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  • gzip compression using varnish cache

    - by Ali Raza
    Im trying to provide gzip compression using varnish cache. But when I set content-encoding as gzip using my below mentioned configuration for varnish (default.vcl). Browser failed to download those content for which i set content-encoding as gzipped. Varnish configuration file: backend default { .host = "127.0.0.1"; .port = "9000"; } backend socketIO { .host = "127.0.0.1"; .port = "8083"; } acl purge { "127.0.0.1"; "192.168.15.0"/24; } sub vcl_fetch { /* If the request is for pictures, javascript, css, etc */ if (req.url ~ "^/public/" || req.url ~ "\.js"){ unset req.http.cookie; set beresp.http.Content-Encoding= "gzip"; set beresp.ttl = 86400s; set beresp.http.Cache-Control = "public, max-age=3600"; /*set the expires time to response header*/ set beresp.http.expires=beresp.ttl; /* marker for vcl_deliver to reset Age: */ set beresp.http.magicmarker = "1"; } if (!beresp.cacheable) { return (pass); } return (deliver); } sub vcl_deliver { if (resp.http.magicmarker) { /* Remove the magic marker */ unset resp.http.magicmarker; /* By definition we have a fresh object */ set resp.http.age = "0"; } if(obj.hits > 0) { set resp.http.X-Varnish-Cache = "HIT"; }else { set resp.http.X-Varnish-Cache = "MISS"; } return (deliver); } sub vcl_recv { if (req.http.x-forwarded-for) { set req.http.X-Forwarded-For = req.http.X-Forwarded-For ", " client.ip; } else { set req.http.X-Forwarded-For = client.ip; } if (req.request != "GET" && req.request != "HEAD" && req.request != "PUT" && req.request != "POST" && req.request != "TRACE" && req.request != "OPTIONS" && req.request != "DELETE") { /* Non-RFC2616 or CONNECT which is weird. */ return (pipe); } # Pass requests that are not GET or HEAD if (req.request != "GET" && req.request != "HEAD") { return(pass); } #pipe websocket connections directly to Node.js if (req.http.Upgrade ~ "(?i)websocket") { set req.backend = socketIO; return (pipe); } # Properly handle different encoding types if (req.http.Accept-Encoding) { if (req.url ~ "\.(jpg|png|gif|gz|tgz|bz2|tbz|mp3|ogg|js|css)$") { # No point in compressing these remove req.http.Accept-Encoding; } elsif (req.http.Accept-Encoding ~ "gzip") { set req.http.Accept-Encoding = "gzip"; } elsif (req.http.Accept-Encoding ~ "deflate") { set req.http.Accept-Encoding = "deflate"; } else { # unkown algorithm remove req.http.Accept-Encoding; } } # allow PURGE from localhost and 192.168.15... if (req.request == "PURGE") { if (!client.ip ~ purge) { error 405 "Not allowed."; } return (lookup); } return (lookup); } sub vcl_hit { if (req.request == "PURGE") { purge_url(req.url); error 200 "Purged."; } } sub vcl_miss { if (req.request == "PURGE") { purge_url(req.url); error 200 "Purged."; } } sub vcl_pipe { if (req.http.upgrade) { set bereq.http.upgrade = req.http.upgrade; } } Response Header: Cache-Control:public, max-age=3600 Connection:keep-alive Content-Encoding:gzip Content-Length:11520 Content-Type:application/javascript Date:Fri, 06 Apr 2012 04:53:41 GMT ETag:"1330493670000--987570445" Last-Modified:Wed, 29 Feb 2012 05:34:30 GMT Server:Play! Framework;1.2.x-localbuild;dev Via:1.1 varnish X-Varnish:118464579 118464571 X-Varnish-Cache:HIT age:0 expires:86400.000 Any suggestion on how to fix it and how to provide gzip compression using varnish.

