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  • How to goup EC2 instances in order to delegate administrations to differents teams?

    - by Olivier
    Is it possible (using ARN) to make severals groups of instances. Then using differents policy to grant some access to a group of instance only and not the other instances? For example : { "Statement": [ { "Action": "ec2:*", "Effect": "Allow", "Resource": "*" }, { "Effect": "Allow", "Action": "elasticloadbalancing:*", "Resource": "*" }, { "Effect": "Allow", "Action": "cloudwatch:*", "Resource": "*" }, { "Effect": "Allow", "Action": "autoscaling:*", "Resource": "*" } ] } Instead of "*" could we use a group or something like that? like a specific subnet? a Tag? or whatever... Thanks for your help

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  • Run WMIC command across network

    - by C-dizzle
    Instead of typing this in a command prompt one at a time: wmic /node:ipaddress /user:administrator /password:mypassword bios get serialnumber How can I run that against one entire subnet and output to a text document? Since I do this every couple months to verify our inventory of computers, I would assume there would be a much of easier way I could put this in a batch script instead of doing it manually.

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  • Remote Assistance to Windows 7 Starter Permission Denied

    - by ef2011
    Remote Assistance is enabled on a PC to-bo-controlled-remotely which is running Windows 7 Starter. I also allowed permanent access for it on the firewall. On the controlling Windows XP Professional laptop I enabled Offer Remote Assistance using gpedit.msc. Both are on the same Workgroup and on the same subnet in my LAN. But I still receive Permission Denied when I attempt to connect: Any idea what I could be missing and how to troubleshoot this problem?

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  • Ping issues with Windows Server 2008 R2 with mail server!

    - by S. M.
    For some reason I can ping all servers in my network except for the mail server and the mail server can ping all servers except the windows server 2008 R2. The firewall has been disabled and still it doesn't respond. The weird part is that every once in a while it will all of a sudden start allowing pings and then just as suddenly stop allowing pings. I've made sure there's no type-o's in the ip address or subnet mask or gateway. Any other ideas?

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  • Ubuntu 11.10 firewall/gateway - no client internet access

    - by Siriss
    I have read many other posts but cannot figure this out. eth0 is my external connected to a Comcast modem. The server has internet access with no issues. eth1 is internal and running DHCP for the clients. I have DHCP working just fine, all my clients can get an IP and ping the server but they cannot access the internet. I am using ISC-DHCP-SERVER and have set /etc/default/isc-dhcp-server to INTERFACE="eht1" Here is my dhcpd.conf file located in /etc/dhcp/dhcpd.conf ddns-update-style interim; ignore client-updates; subnet 10.0.10.0 netmask 255.255.255.0 { range 10.0.10.10 10.0.10.200; option routers 10.0.10.2; option subnet-mask 255.255.255.0; option domain-name-servers 208.67.222.222, 208.67.220.220; #OpenDNS # option domain-name "example.com"; default-lease-time 21600; max-lease-time 43200; authoritative; } I have made the *net.ipv4.ip_forward=1* change in /etc/sysctl.conf here is my interfaces file: auto lo iface lo inet loopback auto eth0 iface eth0 inet dhcp iface eth1 inet static address 10.0.10.2 netmask 255.255.255.0 network 10.0.10.0 auto eth1 And finally- here is my iptables.conf file: # Firewall configuration written by system-config-firewall # Manual customization of this file is not recommended. *nat :PREROUTING ACCEPT [0:0] :OUTPUT ACCEPT [0:0] :POSTROUTING ACCEPT [0:0] -A POSTROUTING -s 10.0.10.0/24 -o eth0 -j MASQUERADE #-A PREROUTING -i eth0 -p tcp --dport 59668 -j DNAT --to-destination 10.0.10.2:59668 COMMIT *filter :INPUT ACCEPT [0:0] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [0:0] -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT -A INPUT -p icmp -j ACCEPT -A INPUT -i lo -j ACCEPT -A INPUT -i eth1 -j ACCEPT -A INPUT -m state --state NEW -m tcp -p tcp --dport 22 -j ACCEPT -A INPUT -m state --state NEW -m tcp -p tcp --dport 80 -j ACCEPT -A INPUT -m state --state NEW -m tcp -p tcp --dport 443 -j ACCEPT -A INPUT -m state --state NEW -m tcp -p tcp --dport 53 -j ACCEPT -A INPUT -m state --state NEW -m udp -p udp --dport 53 -j ACCEPT -A FORWARD -s 10.0.10.0/24 -o eth0 -j ACCEPT -A FORWARD -d 10.0.10.0/24 -m state --state ESTABLISHED,RELATED -i eth0 -j ACCEPT -A FORWARD -p icmp -j ACCEPT -A FORWARD -i lo -j ACCEPT -A FORWARD -i eth1 -j ACCEPT #-A FORWARD -i eth0 -m state --state NEW -m tcp -p tcp -d 10.0.10.2 --dport 59668 -j ACCEPT -A INPUT -j REJECT --reject-with icmp-host-prohibited -A FORWARD -j REJECT --reject-with icmp-host-prohibited COMMIT I am completely stuck. I cannot figure out why the clients cannot access the internet. Am I missing a service? Is a service not running? Any help would be greatly appreciated. I tried to be as thorough as possible but please let me know if I have missed something. Thank you!

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  • question about IP address

    - by baddogai
    i know how IP basically works, and knows that an IP address composed of a network ID portion and a host ID portion, but when I type a IP address ,say "8.8.8.8" into the web browser, i DIDN'T supply any subnet mask information, so how does the browser know where the dividing line is between the network ID and host ID? since 8.8.8.8 may mean 8.8.8.8/8, 8.8.8.8/24 etc. In a nutshell, the IP address I supplied is ambiguous.

