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  • Downloading a file over HTTP the SSIS way

    This post shows you how to download files from a web site whilst really making the most of the SSIS objects that are available. There is no task to do this, so we have to use the Script Task and some simple VB.NET or C# (if you have SQL Server 2008) code. Very often I see suggestions about how to use the .NET class System.Net.WebClient and of course this works, you can code pretty much anything you like in .NET. Here I’d just like to raise the profile of an alternative. This approach uses the HTTP Connection Manager, one of the stock connection managers, so you can use configurations and property expressions in the same way you would for all other connections. Settings like the security details that you would want to make configurable already are, but if you take the .NET route you have to write quite a lot of code to manage those values via package variables. Using the connection manager we get all of that flexibility for free. The screenshot below illustrate some of the options we have. Using the HttpClientConnection class makes for much simpler code as well. I have demonstrated two methods, DownloadFile which just downloads a file to disk, and DownloadData which downloads the file and retains it in memory. In each case we show a message box to note the completion of the download. You can download a sample package below, but first the code: Imports System Imports System.IO Imports System.Text Imports System.Windows.Forms Imports Microsoft.SqlServer.Dts.Runtime Public Class ScriptMain Public Sub Main() ' Get the unmanaged connection object, from the connection manager called "HTTP Connection Manager" Dim nativeObject As Object = Dts.Connections("HTTP Connection Manager").AcquireConnection(Nothing) ' Create a new HTTP client connection Dim connection As New HttpClientConnection(nativeObject) ' Download the file #1 ' Save the file from the connection manager to the local path specified Dim filename As String = "C:\Temp\Sample.txt" connection.DownloadFile(filename, True) ' Confirm file is there If File.Exists(filename) Then MessageBox.Show(String.Format("File {0} has been downloaded.", filename)) End If ' Download the file #2 ' Read the text file straight into memory Dim buffer As Byte() = connection.DownloadData() Dim data As String = Encoding.ASCII.GetString(buffer) ' Display the file contents MessageBox.Show(data) Dts.TaskResult = Dts.Results.Success End Sub End Class Sample Package HTTPDownload.dtsx (74KB)

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • Copy or Export Byobu screen?

    - by kmassada
    One of the best things about byobu is the scrollback feature in a given session. I have been working on something, and I have tons of lines in the current scrollback session and I want to copy everything to a file, how to?? According to the screen home page, looks like you can do this? but when I'm done I do a search for all those files, can't find them. C-a h (hardcopy) Write a hardcopy of the current window to the file "hardcopy.n". C-a H (log) Begins/ends logging of the current window to the file "screenlog.n". For the screen commands to work, I have to be in screen mode, I believe, and not sure how to check that? kenneth@dv7:~$ ps -ef | grep byobu kenneth 16245 16173 0 05:18 pts/12 00:00:00 grep --color=auto byobu kenneth 25935 1 0 Dec14 ? 00:21:26 /usr/bin/xfce4-terminal -x byobu-launcher kenneth 25938 25935 0 Dec14 pts/0 00:00:00 tmux -2 -f /usr/share/byobu/profiles/tmuxrc new-session /usr/bin/byobu-shell kenneth 25962 1 1 Dec14 ? 00:37:31 tmux -2 -f /usr/share/byobu/profiles/tmuxrc new-session /usr/bin/byobu-shell kenneth 25963 25962 0 Dec14 pts/1 00:00:00 sh -c /usr/bin/byobu-shell This is from the byoby man page and I absolutely don't know what it does? I tried, it, and looked around, can't tell. Ctrl-a ~ - Save the current window's scrollback buffer there's also enter, copy mode, select with space key, and press enter to copy, I do that, the screen displays gibberish for 10 seconds refreshes, done. cat >> ~/log.output << COMM --paste using ctrl a ] I think-- COMM this confirms the copy paste works, but when I press enter, nothing get saved to that log file, I've checked, I do have write privileges in my home directory. lol the select all, from the xfce4-terminal doesn't go far enough, and scrolling back with the mouse, well won't work, no need to try it, I know byobu buffer doesn't work like that.

