { // Process the downloaded chunk of data. xmlParseChunk(context, (const char *)[data bytes], [data length], 0); } - (void)connectionDidFinishLoading:(NSURLConnection *)connection { // Signal the context that parsing is complete by passing "1" as the last parameter. xmlParseChunk(context, NULL, 0, 1); context = NULL; // Set the condition which ends the run loop. done = YES; } #pragma mark Parsing support methods static const NSUInteger kImportBatchSize = 20; - (void)finishedCurrentSong { parsingASong = NO; self.currentSong = nil; countForCurrentBatch++; // Periodically purge the autorelease pool and save the context. The frequency of this action may need to be tuned according to the // size of the objects being parsed. The goal is to keep the autorelease pool from growing too large, but // taking this action too frequently would be wasteful and reduce performance. if (countForCurrentBatch == kImportBatchSize) { [importPool release]; self.importPool = [[NSAutoreleasePool alloc] init]; NSError *saveError = nil; NSAssert1([insertionContext save:&saveError], @"Unhandled error saving managed object context in import thread: %@", [saveError localizedDescription]); countForCurrentBatch = 0; } } /* Character data is appended to a buffer until the current element ends. */ - (void)appendCharacters:(const char *)charactersFound length:(NSInteger)length { [characterBuffer appendBytes:charactersFound length:length]; } - (NSString *)currentString { // Create a string with the character data using UTF-8 encoding. UTF-8 is the default XML data encoding. NSString *currentString = [[[NSString alloc] initWithData:characterBuffer encoding:NSUTF8StringEncoding] autorelease]; [characterBuffer setLength:0]; return currentString; } @end #pragma mark SAX Parsing Callbacks // The following constants are the XML element names and their string lengths for parsing comparison. // The lengths include the null terminator, to ensure exact matches. static const char *kName_Item = "item"; static const NSUInteger kLength_Item = 5; static const char *kName_Title = "title"; static const NSUInteger kLength_Title = 6; static const char *kName_Category = "category"; static const NSUInteger kLength_Category = 9; static const char *kName_Itms = "itms"; static const NSUInteger kLength_Itms = 5; static const char *kName_Artist = "description"; static const NSUInteger kLength_Artist = 7; static const char *kName_Album = "description"; static const NSUInteger kLength_Album = 6; static const char *kName_ReleaseDate = "releasedate"; static const NSUInteger kLength_ReleaseDate = 12; /* This callback is invoked when the importer finds the beginning of a node in the XML. For this application, out parsing needs are relatively modest - we need only match the node name. An "item" node is a record of data about a song. In that case we create a new Song object. The other nodes of interest are several of the child nodes of the Song currently being parsed. For those nodes we want to accumulate the character data in a buffer. Some of the child nodes use a namespace prefix. */ static void startElementSAX(void *parsingContext, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI, int nb_namespaces, const xmlChar **namespaces, int nb_attributes, int nb_defaulted, const xmlChar **attributes) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; // The second parameter to strncmp is the name of the element, which we known from the XML schema of the feed. // The third parameter to strncmp is the number of characters in the element name, plus 1 for the null terminator. if (prefix == NULL && !strncmp((const char *)localname, kName_Item, kLength_Item)) { importer.parsingASong = YES; } else if (importer.parsingASong && ( (prefix == NULL && (!strncmp((const char *)localname, kName_Title, kLength_Title) || !strncmp((const char *)localname, kName_Category, kLength_Category))) || ((prefix != NULL && !strncmp((const char *)prefix, kName_Itms, kLength_Itms)) && (!strncmp((const char *)localname, kName_Artist, kLength_Artist) || !strncmp((const char *)localname, kName_Album, kLength_Album) || !strncmp((const char *)localname, kName_ReleaseDate, kLength_ReleaseDate))) )) { importer.storingCharacters = YES; } } /* This callback is invoked when the parse reaches the end of a node. At that point we finish processing that node, if it is of interest to us. For "item" nodes, that means we have completed parsing a Song object. We pass the song to a method in the superclass which will eventually deliver it to the delegate. For the other nodes we care about, this means we have all the character data. The next step is to create an NSString using the buffer contents and store that with the current Song object. */ static void endElementSAX(void *parsingContext, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; if (importer.parsingASong == NO) return; if (prefix == NULL) { if (!strncmp((const char *)localname, kName_Item, kLength_Item)) { [importer finishedCurrentSong]; } else if (!strncmp((const char *)localname, kName_Title, kLength_Title)) { importer.currentSong.title = importer.currentString; } else if (!strncmp((const char *)localname, kName_Category, kLength_Category)) { double before = [NSDate timeIntervalSinceReferenceDate]; Category *category = [importer.theCache categoryWithName:importer.currentString]; double delta = [NSDate timeIntervalSinceReferenceDate] - before; lookuptime += delta; importer.currentSong.category = category; } } else if (!strncmp((const char *)prefix, kName_Itms, kLength_Itms)) { if (!strncmp((const char *)localname, kName_Artist, kLength_Artist)) { NSString *string = importer.currentSong.artist; NSArray *strings = [string componentsSeparatedByString: @", "]; //importer.currentSong.artist = importer.currentString; } else if (!strncmp((const char *)localname, kName_Album, kLength_Album)) { importer.currentSong.album = importer.currentString; } else if (!strncmp((const char *)localname, kName_ReleaseDate, kLength_ReleaseDate)) { NSString *dateString = importer.currentString; importer.currentSong.releaseDate = [importer.dateFormatter dateFromString:dateString]; } } importer.storingCharacters = NO; } /* This callback is invoked when the parser encounters character data inside a node. The importer class determines how to use the character data. */ static void charactersFoundSAX(void *parsingContext, const xmlChar *characterArray, int numberOfCharacters) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; // A state variable, "storingCharacters", is set when nodes of interest begin and end. // This determines whether character data is handled or ignored. if (importer.storingCharacters == NO) return; [importer appendCharacters:(const char *)characterArray length:numberOfCharacters]; } /* A production application should include robust error handling as part of its parsing implementation. The specifics of how errors are handled depends on the application. */ static void errorEncounteredSAX(void *parsingContext, const char *errorMessage, ...) { // Handle errors as appropriate for your application. NSCAssert(NO, @"Unhandled error encountered during SAX parse."); } // The handler struct has positions for a large number of callback functions. If NULL is supplied at a given position, // that callback functionality won't be used. Refer to libxml documentation at http://www.xmlsoft.org for more information // about the SAX callbacks. static xmlSAXHandler simpleSAXHandlerStruct = { NULL, /* internalSubset */ NULL, /* isStandalone */ NULL, /* hasInternalSubset */ NULL, /* hasExternalSubset */ NULL, /* resolveEntity */ NULL, /* getEntity */ NULL, /* entityDecl */ NULL, /* notationDecl */ NULL, /* attributeDecl */ NULL, /* elementDecl */ NULL, /* unparsedEntityDecl */ NULL, /* setDocumentLocator */ NULL, /* startDocument */ NULL, /* endDocument */ NULL, /* startElement*/ NULL, /* endElement */ NULL, /* reference */ charactersFoundSAX, /* characters */ NULL, /* ignorableWhitespace */ NULL, /* processingInstruction */ NULL, /* comment */ NULL, /* warning */ errorEncounteredSAX, /* error */ NULL, /* fatalError //: unused error() get all the errors */ NULL, /* getParameterEntity */ NULL, /* cdataBlock */ NULL, /* externalSubset */ XML_SAX2_MAGIC, // NULL, startElementSAX, /* startElementNs */ endElementSAX, /* endElementNs */ NULL, /* serror */ }; Thanks.

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