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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

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  • Model a chain with different elements in Unity 3D

    - by Alex
    I have to model, in unity 3D, a chain that is composed of various elements. some flexible, some rigid. The idea is to realize a human-chain where each person is linked to the other by their hands. I've not tried to implement it yet as i've no idea on what could be a good way to do it. In the game i've to manage a lot of chains of people... maybe also 100 chains composed of 11-15 people. The chain will be pretty simple and there won't be much interaction... Probabily some animation of the people one at time for each chain and some physic reaction (for example pushing a people in a chain should slightle flex the chain) the very problem of this work is that in the chain each object is composed by flexible parts (arms) and rigid parts (the body) and that the connection should remain firm... just like when people handshake... hands are firm and are the wrists to move. i can use C4D to model the meshes. i know this number may cause performance problems, but it's also true i will use low-poly versions of human. (for the real it won't be human, but very simple toonish characters that have harms and legs). So actually i'm trying to find a way to manage this in a way it can work, the performance will be a later problem that i can solve. If there is not a fast 'best-practiced' solution and you have any link/guide/doc that could help me in finding a way to realize this is, it would be very appreciated anyway if you post it. thanks

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • Why does unity obj import flip my x coordinate?

    - by milkplus
    When I import my wavefront obj model into unity and then draw lines over it with the same coordinates in the obj file, the x coordinate is negated. I don't see any option in the importer that might be doing that. And I'm using the same localToWorldMatrix and the same coordinate data in the .obj file. Hmmm GL.PushMatrix(); GL.MultMatrix(transform.localToWorldMatrix); CreateMaterial(); lineMaterial.SetPass(0); GL.Color(new Color(0, 1, 0)); GL.Begin(GL.LINES); GL.Vertex(p1); GL.Vertex(p2); GL.Vertex(p2); GL.Vertex(p3); //... GL.End(); GL.PopMatrix();

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  • Can minecraft support an asymmetrical mesh?

    - by Qwaar
    So in a bout of fancy I have decided I want to play as a Zaku II from gundam, and was saddened that player skins must be symmetrical. Then I remembered my friends mod that let him play as a MLP pony, and another one that let you shapeshift into mobs. So I decided I could just butcher a player model mesh and slap on the shoulder spike and shield, slap a Zaku skin I found on it, port the colors over onto more texture for the shoulder portions, and call it a day once I added it to the shiftable list, before butchering a gun mod to turn a gun into a ZMP-78. Before I get started on this though, I need to know if minecraft will support an asymmetrical mesh.

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  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

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  • Rotate Rigged and Animated Scene?

    - by Nick
    I have a rigged and animated mesh that I need to import into Unity. We several characters that all use the same script, and access their bones to do procedural animations as well. The problem is that the new model I was given is facing the wrong way. Instead of facing forward, the model is facing the right.. Is there any way to rotate the model with it's animations without screwing it up, so that it will import properly in unity facing forward? Because of the way it was done, selecting everything in the scene and just rotating it by 90 degrees ruins some of the animations, so I need a program that can fix this.

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Having trouble's understanding NIF model file format?

    - by NoobScratcher
    I'm attempting too develop a 3rd party application to make it easy to import 3d model part's into my mod for skyrim the plan was to have a fileviewer and preview window of the nif model but since , I don't know what the NIF file format actually is or where to get the vertex data from it or the hole nine yards of parsing a text file in detail I'm at a lost what to do. I'm very good at C++ but not at this super over complicated file formats , id much prefer .obj over the nif file format specification here -- http://niftools.sourceforge.net/doc/nif/index.html If someone could help me in understanding the file format in a natural and simple way and the exact parsing needed to create the 3D Model in the frustum and a explanation on how you figured that out would be happy to know. I use cygwin , notepad++ , win32 7

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  • Geek City: What gets logged for index rebuild operations?

    - by Kalen Delaney
    This blog post was inspired by a question from a future student. Someone who was already booked for my SQL Server Internals class in June asked for some information on a current problem he was having with transaction log writes causing excessive wait times during index rebuild operations when run in ONLINE mode. He wanted to know if switching to BULK_LOGGED recovery could help. I knew the difference between ALTER INDEX in FULL vs BULK_LOGGED recovery when doing normal OFFLINE rebuilds, but I wasn't...(read more)

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • How do I avoid web method parameters using proxy classes?

    - by Alex Angas
    I have a serializable POCO called DataUnification.ClientData.ClientInfo in a .NET class library project A. It's used in a parameter for a web service defined in project B: public XmlDocument CreateNewClient(ClientInfo ci, string system) I now wish to call this web method from project C and use the original DataUnification.ClientData.ClientInfo type in the parameter. However due to the generated proxy class it has now become a different type: WebServices.ClientDataUnification.DataUnificationWebService.ClientInfo. As far as .NET is concerned these are not the same types. How can I get around this?

