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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • Bluray Burner in Java - Where to start?

    - by Jay
    Like the subject of this post suggests, I am looking at developing a suite like nero which helps burn bluray discs. I am kind of clueless as to where to start. Is there anything in Java API that lets you do this? If I were to start from scratch, would I need to start with the bluray disc spec? Are there any open source tools which are already doing this? I tried searching at sourceforge.net and found nothing useful. Any help is much appreciated.

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  • Drag camera/view in a 3D world

    - by Dono
    I'm trying to make a Draggable view in a 3D world. Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled in the 3D world. So, I've tried to do that : Compute a ray from mouse position to 3D world. Calculate intersection with the ground. Check intersection difference old position <- new position. Translate camera with the difference. I've got a problem with this method: The ray is computed with the current camera's position I move the camera I compute the new ray with new camera position. The difference between old ray and new ray is now invalid. So, graphically my camera don't stop to move to previous/new position everytime. How can I do a draggable camera with another solution ? Thanks!

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • Gparted Partition Mount Points Alternate Between 2 Physical Disk Drives

    - by California Ken
    I'm running Ubuntu Server 14.04 on a system with 2 physical disk drives. I am frequently seeing mount errors on startup. When I check the drive partitions using GPARTED, I see that my two "non-system created" data partitions have the wrong disk assignments (i.e. sda1 vs sdb1) or visa-versa. If I hand edit /etc/fstab to match GPARTED, the system will boot error free one time. On the second restart I will get the "serious mount problem" error for the 2 data partitions and when I check GPARTED, the disk assignments have changed again (again, GPARTED and fstab don't match). A listing of my /etc/fstab is: /etc/fstab: static file system information. # Use 'blkid' to print the universally unique identifier for a device; this may be used with UUID= as a more robust way to name devices that works even if disks are added and removed. See fstab(5). # / was on /dev/sdb2 during installation UUID=766a06a4-e5af-484a-adf0-fa1e88da7212 / ext4 errors=remount-ro,user_xattr,acl,barrier=1 0 1 swap was on /dev/sda6 during installation UUID=8c42f835-ead3-43fb-88d8-196f5dfc3aa7 none swap sw 0 0 swap was on /dev/sdb3 during installation UUID=2214deec-ba98-47da-aea7-4e46998f3e57 none swap sw 0 0 /dev/fd0 /media/floppy0 auto rw,user,noauto,exec,utf8 0 0 /dev/sda1 /media/ken/Linux-Data ext3 defaults 0 2 /dev/sda5 /media/ken/Data2 ext4 defaults 0 2 The device designations in the last 2 lines are the ones in question. The fstab entries to NOT change between system restarts but the mount points in the GPARTED display do. Does anyone have a fix for this? Thanks Mr. Young and Mr Gedak, Following is my fstab file and two blkid outputs. The fstab output is correct. The first blkid output was after a reboot and is WRONG! The sda and sdb device partition data is reversed. The 2nd blkid output was after a second reboot (fstab not changed). It shows the sda and adb partition data CORRECTLY. I didn't see any duplicate UUIDs. Does anyone have any idea why the GPARTED and blkid outputs alternate on consecutive reboots? The alternating partition data is real since when the partition assignments are reversed, the boot sequence halts with disk mounting errers (I have to press "s" to skip the mounts). Thanks again. Ken I copied the contents of a text file showing my fstab and 2 blkid outputs. The text file contents show up in the text entry box but does not appear in the main body of the question. Is there a way I can attach the text file or edit this question so that the text is displayed for question viewers?

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  • How do I integrate a BSDF into a ray caster.

    - by pelb
    I'm trying to implement sub surface scattering at isosurfaces and looked up how a BSDF works mathematically. Implementing the reflective and diffuse part seems to be quite easy as i just have to evaluate phong at the isosurface intersection, but how do you I apply the transmissive part of the BSDF? In what way do i have to modify the ray direction. Any pointers to a practical implementation are welcome. Thanks and So long!