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  • How to properly use the .each() command in jQuery

    - by sadmicrowave
    I have a script that checks the class (integer) of a , runs a switch statement to change that integer value to text and appends the text to another in the same listitem tag. I use the .each() function because each listitem starts with class=_[user ID] -- each user can have up to 5 entries.. Enough explaining -- heres the code: <HTML> <li class='_44074'><div class='_12' style='width:380px;'><div style='width:60px; float:left;'>1st</div><div class='verify-type' style='float:left; width:160px;'></div><div style='float:left; width:120px;'>04/26/10 07:29 AM</div></div></li> <li class='_44074'><div class='_6' style='width:380px;'><div style='width:60px; float:left;'>2nd</div><div class='verify-type' style='float:left; width:160px;'></div><div style='float:left; width:120px;'>04/23/10 03:29 PM</div></div></li> <li class='_44074'><div class='_12' style='width:380px;'><div style='width:60px; float:left;'>3rd</div><div class='verify-type' style='float:left; width:160px;'></div><div style='float:left; width:120px;'>04/23/10 03:18 PM</div></div></li> <li class='_44074'><div class='_2' style='width:380px;'><div style='width:60px; float:left;'>4th</div><div class='verify-type' style='float:left; width:160px;'></div><div style='float:left; width:120px;'>04/23/10 02:28 PM</div></div></li> </HTML> when I use the .each() function to scan through each of the listitems begining with the entered user id it only finds the first value (in this case _12) and applies that to all the entries; instead of finding _12, _6, _12, _2 it finds _12, _12, _12, _12...here is the java: $("div#history-menu div#history-text li." + valueid).each(function(){ valueid = $("div#center-box input").val(); checkedvalue=""; checkedvalue = $("div#history-menu div#history-text li." + valueid + " div").attr('class'); switch(checkedvalue){ case '_2':lcCheckedMessage = "Shoes"; break; case '_4':lcCheckedMessage = "Shoe Straps"; break; case '_6':lcCheckedMessage = "Shoes & Shoe Straps"; break; case '_8':lcCheckedMessage = "Wrist Straps"; break; case '_10':lcCheckedMessage = "Shoes & Wrist Strap"; break; case '_12':lcCheckedMessage = "Shoe Straps & Wrist Strap"; break; }; $("div#history-menu div#history-text li." + valueid + " ." + checkedvalue + " .verify-type").text(lcCheckedMessage); });

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  • Apache2 unable to start: private key not found

    - by user3161330
    today I edited some vhosts in my Apache installation and when I tried to restart it I got this error: [Sun Jun 08 15:20:19 2014] [error] Init: Private key not found [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218529960 error:0D0680A8:asn1 encoding routines:ASN1_CHECK_TLEN:wrong tag [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218640442 error:0D08303A:asn1 encoding routines:ASN1_TEMPLATE_NOEXP_D2I:nested asn1 error [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218529960 error:0D0680A8:asn1 encoding routines:ASN1_CHECK_TLEN:wrong tag [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218595386 error:0D07803A:asn1 encoding routines:ASN1_ITEM_EX_D2I:nested asn1 error [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 67710980 error:04093004:rsa routines:OLD_RSA_PRIV_DECODE:RSA lib [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218529960 error:0D0680A8:asn1 encoding routines:ASN1_CHECK_TLEN:wrong tag [Sun Jun 08 15:20:19 2014] [error] SSL Library Error: 218595386 error:0D07803A:asn1 encoding routines:ASN1_ITEM_EX_D2I:nested asn1 error I have tried to generate new self signed certificates issuing this command: openssl req -x509 -nodes -days 365 -newkey rsa:2048 -keyout server.cert.key -out server.cert.crt but the error still exists. The private key chmod is 600, and if I open it with nano looks, fine. I'm running Apache2 on a debian 7 machine.