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  • Castle Dynamic Proxy is it possible to intercept value types?

    - by JS Future Software
    Hi, I have a problem and can not find answer and any tip if it is possible to intercept value types in C# by Castle dynamic proxy? I want to intercept IDictionary with INotifyChanged interface. I need this to update view when presenter is changing model. Boxing decimal in object only for making interface is not good idea... maybe somebody have idea how to intrcept value types? Thanks to all answers

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  • How to reliably categorize HTTP sessions in proxy to corresponding browser' windows/tabs user is viewing?

    - by Jehonathan
    I was using the Fiddler core .Net library as a local proxy to record the user activity in web. However I ended up with a problem which seems dirty to solve. I have a web browser say Google Chrome, and the user opened like 10 different tabs each with different web URLs. The problem is that the proxy records all the HTTP session initiated by each pages separately, causing me to figure out using my intelligence the tab which the corresponding HTTP session belonged to. I understand that this is because of the stateless nature of HTTP protocol. However I am just wondering is there an easy way to do this? I ended up with below c# code for that in Fiddler. Still its not a reliable solution due to the heuristics. This is a modification of the sample project bundled with Fiddler core for .NET 4. Basically what it does is filtering HTTP sessions initiated in last few seconds to find the first request or switching to another page made by the same tab in browser. It almost works, but not seems to be a universal solution. Fiddler.FiddlerApplication.AfterSessionComplete += delegate(Fiddler.Session oS) { //exclude other HTTP methods if (oS.oRequest.headers.HTTPMethod == "GET" || oS.oRequest.headers.HTTPMethod == "POST") //exclude other HTTP Status codes if (oS.oResponse.headers.HTTPResponseStatus == "200 OK" || oS.oResponse.headers.HTTPResponseStatus == "304 Not Modified") { //exclude other MIME responses (allow only text/html) var accept = oS.oRequest.headers.FindAll("Accept"); if (accept != null) { if(accept.Count>0) if (accept[0].Value.Contains("text/html")) { //exclude AJAX if (!oS.oRequest.headers.Exists("X-Requested-With")) { //find the referer for this request var referer = oS.oRequest.headers.FindAll("Referer"); //if no referer then assume this as a new request and display the same if(referer!=null) { //if no referer then assume this as a new request and display the same if (referer.Count > 0) { //lock the sessions Monitor.Enter(oAllSessions); //filter further using the response if (oS.oResponse.MIMEType == string.Empty || oS.oResponse.MIMEType == "text/html") //get all previous sessions with the same process ID this session request if(oAllSessions.FindAll(a=>a.LocalProcessID == oS.LocalProcessID) //get all previous sessions within last second (assuming the new tab opened initiated multiple sessions other than parent) .FindAll(z => (z.Timers.ClientBeginRequest > oS.Timers.ClientBeginRequest.AddSeconds(-1))) //get all previous sessions that belongs to the same port of the current session .FindAll(b=>b.port == oS.port ).FindAll(c=>c.clientIP ==oS.clientIP) //get all previus sessions with the same referrer URL of the current session .FindAll(y => referer[0].Value.Equals(y.fullUrl)) //get all previous sessions with the same host name of the current session .FindAll(m=>m.hostname==oS.hostname).Count==0 ) //if count ==0 that means this is the parent request Console.WriteLine(oS.fullUrl); //unlock sessions Monitor.Exit(oAllSessions); } else Console.WriteLine(oS.fullUrl); } else Console.WriteLine(oS.fullUrl); Console.WriteLine(); } } } } };

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  • Create a WCF REST Client Proxy Programatically (in C#)

    - by Tawani
    I am trying to create a REST Client proxy programatically in C# using the code below but I keep getting a CommunicationException error. Am I missing something? public static class WebProxyFactory { public static T Create<T>(string url) where T : class { ServicePointManager.Expect100Continue = false; WebHttpBinding binding = new WebHttpBinding(); binding.MaxReceivedMessageSize = 1000000; WebChannelFactory<T> factory = new WebChannelFactory<T>(binding, new Uri(url)); T proxy = factory.CreateChannel(); return proxy; } public static T Create<T>(string url, string userName, string password) where T : class { ServicePointManager.Expect100Continue = false; WebHttpBinding binding = new WebHttpBinding(); binding.Security.Mode = WebHttpSecurityMode.TransportCredentialOnly; binding.Security.Transport.ClientCredentialType = HttpClientCredentialType.Basic; binding.UseDefaultWebProxy = false; binding.MaxReceivedMessageSize = 1000000; WebChannelFactory<T> factory = new WebChannelFactory<T>(binding, new Uri(url)); ClientCredentials credentials = factory.Credentials; credentials.UserName.UserName = userName; credentials.UserName.Password = password; T proxy = factory.CreateChannel(); return proxy; } } So that I can use it as follows: IMyRestService proxy = WebProxyFactory.Create<IMyRestService>(url, usr, pwd); var result = proxy.GetSomthing(); // Fails right here