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Getting Started with TypeScript – Classes, Static Types and Interfaces

    - by dwahlin
    I had the opportunity to speak on different JavaScript topics at DevConnections in Las Vegas this fall and heard a lot of interesting comments about JavaScript as I talked with people. The most frequent comment I heard from people was, “I guess it’s time to start learning JavaScript”. Yep – if you don’t already know JavaScript then it’s time to learn it. As HTML5 becomes more and more popular the amount of JavaScript code written will definitely increase. After all, many of the HTML5 features available in browsers have little to do with “tags” and more to do with JavaScript (web workers, web sockets, canvas, local storage, etc.). As the amount of JavaScript code being used in applications increases, it’s more important than ever to structure the code in a way that’s maintainable and easy to debug. While JavaScript patterns can certainly be used (check out my previous posts on the subject or my course on Pluralsight.com), several alternatives have come onto the scene such as CoffeeScript, Dart and TypeScript. In this post I’ll describe some of the features TypeScript offers and the benefits that they can potentially offer enterprise-scale JavaScript applications. It’s important to note that while TypeScript has several great features, it’s definitely not for everyone or every project especially given how new it is. The goal of this post isn’t to convince you to use TypeScript instead of standard JavaScript….I’m a big fan of JavaScript. Instead, I’ll present several TypeScript features and let you make the decision as to whether TypeScript is a good fit for your applications. TypeScript Overview Here’s the official definition of TypeScript from the http://typescriptlang.org site: “TypeScript is a language for application-scale JavaScript development. TypeScript is a typed superset of JavaScript that compiles to plain JavaScript. Any browser. Any host. Any OS. Open Source.” TypeScript was created by Anders Hejlsberg (the creator of the C# language) and his team at Microsoft. To sum it up, TypeScript is a new language that can be compiled to JavaScript much like alternatives such as CoffeeScript or Dart. It isn’t a stand-alone language that’s completely separate from JavaScript’s roots though. It’s a superset of JavaScript which means that standard JavaScript code can be placed in a TypeScript file (a file with a .ts extension) and used directly. That’s a very important point/feature of the language since it means you can use existing code and frameworks with TypeScript without having to do major code conversions to make it all work. Once a TypeScript file is saved it can be compiled to JavaScript using TypeScript’s tsc.exe compiler tool or by using a variety of editors/tools. TypeScript offers several key features. First, it provides built-in type support meaning that you define variables and function parameters as being “string”, “number”, “bool”, and more to avoid incorrect types being assigned to variables or passed to functions. Second, TypeScript provides a way to write modular code by directly supporting class and module definitions and it even provides support for custom interfaces that can be used to drive consistency. Finally, TypeScript integrates with several different tools such as Visual Studio, Sublime Text, Emacs, and Vi to provide syntax highlighting, code help, build support, and more depending on the editor. Find out more about editor support at http://www.typescriptlang.org/#Download. TypeScript can also be used with existing JavaScript frameworks such as Node.js, jQuery, and others and even catch type issues and provide enhanced code help. Special “declaration” files that have a d.ts extension are available for Node.js, jQuery, and other libraries out-of-the-box. Visit http://typescript.codeplex.com/SourceControl/changeset/view/fe3bc0bfce1f#samples%2fjquery%2fjquery.d.ts for an example of a jQuery TypeScript declaration file that can be used with tools such as Visual Studio 2012 to provide additional code help and ensure that a string isn’t passed to a parameter that expects a number. Although declaration files certainly aren’t required, TypeScript’s support for declaration files makes it easier to catch issues upfront while working with existing libraries such as jQuery. In the future I expect TypeScript declaration files will be released for different HTML5 APIs such as canvas, local storage, and others as well as some of the more popular JavaScript libraries and frameworks. Getting Started with TypeScript To get started learning TypeScript visit the TypeScript Playground available at http://www.typescriptlang.org. Using the playground editor you can experiment with TypeScript code, get code help as you type, and see the JavaScript that TypeScript generates once it’s compiled. Here’s an example of the TypeScript playground in action:   One of the first things that may stand out to you about the code shown above is that classes can be defined in TypeScript. This makes it easy to group related variables and functions into a container which helps tremendously with re-use and maintainability especially in enterprise-scale JavaScript applications. While you can certainly simulate classes using JavaScript patterns (note that ECMAScript 6 will support