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  • Rotating images makes ui slow

    - by 5w4rley
    i'm trying to implement kind of speedometer. i'm getting informations about rounds per minute, boost and load of an engine over bluetooth and i try to display them on the screen witch 3 arrows witch should point in the right direktion. i tried to use a rotate animation evry time i get data(10-100ms) to setup the arrows. but that makes my ui extremly slow. 500ms to react on a buttonclick. Doese someone know how to make it work better? source code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } when i try to make the rotation only if the values have changed then it works only while they are changing but if they aren't the arrows jump back to the zero position. isnt setfillafter to tell the image that it should hold the new position? code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); if(Rpmdegree!=0) { RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); } //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; if(BoostDegree!=0) { BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); } if(LoadDegree!=0) { LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } } i don't get it =( thx 4 help EDIT: part of the bluetooth Thread that calls the callback while (run) { try { bytes = mmInStream.read(buffer); if (connection.btCallback != null) { connection.btCallback.getData(buffer,bytes); } } catch (IOException e) { break; } the callback methode of the bluetooth thread: public void getData(byte[] bytes, int len) { setTacho(); }

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  • Android how to match text with images by pointing text and images with lines

    - by Shirisha
    I am trying to create app which is match text with appropriate images by pointing with line. I want to create app exactly same which is shown in the below image: can any one please give me an idea? This is my main class: public class MatchActivity extends Activity { ArrayAdapter<String> listadapter; float x1; float y1; float x2; float y2; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); String[] s1 = { "smiley1", "smiley2", "smiley3" }; ListView lv = (ListView) findViewById(R.id.text_list); ArrayList<String> list = new ArrayList<String>(); list.addAll(Arrays.asList(s1)); listadapter = new ArrayAdapter<String>(this, R.layout.rowtext, s1); lv.setAdapter(listadapter); GridView gv = (GridView) findViewById(R.id.image_list); gv.setAdapter(new ImageAdapter(this)); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> arg0, View v, int arg2, long arg3){ x1=v.getX(); y1=v.getY(); Log.d("list","text positions x1:"+x1+" y1:"+y1); } }); gv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> arg0, View v, int arg2, long arg3){ DrawView draw=new DrawView(MatchActivity.this); x2=v.getX(); y2=v.getY(); draw.position1.add(x1); draw.position1.add(y1); draw.position2.add( x2); draw.position2.add(y2); Log.d("list","image positions x2:"+x2+" y2:"+y2); LinearLayout ll=LinearLayout)findViewById(R.id.draw_line); ll.addView(draw); } }); } } This is my drawing class to draw a line: public class DrawView extends View { Paint paint = new Paint(); private List<Float> position1=new ArrayList<Float>(); private List<Float> position2=new ArrayList<Float>();; public DrawView(Context context) { super(context); invalidate(); Log.d("drawview","In DrawView class position1:"+position1+" position2:"+position2) ; } @Override public void onDraw(Canvas canvas) { super.onDraw(canvas); Log.d("on draw","IN onDraw() position1:"+position1+" position2:"+position2); assert position1.size() == position2.size(); for (int i = 0; i < position1.size(); i += 2) { float x1 = position1.get(i); float y1 = position1.get(i + 1); float x2 = position2.get(i); float y2 = position2.get(i + 1); paint.setColor(Color.BLACK); paint.setStrokeWidth(3); canvas.drawLine(x1,y1, x2,y2, paint); } } } Thanks in advance .

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • Box2D how to implement a camera?