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  • Same network same switch but computers can't talk "ping"to eachother [closed]

    - by Sue
    Possible Duplicate: How does IPv4 Subnetting Work? Each computer(all 2 of them) can ping the router but can't ping each-other and firewall is off. Same default gateway, IP address very similar (just two number away at end) but the subnet mask is different between these two computers. One ends in 192 the other 224. There is a switch between them that then connects to the router. Why can't the computers ping each-other?

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  • new PC not work with existing router, but works fine when directly connecting to cable modem

    - by user34786
    I bought a new desktop PC (eMachine ET1331G-03W from WalMart) with windows 7 installed, but I can not access internet by connecting to my existing wireless router(LinkSys BEFW11S4) with wired cable. Though all other existing desktops and laptops have no problem connecting to the same router. However, the new desktop PC works fine and able to connect to internet if I bypass the router and directly hook up with the cable modem. At new PC when connecting to the router, I got the below information by typing ipconfig, the IP address looks wrong to me: autoconfiguration IPv4 Address: 169.254.71.140 subnet mask: 255.255.0.0 default gateway: (empty) NetBIOS over Tcpip: Enabled Typing ipconfig at all other desktop and laptop have values like below, which are good to me: Connection-specific DNS Suffix . : IP Address. . . . . . . . . . . . : 192.168.1.140 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.1.1 The wireless router was on 192.168.1.1, I do not know why the new desktop got 169.254.71.140 IP? It should have something like 192.168.1.xxx, and it was configured to automatically get IP by DHCP. I have tried to switch cables,power off cable modem, router and reboot new pc many times and got no luck. So I believe this is only an issue related to router or new pc configuration. Can someone help me figure out the issue?

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  • IPV6 - using tunnel broker / dns to provide ipv4 compatibility

    - by Bgnt44
    I've a tunnel broker from he.net associate with a IPV6 /64 subnet As a newby to ipv6, i've just discovered that its not reliable to only set a subdomain to a AAAA entry : because most of ISP will not be able to reach it Considering i got 3 vm, each with ipv6 ip , i would like to know if there any way to set up my dns to handle that ? I only got one IPV4 which is binded on the firewall maybe the tunnel can resolve hostname/ipv4 to ipv6 ? Thank you

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  • Why is a network ID not needed to connect to an IP address?

    - by baddogai
    I know how IP basically works, and knows that an IP address composed of a network ID portion and a host ID portion, but when I type a IP address, say 8.8.8.8 into the web browser, I didn't supply any subnet mask information. So, how does the browser know where the dividing line is between the network ID and host ID? Since 8.8.8.8 may mean 8.8.8.8/8, 8.8.8.8/24 etc. In a nutshell, the IP address I supplied is ambiguous.

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  • how can 192.168.2.10 talk to 172.18.156.65 ?

    - by steve
    from what i understand, all computers need to be in the same subnet /24 so how would i get a computer to be able to connect to another computer that is set as 172 ? one computer is behind a firewall, the other is connected to a HUGHES sat dish and has the IP of 172 would I need to setup a ROUTE in a firewall between the 2 computers, to say "if you are trying to get to 172.18.156.65 then use the ip address 192.168.2.65 and translate it to 172.18.156.65" the firewall is a netgear, if I should use a ROUTE, then I'll try to learn it from the manual thanks

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  • Access Windows from Mac via Remote Dekstop Connection using hostname

    - by stevekuo
    I'm using Snow Leopard with Remote Desktop Connection attempting to access a Windows XP machine on a home network. If I specify the Windows PC's hostname it won't connect. Only by specifying the IP address does it connect. It's the same issue when trying to ping the Windows machine - IP address works, hostname doesn't. Both machines are on the same subnet connecting with a wireless router. Is there way to get OSX to resolve the Windows PC by its hostname?

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  • Why would Linux VM in vSphere ESXi 5.5 show dramatically increased disk i/o latency?

