Search Results

Search found 15273 results on 611 pages for 'subtle array'.

Page 569/611 | < Previous Page | 565 566 567 568 569 570 571 572 573 574 575 576  | Next Page >

  • Friday Tips #6, Part 1

    - by Chris Kawalek
    We have a two parter this week, with this post focusing on desktop virtualization and the next one on server virtualization. Question: Why would I use the Oracle Secure Global Desktop Secure Gateway? Answer by Rick Butland, Principal Sales Consultant, Oracle Desktop Virtualization: Well, for the benefit of those who might not be familiar with client connections in Oracle Secure Global Desktop (SGD), let me back up and briefly explain. An SGD client connects to an SGD server using two distinct protocols, which, by default, require two distinct TCP ports. The first is the HTTP protocol, used by the web browser to connect to the SGD webserver on TCP port 80, or if secure connections are enabled (SSL/TLS), then TCP port 443, commonly identified as the "HTTPS" port, that is, "SSL encrypted HTTP." The second protocol from the client to the server is the Adaptive Internet Protocol, or AIP, which is used for displaying applications, transferring drive mapping data, print jobs, and so on. By default, AIP uses the TCP port 3104, or port 5307 when SSL is enabled. When SGD clients need to access SGD over a firewall, the ports that AIP requires are typically "closed"; and most administrators are reluctant, to put it mildly, to change their firewall configurations to allow AIP traffic on 3144/5307.   To avoid this problem, SGD introduced "Firewall Forwarding", a technique where, in effect, both http and AIP traffic are "multiplexed" onto a single "well-known" TCP port, that is port 443, the https port.  This is also known as single-port firewall traversal.  This technique takes advantage of the fact that, as a "well-known service", port 443 is usually "open",   allowing (encrypted) traffic to pass. At the target SGD server, the two protocols are de-multiplexed and routed appropriately. The Secure Gateway was developed in response to requirements from customers for SGD to support multi-stage DMZ's, and to avoid exposing SGD servers and the information they contain directly to connections from the Internet. The Secure Gateway acts as a reverse-proxy in the first-tier of the DMZ, accepting, authenticating, and terminating incoming client connections, and then re-encrypting the connections, and proxying them, routing them on to SGD servers, deeper in the network. The client no longer needs to know the name/IP address of the SGD servers in their network, they connect to the gateway, only. The gateway takes care of those internal network details.     The Secure Gateway supports the same "single-port firewall" capability as does "Firewall Forwarding", but offers the additional advantage of load-balancing incoming client connections amongst SGD array members, which could be cumbersome without a forward-deployed secure gateway. Load-balancing weights and policies can be monitored and tuned using the "Balancer Manager" application, and Apache mod_proxy_balancer directives.   Going forward, our architects recommend the use of the Secure Gateway over "Firewall Forwarding" for single-port firewall traversal, due to its architectural advantages, its greater flexibility and enhanced features.  Finally, it should be noted that the Secure Gateway is not separately priced; any licensed SGD customer may use the Secure Gateway component at no additional cost.   For more information, see the "Secure Gateway Administrator's Guide".

    Read the article

  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

    Read the article

  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

    Read the article

  • Organization &amp; Architecture UNISA Studies &ndash; Chap 6

    - by MarkPearl
    Learning Outcomes Discuss the physical characteristics of magnetic disks Describe how data is organized and accessed on a magnetic disk Discuss the parameters that play a role in the performance of magnetic disks Describe different optical memory devices Magnetic Disk The way data is stored on and retried from magnetic disks Data is recorded on and later retrieved form the disk via a conducting coil named the head (in many systems there are two heads) The writ mechanism exploits the fact that electricity flowing through a coil produces a magnetic field. Electric pulses are sent to the write head, and the resulting magnetic patterns are recorded on the surface below with different patterns for positive and negative currents The physical characteristics of a magnetic disk   Summarize from book   The factors that play a role in the performance of a disk Seek time – the time it takes to position the head at the track Rotational delay / latency – the time it takes for the beginning of the sector to reach the head Access time – the sum of the seek time and rotational delay Transfer time – the time it takes to transfer data RAID The rate of improvement in secondary storage performance has been considerably less than the rate for processors and main memory. Thus secondary storage has become a bit of a bottleneck. RAID works on the concept that if one disk can be pushed so far, additional gains in performance are to be had by using multiple parallel components. Points to note about RAID… RAID is a set of physical disk drives viewed by the operating system as a single logical drive Data is distributed across the physical drives of an array in a scheme known as striping Redundant disk capacity is used to store parity information, which guarantees data recoverability in case of a disk failure (not supported by RAID 0 or RAID 1) Interesting to note that the increase in the number of drives, increases the probability of failure. To compensate for this decreased reliability RAID makes use of stored parity information that enables the recovery of data lost due to a disk failure.   The RAID scheme consists of 7 levels…   Category Level Description Disks Required Data Availability Large I/O Data Transfer Capacity Small I/O Request Rate Striping 0 Non Redundant N Lower than single disk Very high Very high for both read and write Mirroring 1 Mirrored 2N Higher than RAID 2 – 5 but lower than RAID 6 Higher than single disk Up to twice that of a signle disk for read Parallel Access 2 Redundant via Hamming Code N + m Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Parallel Access 3 Bit interleaved parity N + 1 Much higher than single disk Highest of all listed alternatives Approximately twice that of a single disk Independent Access 4 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, significantly lower than single disk for write Similar to RAID 0 for read, significantly lower than single disk for write Independent Access 5 Block interleaved parity N + 1 Much higher than single disk Similar to RAID 0 for read, lower than single disk for write Similar to RAID 0 for read, generally  lower than single disk for write Independent Access 6 Block interleaved parity N + 2 Highest of all listed alternatives Similar to RAID 0 for read; lower than RAID 5 for write Similar to RAID 0 for read, significantly lower than RAID 5  for write   Read page 215 – 221 for detailed explanation on RAID levels Optical Memory There are a variety of optical-disk systems available. Read through the table on page 222 – 223 Some of the devices include… CD CD-ROM CD-R CD-RW DVD DVD-R DVD-RW Blue-Ray DVD Magnetic Tape Most modern systems use serial recording – data is lade out as a sequence of bits along each track. The typical recording used in serial is referred to as serpentine recording. In this technique when data is being recorded, the first set of bits is recorded along the whole length of the tape. When the end of the tape is reached the heads are repostioned to record a new track, and the tape is again recorded on its whole length, this time in the opposite direction. That process continued back and forth until the tape is full. To increase speed, the read-write head is capable of reading and writing a number of adjacent tracks simultaneously. Data is still recorded serially along individual tracks, but blocks in sequence are stored on adjacent tracks as suggested. A tape drive is a sequential access device. Magnetic tape was the first kind of secondary memory. It is still widely used as the lowest-cost, slowest speed member of the memory hierarchy.