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  • Optimizing Solaris 11 SHA-1 on Intel Processors

    - by danx
    SHA-1 is a "hash" or "digest" operation that produces a 160 bit (20 byte) checksum value on arbitrary data, such as a file. It is intended to uniquely identify text and to verify it hasn't been modified. Max Locktyukhin and others at Intel have improved the performance of the SHA-1 digest algorithm using multiple techniques. This code has been incorporated into Solaris 11 and is available in the Solaris Crypto Framework via the libmd(3LIB), the industry-standard libpkcs11(3LIB) library, and Solaris kernel module sha1. The optimized code is used automatically on systems with a x86 CPU supporting SSSE3 (Intel Supplemental SSSE3). Intel microprocessor architectures that support SSSE3 include Nehalem, Westmere, Sandy Bridge microprocessor families. Further optimizations are available for microprocessors that support AVX (such as Sandy Bridge). Although SHA-1 is considered obsolete because of weaknesses found in the SHA-1 algorithm—NIST recommends using at least SHA-256, SHA-1 is still widely used and will be with us for awhile more. Collisions (the same SHA-1 result for two different inputs) can be found with moderate effort. SHA-1 is used heavily though in SSL/TLS, for example. And SHA-1 is stronger than the older MD5 digest algorithm, another digest option defined in SSL/TLS. Optimizations Review SHA-1 operates by reading an arbitrary amount of data. The data is read in 512 bit (64 byte) blocks (the last block is padded in a specific way to ensure it's a full 64 bytes). Each 64 byte block has 80 "rounds" of calculations (consisting of a mixture of "ROTATE-LEFT", "AND", and "XOR") applied to the block. Each round produces a 32-bit intermediate result, called W[i]. Here's what each round operates: The first 16 rounds, rounds 0 to 15, read the 512 bit block 32 bits at-a-time. These 32 bits is used as input to the round. The remaining rounds, rounds 16 to 79, use the results from the previous rounds as input. Specifically for round i it XORs the results of rounds i-3, i-8, i-14, and i-16 and rotates the result left 1 bit. The remaining calculations for the round is a series of AND, XOR, and ROTATE-LEFT operators on the 32-bit input and some constants. The 32-bit result is saved as W[i] for round i. The 32-bit result of the final round, W[79], is the SHA-1 checksum. Optimization: Vectorization The first 16 rounds can be vectorized (computed in parallel) because they don't depend on the output of a previous round. As for the remaining rounds, because of step 2 above, computing round i depends on the results of round i-3, W[i-3], one can vectorize 3 rounds at-a-time. Max Locktyukhin found through simple factoring, explained in detail in his article referenced below, that the dependencies of round i on the results of rounds i-3, i-8, i-14, and i-16 can be replaced instead with dependencies on the results of rounds i-6, i-16, i-28, and i-32. That is, instead of initializing intermediate result W[i] with: W[i] = (W[i-3] XOR W[i-8] XOR W[i-14] XOR W[i-16]) ROTATE-LEFT 1 Initialize W[i] as follows: W[i] = (W[i-6] XOR W[i-16] XOR W[i-28] XOR W[i-32]) ROTATE-LEFT 2 That means that 6 rounds could be vectorized at once, with no additional calculations, instead of just 3! This optimization is independent of Intel or any other microprocessor architecture, although the microprocessor has to support vectorization to use it, and exploits one of the weaknesses of SHA-1. Optimization: SSSE3 Intel SSSE3 makes use of 16 %xmm registers, each 128 bits wide. The 4 32-bit inputs to a round, W[i-6], W[i-16], W[i-28], W[i-32], all fit in one %xmm register. The following code snippet, from Max Locktyukhin's article, converted to ATT assembly syntax, computes 4 rounds in parallel with just a dozen or so SSSE3 instructions: movdqa W_minus_04, W_TMP pxor W_minus_28, W // W equals W[i-32:i-29] before XOR // W = W[i-32:i-29] ^ W[i-28:i-25] palignr $8, W_minus_08, W_TMP // W_TMP = W[i-6:i-3], combined from // W[i-4:i-1] and W[i-8:i-5] vectors pxor W_minus_16, W // W = (W[i-32:i-29] ^ W[i-28:i-25]) ^ W[i-16:i-13] pxor W_TMP, W // W = (W[i-32:i-29] ^ W[i-28:i-25] ^ W[i-16:i-13]) ^ W[i-6:i-3]) movdqa W, W_TMP // 4 dwords in W are rotated left by 2 psrld $30, W // rotate left by 2 W = (W >> 30) | (W << 2) pslld $2, W_TMP por W, W_TMP movdqa W_TMP, W // four new W values W[i:i+3] are now calculated paddd (K_XMM), W_TMP // adding 4 current round's values of K movdqa W_TMP, (WK(i)) // storing for downstream GPR instructions to read A window of the 32 previous results, W[i-1] to W[i-32] is saved in memory on the stack. This is best illustrated with a chart. Without vectorization, computing the rounds is like this (each "R" represents 1 round of SHA-1 computation): RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR With vectorization, 4 rounds can be computed in parallel: RRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR Optimization: AVX The new "Sandy Bridge" microprocessor architecture, which supports AVX, allows another interesting optimization. SSSE3 instructions have two operands, a input and an output. AVX allows three operands, two inputs and an output. In many cases two SSSE3 instructions can be combined into one AVX instruction. The difference is best illustrated with an example. Consider these two instructions from the snippet above: pxor W_minus_16, W // W = (W[i-32:i-29] ^ W[i-28:i-25]) ^ W[i-16:i-13] pxor W_TMP, W // W = (W[i-32:i-29] ^ W[i-28:i-25] ^ W[i-16:i-13]) ^ W[i-6:i-3]) With AVX they can be combined in one instruction: vpxor W_minus_16, W, W_TMP // W = (W[i-32:i-29] ^ W[i-28:i-25] ^ W[i-16:i-13]) ^ W[i-6:i-3]) This optimization is also in Solaris, although Sandy Bridge-based systems aren't widely available yet. As an exercise for the reader, AVX also has 256-bit media registers, %ymm0 - %ymm15 (a superset of 128-bit %xmm0 - %xmm15). Can %ymm registers be used to parallelize the code even more? Optimization: Solaris-specific In addition to using the Intel code described above, I performed other minor optimizations to the Solaris SHA-1 code: Increased the digest(1) and mac(1) command's buffer size from 4K to 64K, as previously done for decrypt(1) and encrypt(1). This size is well suited for ZFS file systems, but helps for other file systems as well. Optimized encode functions, which byte swap the input and output data, to copy/byte-swap 4 or 8 bytes at-a-time instead of 1 byte-at-a-time. Enhanced the Solaris mdb(1) and kmdb(1) debuggers to display all 16 %xmm and %ymm registers (mdb "$x" command). Previously they only displayed the first 8 that are available in 32-bit mode. Can't optimize if you can't debug :-). Changed the SHA-1 code to allow processing in "chunks" greater than 2 Gigabytes (64-bits) Performance I measured performance on a Sun Ultra 27 (which has a Nehalem-class Xeon 5500 Intel W3570 microprocessor @3.2GHz). Turbo mode is disabled for consistent performance measurement. Graphs are better than words and numbers, so here they are: The first graph shows the Solaris digest(1) command before and after the optimizations discussed here, contained in libmd(3LIB). I ran the digest command on a half GByte file in swapfs (/tmp) and execution time decreased from 1.35 seconds to 0.98 seconds. The second graph shows the the results of an internal microbenchmark that uses the Solaris libpkcs11(3LIB) library. The operations are on a 128 byte buffer with 10,000 iterations. The results show operations increased from 320,000 to 416,000 operations per second. Finally the third graph shows the results of an internal kernel microbenchmark that uses the Solaris /kernel/crypto/amd64/sha1 module. The operations are on a 64Kbyte buffer with 100 iterations. third graph shows the results of an internal kernel microbenchmark that uses the Solaris /kernel/crypto/amd64/sha1 module. The operations are on a 64Kbyte buffer with 100 iterations. The results show for 1 kernel thread, operations increased from 410 to 600 MBytes/second. For 8 kernel threads, operations increase from 1540 to 1940 MBytes/second. Availability This code is in Solaris 11 FCS. It is available in the 64-bit libmd(3LIB) library for 64-bit programs and is in the Solaris kernel. You must be running hardware that supports Intel's SSSE3 instructions (for example, Intel Nehalem, Westmere, or Sandy Bridge microprocessor architectures). The easiest way to determine if SSSE3 is available is with the isainfo(1) command. For example, nehalem $ isainfo -v $ isainfo -v 64-bit amd64 applications sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu 32-bit i386 applications sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov sep cx8 tsc fpu If the output also shows "avx", the Solaris executes the even-more optimized 3-operand AVX instructions for SHA-1 mentioned above: sandybridge $ isainfo -v 64-bit amd64 applications avx xsave pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu 32-bit i386 applications avx xsave pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov sep cx8 tsc fpu No special configuration or setup is needed to take advantage of this code. Solaris libraries and kernel automatically determine if it's running on SSSE3 or AVX-capable machines and execute the correctly-tuned code for that microprocessor. Summary The Solaris 11 Crypto Framework, via the sha1 kernel module and libmd(3LIB) and libpkcs11(3LIB) libraries, incorporated a useful SHA-1 optimization from Intel for SSSE3-capable microprocessors. As with other Solaris optimizations, they come automatically "under the hood" with the current Solaris release. References "Improving the Performance of the Secure Hash Algorithm (SHA-1)" by Max Locktyukhin (Intel, March 2010). The source for these SHA-1 optimizations used in Solaris "SHA-1", Wikipedia Good overview of SHA-1 FIPS 180-1 SHA-1 standard (FIPS, 1995) NIST Comments on Cryptanalytic Attacks on SHA-1 (2005, revised 2006)