    - by Romeo
    By now i have this Camera class. package GameObjects; import main.Main; import org.jbox2d.common.Vec2; public class Camera { public int x; public int y; public int sx; public int sy; public static final float PIXEL_TO_METER = 50f; private float yFlip = -1.0f; public Camera() { x = 0; y = 0; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public Camera(int x, int y) { this.x = x; this.y = y; sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void update() { sx = x + Main.APPWIDTH; sy = y + Main.APPHEIGHT; } public void moveCam(int mx, int my) { if(mx >= 0 && mx <= 80) { this.x -= 2; } else if(mx <= Main.APPWIDTH && mx >= Main.APPWIDTH - 80) { this.x += 2; } if(my >= 0 && my <= 80) { this.y += 2; } else if(my <= Main.APPHEIGHT && my >= Main.APPHEIGHT - 80) { this.y -= 2; } this.update(); } public float meterToPixel(float meter) { return meter * PIXEL_TO_METER; } public float pixelToMeter(float pixel) { return pixel / PIXEL_TO_METER; } public Vec2 screenToWorld(Vec2 screenV) { return new Vec2(screenV.x + this.x, yFlip * screenV.y + this.y); } public Vec2 worldToScreen(Vec2 worldV) { return new Vec2(worldV.x - this.x, yFlip * worldV.y - this.y); } } I need to know how to modify the screenToWorld and worldToScreen functions to include the PIXEL_TO_METER scaling.

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  • Overriding component behavior

    - by deft_code
    I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity also has an armor component that limits the amount of damage a character receives. Has anyone implemented behaviors like this in a component based system before? How did you do it? If no one has ever done this before why do you think that is. Is there anything particularly wrong headed about overriding component behaviors? Below is rough sketch up of how I imagine it would work. Components in an entity are ordered. Those at the front get a chance to service an interface first. I don't detail how that is done, just assume it uses evil dynamic_casts (it doesn't but the end effect is the same without the need for RTTI). class IHealth { public: float get_health( void ) const = 0; void do_damage( float amount ) = 0; }; class Health : public Component, public IHealth { public: void do_damage( float amount ) { m_damage -= amount; } private: float m_health; }; class Armor : public Component, public IHealth { public: float get_health( void ) const { return next<IHealth>().get_health(); } void do_damage( float amount ) { next<IHealth>().do_damage( amount / 2 ); } }; entity.add( new Health( 100 ) ); entity.add( new Armor() ); assert( entity.get<IHealth>().get_health() == 100 ); entity.get<IHealth>().do_damage( 10 ); assert( entity.get<IHealth>().get_health() == 95 ); Is there anything particularly naive about the way I'm proposing to do this?

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  • Setting the values of a struct array from JS to GLSL

    - by mikidelux
    I've been trying to make a structure that will contain all the lights of my WebGL app, and I'm having troubles setting up it's values from JS. The structure is as follows: struct Light { vec4 position; vec4 ambient; vec4 diffuse; vec4 specular; vec3 spotDirection; float spotCutOff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float spotExponent; float spotLightCosCutOff; }; uniform Light lights[numLights]; After testing LOTS of things I made it work but I'm not happy with the code I wrote: program.uniform.lights = []; program.uniform.lights.push({ position: "", diffuse: "", specular: "", ambient: "", spotDirection: "", spotCutOff: "", constantAttenuation: "", linearAttenuation: "", quadraticAttenuation: "", spotExponent: "", spotLightCosCutOff: "" }); program.uniform.lights[0].position = gl.getUniformLocation(program, "lights[0].position"); program.uniform.lights[0].diffuse = gl.getUniformLocation(program, "lights[0].diffuse"); program.uniform.lights[0].specular = gl.getUniformLocation(program, "lights[0].specular"); program.uniform.lights[0].ambient = gl.getUniformLocation(program, "lights[0].ambient"); ... and so on I'm sorry for making you look at this code, I know it's horrible but I can't find a better way. Is there a standard or recommended way of doing this properly? Can anyone enlighten me?