    Read the article

  • PowerShell Script To Find Where SharePoint 2010 Features Are Activated

    - by Brian Jackett
    The script on this post will find where features are activated within your SharePoint 2010 farm.   Problem    Over the past few months I’ve gotten literally dozens of emails, blog comments, or personal requests from people asking “how do I find where a SharePoint feature has been activated?”  I wrote a script to find which features are installed on your farm almost 3 years ago.  There is also the Get-SPFeature PowerShell commandlet in SharePoint 2010.  The problem is that these only tell you if a feature is installed not where they have been activated.  This is especially important to know if you have multiple web applications, site collections, and /or sites.   Solution    The default call (no parameters) for Get-SPFeature will return all features in the farm.  Many of the parameter sets accept filters for specific scopes such as web application, site collection, and site.  If those are supplied then only the enabled / activated features are returned for that filtered scope.  Taking the concept of recursively traversing a SharePoint farm and merging that with calls to Get-SPFeature at all levels of the farm you can find out what features are activated at that level.  Store the results into a variable and you end up with all features that are activated at every level.    Below is the script I came up with (slight edits for posting on blog).  With no parameters the function lists all features activated at all scopes.  If you provide an Identity parameter you will find where a specific feature is activated.  Note that the display name for a feature you see in the SharePoint UI rarely matches the “internal” display name.  I would recommend using the feature id instead.  You can download a full copy of the script by clicking on the link below.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first.   001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(   [Parameter(position = 1, valueFromPipeline=$true)]   [Microsoft.SharePoint.PowerShell.SPFeatureDefinitionPipeBind]   $Identity )#end param   Begin   {     # declare empty array to hold results. Will add custom member `     # for Url to show where activated at on objects returned from Get-SPFeature.     $results = @()         $params = @{}   }   Process   {     if([string]::IsNullOrEmpty($Identity) -eq $false)     {       $params = @{Identity = $Identity             ErrorAction = "SilentlyContinue"       }     }       # check farm features     $results += (Get-SPFeature -Farm -Limit All @params |              % {Add-Member -InputObject $_ -MemberType noteproperty `                 -Name Url -Value ([string]::Empty) -PassThru} |              Select-Object -Property Scope, DisplayName, Id, Url)     # check web application features     foreach($webApp in (Get-SPWebApplication))     {       $results += (Get-SPFeature -WebApplication $webApp -Limit All @params |                % {Add-Member -InputObject $_ -MemberType noteproperty `                   -Name Url -Value $webApp.Url -PassThru} |                Select-Object -Property Scope, DisplayName, Id, Url)       # check site collection features in current web app       foreach($site in ($webApp.Sites))       {         $results += (Get-SPFeature -Site $site -Limit All @params |                  % {Add-Member -InputObject $_ -MemberType noteproperty `                     -Name Url -Value $site.Url -PassThru} |                  Select-Object -Property Scope, DisplayName, Id, Url)                          $site.Dispose()         # check site features in current site collection         foreach($web in ($site.AllWebs))         {           $results += (Get-SPFeature -Web $web -Limit All @params |                    % {Add-Member -InputObject $_ -MemberType noteproperty `                       -Name Url -Value $web.Url -PassThru} |                    Select-Object -Property Scope, DisplayName, Id, Url)           $web.Dispose()         }       }     }   }   End   {     $results   } } #end Get-SPFeatureActivated   Snippet of output from Get-SPFeatureActivated   Conclusion    This script has been requested for a long time and I’m glad to finally getting a working “clean” version.  If you find any bugs or issues with the script please let me know.  I’ll be posting this to the TechNet Script Center after some internal review.  Enjoy the script and I hope it helps with your admin / developer needs.         -Frog Out

    Read the article

  • UPOS RFIDScanner data format

    - by Robert Snyder
    A lot of work that I do currently is based in the OPOS/UPOS world. My company has a device that can read 13.56Mhz tags (RFID), Smart Cards, and Mag Stripe cards. Up until somewhat recently I have only been working with RFID for a very specific scenario. That was to read UltraLight C and Desfire cards. These cards were all setup very specifically so that I could take the data read from those cards and force it into a MSR track2 format. The past couple of weeks, however, I have been working on reading RFID credit cards (since I have a Visa card I've been using mine), and Smart Card credit cards. (The visa card I have has both) In learning how to communicate with SmartCard and reading ISO7816 and EMVCO documents I became a little more familiar with how info is stored. But now I have a question regarding UPOS. The RFID data on my Visa is stored (and read) very similar to how the data is stored and read from the Smart Card on my Visa. Cool. Well in the UPOS spec for SmartCardRW the ReadData method returns a byte array. That's cool, I can just return all that data and then parse it as my heart desires. The RFID though has a LinkedList of Tags. Well this makes sense in terms of my Visa card (reminds me of a question I have in regards to SmartCard, but that is for another question) but what about ULC and Desfire, or for that matter any Mifare card. Pages, Files, Purses don't exactly fit the Tag profile. For instance lets just say I read pages 4-12 on my ULC card. Each page I read is 4 bytes long. Does this mean I have 9 tags in my LinkedList? Is my Tag id the page number? Or then how does that translate to Desfire? I open application 123456 and read file 1 and file 2, Do I have 2 tags? and if so what is my tag id? At least with my Visa I think that I have to use the Tag id (ex 5F24 for my expiration date) and value of {0x15, 0x10, 0x31} Part of me says yes..that makes sense. Another part of me says, "well if that is the case then why doesn't SmartCardRW have Tags?" So that is my question. How do I format my data from those different types of media? or is that the job of my Control Object (the application)? Is so how does it know? The only protocols I have are: // Summary: // Enumerates the available predefined RFID tag protocols the device supports. [Flags] public enum RFIDProtocols { EpcClass0 = 1, RFIDSdt0Plus = 2, EpcClass1 = 4, EpcClass1Gen2 = 8, EpcClass2 = 16, Iso14443A = 4096, Iso14443B = 8192, Iso15693 = 12288, Iso180006B = 16384, Other = 16777216, All = 1073741824, } If I use that well all of my cards that I have are all Iso14443A. I use the ATQA and the SAK to know what type of card I really have. There is no RFID property that lets me specify that. So I'm lost.