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  • Are Get-Set methods a violation of Encapsulation?

    - by Dipan Mehta
    In an Object oriented framework, one believes there must be strict encapsulation. Hence, internal variables are not to be exposed to outside applications. But in many codebases, we see tons of get/set methods which essentially open a formal window to modify internal variables that were originally intended to be strictly prohibited. Isn't it a clear violation of encapsulation? How broadly such a practice is seen and what to do about it? EDIT: I have seen some discussions where there are two opinions in extreme: on one hand people believe that because get/set interface is used to modify any parameter, it does qualifies not be violating encapsulation. On the other hand, there are people who believe it is does violate. Here is my point. Take a case of UDP server, with methods - get_URL(), set_URL(). The URL (to listen to) property is quite a parameter that application needs to be supplied and modified. However, in the same case, if the property like get_byte_buffer_length() and set_byte_buffer_length(), clearly points to values which are quite internal. Won't it imply that it does violate the encapsulation? In fact, even get_byte_buffer_length() which otherwise doesn't modify the object, still misses the point of encapsulation, because, certainly there is an App which knows i have an internal buffer! Tomorrow, if the internal buffer is replaced by something like a *packet_list* the method goes dysfunctional. Is there a universal yes/no towards get set method? Is there any strong guideline that tell programmers (specially the junior ones) as to when does it violate encapsulation and when does it not?