classes directly), TypeScript makes it quite easy especially if you come from an object-oriented programming background. An example of the Greeter class shown in the TypeScript Playground is shown next: class Greeter { greeting: string; constructor (message: string) { this.greeting = message; } greet() { return "Hello, " + this.greeting; } } Looking through the code you’ll notice that static types can be defined on variables and parameters such as greeting: string, that constructors can be defined, and that functions can be defined such as greet(). The ability to define static types is a key feature of TypeScript (and where its name comes from) that can help identify bugs upfront before even running the code. Many types are supported including primitive types like string, number, bool, undefined, and null as well as object literals and more complex types such as HTMLInputElement (for an <input> tag). Custom types can be defined as well. The JavaScript output by compiling the TypeScript Greeter class (using an editor like Visual Studio, Sublime Text, or the tsc.exe compiler) is shown next: var Greeter = (function () { function Greeter(message) { this.greeting = message; } Greeter.prototype.greet = function () { return "Hello, " + this.greeting; }; return Greeter; })(); Notice that the code is using JavaScript prototyping and closures to simulate a Greeter class in JavaScript. The body of the code is wrapped with a self-invoking function to take the variables and functions out of the global JavaScript scope. This is important feature that helps avoid naming collisions between variables and functions. In cases where you’d like to wrap a class in a naming container (similar to a namespace in C# or a package in Java) you can use TypeScript’s module keyword. The following code shows an example of wrapping an AcmeCorp module around the Greeter class. In order to create a new instance of Greeter the module name must now be used. This can help avoid naming collisions that may occur with the Greeter class.   module AcmeCorp { export class Greeter { greeting: string; constructor (message: string) { this.greeting = message; } greet() { return "Hello, " + this.greeting; } } } var greeter = new AcmeCorp.Greeter("world"); In addition to being able to define custom classes and modules in TypeScript, you can also take advantage of inheritance by using TypeScript’s extends keyword. The following code shows an example of using inheritance to define two report objects:   class Report { name: string; constructor (name: string) { this.name = name; } print() { alert("Report: " + this.name); } } class FinanceReport extends Report { constructor (name: string) { super(name); } print() { alert("Finance Report: " + this.name); } getLineItems() { alert("5 line items"); } } var report = new FinanceReport("Month's Sales"); report.print(); report.getLineItems();   In this example a base Report class is defined that has a variable (name), a constructor that accepts a name parameter of type string, and a function named print(). The FinanceReport class inherits from Report by using TypeScript’s extends keyword. As a result, it automatically has access to the print() function in the base class. In this example the FinanceReport overrides the base class’s print() method and adds its own. The FinanceReport class also forwards the name value it receives in the constructor to the base class using the super() call. TypeScript also supports the creation of custom interfaces when you need to provide consistency across a set of objects. The following code shows an example of an interface named Thing (from the TypeScript samples) and a class named Plane that implements the interface to drive consistency across the app. Notice that the Plane class includes intersect and normal as a result of implementing the interface.   interface Thing { intersect: (ray: Ray) => Intersection; normal: (pos: Vector) => Vector; surface: Surface; } class Plane implements Thing { normal: (pos: Vector) =>Vector; intersect: (ray: Ray) =>Intersection; constructor (norm: Vector, offset: number, public surface: Surface) { this.normal = function (pos: Vector) { return norm; } this.intersect = function (ray: Ray): Intersection { var denom = Vector.dot(norm, ray.dir); if (denom > 0) { return null; } else { var dist = (Vector.dot(norm, ray.start) + offset) / (-denom); return { thing: this, ray: ray, dist: dist }; } } } }   At first glance it doesn’t appear that the surface member is implemented in Plane but it’s actually included automatically due to the public surface: Surface parameter in the constructor. Adding public varName: Type to a constructor automatically adds a typed variable into the class without having to explicitly write the code as with normal and intersect. TypeScript has additional language features but defining static types and creating classes, modules, and interfaces are some of the key features it offers. So is TypeScript right for you and your applications? That’s a not a question that I or anyone else can answer for you. You’ll need to give it a spin to see what you think. In future posts I’ll discuss additional details about TypeScript and how it can be used with enterprise-scale JavaScript applications. In the meantime, I’m in the process of working with John Papa on a new Typescript course for Pluralsight that we hope to have out in December of 2012.