    - by mhucka
    I'm stumped and I hope someone else will recognize the symptoms of this problem. Hardware: new Dell T110 II, dual-core Pentium G860 2.9 GHz, onboard SATA controller, one new 500 GB 7200 RPM cabled hard drive inside the box, other drives inside but not mounted yet. No RAID. Software: fresh CentOS 6.5 virtual machine under VMware ESXi 5.5.0 (build 174 + vSphere Client). 2.5 GB RAM allocated. The disk is how CentOS offered to set it up, namely as a volume inside an LVM Volume Group, except that I skipped having a separate /home and simply have / and /boot. CentOS is patched up, ESXi patched up, latest VMware tools installed in the VM. No users on the system, no services running, no files on the disk but the OS installation. I'm interacting with the VM via the VM virtual console in vSphere Client. Before going further, I wanted to check that I configured things more or less reasonably. I ran the following command as root in a shell on the VM: for i in 1 2 3 4 5 6 7 8 9 10; do dd if=/dev/zero of=/test.img bs=8k count=256k conv=fdatasync done I.e., just repeat the dd command 10 times, which results in printing the transfer rate each time. The results are disturbing. It starts off well: 262144+0 records in 262144+0 records out 2147483648 bytes (2.1 GB) copied, 20.451 s, 105 MB/s 262144+0 records in 262144+0 records out 2147483648 bytes (2.1 GB) copied, 20.4202 s, 105 MB/s ... but after 7-8 of these, it then prints 262144+0 records in 262144+0 records out 2147483648 bytes (2.1 GG) copied, 82.9779 s, 25.9 MB/s 262144+0 records in 262144+0 records out 2147483648 bytes (2.1 GB) copied, 84.0396 s, 25.6 MB/s 262144+0 records in 262144+0 records out 2147483648 bytes (2.1 GB) copied, 103.42 s, 20.8 MB/s If I wait a significant amount of time, say 30-45 minutes, and run it again, it again goes back to 105 MB/s, and after several rounds (sometimes a few, sometimes 10+), it drops to ~20-25 MB/s again. Plotting the disk latency in vSphere's interface, it shows periods of high disk latency hitting 1.2-1.5 seconds during the times that dd reports the low throughput. (And yes, things get pretty unresponsive while that's happening.) What could be causing this? I'm comfortable that it is not due to the disk failing, because I also had configured two other disks as an additional volume in the same system. At first I thought I did something wrong with that volume, but after commenting the volume out from /etc/fstab and rebooting, and trying the tests on / as shown above, it became clear that the problem is elsewhere. It is probably an ESXi configuration problem, but I'm not very experienced with ESXi. It's probably something stupid, but after trying to figure this out for many hours over multiple days, I can't find the problem, so I hope someone can point me in the right direction. (P.S.: yes, I know this hardware combo won't win any speed awards as a server, and I have reasons for using this low-end hardware and running a single VM, but I think that's besides the point for this question [unless it's actually a hardware problem].) ADDENDUM #1: Reading other answers such as this one made me try adding oflag=direct to dd. However, it makes no difference in the pattern of results: initially the numbers are higher for many rounds, then they drop to 20-25 MB/s. (The initial absolute numbers are in the 50 MB/s range.) ADDENDUM #2: Adding sync ; echo 3 > /proc/sys/vm/drop_caches into the loop does not make a difference at all. ADDENDUM #3: To take out further variables, I now run dd such that the file it creates is larger than the amount of RAM on the system. The new command is dd if=/dev/zero of=/test.img bs=16k count=256k conv=fdatasync oflag=direct. Initial throughput numbers with this version of the command are ~50 MB/s. They drop to 20-25 MB/s when things go south. ADDENDUM #4: Here is the output of iostat -d -m -x 1 running in another terminal window while performance is "good" and then again when it's "bad". (While this is going on, I'm running dd if=/dev/zero of=/test.img bs=16k count=256k conv=fdatasync oflag=direct.) First, when things are "good", it shows this: When things go "bad", iostat -d -m -x 1 shows this:

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  • Why configuring manual IP do not work for me in DHCP?

    - by user58859
    I have broadband connection in my laptop. It's getting the IP by protocol. configuration is : ip : 192.168.1.2 subnet : 255.255.255.0 gateway : 192.168.1.1 Now I am curious, In IPV4 properties when instead of choosing "Obtain an IP address automatically", I choose "Use the following IP address" and configure everything same, why it do not work? Do DHCP do not work when we configure the IP manually? (operating system : windows-7) EDIT : After configuring the ip manually, when I used ipconfig/all , it's showing dhcp enabled : NO. I am not doing it. Why it got disabled automatically? and how to enable it? DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes IPv4 Address. . . . . . . . . . . : 192.168.1.2(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.1.1 NetBIOS over Tcpip. . . . . . . . : Enabled

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  • Bridging and iptables SNAT conflict

    - by sad_admin
    Hello I am working on a setup here and have it working with one minor exception. Devices on one side of my bridge aren't getting SNAT'd to the Internet. The Diagram / Overview: Primary_Network (Site_A) | | Internet ------- Linux_Bridge_GW (GW) | | Secondary/CoLo Site (Site_B) Here is the setup: 1.) Site_A has all the production servers and workstations. 2.) Site_B has a set of servers that we would like to fail-over to and also serve our internet facing services from. 3.) GW has two interfaces that are trunked and carrying the appropriate VLAN traffic (allow layer-2 propagation of traffic between sites) //this all works perfectly fine. 4.) The problem that is being encountered is, hosts from Site_B have their default GW at Site_A (same subnet) GW does not have IPs on the VLANs that are being passed. 5.) All hosts at Site_A can reach the Internet without problem. 6.) GW has an addresses on a subnet that is ONLY for Internet destined traffic. (This was done so that Websense would not have to parse unnecessary traffic. We use this VLAN as the monitor port's source on the switch where Websense is sitting). What I think is happening: 1.) Packet/Frame comes in on physdev at Site_B destined for Internet. 2.) Kernel sees packet, and forwards it out the other side of the bridge to that host's default GW. 3.) Site_A (containing core-network's Default-GW) sees that packet is destined for a host it doesn't know about, so it sends it to it's default GW (the linux bridge, since it's Internet bound). 4.) The kernel says "Hey, I've seen you before" and therefore doesn't do SNAT'ing on the packet and sends it out to the Internet where it's black-holed. Why I think it's happening: 1.) A tcpdump on the internet facing NIC shows the packet leaving the interface with the private address as it's source. What I would like: 1.) Have the packet SNAT'd. 2.) Something like the below would be awesome a.) packet comes in from Site_B b.) kernel sees that the packet is NOT destined for itself or any private address c.) kernel says "OK, well since you're destined for the Internet I'm going to send you out this interface rather than forward you to your normal default GW that's WAAAY over there." d.) packet comes in from internet and is sent out the appropriate bridge physdev depending on which site the host it's destined for is at. Thanks for any assistance or guidance that you are willing to offer. Best Regards, Sad Admin

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  • VPN says connected but cannot ping tunnel ip

    - by Owl
    I have a VPN set up on a Symantec Gateway 320 and the status of the VPN is connected but the feature it provides is not working which means it is not actually connected..The only way to test it other than trying to use it in the program that utilizes it is to ping the remote subnet IP we use. mask numbers match, no settings have been changed it just stopped working.