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  • dependency problems at installation from mysql-server-5.5

    - by Furtano
    qcons@014-QCONS:/var/lib$ sudo apt-get install -f mysql-server Paketlisten werden gelesen... Fertig Abhängigkeitsbaum wird aufgebaut Statusinformationen werden eingelesen... Fertig mysql-server ist schon die neueste Version. 0 aktualisiert, 0 neu installiert, 0 zu entfernen und 0 nicht aktualisiert. 2 nicht vollständig installiert oder entfernt. Nach dieser Operation werden 0 B Plattenplatz zusätzlich benutzt. Möchten Sie fortfahren [J/n]? j mysql-server-5.5 (5.5.28-0ubuntu0.12.04.2) wird eingerichtet ... 121112 11:16:52 [Note] Plugin 'FEDERATED' is disabled. 121112 11:16:52 InnoDB: The InnoDB memory heap is disabled 121112 11:16:52 InnoDB: Mutexes and rw_locks use GCC atomic builtins 121112 11:16:52 InnoDB: Compressed tables use zlib 1.2.3.4 121112 11:16:52 InnoDB: Initializing buffer pool, size = 128.0M 121112 11:16:52 InnoDB: Completed initialization of buffer pool 121112 11:16:52 InnoDB: highest supported file format is Barracuda. 121112 11:16:53 InnoDB: Waiting for the background threads to start 121112 11:16:54 InnoDB: 1.1.8 started; log sequence number 1595675 121112 11:16:54 InnoDB: Starting shutdown... 121112 11:16:54 InnoDB: Shutdown completed; log sequence number 1595675 start: Job failed to start invoke-rc.d: initscript mysql, action "start" failed. dpkg: Fehler beim Bearbeiten von mysql-server-5.5 (--configure): Unterprozess installiertes post-installation-Skript gab den Fehlerwert 1 zurück dpkg: Abhängigkeitsprobleme verhindern Konfiguration von mysql-server: mysql-server hängt ab von mysql-server-5.5; aber: Paket mysql-server-5.5 ist noch nicht konfiguriert. dpkg: Fehler beim Bearbeiten von mysql-server (--configure): Abhängigkeitsprobleme - verbleibt unkonfiguriert Es wurde kein Apport-Bericht verfasst, da die Fehlermeldung darauf hindeutet, dass dies lediglich ein Folgefehler eines vorherigen Problems ist. Fehler traten auf beim Bearbeiten von: mysql-server-5.5 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Debuild fails to make package for bluelog-1.04

    - by Dean Howell
    When trying to build a package for bluelog, Debuild give several errors. In the past, I've used checkinstall to quickly build crude packages. I am now trying to do it the right way and upload to a PPA. Bluelog can be found here: http://www.digifail.com/software/bluelog.shtml Here is the output from debuild; dpkg-buildpackage -rfakeroot -D -us -uc dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Wformat-security dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): -D_FORTIFY_SOURCE=2 dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Wformat-security dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions -Wl,-z,relro dpkg-buildpackage: source package bluelog dpkg-buildpackage: source version 1.0.4-0ubuntu1 dpkg-buildpackage: source changed by Dean Howell <dean@unknown> dpkg-source --before-build bluelog dpkg-buildpackage: host architecture amd64 fakeroot debian/rules clean dh clean dh_testdir dh_auto_clean make[1]: Entering directory `/home/dean/Launchpad Builds/bluelog/bluelog' rm -rf bluelog www/cgi-bin/* *.o *.txt *.log *.gz *.cgi make[1]: Leaving directory `/home/dean/Launchpad Builds/bluelog/bluelog' dh_clean dpkg-source -b bluelog dpkg-source: warning: Version number suggests Ubuntu changes, but Maintainer: does not have Ubuntu address dpkg-source: warning: Version number suggests Ubuntu changes, but there is no XSBC-Original-Maintainer field dpkg-source: info: using source format `3.0 (quilt)' dpkg-source: info: building bluelog using existing ./bluelog_1.0.4.orig.tar.gz dpkg-source: error: cannot represent change to bluelog/Builds/bluelog/bluelog/debian/bluelog/usr/bin/bluelog: binary file contents changed dpkg-source: error: add Builds/bluelog/bluelog/debian/bluelog/usr/bin/bluelog in debian/source/include-binaries if you want to store the modified binary in the debian tarball dpkg-source: error: unrepresentable changes to source dpkg-buildpackage: error: dpkg-source -b bluelog gave error exit status 2