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  • Friday Tips #3

    - by Chris Kawalek
    Even though yesterday was Thanksgiving here in the US, we still have a Friday tip for those of you around your computers today. In fact, we have two! The first one came in last week via our #AskOracleVirtualization Twitter hashtag. The tweet has disappeared into the ether now, but we remember the gist, so here it is: Question: Will there be an Oracle Virtual Desktop Client for Android? Answer by our desktop virtualization product development team: We are looking at Android as a supported platform for future releases. Question: How can I make a Sun Ray Client automatically connect to a virtual machine? Answer by Rick Butland, Principal Sales Consultant, Oracle Desktop Virtualization: Someone recently asked how they can assign VM’s to specific Sun Ray Desktop Units (“DTU’s”) without any user interfaction being required, without the “Desktop Selector” being displayed, or any User Directory.  That is, they wanted each Sun Ray to power on and immediately connect to a pre-assigned Solaris VM.   This can be achieved by using “tokens” for user assignment – that is, the tokens found on Smart Cards, DTU’s, or OVDC clients can be used in place of user credentials.  Note, however, that mixing “token-only” assignments and “User Directories” in the same VDI Center won’t work.   Much of this procedure is covered in the documentation, particularly here. But it can useful to have everything in one place, “cookbook-style”:  1. Create the “token-only” directory type: From the VDI administration interface, select:  “Settings”, “Company”, “New”, select the “None” radio button, and click “Next.” Enter a name for the new “Company”, and click “Next”, then “Finish.” 2. Create Desktop Providers, Pools, and VM’s as appropriate. 3. Access the Sun Ray administration interface at http://servername:1660 and login using “root” credentials, and access the token-id’s you wish to use for assignment.  If you’re using DTU tokens rather than Smart Card tokens, these can be found under the “Tokens” tab, and “Search-ing” using the “Currently Used Tokens” tab.  DTU’s can be identified by the prefix “psuedo.”   For example: 4. Copy/paste this token into the VDI administrative interface, by selecting “Users”, “New”, and pasting in the token ID, and click “OK” - for example: 5. Assign the token (DTU) to a desktop, that is, in the VDI Admin Gui, select “Pool”, “Desktop”, select the VM, and click "Assign" and select the token you want, for example: In addition to assigning tokens to desktops, you'll need to bypass the login screen.  To do this, you need to do two things:  1.  Disable VDI client authentication with:  /opt/SUNWvda/sbin/vda settings-setprops -p clientauthentication=Disabled 2. Disable the VDI login screen – to do this,  add a kiosk argument of "-n" to the Sun Ray kiosk arguments screen.   You set this on the Sun Ray administration page - "Advanced", "Kiosk Mode", "Edit", and add the “-n” option to the arguments screen, for example: 3.  Restart both the Sun Ray and VDI services: # /opt/SUNWut/sbin/utstart –c # /opt/SUNWvda/sbin/vda-service restart Remember, if you have a question for us, please post on Twitter with our hashtag (again, it's #AskOracleVirtualization), and we'll try to answer it if we can. See you next time!

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  • Sharing an internet connection through the Ethernet port

    - by Bob Cunningham
    I have a small living room PC (Bohica, running fully-updated Ubuntu 10.10/Maverick) connected to my HDTV that I use for web browsing and media streaming. It connects via WiFi (wlan0) to my Fedora server (Snafu) that in turn connects to the internet. I use static addressing, and everything has been working fine. I just got a Blu-ray player, and I'd like to give it wired network access to the internet via Bohica's available wired ethernet port (eth0). So far, I haven't been to get eth0 and the network configured to get the Blu-ray player talking to the internet. Here's my wlan0 configuration: ip4 addr: 192.168.0.100 mask: /24 (255.255.255.0) gateway: 192.168.0.4 (fedora box) The Blu-ray player is set to an IP of 192.168.0.98/24, with the same gateway as above. I want eth0 set to an IP of 192.168.0.99/24, but when I do this using nm-connection-editor I lose internet access (the system tries to use eth0 as the default internet access interface). How do I get my blu-ray player to talk to the internet through Bohica, and do so without disrupting my current (working) network? Thanks. Edit: Here's the relevant output from nm-tool with the Blu-ray player connected: $ nm-tool NetworkManager Tool State: connected - Device: eth0 Type: Wired Driver: forcedeth State: disconnected Default: no HW Address: 90:FB:A6:2C:94:32 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: on - Device: wlan0 [wlan0] Type: 802.11 WiFi Driver: ndiswrapper State: connected Default: yes HW Address: 00:26:5A:C0:D0:05 IPv4 Settings: Address: 192.168.0.100 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.4

