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  • (and a new ray smith equipment webpage)

    - by raysmithequip
    Originally posted on: http://geekswithblogs.net/raysmithequip/archive/2013/10/15/154351.aspxPlease bear with me, apparently we lost jabry.com to what I am not sure.  I have yet another webpage coming to http://www.raysmithequip.netai.net/ . Right now it is pretty bare, I just spent an hour configuring web matrix 2.0 (3 no likey like vista!!).  I should have the shoppers corner sub page back up intime for black friday though, soo keep your eyes posted.To keep you busy meantime, be sure to check out inmoov, a really cool open source 3d printed diy robot.I chanced upon it from the dangerous prototypes web site some time ago and consider it the one project that will rock the world in the immediate future.inmoov.blogspot.com/ raysmithn3twu

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • SQL SERVER – How to Install SQL Server 2014 – A 99 Seconds Video

    - by Pinal Dave
    Last month I presented at 3 community and 5 corporate events. Every single time I have been asked by others what is my experience with SQL Server 2014. Every single time I have told the audience that they should try this out themselves, however, the response has been very lukewarm. Everybody wants to know how SQL Server 2014 works, but no one wants to try out themselves. Upon asking why users are not installing SQL Server 2014, pretty much the same answer I received from everyone – “The Fear of Uknown”. Everybody who have not installed SQL Server 2014 are not sure how the installation process works and what if they face any issue while installing SQL Server 2014. If you have installed an earlier version of SQL Server, installing SQL Server 2014 is very easy process. I have created a quick video of 99 seconds where I explain how we can easily install SQL Server 2014. This is a straight forward default installation of SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Video

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  • How can I regain control over a "stuck" scrollbar?

    - by jonsca
    I fear that this is one of those "for your own good" features, but I'm wondering whether or not there is a setting in Firefox or Chrome (or perhaps Windows in general) that will allow me to recapture the scroll bar even though the browser may be busy. I run into this a lot, especially when I have a lot of tabs open in either browser, and so perhaps it's just a fact of life. I wouldn't mind being able to scroll along gradually, even if the page hasn't had time to fully render all of the images, etc., yet. Does such an advanced setting exist "under the hood"?

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  • What approach should I take to export my iPhone contacts to Gmail?

    - by codeLes
    I'm on the iPhone OS3, I want to get my contacts on my phone in sync with my Google contacts, but I don't want to lose what is currently in my phone. So far I have been under the impression that by just turning the Google Sync on that it will overwrite the info on my phone. I don't currently have all the info on my phone in Google contacts so this would not be desired. Other than manually inputting all the info from my phone into my Google Contacts, what approach could I take to get that info on the Google cloud so that I can turn on sync without fear of losing any information?

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  • IT lead does not have a backup, DR plan in writing

    - by Alex
    This is a general management question to IT managers out there. We are a small firm with about 4 servers in our colo cabinent. No full time IT manager. But we do have one person on monthly contract and I am having a terrible time getting him to share what these plans actually are. I am sure he HAS a plan (and its probably in his head..) but that does us no good if he gets hit by a bus.. How would you guys handle this? He is a long time friend, but I fear this is dangerous for us long term..I have confronted him on several occasions about this, and he tells me not to worry, he has go it covered.. Thanks.

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  • How to deal with static utility classes when designing for testability

    - by Benedikt
    We are trying to design our system to be testable and in most parts developed using TDD. Currently we are trying to solve the following problem: In various places it is necessary for us to use static helper methods like ImageIO and URLEncoder (both standard Java API) and various other libraries that consist mostly of static methods (like the Apache Commons libraries). But it is extremely difficult to test those methods that use such static helper classes. I have several ideas for solving this problem: Use a mock framework that can mock static classes (like PowerMock). This may be the simplest solution but somehow feels like giving up. Create instantiable wrapper classes around all those static utilities so they can be injected into the classes that use them. This sounds like a relatively clean solution but I fear we'll end up creating an awful lot of those wrapper classes. Extract every call to these static helper classes into a function that can be overridden and test a subclass of the class I actually want to test. But I keep thinking that this just has to be a problem that many people have to face when doing TDD - so there must already be solutions for this problem. What is the best strategy to keep classes that use these static helpers testable?