    Read the article

  • Using Solaris zfs + iscsi targets with Oracle VM

    - by wim.coekaerts
    I was playing with my Oracle VM setup and needed some shared storage that was block based. I did not have a storage array available but I did have a solaris box, that I use for Oracle VDI, available. I set up a few iscsi targets on this solaris server and exported them to my 2 Oracle VM servers. Here's how I did this : (1) On the solaris side : # zpool list NAME SIZE USED AVAIL CAP HEALTH ALTROOT rpool 544G 129G 415G 23% ONLINE - I just have a simple zpool, called rpool, on this box. It has plenty of space available for my needs. So I will use rpool and I will create 5 50gb vols : zfs create -V 50G rpool/ovm1 zfs create -V 50G rpool/ovm2 zfs create -V 50G rpool/ovm3 zfs create -V 50G rpool/ovm4 zfs create -V 50G rpool/ovm5 I want to use these volumes for iscsi so I have to enable them as shared iscsi devices : zfs set shareiscsi=on rpool/ovm1 zfs set shareiscsi=on rpool/ovm2 zfs set shareiscsi=on rpool/ovm3 zfs set shareiscsi=on rpool/ovm4 zfs set shareiscsi=on rpool/ovm5 The command iscsitadm list target should list these devices so make sure they show up. # iscsitadm list target Target: rpool/ovm1 iSCSI Name: iqn.1986-03.com.sun:02:896c766c-0943-4da5-d47e-9575b5a0be36 Connections: 2 Target: rpool/ovm2 iSCSI Name: iqn.1986-03.com.sun:02:a3116b46-73e0-e8c2-e80c-9a4f71aff069 Connections: 2 Target: rpool/ovm3 iSCSI Name: iqn.1986-03.com.sun:02:a838c400-2730-c0d6-f2c2-ee186a0261c1 Connections: 2 Target: rpool/ovm4 iSCSI Name: iqn.1986-03.com.sun:02:2e046afb-d66d-4f3f-c5de-8115e0ddd931 Connections: 2 Target: rpool/ovm5 iSCSI Name: iqn.1986-03.com.sun:02:66109fbe-81ac-ef05-f85e-ab8c1f34cb43 Connections: 2 At this point I want to make sure that I have some access control on these devices. To make it easier, I will create an alias for my 2 servers and use the alias for the ACL. get the iqn from the 2 servers on my 2 ovm servers (wcoekaer-srv1, wcoekaer-srv2) get the content of /etc/iscsi/initiatorname.iscsi (for each server) InitiatorName=iqn.1986-03.com.sun:01:2a7526f0ffff On the solaris side create the aliases : iscsitadm create initiator -n iqn.1986-03.com.sun:01:2a7526f0ffff wcoekaer-srv1 iscsitadm create initiator -n iqn.1986-03.com.sun:01:e31b08110f1 wcoekaer-srv5 Add the ACL to the targets : iscsitadm modify target -l wcoekaer-srv1 rpool/ovm1 iscsitadm modify target -l wcoekaer-srv1 rpool/ovm2 iscsitadm modify target -l wcoekaer-srv1 rpool/ovm3 iscsitadm modify target -l wcoekaer-srv1 rpool/ovm4 iscsitadm modify target -l wcoekaer-srv1 rpool/ovm5 iscsitadm modify target -l wcoekaer-srv5 rpool/ovm1 iscsitadm modify target -l wcoekaer-srv5 rpool/ovm2 iscsitadm modify target -l wcoekaer-srv5 rpool/ovm3 iscsitadm modify target -l wcoekaer-srv5 rpool/ovm4 iscsitadm modify target -l wcoekaer-srv5 rpool/ovm5 (2) the Oracle VM side On each server just do 2 simple things : # iscsiadm -m discovery -t sendtargets -p ca-vdi1 where ca-vdi1 is my solaris server name # service iscsi restart When I do cat /proc/partitions on my servers I will see the devices show up # cat /proc/partitions major minor #blocks name 8 0 160836480 sda 8 1 104391 sda1 8 2 3148740 sda2 8 3 1052257 sda3 253 0 6377804 dm-0 253 1 6377804 dm-1 253 2 6377804 dm-2 8 16 52428800 sdb 8 32 52428800 sdc 8 48 52428800 sdd 8 80 52428800 sdf 8 64 52428800 sde These 5 new devices sd[b..f] are shared storage for Oracle VM and can be used to pass through to the VM's as phy: devices or put ocfs2 on it and use as shared filesystem storage for dom0 repositories. I am setting up an 11gR2 rac template (the cool stuff Saar did) so I am using my devices to create a 2 node RAC cluster with phy: devices.

    Read the article

  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

    Read the article

  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

    Read the article

  • Oh no! My padding's invalid!