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  • Connect to a site using proxy code in java

    - by Nithin
    I want to connect to as site through proxy in java.This is the code which I have written public class ConnectThroughProxy { Proxy proxy = new Proxy(Proxy.Type.HTTP, new InetSocketAddress("proxy ip", 8080)); public static void main(String[] args) { try{ URL url = new URL("http://www.rgagnon.com/javadetails/java-0085.html"); URLConnection connection=url.openConnection(); String encoded = new String(Base64.encode(new String("user_name:pass_word").getBytes())); connection.setDoOutput(true); connection.setRequestProperty("Proxy-Authorization","Basic "+encoded); String page=""; String line; StringBuffer tmp = new StringBuffer(); BufferedReader in = new BufferedReader(new InputStreamReader(connection.getInputStream())); while ((line=in.readLine()) != null){ page.concat(line + "\n"); } System.out.println(page); }catch(Exception ex){ ex.printStackTrace(); } } while trying to run this code it throws the following error java.lang.IllegalArgumentException: Illegal character(s) in message header value: Basic dXNlcl9uYW1lOnBhc3Nfd29yZA== at sun.net.www.protocol.http.HttpURLConnection.checkMessageHeader(HttpURLConnection.java:323) at sun.net.www.protocol.http.HttpURLConnection.setRequestProperty(HttpURLConnection.java:2054) at test.ConnectThroughProxy.main(ConnectThroughProxy.java:30) Any Idea how to do it.

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  • C# IE Proxy Detection not working from a Windows Service

    - by mytwocents
    This is very odd. I've written a windows form tool in C# to return the default IE proxy. It works (See code snippets below). I've created a service to return the proxy using the same code, it works when I step into the debugger, BUT it doesn't work when the service is running as binary code. This must be some sort of permissions or context thing that I cannot recreate. Further, if I call the tool from the windows service, it still doesn't return the proxy information.... this seems isolated to the service somehow. I don't see any permission errors in the events log, it's as if a service has a totally different context than a regular windows form exe. I've tride both: WebRequest.GetSystemWebProxy() and Uri requestUri = new Uri(urlOfDomain); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(requestUri); IWebProxy proxy = request.Proxy; if (!proxy.IsBypassed(requestUri)){ Uri uri2 = proxy.GetProxy(request.RequestUri); } Thanks for any help!

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  • Python HTTPS requests (urllib2) fails on Ubuntu 12.04 without proxy

    - by Pablo
    I have an little app I wrote in Python and it used to work... until yesterday, when it suddenly started giving me an error in a HTTPS connection. I don't remember if there was an update, but both Python 2.7.3rc2 and Python 3.2 are failing just the same. I googled it and found out that this happens when people are behind a proxy, but I'm not (and nothing have changed in my network since the last time it worked). My syster's computer running windows and Python 2.7.2 has no problems (in the same network). response = urllib2.urlopen(url).read() File "/usr/lib/python2.7/urllib2.py", line 126, in urlopen return _opener.open(url, data, timeout) File "/usr/lib/python2.7/urllib2.py", line 400, in open response = self._open(req, data) File "/usr/lib/python2.7/urllib2.py", line 418, in _open '_open', req) File "/usr/lib/python2.7/urllib2.py", line 378, in _call_chain result = func(*args) File "/usr/lib/python2.7/urllib2.py", line 1215, in https_open return self.do_open(httplib.HTTPSConnection, req) File "/usr/lib/python2.7/urllib2.py", line 1177, in do_open raise URLError(err) urllib2.URLError: <urlopen error [Errno 8] _ssl.c:504: EOF occurred in violation of protocol> What's wrong? Any help is appreciated. PS.: Older python versions don't work either, not in my system and not in a live session from USB, but DO work in a Ubuntu 11.10 live session.

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  • unit/integration testing web service proxy client