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  • US GAAP and IFRS Convergence May Be Delayed Even More

    - by Theresa Hickman
    Yesterday, on March 10, the Financial Accounting Standards Board (FASB) met to discuss the changes in financial statement presentation. Over the last six months, the FASB and IASB have been working feverishly to converge US GAAP and IFRS standards to meet the 2011 deadline. In March alone, the standards-setters met eight times. Many people fear that this accelerated pace is compromising the quality of the end product and that maybe they should slow down and do their due diligence. According to WG&L Accounting & Compliance Alert Checkpoint 3/10/2010, (which requires a subscription to view the full article) "Some statement preparers and investors who advise the FASB believe that the process would be better served if it was slowed down so that more attention could be paid to quality." "Should 2011 be looked at as a line in the sand?" asked Joan Amble, executive vice president and corporate comptroller for American Express Co. "We don't think that due process should be compromised for the due date," concurred Lewis Dulitz, vice president of accounting policies and research for medical products supplier Covidien plc. I personally have mixed emotions about this. On one hand, I have been growing impatient with how slow the US has jumped on the IFRS band wagon. On the other hand, being the conservative that I am and knowing this convergence will be costly and disruptive to businesses, I would prefer to be safe than sorry and get it right the first time.

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Working with Legacy code #5: The blackhole.

    - by andrewstopford
    Someone creates a class or series of classes for something, the classes are big in size with large complicated methods. The effort is a sea of technical debt for the entire team but in the thick of the daily chaos it is lost. With out the coder talking to the team, with no team code policy and no code reviews (and action points) it remains. Pretty soon the team forget about that code. A few weeks\months\years goes by, some of the team may have left, some may remain but business asks for the team to add to that code. The team is now looking at a black hole, no one knows how it works, what it does, what it is for, it is a smelly hell hole and the deadline is fast approaching. The team now tries to change the code, with no approach at unit tests or refactoring in fear of breaking the black hole the team do just that and the business have just lost money. If you are faced with a black hole you need to look back over my series, even a black hole in what might seem like a clean unit tested application. Don't be fooled into thinking that legacy code does not apply to your code base.  The next stage is don't let blackholes in your codebase. Effective code reviews, team communication and good overal team coding policies will really help. Even if you are faced with a deadline do not let them appear, stop, take stock, what can be done and who can help. If you allow them through they will grow and grow and grow and the technical debt will hit you like a tidal wave soon enough,.  

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • How do I move the camera sideways in Libgdx?

    - by Bubblewrap
    I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx. If I want to move the camera sideways by x, I think I need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up Translate mat by v*x Multiply camera.position by mat Will this approach do what I think it does, and is it a good way to do it? And how can I do this in libgdx? I get "stuck" at step 2, as I have not found any standard method in Libgdx to calculate an orthogonal vector. EDIT: I think I can use camera.direction.crs(camera.up) to find v. I'll try this approach tonight and see if it works. EDIT2: I got it working and didn't need the matrix after all: Vector3 right = camera.direction.cpy().crs(camera.up).nor(); camera.position.add(right.mul(x));

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  • Visual Query Builder

    - by johnnyArt
    If been using "dbForge Query Builder" lately and I'm gotten used to the ease of building and testing a query, specially for those complex ones with inner joins, aliases and multiple conditionals. The expiry date of the trial is about to come, and while wanting to remain on the legal side for this I'd rather not pay the 50USD it costs (although I must say it's pretty cheap for what it does). So my question would be: Are there any free alternatives to replace this visual query builder? I've failed to find any and fear that my only two options are paying for it, or going to the dark side.

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  • Unable to access ubuntu through windows boot manager

    - by Arvind
    I am having an ASUS K55VM....it came with DOS....to this Windows 7 was installed...now i am planned to add another OS ie Ubuntu...my computer had 4 partitions of 240GB 230GB 230GB and 230GB....i changed this to 5 parts....243GB 230GB 230GB 150GB and an 80GB...i installed Ubuntu 12.04 to the 80GB partition through a USB flash drive....it installed fine...however the problem is during the Boot option in Windows Boot manager when i choose Ubuntu...this what is displayed... Windows failed to start. A recent hardware or software change might be the cause. To fix the problem: 1.Insert your Windows installation disc and restart your computer. 2.Choose your language settings, and then click "Next." 3.Click "Repair your computer." If you do not have this disc, contact your system administrator or computer manufacturer for assistance. File: \ubuntu\winboot\wubildr.mbr Status: 0xc000000e Info: The selected entry could not be loaded because the application is missing or corrupt. I tried to change the boot option for the OS and made Ubuntu as my first option....It worked...however windows 7 does not show up in GRUB....in this fear i did the following: Restarted my pc changed boot option 1 to windows. Formatted the drive to which Ubuntu was installed(80GB one)through windows. Restarted again. The problem persists....Windows boot manager shows Ubuntu still and when i choose this it gives two lines one like: grub rescue....but my windows 7 is working perfectly fine. Now want a solution to remove Ubuntu from the windows boot option and reinstall completely...