    - by Simon Cooper
    Recently, I've been doing some work involving cryptography, and encountered the standard .NET CryptographicException: 'Padding is invalid and cannot be removed.' Searching on StackOverflow produces 57 questions concerning this exception; it's a very common problem encountered. So I decided to have a closer look. To test this, I created a simple project that decrypts and encrypts a byte array: // create some random data byte[] data = new byte[100]; new Random().NextBytes(data); // use the Rijndael symmetric algorithm RijndaelManaged rij = new RijndaelManaged(); byte[] encrypted; // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); encrypted = encryptedStream.ToArray(); } byte[] decrypted; // and decrypt it again using (var decryptor = rij.CreateDecryptor()) using (CryptoStream crypto = new CryptoStream( new MemoryStream(encrypted), decryptor, CryptoStreamMode.Read)) { byte[] decrypted = new byte[data.Length]; crypto.Read(decrypted, 0, decrypted.Length); } Sure enough, I got exactly the same CryptographicException when trying to decrypt the data even in this simple example. Well, I'm obviously missing something, if I can't even get this single method right! What does the exception message actually mean? What am I missing? Well, after playing around a bit, I discovered the problem was fixed by changing the encryption step to this: // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) { using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); } encrypted = encryptedStream.ToArray(); } Aaaah, so that's what the problem was. The CryptoStream wasn't flushing all it's data to the MemoryStream before it was being read, and closing the stream causes it to flush everything to the backing stream. But why does this cause an error in padding? Cryptographic padding All symmetric encryption algorithms (of which Rijndael is one) operates on fixed block sizes. For Rijndael, the default block size is 16 bytes. This means the input needs to be a multiple of 16 bytes long. If it isn't, then the input is padded to 16 bytes using one of the padding modes. This is only done to the final block of data to be encrypted. CryptoStream has a special method to flush this final block of data - FlushFinalBlock. Calling Stream.Flush() does not flush the final block, as you might expect. Only by closing the stream or explicitly calling FlushFinalBlock is the final block, with any padding, encrypted and written to the backing stream. Without this call, the encrypted data is 16 bytes shorter than it should be. If this final block wasn't written, then the decryption gets to the final 16 bytes of the encrypted data and tries to decrypt it as the final block with padding. The end bytes don't match the padding scheme it's been told to use, therefore it throws an exception stating what is wrong - what the decryptor expects to be padding actually isn't, and so can't be removed from the stream. So, as well as closing the stream before reading the result, an alternative fix to my encryption code is the following: // encrypt the data using a CryptoStream using (var encryptor = rij.CreateEncryptor()) using (MemoryStream encryptedStream = new MemoryStream()) using (CryptoStream crypto = new CryptoStream( encryptedStream, encryptor, CryptoStreamMode.Write)) { crypto.Write(data, 0, data.Length); // explicitly flush the final block of data crypto.FlushFinalBlock(); encrypted = encryptedStream.ToArray(); } Conclusion So, if your padding is invalid, make sure that you close or call FlushFinalBlock on any CryptoStream performing encryption before you access the encrypted data. Flush isn't enough. Only then will the final block be present in the encrypted data, allowing it to be decrypted successfully.

    Read the article

  • Advice on refactoring PHP Project

    - by b0x
    I have a small SAS ERP that was written some years ago using PHP. At that time, it didn't use any framework, but the code isn't a mess. Nowadays, the project grows and I’m now working with 3 more programmers. Often, they ask to me why we don’t migrate to a framework such as Laravel. Although I'd love trying Laravel, I’m a small business and I don't have time nor money to stop and spend a whole year building everything from scratch. I need to live and pay the bills. So, I've read a lot about this matter, and I decided that doing a refactoring is the best way to do it. Also, I'm not so sure that a framework will make things easy. Business goals are: Make the code easier to new hired programmers Separate the "view", in order to: release different versions of this product (using the same code), but under different brands and websites at the minimum cost (just changing view) release different versions to fit mobile/tablet. Make different types of this product, selling packages as if they were plugins. Develop custom packages for some costumers (like plugins/addon's that they can buy to put on the main application). Code goals: Introduce best pratices, standards for everyone Try to build my own MVC structure Improve validation of data/forms (today they are mixed in both ajax and classes) Create automated testing routines for quality assurance. My current structure project: class\ extra\ hd\ logs\ public_html\ public_html\includes\ public_html\css|js|images\ class\ There are three types of classes. They are all “autoloaded” with something similar with PSR-0, but I don’t use namespaces. 1. class.Something.php Connects to Database using specific methods. I.e: Costumer-list(); It uses “class.Db.php”, that it’s an abstraction of mysql on every method. 2. class.SomethingProc.php Do things that “join” things that come from “class.Something.php”. Like IF/ELSE, math operations. 3. class.SomethingHTML.php The classes with “HTML” suffix implements only static methods and HTML code only. A real life example: All the programmers need to use $cSomething ($c to class) and $arrSomething (to array). Costumer.php (view) <?php $cCosumter = new Costumer(); $arrCostumer = $cCostumer->list(); echo CostumerHTML::table($arrCostumer); ?> Extra\ Store 3rdparty projects/classes from others, such MPDF, PHPMailer, etc. Hd\ Store user’s files outsite wwwroot dir. Logs\ Store phplogs and the system itself logs (We have a static Log::error() method, that we put in every method of every class) Public_html\ Stores the files that people use. Public_html\includes\ Store the main “config.php” file and all files that do “ajax things” ajax.Costumer.php, for example. Help is needed ;) So, as you can see we have some standards, and also for database things. But I want to write a manual of our rules. Something that I can give to any new programmer at my company and he can go on. This is not totally a mess, but it could be better seeing the new practices. What could I do to separate this as MVC, to have multiple views. Could you give me some tips considering my goals? Keep im mind the different products/custom things for specific costumers without breaking the main application. URL for tutorials, books, etc, would be nice.

    Read the article

  • Refactoring existing PHP Project. I need some advices

    - by b0x
    i have a small SAS ERP that was written some years ago using PHP. At that time, it didn't used any framework, but the code isn't a mess as i will explain more detailed in the following lines. Nowadays, the project grow and I’m now working with 3 more programmers. Often, they ask to me why we don’t migrate to a framework such Laravel. Although I'd love trying Laravel, I’m a small business and i don't have time/money to stop and spend a whole year building everything from scratch. I need to live and pay the bills. So, I've read a lot about this matter, and I decided that doing a refactoring is the best way to do it. Also, I'm not so sure that a framework will make things easy. Business goals are: Make the code easier to new hired programmers I must separate the "view", because: I want to release different versions of this product (using the same code), but under different brands and websites at the minimum cost (just changing view) Release different versions to fit mobile/tablet. Make different types of this product, seeling packages as if it were plugins. Develop custom packages for some costumers (like plugins/addon's that they can buy to put on the main application). Code goals: Introduce best pratices, standards for everyone Try to build my own MVC structure Improve validation of data/forms (today they are mixed in both ajax and classes) Create automated testing rotines, to quality assurance. My actual structure project: class\ extra\ hd\ logs\ public_html\ public_html\includes\ public_html\css|js|images\ class\ There are three types of classes. They are all “autoloaded” with something similar with PSR-0, but I don’t use namespaces. 1. class.Something.php Connects to Database using specific methods. I.e: Costumer-list(); It uses “class.Db.php”, that it’s an abstraction of mysqli on every method. 2. class.SomethingProc.php Do things that “join” things that come from “class.Something.php”. Like IF/ELSE, math operations. 3. class.SomethingHTML.php The classes with “HTML” suffix implements only static methods and HTML code only. A real life example: All the programmers need to use $cSomething ($c to class) and $arrSomething (to array). Costumer.php (view) <?php $cCosumter = new Costumer(); $arrCostumer = $cCostumer->list(); echo CostumerHTML::table($arrCostumer); ?> Extra\ Store 3rdparty projects/classes from others, such MPDF, PHPMailer, etc. Hd\ Store user’s fies outsite wwwroot dir. Logs\ Store phplogs and the system itself logs (We have a static Log::error() method, that we put in every method of every class) Public_html\ Stores the files that people use. Public_html\includes\ Store the main “config.php” file and all files that do “ajax things” ajax.Costumer.php, for example. Help is needed ;) So, as you can see we have some standards, and also for database things. But i want to write a manual of our rules. Something that i can give to any new programmer at my companie and he can go on. This is not totally a mess, but It could be better seeing the new practices. What could I do to separate this as MVC, to have multiple VIEW’s. Could you gimme some tips considering my goals? Keep im mind the different products/custom things for specific costumers without breaking the main application. URL for tutorials, books, etc. It would be nice. Thanks!