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  • New to networking had to reinstall xp what does blank in Default Gateway mean?

    - by waterfallraini
    I have reinstalled windows xp and posted about not being able to connect to the Interenet. I did go and ensure all drivers are there and now when I type ipconfig/all I get physical address, dhcp enabled, autoconfiguration enabled, autoconfiguration Ip address, subnet mask and then a line that says default gateway where default gateway is the only line with no numbers or anything next to it. My wireless connection works but how can I get this ethernet connection to work. This was working prior to this fresh reinstall.

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  • Routing between same networks

    - by osmandfj
    I have two different sites: NetA has a subnet 192.168.2.0/24 NetB has 192.168.1.0/24. The two sites connect each other via IPsec VPN with fortigate devices. I need to move a server with IP address 192.168.2.240 from NetA to NetB and I cannot change its IP address due to some specific reasons. My question is; if I move that server from NetA to NetB, is it possible to reach that server from NetA?

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  • Number of subnets for specific mask

    - by kutacz
    Question source Problem: Your company has been assigned the following IP address: 192.112.136.0 /27 Your group has been assigned the fourth subnet. Question 5: How many useable subnets are available for assignment? Why the answer is 6? I would shoot it's 8 , because 255/32 = 8. More generally - what is an correct algorithm to compute the number of available subnetworks for the same mask?

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  • Issuing Current Time Increments in StreamInsight (A Practical Example)