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  • VDI ? Synergy

    - by katsumii
    ????·?????????&???? ????·???? - ????????????????????·????????????Oracle Sun Ray??????????????·?????????Sun Ray 3? ??Windows??????????·??????????Windows Server Remote Desktop Services??????????????Sun Ray Software?????????Oracle?????????????????????????????????NotePC????SunRay???2?????????????????????????????????????????????????SynergySynergy???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ???????????????????&????????Remote Desktop??????????????????????????????????????????????????????Bug #3002 - Mouse Pointer Invisible on Client PC - SynergyMouse pointer does not move.Remote Desktop ?????????????????????????RDP????Synergy???????????????????????????????????·???????Synergy?????????????????????????????????? 

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  • ASP.NET and Visual Studio 2010 – Service Pack 1

    - by Ken Cox [MVP]
    Want to have a say in what goes into the ASP.NET bits of service pack 1 for VS 2010? Well, spend a few minutes filling out the online survey posted by the ASP.NET team: http://www.surveymonkey.com/s/MLCDPN7 If your most urgent fix doesn’t make it into service pack 1, it might be because you didn’t speak up and provide details at the right time – like now!   Ken...(read more)

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Problem using Flash Components in multiple SWC files

    - by Ken Dunnington
    [Edit: Short version - how do you properly handle namespace collisions in SWC files if one SWC has fewer classes from that namespace than another?] I have a rather large Flash application which I'm building in Flash Builder (because coding/debugging in the Flash IDE is... not good) and I've got a ton of external SWC files which I'm linking in to my application. This has worked well so far - the file size is on the large side, but it's a lot simpler than loading in SWFs, especially since I am extending most of the classes in each SWC and adding custom code that way (it's a very design-heavy app.) The problem I'm having is when I have Flash Components, like ComboBox or TextInput, in more than one SWC. Whichever SWC was compiled last will work fine, but the others will fail with errors like the following: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@1f21adc1 to fl.controls.TextInput. at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at com.company.design.login::LoginForm() at com.company.view::Login()[/Users/ken/Workspace/src/com/company/view/Login.as:22] at com.company.view::Main/showLogin()[/Users/ken/Workspace/src/com/company/view/Main.as:209] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.company.view::Navigation/handleUIClick()[/Users/ken/Workspace/src/com/company/view/Navigation.as:88] I've been researching components, ComponentShim, etc. but I'm running up against a brick wall. I thought it might be the fact that some of the components had their skins modified in the source FLA, so I tried replacing them with the default skins, but that didn't seem to help. How can I ensure that I have the components imported and available to all my classes, yet still be able to skin them and include them in my various FLAs? (I am never creating new instances of them, they are all laid out by my designer.)

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  • Bluetooth automatic mouse connection not working

    - by Ray B.
    I'd like my HP Bluetooth Mouse x4000b (no usb dongle) to connect automatically when starting my HP laptop (Ubuntu 14.04), but I can't succeed in it : I'm forced to do it manually by clicking the "connect" button. I know this topic has been answered many times, but no solution worked for me. Here's what I tried so far : Creating the file /etc/default/bluetooth with lines : HIDD_ENABLED=1 HIDD_OPTIONS="--connect F0:65:DD:7D:EC:A0 --server" Putting hciconfig hci0 reset at the end of /etc/init.d/bluetooth Putting /etc/init.d/bluetooth stop sleep 1 /etc/init.d/bluetooth start in /etc/rc.local None of these solution worked, I've read a lot of topics but couldn't find a solution ... that's why I'm asking that here, hoping you can help me troubleshooting that. Thank you ! Ray

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  • View HTML Tags and Webpage Combined in Firefox