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  • Sharing authentication methods across API and web app

    - by Snixtor
    I'm wanting to share an authentication implementation across a web application, and web API. The web application will be ASP.NET (mostly MVC 4), the API will be mostly ASP.NET WEB API, though I anticipate it will also have a few custom modules or handlers. I want to: Share as much authentication implementation between the app and API as possible. Have the web application behave like forms authentication (attractive log-in page, logout option, redirect to / from login page when a request requires authentication / authorisation). Have API callers use something closer to standard HTTP (401 - Unauthorized, not 302 - Redirect). Provide client and server side logout mechanisms that don't require a change of password (so HTTP basic is out, since clients typically cache their credentials). The way I'm thinking of implementing this is using plain old ASP.NET forms authentication for the web application, and pushing another module into the stack (much like MADAM - Mixed Authentication Disposition ASP.NET Module). This module will look for some HTTP header (implementation specific) which indicates "caller is API". If the header "caller is API" is set, then the service will respond differently than standard ASP.NET forms authentication, it will: 401 instead of 302 on a request lacking authentication. Look for username + pass in a custom "Login" HTTP header, and return a FormsAuthentication ticket in a custom "FormsAuth" header. Look for FormsAuthentication ticket in a custom "FormsAuth" header. My question(s) are: Is there a framework for ASP.NET that already covers this scenario? Are there any glaring holes in this proposed implementation? My primary fear is a security risk that I can't see, but I'm similarly concerned that there may be something about such an implementation that will make it overly restrictive or clumsy to work with.

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  • First time shadow mapping problems

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

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  • In the Aggregate: How Will We Maintain Legacy Systems?

    - by Jim G.
    NEW YORK - With a blast that made skyscrapers tremble, an 83-year-old steam pipe sent a powerful message that the miles of tubes, wires and iron beneath New York and other U.S. cities are getting older and could become dangerously unstable. July 2007 Story About a Burst Steam Pipe in Manhattan We've heard about software rot and technical debt. And we've heard from the likes of: "Uncle Bob" Martin - Who warned us about "the consequences of making a mess". Michael C. Feathers - Who gave us guidance for 'Working Effectively With Legacy Code'. So certainly the software engineering community is aware of these issues. But I feel like our aggregate society does not appreciate how these issues can plague working systems and applications. As Steve McConnell notes: ...Unlike financial debt, technical debt is much less visible, and so people have an easier time ignoring it. If this is true, and I believe that it is, then I fear that governments and businesses may defer regular maintenance and fortification against hackers until it is too late. [Much like NYC and the steam pipes.] My Question: Do you share my concern? And if so, is there a way that we can avoid the software equivalent of NYC and the steam pipes?

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  • Recommendation for email setup for programatically sending lots of emails

    - by jcmoney
    To clarify I have an app that notifies users via email when certain actions take place (I am not spamming as the user has opted in to the notifications and can change that option at any time). Because of number of emails that needs to be sent, Gmail, Yahoo, etc will not work. Unless I am mistaken services like MailChimp, Lyris, etc will also not fit this need since every email is sent one at a time and is very specific to the user and action that took place. What I really want is something that would allow me to be able to call some mail function, give it a recipient, from, message and subject, and not have it be blocked by the email service. This can be a free or paid service. I have server access so I can install something if necessary as well but I don't know much about email services and fear if I do it myself, I'll get blocked by some other player like my VPS host or ISP or something.

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  • Some problems after running ubuntu tweak application