    - by cori
    I'm rewriting a PHP client/proxy library that provides an interface to a SOAP-based .Net webservice, and in the process I want to add some unit and integration tests so future modifications are less risky. The work the library I'm working on performs is to marshall the calls to the web service and do a little reorganizing of the responses to present a slightly more -object-oriented interface to the underlying service. Since this library is little else than a thin layer on top of web service calls, my basic assumption is that I'll really be writing integration tests more than unit tests - for example, I don't see any reason to mock away the web service - the work that's performed by the code I'm working on is very light; it's almost passing the response from the service right back to its consumer. Most of the calls are basic CRUD operations: CreateRole(), CreateUser(), DeleteUser(), FindUser(), &ct. I'll be starting from a known database state - the system I'm using for these tests is isolated for testing purposes, so the results will be more or less predictable. My question is this: is it natural to use web service calls to confirm the results of operations within the tests and to reset the state of the application within the scope of each test? Here's an example: One test might be createUserReturnsValidUserId() and might go like this: public function createUserReturnsValidUserId() { // we're assuming a global connection to the service $newUserId = $client->CreateUser("user1"); assertNotNull($newUserId); assertNotNull($client->FindUser($newUserId); $client->deleteUser($newUserId); } So I'm creating a user, making sure I get an ID back and that it represents a user in the system, and then cleaning up after myself (so that later tests don't rely on the success or failure of this test w/r/t the number of users in the system, for example). However this still seems pretty fragile - lots of dependencies and opportunities for tests to fail and effect the results of later tests, which I definitely want to avoid. Am I missing some options of ways to decouple these tests from the system under test, or is this really the best I can do? I think this is a fairly general unit/integration testing question, but if it matters I'm using PHPUnit for the testing framework.

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  • Odd behavior in Django Form (readonly field/widget)

    - by jamida
    I'm having a problem with a test app I'm writing to verify some Django functionality. The test app is a small "grade book" application that is currently using Alex Gaynor's readonly field functionality http://lazypython.blogspot.com/2008/12/building-read-only-field-in-django.html There are 2 problems which may be related. First, when I flop the comment on these 2 lines below: # myform = GradeForm(data=request.POST, instance=mygrade) myform = GradeROForm(data=request.POST, instance=mygrade) it works like I expect, except of course that the student field is changeable. When the comments are the shown way, the "studentId" field is displayed as a number (not the name, problem 1) and when I hit submit I get an error saying that studentId needs to be a Student instance. I'm at a loss as to how to fix this. I'm not wedded to Alex Gaynor's code. ANY code will work. I'm relatively new to both Python and Django, so the hints I've seen on websites that say "making a read-only field is easy" are still beyond me. // models.py class Student(models.Model): name = models.CharField(max_length=50) parent = models.CharField(max_length=50) def __unicode__(self): return self.name class Grade(models.Model): studentId = models.ForeignKey(Student) finalGrade = models.CharField(max_length=3) # testbed.grades.readonly is alex gaynor's code from testbed.grades.readonly import ReadOnlyField class GradeROForm(ModelForm): studentId = ReadOnlyField() class Meta: model=Grade class GradeForm(ModelForm): class Meta: model=Grade // views.py def modifyGrade(request,student): student = Student.objects.get(name=student) mygrade = Grade.objects.get(studentId=student) if request.method == "POST": # myform = GradeForm(data=request.POST, instance=mygrade) myform = GradeROForm(data=request.POST, instance=mygrade) if myform.is_valid(): grade = myform.save() info = "successfully updated %s" % grade.studentId else: # myform=GradeForm(instance=mygrade) myform=GradeROForm(instance=mygrade) return render_to_response('grades/modifyGrade.html',locals()) // template <p>{{ info }}</p> <form method="POST" action=""> <table> {{ myform.as_table }} </table> <input type="submit" value="Submit"> </form> // Alex Gaynor's code from django import forms from django.utils.html import escape from django.utils.safestring import mark_safe from django.forms.util import flatatt class ReadOnlyWidget(forms.Widget): def render(self, name, value, attrs): final_attrs = self.build_attrs(attrs, name=name) if hasattr(self, 'initial'): value = self.initial return mark_safe("<span %s>%s</span>" % (flatatt(final_attrs), escape(value) or '')) def _has_changed(self, initial, data): return False class ReadOnlyField(forms.FileField): widget = ReadOnlyWidget def __init__(self, widget=None, label=None, initial=None, help_text=None): forms.Field.__init__(self, label=label, initial=initial, help_text=help_text, widget=widget) def clean(self, value, initial): self.widget.initial = initial return initial

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  • Squid 3 and Internet Explorer 11 with authentication

    - by StBlade
    Need some help. My college has up until now been running Squid 3 on Ubuntu 12.02 and now 14.04 successfully. That was till recently. Our WSUS server is dishing out updates to all our workstations of which Internet Explorer 11 is one of them. Now all of a sudden users do not need to authenticate via the squid proxy to be able to use the internet. This makes it rather difficult as I also use SARG to generate usage logs for all users each day. All our workstations also have Chrome on them, and Chrome authenticates fine via the Squid proxy. Doing a couple of Googles, I ran into and article, where someone made mention that Microsoft has deprecated digest and basic authentication from IE 11. Reason was given that Office 2013 was giving problems as it was not giving the popup screen for authentication when Office tries to download templates from the internet. I have run into this problem, but by setting those sites to not authenticate via squid fixed the problem. Has anyone else run into something similiar? Would changing to NTLM or Kereberos be a solution?

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