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  • mysql service do not launch

    - by ted
    Sorry for my English; I was trying to create db with rake in RoR application that has been configured for MySQL(gem installed, settings changed). After that attempt mysql-server broke: d@calister:~$ mysql ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2) mysqld is not running at all: d@calister:~$ ps aux | grep mysql d 3769 0.0 0.0 4368 832 pts/0 S+ 18:03 0:00 grep --color=auto mysql And also it doesn't seem it would like to run: d@calister:~$ sudo service mysql start start: Job failed to start Any suggestions? Thanks EDIT: d@calister:~$ sudo -u mysql mysqld 120520 18:45:11 [Note] Plugin 'FEDERATED' is disabled. mysqld: Table 'mysql.plugin' doesn't exist 120520 18:45:11 [ERROR] Can't open the mysql.plugin table. Please run mysql_upgrade to create it. 120520 18:45:11 InnoDB: The InnoDB memory heap is disabled 120520 18:45:11 InnoDB: Mutexes and rw_locks use GCC atomic builtins 120520 18:45:11 InnoDB: Compressed tables use zlib 1.2.3.4 120520 18:45:11 InnoDB: Initializing buffer pool, size = 128.0M 120520 18:45:11 InnoDB: Completed initialization of buffer pool 120520 18:45:11 InnoDB: highest supported file format is Barracuda. 120520 18:45:12 InnoDB: Waiting for the background threads to start 120520 18:45:13 InnoDB: 1.1.8 started; log sequence number 1589459 120520 18:45:13 [ERROR] Fatal error: Can't open and lock privilege tables: Table 'mysql.host' doesn't exist

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • JMS : Specifying Message Paging Directory on Weblogic server.

    - by adejuanc
    Two ways to configure or modify Paging directory, here the examples : 1.- Via config.xml file. <paging-directory>C:\temp</paging-directory> <jms-server> <name>JMSServerMS1</name> <target>MS1</target> <persistent-store xsi:nil="true"></persistent-store> <hosting-temporary-destinations>true</hosting-temporary-destinations> <temporary-template-resource xsi:nil="true"></temporary-template-resource> <temporary-template-name xsi:nil="true"></temporary-template-name> <message-buffer-size>-1</message-buffer-size> <paging-directory>C:\temp</paging-directory> <paging-file-locking-enabled>true</paging-file-locking-enabled> <expiration-scan-interval>30</expiration-scan-interval> </jms-server> ------------------------------------------------------- 2 .- Via WLST (Weblogic scripting tool) startEdit() cd('/Deployments/JMSServerMS1') cmo.setPagingDirectory('C:\\temp') activate()

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  • Unable to install mysql in ubuntu