    - by Asian Angel
    Do you want an easier way to see a webpage’s html tags without viewing the source code in a separate window? Now you can view the webpage and tags combined in the same window using the X-Ray extension for Firefox. Before Usually if you want to see the source code behind a webpage you have to view it in a separate window. If you are only interested in a specific section then you have to search through the entire set of code just to find what you are looking for. After The X-Ray extension will let you see the document’s tags (including class and ID names) “side by side” with the webpage in the same tab. You can use either the context menu or the tools menu to access the X-Ray command. Here is the same webpage section shown in the first screenshot above. It may look a little odd at first until you get used to seeing both together. Note: You can return the webpage to its’ normal view by either clicking on the X-Ray command again or refreshing the page. The code for part of the sidebar on the same webpage… Followed by one of the sets of links at the end. Looking at another example suppose you are interested in how part of the main feed is set up. Being able to see how a particular element is set up directly in the webpage is certainly better than searching through the entire page of code. Conclusion If you design webpages and want an easy way to see how someone else’s website is coded then you may want to give this extension a try. Links Download the X-Ray extension (Mozilla Add-ons) Similar Articles Productive Geek Tips View Webpage Source Code in Tabs in FirefoxCreate Pre-Formatted Links in FirefoxRemove Webpage Formatting or View the HTML Code When Copying in FirefoxInsert Special Characters & Coding in Online Forms in FirefoxCombine the Address Bar and Progress Bar Together in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar

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  • Streaming Netflix Media with My Wii

    - by Ben Griswold
    Late last year, I wrote about Streaming Media with my Sony Blu-ray Disc Player. I am still digging the Blu-ray player setup but guess what showed up in the mail yesterday?   That’s right!  A free Netflix disc which now let’s me instantly watch TV episodes and movies via my Wii console.  I popped the disc into the console and in less than 2 minutes the brain-numbingly simple activation was complete.  (Full-disclosure: I already had my Wi-Fi connection configured, but I’m confident that the Netflix installation disc would have helpfully walked me through this additional step if need be.) As it turns out, the Wii Netflix UI offers far more options than what one gets with the Blu-ray setup.  Not only can I view my Instant Queue, but there’s a list of recently watched movies, a list of recommended titles by category, the star rating system, movies information and nearly everything you find on the web.  I reread Steve Krug’s Don’t Make Me Think: A Common Sense Approach to Web Usability on a flight back from Orlando on Wednesday, so my current view of the world may be a little skewed but, the brilliance of Netflix Wii’s user interface is undeniable. It’s not like the Blu-ray navigation is complicated but the Wii navigation feels familiar and intuitive. How intuitive?  Well, you won’t find a single bit of help text on any of the Wii screens – just a simple and obvious point-and-click navigation system.  And the UI is really pretty (which is still very important if you ask me) and so easy it became fun. Did I mention the media streaming works!  Yep, we watched 2 half-hour kid videos yesterday without any streaming issues at all.  If you have a Netflix account and a Wii, order your disc and give it a go. It’s good stuff.

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  • Oracle Virtual Desktop Client with USB smart card reader

    - by wim.coekaerts
    I have my Sun Ray thin client at home which I use religiously, I use a Sun Ray 3i at work as my main desktop and just always take my smart card home and happily continue with the hot desking feature. We released a software version of the Sun Ray client called Oracle Virtual Desktop Client (OVDC). There is a version for Windows, Linux and Mac OS X. I have a minimac at home and I installed OVDC on it, which of course works great but since I like to re-connect to my session that I use at work, I wanted to try out the external usb smart card reader feature. I ordered a cute, low cost device online and tried it out. As expected, it worked out of the box without -any- configuration. I took the device, plugged it into my minimac, started OVDC, plugged in my smartcard and I got the password screen (screensaver) to get into my sun ray session on my server at work. Nothing new here, this is a feature that's been in the product but I had never tried it before and it works out of the box and is super easy and I just felt like sharing :-) Here are a few pictures : (1) login screen (2) smart cardreader without card (3) password screen (4) smart card reader with card

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  • Fix: Orchard Error ‘The controller for path '/OrchardLocal/' was not found or does not implement IController.