    Read the article

  • PowerShell Script To Find Where SharePoint 2007 Features Are Activated

    - by Brian T. Jackett
    Recently I posted a script to find where SharePoint 2010 Features Are Activated.  I built the original version to use SharePoint 2010 PowerShell commandlets as that saved me a number of steps for filtering and gathering features at each level.  If there was ever demand for a 2007 version I could modify the script to handle that by using the object model instead of commandlets.  Just the other week a fellow SharePoint PFE Jason Gallicchio had a customer asking about a version for SharePoint 2007.  With a little bit of work I was able to convert the script to work against SharePoint 2007.   Solution    Below is the converted script that works against a SharePoint 2007 farm.  Note: There appears to be a bug with the 2007 version that does not give accurate results against a SharePoint 2010 farm.  I ran the 2007 version against a 2010 farm and got fewer results than my 2010 version of the script.  Discussing with some fellow PFEs I think the discrepancy may be due to sandboxed features, a new concept in SharePoint 2010.  I have not had enough time to test or confirm.  For the time being only use the 2007 version script against SharePoint 2007 farms and the 2010 version against SharePoint 2010 farms.    Note: This script is not optimized for medium to large farms.  In my testing it took 1-3 minutes to recurse through my demo environment.  This script is provided as-is with no warranty.  Run this in a smaller dev / test environment first. 001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 059 060 061 062 063 064 065 066 067 068 069 070 function Get-SPFeatureActivated { # see full script for help info, removed for formatting [CmdletBinding()] param(     [Parameter(position = 1, valueFromPipeline=$true)]     [string]     $Identity )#end param     Begin     {         # load SharePoint assembly to access object model         [void][System.Reflection.Assembly]::LoadWithPartialName("Microsoft.SharePoint")             # declare empty array to hold results. Will add custom member for Url to show where activated at on objects returned from Get-SPFeature.         $results = @()                 $params = @{}     }     Process     {         if([string]::IsNullOrEmpty($Identity) -eq $false)         {             $params = @{Identity = $Identity}         }                 # create hashtable of farm features to lookup definition ids later         $farm = [Microsoft.SharePoint.Administration.SPFarm]::Local                         # check farm features         $results += ($farm.FeatureDefinitions | Where-Object {$_.Scope -eq "Farm"} | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                          % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value ([string]::Empty) -PassThru} |                          Select-Object -Property Scope, DisplayName, Id, Url)                 # check web application features         $contentWebAppServices = $farm.services | ? {$_.typename -like "Windows SharePoint Services Web Application"}                 foreach($webApp in $contentWebAppServices.WebApplications)         {             $results += ($webApp.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                          % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $webApp.GetResponseUri(0).AbsoluteUri -PassThru} |                          Select-Object -Property Scope, DisplayName, Id, Url)                         # check site collection features in current web app             foreach($site in ($webApp.Sites))             {                 $results += ($site.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                                  % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $site.Url -PassThru} |                                  Select-Object -Property Scope, DisplayName, Id, Url)                                 # check site features in current site collection                 foreach($web in ($site.AllWebs))                 {                     $results += ($web.Features | Select-Object -ExpandProperty Definition | Where-Object {[string]::IsNullOrEmpty($Identity) -or ($_.DisplayName -eq $Identity)} |                                      % {Add-Member -InputObject $_ -MemberType noteproperty -Name Url -Value $web.Url -PassThru} |                                      Select-Object -Property Scope, DisplayName, Id, Url)                                                        $web.Dispose()                 }                 $site.Dispose()             }         }     }     End     {         $results     } } #end Get-SPFeatureActivated Get-SPFeatureActivated   Conclusion    I have posted this script to the TechNet Script Repository (click here).  As always I appreciate any feedback on scripts.  If anyone is motivated to run this 2007 version script against a SharePoint 2010 to see if they find any differences in number of features reported versus what they get with the 2010 version script I’d love to hear from you.         -Frog Out

    Read the article

  • Would this be a good web application architecture?