    The issuing of a Current Time Increment, Cti, in StreamInsight is very definitely one of the most important concepts to learn if you want your Streams to be responsive. A full discussion of how to issue Ctis is beyond the scope of this article but a very good explanation in addition to Books Online can be found in these three articles by a member of the StreamInsight team at Microsoft, Ciprian Gerea. Time in StreamInsight Series http://blogs.msdn.com/b/streaminsight/archive/2010/07/23/time-in-streaminsight-i.aspx http://blogs.msdn.com/b/streaminsight/archive/2010/07/30/time-in-streaminsight-ii.aspx http://blogs.msdn.com/b/streaminsight/archive/2010/08/03/time-in-streaminsight-iii.aspx A lot of the problems I see with unresponsive or stuck streams on the MSDN Forums are to do with how Ctis are enqueued or in a lot of cases not enqueued. If you enqueue events and never enqueue a Cti then StreamInsight will be perfectly happy. You, on the other hand, will never see data on the output as you have not told StreamInsight to flush the stream. This article deals with a specific implementation problem I had recently whilst working on a StreamInsight project. I look at some possible options and discuss why they would not work before showing the way I solved the problem. The stream of data I was dealing with on this project was very bursty that is to say when events were flowing they came through very quickly and in large numbers (1000 events/sec), but when the stream calmed down it could be a few seconds between each event. When enqueuing events into the StreamInsight engne it is best practice to do so with a StartTime that is given to you by the system producing the event . StreamInsight processes events and it doesn't matter whether those events are being pushed into the engine by a source system or the events are being read from something like a flat file in a directory somewhere. You can apply the same logic and temporal algebra to both situations. Reading from a file is an excellent example of where the time of the event on the source itself is very important. We could be reading that file a long time after it was written. Being able to read the StartTime from the events allows us to define windows that will hold the correct sets of events. I was able to do this with my stream but this is where my problems started. Below is a very simple script to create a SQL Server table and populate it with sample data that will show exactly the problem I had. CREATE TABLE [dbo].[t] ( [c1] [int] PRIMARY KEY, [c2] [datetime] NULL ) INSERT t VALUES (1,'20100810'),(2,'20100810'),(3,'20100810') Column c2 defines the StartTime of the event on the source and as you can see the values in all 3 rows of data is the same. If we read Ciprian’s articles we know that we can define how Ctis get injected into the stream in 3 different places The Stream Definition The Input Factory The Input Adapter I personally have always been a fan of enqueing Ctis through the factory. Below is code typical of what I would use to do this On the class itself I do some inheriting public class SimpleInputFactory : ITypedInputAdapterFactory<SimpleInputConfig>, ITypedDeclareAdvanceTimeProperties<SimpleInputConfig> And then I implement the following function public AdapterAdvanceTimeSettings DeclareAdvanceTimeProperties<TPayload>(SimpleInputConfig configInfo, EventShape eventShape) { return new AdapterAdvanceTimeSettings( new AdvanceTimeGenerationSettings(configInfo.CtiFrequency, TimeSpan.FromTicks(-1)), AdvanceTimePolicy.Adjust); } The configInfo .CtiFrequency property is a value I pass through to define after how many events I want a Cti to be injected and this in turn will flush through the stream of data. I usually pass a value of 1 for this setting. The second parameter determines the CTI timestamp in terms of a delay relative to the events. -1 ticks in the past results in 1 tick in the future, i.e., ahead of the event. The problem with this method though is that if consecutive events have the same StartTime then only one of those events will be enqueued. In this example I use the following to define how I assign the StartTime of my events currEvent.StartTime = (DateTimeOffset)dt.c2; If I go ahead and run my StreamInsight process with this configuration i can see on the output adapter that two events have been removed To see this in a little more depth I can use the StreamInsight Debugger and see what happens internally. What is happening here is that the first event arrives and a Cti is injected with a time of 1 tick after the StartTime of that event (Also the EndTime of the event). The second event arrives and it has a StartTime of before the Cti and even though we specified AdvanceTimePolicy.Adjust on the factory we know that a point event can never be adjusted like this and the event is dropped. The same happens for the third event as well (The second and third events get trumped by the Cti). For a more detailed discussion of why this happens look here http://www.sqlis.com/sqlis/post/AdvanceTimePolicy-and-Point-Event-Streams-In-StreamInsight.aspx We end up with a single event being pushed into the output adapter and our result now makes sense. The next way I tried to solve this problem by changing the value of the second parameter to TimeSpan.Zero Here is how my factory code now looks public AdapterAdvanceTimeSettings DeclareAdvanceTimeProperties<TPayload>(SimpleInputConfig configInfo, EventShape eventShape) { return new AdapterAdvanceTimeSettings( new AdvanceTimeGenerationSettings(configInfo.CtiFrequency, TimeSpan.Zero), AdvanceTimePolicy.Adjust); } What I am doing here is declaring a policy that says inject a Cti together with every event and stamp it with a StartTime that is equal to the start time of the event itself (TimeSpan.Zero). This method has plus points as well as a downside. The upside is that no events will be lost by having the same StartTime as previous events. The Downside is that because the Cti is declared with the StartTime of the event itself then it does not actually flush that particular event because in the StreamInsight algebra, a Cti commits only those events that occurred strictly before them. To flush the events we need a Cti to be enqueued with a greater StartTime than the events themselves. Here is what happened when I ran this configuration As you can see all we got through was the Cti and none of the events. The debugger output shows the stamps on the Cti and the events themselves. Because the Cti issued has the same timestamp (StartTime) as the events then none of the events get flushed. I was nearly there but not quite. Because my stream was bursty it was possible that the next event would not come along for a few seconds and this was far too long for an event to be enqueued and not be flushed to the output adapter. I needed another solution. Two possible solutions crossed my mind although only one of them made sense when I explored it some more. Where multiple events have the same StartTime I could add 1 tick to the first event, two to the second, three to third etc thereby giving them unique StartTime values. Add a timer to manually inject Ctis The problem with the first implementation is that I would be giving the events a new StartTime. This would cause me the following problems If I want to define windows over the stream then some events may not be captured in the right windows and therefore any calculations on those windows I did would be wrong What would happen if we had 10,000 events with the same StartTime? I would enqueue them with StartTime + n ticks. Along comes a genuine event with a StartTime of the very first event + 1 tick. It is now too far in the past as far as my stream is concerned and it would be dropped. Not what I would want to do at all. I decided then to look at the Timer based solution I created a timer on my input adapter that elapsed every 200ms. private Timer tmr; public SimpleInputAdapter(SimpleInputConfig configInfo) { ctx = new SimpleTimeExtractDataContext(configInfo.ConnectionString); this.configInfo = configInfo; tmr = new Timer(200); tmr.Elapsed += new ElapsedEventHandler(t_Elapsed); tmr.Enabled = true; } void t_Elapsed(object sender, ElapsedEventArgs e) { ts = DateTime.Now - dtCtiIssued; if (ts.TotalMilliseconds >= 200 && TimerIssuedCti == false) { EnqueueCtiEvent(System.DateTime.Now.AddTicks(-100)); TimerIssuedCti = true; } }   In the t_Elapsed event handler I find out the difference in time between now and when the last event was processed (dtCtiIssued). I then check to see if that is greater than or equal to 200ms and if the last issuing of a Cti was done by the timer or by a genuine event (TimerIssuedCti). If I didn’t do this check then I would enqueue a Cti every time the timer elapsed which is not something I wanted. If the difference between the two times is greater than or equal to 500ms and the last event enqueued was by a real event then I issue a Cti through the timer to flush the event Queue, otherwise I do nothing. When I enqueue the Ctis into my stream in my ProduceEvents method I also set the values of dtCtiIssued and TimerIssuedCti   currEvent = CreateInsertEvent(); currEvent.StartTime = (DateTimeOffset)dt.c2; TimerIssuedCti = false; dtCtiIssued = currEvent.StartTime; If I go ahead and run this configuration I see the following in my output. As we can see the first Cti gets enqueued as before but then another is enqueued by the timer and because this has a later timestamp it flushes the enqueued events through the engine. Conclusion Hopefully this has shown how the enqueuing of Ctis can have a dramatic effect on the responsiveness of your output in StreamInsight. Understanding the temporal nature of the product is for me one of the most important things you can learn. I have attached my solution for the demos. It is all in one project and testing each variation is a simple matter of commenting and un-commenting the parts in the code we have been dealing with here.

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  • C#/.NET Little Wonders: Fun With Enum Methods