    - by Anand
    I purged my existing mysql-server from ubuntu and re-installed the same. This was due there was an upgrade from my ubuntu and I was unable to start my sql-server. After cleaned up and taking backup of my data , I re-insalled mysql. During installaion I received following message popup. Unable to set password for the MySQL "root" user An error occurred while setting the password for the MySQL administrative user. This may have happened because the account already has a password, or because of a communication problem with the MySQL server. You should check the account's password after the package installation. Please read the /usr/share/doc/mysql-server-5.5/README.Debian file for more information. ¦ ¦ After the installation was failed, following error were received. 121109 20:36:18 InnoDB: Initializing buffer pool, size = 128.0M 121109 20:36:18 InnoDB: Completed initialization of buffer pool 121109 20:36:18 InnoDB: highest supported file format is Barracuda. 121109 20:36:18 InnoDB: Waiting for the background threads to start 121109 20:36:19 InnoDB: 1.1.8 started; log sequence number 2395841 ERROR: 130 Incorrect file format 'user' 121109 20:36:19 [ERROR] Aborting 121109 20:36:19 InnoDB: Starting shutdown... 121109 20:36:20 InnoDB: Shutdown completed; log sequence number 2395841 121109 20:36:20 [Note] /usr/sbin/mysqld: Shutdown complete start: Job failed to start invoke-rc.d: initscript mysql, action "start" failed. dpkg: error processing mysql-server-5.5 (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of mysql-server: mysql-server depends on mysql-server-5.5; however: Package mysql-server-5.5 is not configured yet. dpkg: error processing mysql-server (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. Errors were encountered while processing: mysql-server-5.5 mysql-server E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Multiple vulnerabilities in Firefox

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-1960 Information Exposure vulnerability 5.0 Firefox Solaris 10 SPARC: 145080-12 X86: 145081-11 CVE-2012-1970 Denial of Service (DoS) vulnerability 10.0 CVE-2012-1971 Denial of Service (DoS) vulnerability 9.3 CVE-2012-1972 Resource Management Errors vulnerability 10.0 CVE-2012-1973 Resource Management Errors vulnerability 10.0 CVE-2012-1974 Resource Management Errors vulnerability 10.0 CVE-2012-1975 Resource Management Errors vulnerability 10.0 CVE-2012-1976 Resource Management Errors vulnerability 10.0 CVE-2012-3956 Resource Management Errors vulnerability 10.0 CVE-2012-3957 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-3958 Resource Management Errors vulnerability 10.0 CVE-2012-3959 Resource Management Errors vulnerability 10.0 CVE-2012-3960 Resource Management Errors vulnerability 10.0 CVE-2012-3961 Resource Management Errors vulnerability 10.0 CVE-2012-3962 Arbitrary code execution vulnerability 9.3 CVE-2012-3963 Resource Management Errors vulnerability 10.0 CVE-2012-3964 Resource Management Errors vulnerability 10.0 CVE-2012-3966 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 10.0 CVE-2012-3967 Arbitrary code execution vulnerability 6.8 CVE-2012-3968 Resource Management Errors vulnerability 10.0 CVE-2012-3969 Numeric Errors vulnerability 9.3 CVE-2012-3970 Resource Management Errors vulnerability 10.0 CVE-2012-3972 Information Exposure vulnerability 5.0 CVE-2012-3974 Resource Management Errors vulnerability 6.9 CVE-2012-3976 Denial of Service (DoS) vulnerability 5.8 CVE-2012-3978 Permissions, Privileges, and Access Controls vulnerability 6.8 CVE-2012-3980 Improper Control of Generation of Code ('Code Injection') vulnerability 9.3 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Bad DMA/do_IRQ errors on suspend/resume, with occasional freezing

    - by Steve Kroon
    Every time I suspend or resume my laptop (Dell Latitude E6520, bought this year), I get 2 messages of the form displayed on the console just before shutting down/starting up: [ 407.107610] ehci_hcd 0000:00:1d.0: dma_pool_free buffer-128, f6f18000/36f18000 (bad dma) On occasion, I get a message of the form: [ 3753.979066] do_IRQ: 0.177 No irq handler for vector (irq -1) On occasion, my machine freezes with a flashing Caps Lock button when suspending, after which I need to do a hard shutdown. This never happened before the messages started appearing (a while back), and I think it never happens without a do_IRQ message appearing (although I'm not sure about that). [There's nothing in the owner's manual on a flashing Caps Lock button; apparently it may be a kernel panic if the scroll lock also flashes, but the laptop doesn't have a scroll lock light, and there's no message on the console saying kernel panic.] Are these bad DMA/do IRQ messages serious, and what can I do to investigate/troubleshoot them and the freezing? Edit: I've also now received the following error messages a few times: [246943.023908] JBD: I/O error detected when updating journal superblock for sdb1. [246943.023958] Buffer I/O error on device sdb1, logical block 0 [246943.023996] EXT3-fs (sdb1): I/O error while writing superblock Edit: Output of dmesg at http://pastebin.com/ra7MTQEj ; contents of /var/log/kern.log at http://pastebin.com/i6jf0Md9 Edit: the output of some smartctl (-a, -x, --log=error, --log=xerror) instructions is available at http://paste.ubuntu.com/1088488/ . Edit (31/8/2012): Output of dmesg|grep -i ehci available at http://paste.ubuntu.com/1177246/ .