    - by Gustav Bertram
    My problem Our MVC based framework does not allow us to cache only part of our output. Ideally we want to cahce static and semi-static bits, and run dynamic bits. In addition, we need to consider data caching that reacts to database changes. My idea The concept I came up with was to represent a page as a tree of XML fragment objects. (I say XML, but I mean XHTML). Some of the fragments are dynamic, and can pull their data directly from models or other sources, but most of the fragments are static scaffolding. If a subtree of fragments is completely static, then I imagine that they could unfold into pure XML that would then be cached as the text representation of their parent element. This process would ideally continue until we are left with a root element that contains all of the static XML, and has a couple of dynamic XML fragments that are resolved and attached to the relevant nodes of the XML tree just before the page is displayed. In addition to separating content into dynamic and static fragments, some fragments could be dynamic and cached. A simple expiry time which propagates up through the XML fragment tree would indicate that a specific fragment should periodically be refreshed. A newspaper section or front page does not need to be updated each second. Minutes or sometimes even longer is sufficient. Other fragments would be dynamic and uncached. Typically too many articles are viewed for them to be cached - the cache would overflow. Some individual articles may be cached if they are extremely popular. Functional notes The folding mechanism could be to be smart enough to judge when it would be more profitable to fold a dynamic cached fragment and propagate the expiry date to the parent fragment, or to keep it separate and simple attach to the XML tree when resolving the page. If some dynamic cached fragments are associated to database objects through mechanisms like a globally unique content id, then changes to the database could trigger changes to the output cache. If fragments store the identifiers of parent fragments, then they could trigger a refolding process that would then include the updated data. A set of pure XML with an ordered array of fragment objects (that each store the identifying information of the node to which they should be attached), can be resolved in a fairly simple way by walking the XML tree, and merging the data from the fragments. Because it is not necessary to parse and construct the entire tree in memory before attaching nodes, processing should be fairly fast. The identifiers of each fragment would be a combination of relevant identity data and the type of fragment object. Cached parent fragments would contain references to these identifiers, in order to then either pull them from the fragment cache, or to run their code. The controller's responsibility is reduced to making changes to the database, and telling the root XML fragment object to render itself. The Question My question has two parts: Is this a good design? Are there any obvious flaws I'm missing? Has somebody else thought of this before? References? Is there an existing alternative that I should consider? A cool templating engine maybe?

    Read the article

  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

    Read the article

  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

    Read the article

  • PHP code works on Chrome, but not on Firefox or IE (send email via HTML form) [on hold]

    - by Cachirro
    My brother has this form: <form id="lista" action="lista2.php" method="post"> <input name="cf_name" type="text" size="50" hidden="yes" class="obscure"> <input name="cf_email" type="text" size="50" hidden="yes" class="obscure"> <textarea name="cf_message" cols="45" rows="10" hidden="yes" class="obscure"> </textarea> <input type="image" name="submit" value="Enviar Lista por Email" src="imagens/lista_email.png" width="40" height="40" onclick="this.form.elements['cf_message'].value = lista_mail;this.form.elements['cf_name'].value = prompt('Escreva o seu nome:', '');this.form.elements['cf_email'].value = prompt('Escreva o seu email:', '');"> <input name="submit2" type="submit" value="Enviar" hidden="yes" class="obscure"> </form> That calls this PHP file: <?php if ( isset($_POST['submit']) ) { // Dados de autenticacao SMTP $smtpinfo['host'] = 'localhost'; $smtpinfo['port'] = '25'; $smtpinfo['auth'] = true; $smtpinfo['username'] = 'xxx'; $smtpinfo['password'] = 'xxx'; // Dados recebidos do formulario $nome = $_POST['cf_name']; $email = $_POST['cf_email']; $mensagem = $_POST['cf_message']; // Inclusão de ficheiro PEAR. Certifique-se que o PEAR está activado no seu alojamento require_once "Mail.php"; // Corpo da mensagem $body = "Nome: ".$nome; $body.= "\n\n"; $body.= nl2br($mensagem); $headers = array ('From' => $email, 'To' => $smtpinfo["username"], 'Subject' => 'Encomenda Website'); $mail_object = Mail::factory('smtp', $smtpinfo); $mail = $mail_object->send($smtpinfo["username"], $headers, $body); if ( PEAR::isError($mail) ) { echo ("<p>" . $mail->getMessage() . "</p>"); } else { echo ('<b><font color="FFFF00">Mensagem enviada com sucesso.<br><br></b>Seu email: ' . $email . '<br><br></font>'); }} ?> This basically sends an email with some selected products, name and email. The problem is that it works perfectly on Chrome, but not on FF or IE. When the submit image is pressed, the URL changes to the PHP file, but it displays a blank page. After display errors activated: ini_set('display_errors',1); ini_set('display_startup_errors',1); error_reporting(-1) FF/IE display blank page and email isn't sent, Chrome sends the email and displays this: Strict Standards: Non-static method Mail::factory() should not be called statically in /var/www/vhosts/[site url]/httpdocs/lista2.php on line 33 Strict Standards: Non-static method PEAR::isError() should not be called statically, assuming $this from incompatible context in /usr/share/php/Mail/smtp.php , dont know if it helps So, what is causing the email to be sent on chrome and not on FF or IE? Thank you.

    Read the article

  • concurrency::extent<N> from amp.h

    - by Daniel Moth
    Overview We saw in a previous post how index<N> represents a point in N-dimensional space and in this post we'll see how to define the N-dimensional space itself. With C++ AMP, an N-dimensional space can be specified with the template class extent<N> where you define the size of each dimension. From a look and feel perspective, you'd expect the programmatic interface of a point type and size type to be similar (even though the concepts are different). Indeed, exactly like index<N>, extent<N> is essentially a coordinate vector of N integers ordered from most- to least- significant, BUT each integer represents the size for that dimension (and hence cannot be negative). So, if you read the description of index, you won't be surprised with the below description of extent<N> There is the rank field returning the value of N you passed as the template parameter. You can construct one extent from another (via the copy constructor or the assignment operator), you can construct it by passing an integer array, or via convenience constructor overloads for 1- 2- and 3- dimension extents. Note that the parameterless constructor creates an extent of the specified rank with all bounds initialized to 0. You can access the components of the extent through the subscript operator (passing it an integer). You can perform some arithmetic operations between extent objects through operator overloading, i.e. ==, !=, +=, -=, +, -. There are operator overloads so that you can perform operations between an extent and an integer: -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, –= and, finally, there are additional overloads for plus and minus (+,-) between extent<N> and index<N> objects, returning a new extent object as the result. In addition to the usual suspects, extent offers a contains function that tests if an index is within the bounds of the extent (assuming an origin of zero). It also has a size function that returns the total linear size of this extent<N> in units of elements. Example code extent<2> e(3, 4); _ASSERT(e.rank == 2); _ASSERT(e.size() == 3 * 4); e += 3; e[1] += 6; e = e + index<2>(3,-4); _ASSERT(e == extent<2>(9, 9)); _ASSERT( e.contains(index<2>(8, 8))); _ASSERT(!e.contains(index<2>(8, 9))); grid<N> Our upcoming pre-release bits also have a similar type to extent, grid<N>. The way you create a grid is by passing it an extent, e.g. extent<3> e(4,2,6); grid<3> g(e); I am not going to dive deeper into grid, suffice for now to think of grid<N> simply as an alias for the extent<N> object, that you create when you encounter a function that expects a grid object instead of an extent object. Usage The extent class on its own simply defines the size of the N-dimensional space. We'll see in future posts that when you create containers (arrays) and wrappers (array_views) for your data, it is an extent<N> object that you'll need to use to create those (and use an index<N> object to index into them). We'll also see that it is a grid<N> object that you pass to the new parallel_for_each function that I'll cover in the next post. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