    - by James Michael Hare
    Once again lets dive into the Little Wonders of .NET, those small things in the .NET languages and BCL classes that make development easier by increasing readability, maintainability, and/or performance. So probably every one of us has used an enumerated type at one time or another in a C# program.  The enumerated types we create are a great way to represent that a value can be one of a set of discrete values (or a combination of those values in the case of bit flags). But the power of enum types go far beyond simple assignment and comparison, there are many methods in the Enum class (that all enum types “inherit” from) that can give you even more power when dealing with them. IsDefined() – check if a given value exists in the enum Are you reading a value for an enum from a data source, but are unsure if it is actually a valid value or not?  Casting won’t tell you this, and Parse() isn’t guaranteed to balk either if you give it an int or a combination of flags.  So what can we do? Let’s assume we have a small enum like this for result codes we want to return back from our business logic layer: 1: public enum ResultCode 2: { 3: Success, 4: Warning, 5: Error 6: } In this enum, Success will be zero (unless given another value explicitly), Warning will be one, and Error will be two. So what happens if we have code like this where perhaps we’re getting the result code from another data source (could be database, could be web service, etc)? 1: public ResultCode PerformAction() 2: { 3: // set up and call some method that returns an int. 4: int result = ResultCodeFromDataSource(); 5:  6: // this will suceed even if result is < 0 or > 2. 7: return (ResultCode) result; 8: } So what happens if result is –1 or 4?  Well, the cast does not fail, so what we end up with would be an instance of a ResultCode that would have a value that’s outside of the bounds of the enum constants we defined. This means if you had a block of code like: 1: switch (result) 2: { 3: case ResultType.Success: 4: // do success stuff 5: break; 6:  7: case ResultType.Warning: 8: // do warning stuff 9: break; 10:  11: case ResultType.Error: 12: // do error stuff 13: break; 14: } That you would hit none of these blocks (which is a good argument for always having a default in a switch by the way). So what can you do?  Well, there is a handy static method called IsDefined() on the Enum class which will tell you if an enum value is defined.  1: public ResultCode PerformAction() 2: { 3: int result = ResultCodeFromDataSource(); 4:  5: if (!Enum.IsDefined(typeof(ResultCode), result)) 6: { 7: throw new InvalidOperationException("Enum out of range."); 8: } 9:  10: return (ResultCode) result; 11: } In fact, this is often recommended after you Parse() or cast a value to an enum as there are ways for values to get past these methods that may not be defined. If you don’t like the syntax of passing in the type of the enum, you could clean it up a bit by creating an extension method instead that would allow you to call IsDefined() off any isntance of the enum: 1: public static class EnumExtensions 2: { 3: // helper method that tells you if an enum value is defined for it's enumeration 4: public static bool IsDefined(this Enum value) 5: { 6: return Enum.IsDefined(value.GetType(), value); 7: } 8: }   HasFlag() – an easier way to see if a bit (or bits) are set Most of us who came from the land of C programming have had to deal extensively with bit flags many times in our lives.  As such, using bit flags may be almost second nature (for a quick refresher on bit flags in enum types see one of my old posts here). However, in higher-level languages like C#, the need to manipulate individual bit flags is somewhat diminished, and the code to check for bit flag enum values may be obvious to an advanced developer but cryptic to a novice developer. For example, let’s say you have an enum for a messaging platform that contains bit flags: 1: // usually, we pluralize flags enum type names 2: [Flags] 3: public enum MessagingOptions 4: { 5: None = 0, 6: Buffered = 0x01, 7: Persistent = 0x02, 8: Durable = 0x04, 9: Broadcast = 0x08 10: } We can combine these bit flags using the bitwise OR operator (the ‘|’ pipe character): 1: // combine bit flags using 2: var myMessenger = new Messenger(MessagingOptions.Buffered | MessagingOptions.Broadcast); Now, if we wanted to check the flags, we’d have to test then using the bit-wise AND operator (the ‘&’ character): 1: if ((options & MessagingOptions.Buffered) == MessagingOptions.Buffered) 2: { 3: // do code to set up buffering... 4: // ... 5: } While the ‘|’ for combining flags is easy enough to read for advanced developers, the ‘&’ test tends to be easy for novice developers to get wrong.  First of all you have to AND the flag combination with the value, and then typically you should test against the flag combination itself (and not just for a non-zero)!  This is because the flag combination you are testing with may combine multiple bits, in which case if only one bit is set, the result will be non-zero but not necessarily all desired bits! Thanks goodness in .NET 4.0 they gave us the HasFlag() method.  This method can be called from an enum instance to test to see if a flag is set, and best of all you can avoid writing the bit wise logic yourself.  Not to mention it will be more readable to a novice developer as well: 1: if (options.HasFlag(MessagingOptions.Buffered)) 2: { 3: // do code to set up buffering... 