    - by sachin
    I am a first time user of ubuntu 12.04 and must say that i am enjoying it. Somehow my skype on ubuntu is screwed up. The message that i am getting says (Disk IO error). Did any one face the problem before. Also i downloaded the ubuntu tweak application. After that application has clean some file, the application it self is not starting now.. I am quiet new to linux much and fear that if the tweak application has cleaned some files which were necessary. Is there anything i can fix these problems or short of auto-recovery, i have got some more leads: here seems to be the error but not sure how can i fix this. buntu-tweak:2887): Gtk-WARNING **: Locale not supported by C library. Using the fallback 'C' locale. Traceback (most recent call last): File "/usr/bin/ubuntu-tweak", line 122, in from ubuntutweak.main import UbuntuTweakWindow File "/usr/lib/python2.7/dist-packages/ubuntutweak/main.py", line 40, in from ubuntutweak.preferences import PreferencesDialog File "/usr/lib/python2.7/dist-packages/ubuntutweak/preferences.py", line 32, in from ubuntutweak.factory import WidgetFactory File "/usr/lib/python2.7/dist-packages/ubuntutweak/factory.py", line 24, in from ubuntutweak.gui.widgets import * File "/usr/lib/python2.7/dist-packages/ubuntutweak/gui/widgets.py", line 10, in from ubuntutweak.settings.compizsettings import CompizSetting File "/usr/lib/python2.7/dist-packages/ubuntutweak/settings/compizsettings.py", line 3, in import ccm File "/usr/lib/python2.7/dist-packages/ubuntutweak/settings/ccm/init.py", line 1, in from Conflicts import * File "/usr/lib/python2.7/dist-packages/ubuntutweak/settings/ccm/Conflicts.py", line 25, in from Constants import * File "/usr/lib/python2.7/dist-packages/ubuntutweak/settings/ccm/Constants.py", line 77, in locale.setlocale(locale.LC_ALL, "") File "/usr/lib/python2.7/locale.py", line 539, in setlocale return _setlocale(category, locale) locale.Error: unsupported locale setting

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  • install Cirrus Logic cs46xx (audio card) drivers

    - by Aikanáro
    I have two sounds cards, one is the on-board (it's VIA) the other is Cirrus Logic cs46xx. This is what lspci shows me: 04:04.0 Multimedia audio controller: Cirrus Logic CS 4614/22/24/30 [CrystalClear SoundFusion Audio Accelerator] (rev 01) It only show the cirrus logic, cause I disable the VIA card through BIOS. This page: http://es.driverscollection.com/?file_id=13152 gives me instructions to install it, but I can follow them because the folders indicates in the page do not matches with the ones that I see in my system. The alsa page: http://alsa-project.org/main/index.php/Matrix:Module-cs46xx, also give me instructions, but I don't understand it. For example, they say: type in a terminal: ./configure but don't say in what directory. I think that isn't instructions for begginers... Right now I can't heard anything. I decide to disable the VIA audio card, cause I've read they don't get along with linux, although i use the integrate VIA video card. I have ubuntu 11.10

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  • Rotate sprite to face 3D camera

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. shaders->setUniform("camera", gCamera.matrix()); glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(5e5, 5e5, 5e5)); glm::vec3 look = gCamera.position(); glm::vec3 right = glm::cross(gCamera.up(), look); glm::vec3 up = glm::cross(look, right); glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), up) * scale; shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I rotate the camera around it, it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. What am I doing wrong?

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  • What are the consequences of giving an AD domain differing NetBIOS and DNS names?

    - by Newt
    In the past, when creating AD domains, I've used the common convention of using a sub-domain of the company's publicly registered domain name, e.g "corp.mycompany.com" or "int.mycompany.com". I've always accepted the default NetBIOS name when running DCPromo, for fear that creating a NetBIOS name that differs from the sub-domain may cause complications. I've recently been doing a bit of research on the consequences of providing an alternate NetBIOS name. The main reasons behind this are: The NetBIOS name isn't particularly descriptive or unique to the company Apparently generic NetBIOS names such as "CORP" or "INT" can cause issues when merging IT systems (although I've not had experience with this myself) Providing something "before the slash" that means more to users (less important) In looking at the possible downsides, the only one I can come up with is the disjointed namespace issue when configuring Exchange. Can anybody with more experience than I elaborate on my findings at all? Many thanks

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  • Ecommerce Database DNS Switch

    - by KThompson
    Hello, I am moving an e-commerce site to a new server. All has been successful and its time to change the DNS for the domain. It's a relatively popular site and I fear that during propagation orders will be split between the old database and the new one. The databases do contain content that is dependent of the server it is on (Cache path, upload directory, etc.) so I can't just point the old site to the new database. Are there any solutions to this without any of the sites going down. Thanks in advance

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  • The How-To Geek Guide to Audio Editing: Basic Noise Removal

    - by YatriTrivedi
    Laying down some vocals?  Starting your own podcast?  Here’s how to remove noise from a messy audio track in Audacity quickly and easily. This is the second part in our series covering how to edit audio and create music using your PC. Be sure to check out the first part in the series, where we covered the basics of using Audacity, and then check out how to add MP3 format support as well Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Take Better Panoramic Photos with Any Camera Make Creating App Tabs Easier in Firefox Peach and Zelda Discuss the Benefits and Perks of Being Kidnapped [Video] The Life of Gadgets in Price and Popularity [Infographic] Apture Highlights Turns Your Cursor into a Search Tool Add Classic Sci-Fi Goodness to Your Desktop with the Matrix Theme for Windows 7

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