    Read the article

  • Cream of the Crop

    - by KemButller
    JD Edwards has been working hard to ensure that you shouldn't have to work so hard! Yet there are still JD Edwards customers that may not be up to speed on all the new and or improved tools and utilities we have delivered, all designed to make your life easier. So today, I want to share what I consider to be the cream of the crop….those items that every customer should know about and leverage to make ERP life just a little bit (or A LOT) easier! These are my top picks, the cream of a very good crop! Explore and enjoy, and gain some of your time back to do with as you please. · www.runjde.com It’s where to go when you need to know! The Resource Kits available on www.runjde.com provide comprehensive Resource Kits (guides) by user type. The guides provide brief descriptions of the wide array of resources that are available to JD Edwards’s eco system and links to each of those resources. · My Oracle Support (MOS) Information Centers This link will take you to an index that is designed to provide you with simple and quick navigation to the available EnterpriseOne Information Centers. This index provides links to: · EnterpriseOne Application specific Information Centers · EnterpriseOne Tools and Technology Information Centers · EnterpriseOne Performance Information Center · EnterpriseOne 9.1 and 9.0 Information Centers Information Centers give Oracle the ability to aggregate content for a given focus area and present this content in categories for easy browsing by our customers. Information Centers offer a variety of focused dynamic content organized around one or more of the following tasks. · Overview · Use · Troubleshooting · Patching and Maintenance · Install and Configure · Upgrade · Optimize Performance · Security · Certify JD Edwards Newsletters Be in the know by reading the Global Customer Support Product Newsletters. They are PACKED with news and information covering a wide range of topics and news. It is a must read if you want to know what’s happening in the JD Edwards universe! Read the latest EntepriseOne newsletter Read the latest World newsletter Learn How to receive notification when a new newsletter edition is published Oracle Learning Library – (OLL) Oracle Learn Library is the place to go for easy access to JD Edwards Application and Tools training. For a comprehensive view of the training available for a specific product/functional area, explore the Knowledge Paths For Net Change (new feature) training, explore the TOI sessions (TOI stands for Transfer Of Information). Tip: Be sure to experiment with the search filters! · www.upgradejde.com The site designed to help customers and partners with the process of upgrading JD Edwards. The site is a wealth of information, tools and resources designed to assist in the evaluation, planning and execution steps required when upgrading. Of note is the wildly successful upgrade strategy known as “The Art of the Possible” wherein JD Edwards and many of our partners hold free workshops to teach customers how to conduct upgrades in 100 days or less. Equally important is the fact that on www.upgradejde.com, customers can gain visibility into planned enhancements using the Product and Technology Feature Catalogs. The catalogs are great for creating customer specific reports about the net change between older releases and current or planned releases. Examples of other key resources on www.upgradejde.com are the product data base changes between releases, extensibility guides, (formerly known as programmer’s guides), whitepapers, ROI calculators and much more!

    Read the article

  • Class design issue

    - by user2865206
    I'm new to OOP and a lot of times I become stumped in situations similar to this example: Task: Generate an XML document that contains information about a person. Assume the information is readily available in a database. Here is an example of the structure: <Person> <Name>John Doe</Name> <Age>21</Age> <Address> <Street>100 Main St.</Street> <City>Sylvania</City> <State>OH</State> </Address> <Relatives> <Parents> <Mother> <Name>Jane Doe</Name> </Mother> <Father> <Name>John Doe Sr.</Name> </Father> </Parents> <Siblings> <Brother> <Name>Jeff Doe</Name> </Brother> <Brother> <Name>Steven Doe</Name> </Brother> </Siblings> </Relatives> </Person> Ok lets create a class for each tag (ie: Person, Name, Age, Address) Lets assume each class is only responsible for itself and the elements directly contained Each class will know (have defined by default) the classes that are directly contained within them Each class will have a process() function that will add itself and its childeren to the XML document we are creating When a child is drawn, as in the previous line, we will have them call process() as well Now we are in a recursive loop where each object draws their childeren until all are drawn But what if only some of the tags need to be drawn, and the rest are optional? Some are optional based on if the data exists (if we have it, we must draw it), and some are optional based on the preferences of the user generating the document How do we make sure each object has the data it needs to draw itself and it's childeren? We can pass down a massive array through every object, but that seems shitty doesnt it? We could have each object query the database for it, but thats a lot of queries, and how does it know what it's query is? What if we want to get rid of a tag later? There is no way to reference them. I've been thinking about this for 20 hours now. I feel like I am misunderstanding a design principle or am just approaching this all wrong. How would you go about programming something like this? I suppose this problem could apply to any senario where there are classes that create other classes, but the classes created need information to run. How do I get the information to them in a way that doesn't seem fucky? Thanks for all of your time, this has been kicking my ass.

    Read the article

  • EMEA Analytics & Data Integration Oracle Partner Forum

    - by milomir.vojvodic
    MONDAY 12TH NOVEMBER, 2012 IN LONDON (UK) For Oracle Partners across Europe, Middle East and Africa: come to hear the latest news from Oracle OpenWorld about Oracle BI & Data Integration, and propel your business growth as an Oracle partner. This event should appeal to BI or Data Integration specialized partners, Executives, Sales, Pre-sales and Solution architects: with a choice of participation in the plenary day and then a set of special interest (technical) sessions. The follow on breakout sessions from the 13th November provide deeper dives and technical training for those of you who wish to stay for more detailed and hands-on workshops. Keynote: Andrew Sutherland, SVP Oracle Technology Hot agenda items will include: The Fusion Middleware Stack: Engineered to work together A complete Analytics and Data Integration Solution Architecture: Big Data and Little Data combined In-Memory Analytics for Extreme Insight Latest Product Development Roadmap for Data Integration and Analytics Venue: Oracles London CITY Moorgate Offices Places are limited, Register from this Link Note: Registration for the conference and the deeper dives and technical training is free of charge to OPN member Partners, but you will be responsible for your own travel and hotel expenses. Event Schedule During this event you can learn about partner success stories, participate in an array of break-out sessions, exchange information with other partners and enjoy a vibrant panel discussion. Nov. 12th  : Day 1 Main Plenary Session : Full day, starting 10.30 am.  Oracle Hosted Dinner in the Evening Nov. 13th  onwards Architecture Masterclass : IM Reference Architecture – Big Data and Little Data combined (1 day) BI-Apps Bootcamp  (4-days) Oracle GoldenGate workshop (1 day) Oracle Data Integrator and Oracle Enterprise Data Quality workshop (1 day) For further information and detail download the Agenda (pdf) or contact Michael Hallett at [email protected] and Milomir Vojvodic at [email protected] v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • Data breakpoints to find points where data gets broken