4: // ... 5: } It is much more concise and unambiguous, thus increasing your maintainability and readability. It would be nice to have a corresponding SetFlag() method, but unfortunately generic types don’t allow you to specialize on Enum, which makes it a bit more difficult.  It can be done but you have to do some conversions to numeric and then back to the enum which makes it less of a payoff than having the HasFlag() method.  But if you want to create it for symmetry, it would look something like this: 1: public static T SetFlag<T>(this Enum value, T flags) 2: { 3: if (!value.GetType().IsEquivalentTo(typeof(T))) 4: { 5: throw new ArgumentException("Enum value and flags types don't match."); 6: } 7:  8: // yes this is ugly, but unfortunately we need to use an intermediate boxing cast 9: return (T)Enum.ToObject(typeof (T), Convert.ToUInt64(value) | Convert.ToUInt64(flags)); 10: } Note that since the enum types are value types, we need to assign the result to something (much like string.Trim()).  Also, you could chain several SetFlag() operations together or create one that takes a variable arg list if desired. Parse() and ToString() – transitioning from string to enum and back Sometimes, you may want to be able to parse an enum from a string or convert it to a string - Enum has methods built in to let you do this.  Now, many may already know this, but may not appreciate how much power are in these two methods. For example, if you want to parse a string as an enum, it’s easy and works just like you’d expect from the numeric types: 1: string optionsString = "Persistent"; 2:  3: // can use Enum.Parse, which throws if finds something it doesn't like... 4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result == MessagingOptions.Persistent) 7: { 8: Console.WriteLine("It worked!"); 9: } Note that Enum.Parse() will throw if it finds a value it doesn’t like.  But the values it likes are fairly flexible!  You can pass in a single value, or a comma separated list of values for flags and it will parse them all and set all bits: 1: // for string values, can have one, or comma separated. 2: string optionsString = "Persistent, Buffered"; 3:  4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked!"); 9: } Or you can parse in a string containing a number that represents a single value or combination of values to set: 1: // 3 is the combination of Buffered (0x01) and Persistent (0x02) 2: var optionsString = "3"; 3:  4: var result = (MessagingOptions) Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked again!"); 9: } And, if you really aren’t sure if the parse will work, and don’t want to handle an exception, you can use TryParse() instead: 1: string optionsString = "Persistent, Buffered"; 2: MessagingOptions result; 3:  4: // try parse returns true if successful, and takes an out parm for the result 5: if (Enum.TryParse(optionsString, out result)) 6: { 7: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 8: { 9: Console.WriteLine("It worked!"); 10: } 11: } So we covered parsing a string to an enum, what about reversing that and converting an enum to a string?  The ToString() method is the obvious and most basic choice for most of us, but did you know you can pass a format string for enum types that dictate how they are written as a string?: 1: MessagingOptions value = MessagingOptions.Buffered | MessagingOptions.Persistent; 2:  3: // general format, which is the default, 4: Console.WriteLine("Default : " + value); 5: Console.WriteLine("G (default): " + value.ToString("G")); 6:  7: // Flags format, even if type does not have Flags attribute. 8: Console.WriteLine("F (flags) : " + value.ToString("F")); 9:  10: // integer format, value as number. 11: Console.WriteLine("D (num) : " + value.ToString("D")); 12:  13: // hex format, value as hex 14: Console.WriteLine("X (hex) : " + value.ToString("X")); Which displays: 1: Default : Buffered, Persistent 2: G (default): Buffered, Persistent 3: F (flags) : Buffered, Persistent 4: D (num) : 3 5: X (hex) : 00000003 Now, you may not really see a difference here between G and F because I used a [Flags] enum, the difference is that the “F” option treats the enum as if it were flags even if the [Flags] attribute is not present.  Let’s take a non-flags enum like the ResultCode used earlier: 1: // yes, we can do this even if it is not [Flags] enum. 2: ResultCode value = ResultCode.Warning | ResultCode.Error; And if we run that through the same formats again we get: 1: Default : 3 2: G (default): 3 3: F (flags) : Warning, Error 4: D (num) : 3 5: X (hex) : 00000003 Notice that since we had multiple values combined, but it was not a [Flags] marked enum, the G and default format gave us a number instead of a value name.  This is because the value was not a valid single-value constant of the enum.  However, using the F flags format string, it broke out the value into its component flags even though it wasn’t marked [Flags]. So, if you want to get an enum to display appropriately for whether or not it has the [Flags] attribute, use G which is the default.  If you always want it to attempt to break down the flags, use F.  For numeric output, obviously D or  X are the best choice depending on whether you want decimal or hex. Summary Hopefully, you learned a couple of new tricks with using the Enum class today!  I’ll add more little wonders as I think of them and thanks for all the invaluable input!   Technorati Tags: C#,.NET,Little Wonders,Enum,BlackRabbitCoder