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Can I set my Optimus Nvidia card to run Unity3D with bumblebee?

    - by manuhalo
    I'd like to know whether I can run compiz on my Nvidia card to speed things up. It's a Dell XPS15 laptop but I'm mostly using it as a desktop, so battery life is not important. Apparently my Intel integrated card is able to run unity 3D, but my Nvidia GT 420M is not. Here's the output of unity_support_test, both with optirun and without it: manuhalo@Ubuntu-XPS-L501X:~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 420M/PCI/SSE2 OpenGL version string: 4.1.0 NVIDIA 280.13 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no manuhalo@Ubuntu-XPS-L501X:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes Any ideas of why this is happening? Thanks in advance to anyone able to shed some light on this. What I have tried: Installed the v290 drivers from the x-stable PPA. Tried forcing Unity-3D to work by telling Unity to ignore the unity-support-test results i.e. gksudo gedit /etc/environment add the following UNITY_FORCE_START=1 to the end of the file.

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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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 properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • USB flash module giving errors

    - by vshenoy
    Hi, I have a SATA USB flash module which was earlier running a 2.4 linux kernel (2.4.36.6) and on which now I am trying to install ubuntu server 10.04.1 LTS. I have two such USB flash modules and on one of them the installation process itself giving these errors: sd 4:0:0:0 [sda] Device not ready sd 4:0:0:0 [sda] Result: hostbyte=DID_OK driverbyte=DRIVER_SENSE sd 4:0:0:0 [sda] Sense Key : Not Ready [current] sd 4:0:0:0 [sda] Add. Sense: Medium not present sd 4:0:0:0 [sda] CDB: Write(10): 2a 00 00 05 48 02 00 00 04 00 end_request: I/O error, dev sda, sector 46114 usb 1-1: reset high speed USB device using ehci_hcd and address 2 Buffer I/O error on device sda1, logical block 172033 lost page write due to I/O error on sda1 Buffer I/O error on device sda1, logical block 172034 lost page write due to I/O error on sda1 on the other the installation is successful, but after a day or two of running the machine hangs because of kernel spewing these messages: Remounting filesystem read-only EXT2-fs error (device sda1): read_block_bitmap: Cannot read block [bitmap - block_group = 105, block_bitmap = 860161] EXT2-fs error (device sda1): ext2_get_inode: unable to read inode block - inode=13083, block=24683 ext2_free_inode: bit already cleared for inode 83966 and the machine needs to be hard rebooted. On both the systems SCSI emulation with usb_storage driver is being used to detect the module. Here is the output of /proc/scsi/scsi on 2.4: # cat /proc/scsi/scsi Attached devices: Host: scsi0 Channel: 00 Id: 00 Lun: 00 Vendor: TS Model: UFM Rev: 1100 Type: Direct-Access ANSI SCSI revision: 02 and on 2.6: # cat /proc/scsi/scsi Attached devices: Host: scsi6 Channel: 00 Id: 00 Lun: 00 Vendor: TS Model: UFM Rev: 1100 Type: Direct-Access ANSI SCSI revision: 00 i.e. only 'ANSI SCSI revision:' is shown as different, although I am not sure if this can cause any problem. Really appreciate if someone can point as to how to debug this issue or any mailing list where I can further ask questions about this.

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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