    - by raccoon_tim
    When working with a large code base, finding reasons for bizarre bugs can often be like finding a needle in a hay stack. Finding out why an object gets corrupted without no apparent reason can be quite daunting, especially when it seems to happen randomly and totally out of context. Scenario Take the following scenario as an example. You have defined the a class that contains an array of characters that is 256 characters long. You now implement a method for filling this buffer with a string passed as an argument. At this point you mistakenly expect the buffer to be 256 characters long. At some point you notice that you require another character buffer and you add that after the previous one in the class definition. You now figure that you don’t need the 256 characters that the first member can hold and you shorten that to 128 to conserve space. At this point you should start thinking that you also have to modify the method defined above to safeguard against buffer overflow. It so happens, however, that in this not so perfect world this does not cross your mind. Buffer overflow is one of the most frequent sources for errors in a piece of software and often one of the most difficult ones to detect, especially when data is read from an outside source. Many mass copy functions provided by the C run-time provide versions that have boundary checking (defined with the _s suffix) but they can not guard against hard coded buffer lengths that at some point get changed. Finding the bug Getting back to the scenario, you’re now wondering why does the second string get modified with data that makes no sense at all. Luckily, Visual Studio provides you with a tool to help you with finding just these kinds of errors. It’s called data breakpoints. To add a data breakpoint, you first run your application in debug mode or attach to it in the usual way, and then go to Debug, select New Breakpoint and New Data Breakpoint. In the popup that opens, you can type in the memory address and the amount of bytes you wish to monitor. You can also use an expression here, but it’s often difficult to come up with an expression for data in an object allocated on the heap when not in the context of a certain stack frame. There are a couple of things to note about data breakpoints, however. First of all, Visual Studio supports a maximum of four data breakpoints at any given time. Another important thing to notice is that some C run-time functions modify memory in kernel space which does not trigger the data breakpoint. For instance, calling ReadFile on a buffer that is monitored by a data breakpoint will not trigger the breakpoint. The application will now break at the address you specified it to. Often you might immediately spot the issue but the very least this feature can do is point you in the right direction in search for the real reason why the memory gets inadvertently modified. Conclusions Data breakpoints are a great feature, especially when doing a lot of low level operations where multiple locations modify the same data. With the exception of some special cases, like kernel memory modification, you can use it whenever you need to check when memory at a certain location gets changed on purpose or inadvertently.

    Read the article

  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

    Read the article

  • C# Dev Challenge Part 1 of n &ndash; Beginner Edition

    - by mbcrump
    I developed this challenge to test one’s knowledge of C Sharp. I am planning on creating several challenges with different skill sets, so don’t get mad if this challenge doesn’t well challenge you... I noticed that most people like short quizzes so this one only contains 5 questions. All of the challenges are clear and concise of what I am asking you to do. No smoke and mirrors here, meaning that none of the code has syntax errors. The purpose of this exercise is to test several OOP concepts and see how much of the C# language you really know. Question #1 – Lets start off Easy… Will the following code snippet compile successfully? What does this question test? - Can this compile without a namespace? Do you have to have an entry point of “static void Main()”? class Test { static int Main() { System.Console.WriteLine("Developer Challenge"); return 0; } } Answer (select text in box below): Yes, it will compile successfully. Question #2 – What is the value of the Console.WriteLine statements? What does this question test? – Do I understand reference types/value types? If a variable is declared with the @ symbol and its not a reserved keyword does the application compile successfully? using System; internal struct MyStruct { public int Value; } internal class MyClass { public int Value; } class Test { static void Main() { MyStruct @struct1 = new MyStruct(); MyStruct @struct2 = @struct1; @struct2.Value = 100; MyClass @ref1 = new MyClass(); MyClass @ref2 = @ref1; @ref2.Value = 100; Console.WriteLine("Value Type: {0} {1}", @struct1.Value, @struct2.Value); Console.WriteLine("Reference Type: {0} {1}", @ref1.Value, @ref2.Value); } } Answer (select text in box below): Value Type: 0 100 Reference Type: 100 100 Question #3 – What is the value of the Console.WriteLine statements? What does this question test? – Can 2 objects reference the same point in memory? using System; class Test { static void Main() { string s1 = "Testing2"; string t1 = s1; Console.WriteLine(s1 == t1); Console.WriteLine((object)s1 == (object)t1); } } Answer (select text in box below): True True Question #4 – What is the value of the Console.WriteLine statements? What does this question test? – How does the “Stack” work – LIFO or FIFO?   using System; using System.Collections; class Test { static void Main() { Stack a = new Stack(5); a.Push("1"); a.Push("2"); a.Push("3"); a.Push("4"); a.Push("5"); foreach (var o in a) { Console.WriteLine(o); } } } Answer (select text in box below): 5 4 3 2 1 Question #5 – What is the value of the Console.WriteLine statements? What does this question test? – Array and General Looping Knowledge. using System; namespace ConsoleApplication5 { class Program { static void Main(string[] args) { int[] J_LIST = new int[5] { 1, 2, 3, 4, 5 }; int K = 10; int L = 5; foreach (var J in J_LIST) { K = K - J; L = K + 2 * J; Console.WriteLine("J = {0, 5} K = {1, 5} L = {2, 5}", J, K, L); } Console.ReadLine(); } } } Answer (select text in box below): J = 1 K = 9 L = 11 J = 2 K = 7 L = 11 J = 3 K = 4 L = 10 J = 4 K = 0 L = 8 J = 5 K = -5 L = 5 Stay Tuned for more challenges!

    Read the article

< Previous Page | 565 566 567 568 569 570 571 572 573 574 575 576  | Next Page >