    - by Ken Cox [MVP]
    Suddenly, in a local Orchard 1.6 project, I started getting this error in ShellRoute.cs: The controller for path '/OrchardLocal/' was not found or does not implement IController. Obviously I had changed something, but the error wasn’t helping much.  After losing far too much time, I copied over the original Orchard source code and was back in business. Shortly thereafter, I further flattened my forehead by applying a sudden, solid blow with the lower portion of my palm! You see, in testing the importing of comments via blogML, I had set the added blog as the Orchard site’s Start page. Then, I deleted the blog so I could test another import batch. The upshot was that by deleting the blog, Orchard no longer had a default (home) page at the root of the site. The site’s default content was missing. The fix was to go to the Admin subdirectory (http://localhost:30320/OrchardLocal/admin) . add a new page, and check Set as homepage. Once again, the problem was between the keyboard and the chair. I hope this helps someone else. Ken

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  • VSTO is Free But Aspose is Speed

    - by Ken Cox [MVP]
    I’ve taken over the completion, deployment, and maintenance of an ASP.NET Web site that generates Office documents using VSTO. VSTO’s a decent concept and works fine for small-scale scenarios like a desktop app or small intranet. However, with multiple simultaneous requests via ASP.NET, we found the Web server performance suffered badly. To spread out the server’s workload, I implemented MSMQ task queuing via a WCF Windows service.  That helped a lot. IIS didn’t drag with only one VSTO/Office instance running. But I  still found it taking too long to produce a single report. A nicely formatted VSTO Excel document was taking 45 minutes.  (The client  didn’t know any better and therefore considered 45 minutes tolerable.) On my own time, I pulled out an old copy of Aspose.Total for .NET. Within an hour, I had converted the VSTO Excel C# code to Aspose Cells code. The improvement was astonishing: Instead of the 45-minutes, the report took under a minute! I’ve pasted the client’s exact chat response after he tried the speedy Aspose version: “WWWWWOOOOOOOOWWWWWWWW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!” Microsoft’s VSTO is a free product while the Aspose components cost $$$.  Certainly, it can be a tough call when budgets are tight. If you’re trying to convince the client to shell out for something more suitable for the application, get an eval version of Aspose.Total and offer a direct comparison demo. Ken Full Disclosure: Aspose (like several other component vendors) gives free copies of their suite to MVPs and other .NET influencers.

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • Introducing the Oracle MDM Blog - Why All MDM Solutions Aren't Equal

    - by ken.pulverman
    Welcome to the Oracle MDM Blog.  Dave Butler, Tony Ouk, and myself - Ken Pulverman, will be bringing you news and information from the world of MDM at Oracle.  Dave is our resident expert with more than 30 years of experience in data and information management. Tony has deep expertise in our Exadata product line which provides a strong hardware synergy with MDM.  I come from Siebel Systems where I helped found the team that built our integration product line and then our Universal Customer Master with is part of our MDM offering at Oracle. I thought I'd hit the ground running with a topic we are going to want to continue to bend your ear about.  We had a recent meeting with Ford Goodman, our head of MDM commercial sales in the US and he was very fired up about and important topic.  He's irked that all MDM solutions get painted with the same brush even though they aren't the same at all. There are companies out there trying to represent frameworks and toolkits as out of the box solutions.  They give you the pleasure (read pain) of doing things like developing your own multi-application data model, building your own web services, or creating your own APIs.  Huh?  What gets sold as flexibility in reality is a barrier to ever going live.  At Siebel Systems we obsessed over the notion of a customer.  Our data model took over 10 years to perfect as defining a customer is a very complex task indeed.  There are divisions, subsidiaries, branches, acquisitions, sites etc., etc., etc..  You'll want to do your homework, but trust me - you aren't going to want to take the time or resource to build these canonical data structures yourself.  And what about APIs?  Again, it sounds flexible.  In reality it's a lot of work. Our DNA at Oracle is to reduce the cost of information technology so we pre-integrate our technology with all of our major applications and pre-build integrations and connectors for all the major systems you work with.  This is tedious work that requires detailed knowledge of the interfaces of all the applications involved.  It is also version specific as the interface features and technology are always changing.  We have a substantial organization to manage this complexity so you don't have to.  Suffice to say, we'd like to help our customers peel back the rhetoric of companies that fly the MDM flag without a real offering that you can quickly benefit from. Please watch this space for more information on this storyline as well as news and information around Oracle MDM.

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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