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  • C#/.NET &ndash; Finding an Item&rsquo;s Index in IEnumerable&lt;T&gt;

    - by James Michael Hare
    Sorry for the long blogging hiatus.  First it was, of course, the holidays hustle and bustle, then my brother and his wife gave birth to their son, so I’ve been away from my blogging for two weeks. Background: Finding an item’s index in List<T> is easy… Many times in our day to day programming activities, we want to find the index of an item in a collection.  Now, if we have a List<T> and we’re looking for the item itself this is trivial: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // can find the exact item using IndexOf() 5: var pos = list.IndexOf(64); This will return the position of the item if it’s found, or –1 if not.  It’s easy to see how this works for primitive types where equality is well defined.  For complex types, however, it will attempt to compare them using EqualityComparer<T>.Default which, in a nutshell, relies on the object’s Equals() method. So what if we want to search for a condition instead of equality?  That’s also easy in a List<T> with the FindIndex() method: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // finds index of first even number or -1 if not found. 5: var pos = list.FindIndex(i => i % 2 == 0);   Problem: Finding an item’s index in IEnumerable<T> is not so easy... This is all well and good for lists, but what if we want to do the same thing for IEnumerable<T>?  A collection of IEnumerable<T> has no indexing, so there’s no direct method to find an item’s index.  LINQ, as powerful as it is, gives us many tools to get us this information, but not in one step.  As with almost any problem involving collections, there are several ways to accomplish the same goal.  And once again as with almost any problem involving collections, the choice of the solution somewhat depends on the situation. So let’s look at a few possible alternatives.  I’m going to express each of these as extension methods for simplicity and consistency. Solution: The TakeWhile() and Count() combo One of the things you can do is to perform a TakeWhile() on the list as long as your find condition is not true, and then do a Count() of the items it took.  The only downside to this method is that if the item is not in the list, the index will be the full Count() of items, and not –1.  So if you don’t know the size of the list beforehand, this can be confusing. 1: // a collection of extra extension methods off IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item in the collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // note if item not found, result is length and not -1! 8: return list.TakeWhile(i => !finder(i)).Count(); 9: } 10: } Personally, I don’t like switching the paradigm of not found away from –1, so this is one of my least favorites.  Solution: Select with index Many people don’t realize that there is an alternative form of the LINQ Select() method that will provide you an index of the item being selected: 1: list.Select( (item,index) => do something here with the item and/or index... ) This can come in handy, but must be treated with care.  This is because the index provided is only as pertains to the result of previous operations (if any).  For example: 1: // assume have a list of ints: 2: var list = new List<int> { 1, 13, 42, 64, 121, 77, 5, 99, 132 }; 3:  4: // you'd hope this would give you the indexes of the even numbers 5: // which would be 2, 3, 8, but in reality it gives you 0, 1, 2 6: list.Where(item => item % 2 == 0).Select((item,index) => index); The reason the example gives you the collection { 0, 1, 2 } is because the where clause passes over any items that are odd, and therefore only the even items are given to the select and only they are given indexes. Conversely, we can’t select the index and then test the item in a Where() clause, because then the Where() clause would be operating on the index and not the item! So, what we have to do is to select the item and index and put them together in an anonymous type.  It looks ugly, but it works: 1: // extensions defined on IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // finds an item in a collection, similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: // if you don't name the anonymous properties they are the variable names 8: return list.Select((item, index) => new { item, index }) 9: .Where(p => finder(p.item)) 10: .Select(p => p.index + 1) 11: .FirstOrDefault() - 1; 12: } 13: }     So let’s look at this, because i know it’s convoluted: First Select() joins the items and their indexes into an anonymous type. Where() filters that list to only the ones matching the predicate. Second Select() picks the index of the matches and adds 1 – this is to distinguish between not found and first item. FirstOrDefault() returns the first item found from the previous clauses or default (zero) if not found. Subtract one so that not found (zero) will be –1, and first item (one) will be zero. The bad thing is, this is ugly as hell and creates anonymous objects for each item tested until it finds the match.  This concerns me a bit but we’ll defer judgment until compare the relative performances below. Solution: Convert ToList() and use FindIndex() This solution is easy enough.  We know any IEnumerable<T> can be converted to List<T> using the LINQ extension method ToList(), so we can easily convert the collection to a list and then just use the FindIndex() method baked into List<T>. 1: // a collection of extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // find the index of an item in the collection similar to List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: return list.ToList().FindIndex(finder); 8: } 9: } This solution is simplicity itself!  It is very concise and elegant and you need not worry about anyone misinterpreting what it’s trying to do (as opposed to the more convoluted LINQ methods above). But the main thing I’m concerned about here is the performance hit to allocate the List<T> in the ToList() call, but once again we’ll explore that in a second. Solution: Roll your own FindIndex() for IEnumerable<T> Of course, you can always roll your own FindIndex() method for IEnumerable<T>.  It would be a very simple for loop which scans for the item and counts as it goes.  There’s many ways to do this, but one such way might look like: 1: // extension methods for IEnumerable<T> 2: public static class EnumerableExtensions 3: { 4: // Finds an item matching a predicate in the enumeration, much like List<T>.FindIndex() 5: public static int FindIndex<T>(this IEnumerable<T> list, Predicate<T> finder) 6: { 7: int index = 0; 8: foreach (var item in list) 9: { 10: if (finder(item)) 11: { 12: return index; 13: } 14:  15: index++; 16: } 17:  18: return -1; 19: } 20: } Well, it’s not quite simplicity, and those less familiar with LINQ may prefer it since it doesn’t include all of the lambdas and behind the scenes iterators that come with deferred execution.  But does having this long, blown out method really gain us much in performance? Comparison of Proposed Solutions So we’ve now seen four solutions, let’s analyze their collective performance.  I took each of the four methods described above and run them over 100,000 iterations of lists of size 10, 100, 1000, and 10000 and here’s the performance results.  Then I looked for targets at the begining of the list (best case), middle of the list (the average case) and not in the list (worst case as must scan all of the list). Each of the times below is the average time in milliseconds for one execution as computer over the 100,000 iterations: Searches Matching First Item (Best Case)   10 100 1000 10000 TakeWhile 0.0003 0.0003 0.0003 0.0003 Select 0.0005 0.0005 0.0005 0.0005 ToList 0.0002 0.0003 0.0013 0.0121 Manual 0.0001 0.0001 0.0001 0.0001   Searches Matching Middle Item (Average Case)   10 100 1000 10000 TakeWhile 0.0004 0.0020 0.0191 0.1889 Select 0.0008 0.0042 0.0387 0.3802 ToList 0.0002 0.0007 0.0057 0.0562 Manual 0.0002 0.0013 0.0129 0.1255   Searches Where Not Found (Worst Case)   10 100 1000 10000 TakeWhile 0.0006 0.0039 0.0381 0.3770 Select 0.0012 0.0081 0.0758 0.7583 ToList 0.0002 0.0012 0.0100 0.0996 Manual 0.0003 0.0026 0.0253 0.2514   Notice something interesting here, you’d think the “roll your own” loop would be the most efficient, but it only wins when the item is first (or very close to it) regardless of list size.  In almost all other cases though and in particular the average case and worst case, the ToList()/FindIndex() combo wins for performance, even though it is creating some temporary memory to hold the List<T>.  If you examine the algorithm, the reason why is most likely because once it’s in a ToList() form, internally FindIndex() scans the internal array which is much more efficient to iterate over.  Thus, it takes a one time performance hit (not including any GC impact) to create the List<T> but after that the performance is much better. Summary If you’re concerned about too many throw-away objects, you can always roll your own FindIndex() method, but for sheer simplicity and overall performance, using the ToList()/FindIndex() combo performs best on nearly all list sizes in the average and worst cases.    Technorati Tags: C#,.NET,Litte Wonders,BlackRabbitCoder,Software,LINQ,List

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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