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • Parsing concatenated, non-delimited XML messages from TCP-stream using C#

    - by thaller
    I am trying to parse XML messages which are send to my C# application over TCP. Unfortunately, the protocol can not be changed and the XML messages are not delimited and no length prefix is used. Moreover the character encoding is not fixed but each message starts with an XML declaration <?xml>. The question is, how can i read one XML message at a time, using C#. Up to now, I tried to read the data from the TCP stream into a byte array and use it through a MemoryStream. The problem is, the buffer might contain more than one XML messages or the first message may be incomplete. In these cases, I get an exception when trying to parse it with XmlReader.Read or XmlDocument.Load, but unfortunately the XmlException does not really allow me to distinguish the problem (except parsing the localized error string). I tried using XmlReader.Read and count the number of Element and EndElement nodes. That way I know when I am finished reading the first, entire XML message. However, there are several problems. If the buffer does not yet contain the entire message, how can I distinguish the XmlException from an actually invalid, non-well-formed message? In other words, if an exception is thrown before reading the first root EndElement, how can I decide whether to abort the connection with error, or to collect more bytes from the TCP stream? If no exception occurs, the XmlReader is positioned at the start of the root EndElement. Casting the XmlReader to IXmlLineInfo gives me the current LineNumber and LinePosition, however it is not straight forward to get the byte position where the EndElement really ends. In order to do that, I would have to convert the byte array into a string (with the encoding specified in the XML declaration), seek to LineNumber,LinePosition and convert that back to the byte offset. I try to do that with StreamReader.ReadLine, but the stream reader gives no public access to the current byte position. All this seams very inelegant and non robust. I wonder if you have ideas for a better solution. Thank you. EDIT: I looked around and think that the situation is as follows (I might be wrong, corrections are welcome): I found no method so that the XmlReader can continue parsing a second XML message (at least not, if the second message has an XmlDeclaration). XmlTextReader.ResetState could do something similar, but for that I would have to assume the same encoding for all messages. Therefor I could not connect the XmlReader directly to the TcpStream. After closing the XmlReader, the buffer is not positioned at the readers last position. So it is not possible to close the reader and use a new one to continue with the next message. I guess the reason for this is, that the reader could not successfully seek on every possible input stream. When XmlReader throws an exception it can not be determined whether it happened because of an premature EOF or because of a non-wellformed XML. XmlReader.EOF is not set in case of an exception. As workaround I derived my own MemoryBuffer, which returns the very last byte as a single byte. This way I know that the XmlReader was really interested in the last byte and the following exception is likely due to a truncated message (this is kinda sloppy, in that it might not detect every non-wellformed message. However, after appending more bytes to the buffer, sooner or later the error will be detected. I could cast my XmlReader to the IXmlLineInfo interface, which gives access to the LineNumber and the LinePosition of the current node. So after reading the first message I remember these positions and use it to truncate the buffer. Here comes the really sloppy part, because I have to use the character encoding to get the byte position. I am sure you could find test cases for the code below where it breaks (e.g. internal elements with mixed encoding). But up to now it worked for all my tests. The parser class follows here -- may it be useful (I know, its very far from perfect...) class XmlParser { private byte[] buffer = new byte[0]; public int Length { get { return buffer.Length; } } // Append new binary data to the internal data buffer... public XmlParser Append(byte[] buffer2) { if (buffer2 != null && buffer2.Length > 0) { // I know, its not an efficient way to do this. // The EofMemoryStream should handle a List<byte[]> ... byte[] new_buffer = new byte[buffer.Length + buffer2.Length]; buffer.CopyTo(new_buffer, 0); buffer2.CopyTo(new_buffer, buffer.Length); buffer = new_buffer; } return this; } // MemoryStream which returns the last byte of the buffer individually, // so that we know that the buffering XmlReader really locked at the last // byte of the stream. // Moreover there is an EOF marker. private class EofMemoryStream: Stream { public bool EOF { get; private set; } private MemoryStream mem_; public override bool CanSeek { get { return false; } } public override bool CanWrite { get { return false; } } public override bool CanRead { get { return true; } } public override long Length { get { return mem_.Length; } } public override long Position { get { return mem_.Position; } set { throw new NotSupportedException(); } } public override void Flush() { mem_.Flush(); } public override long Seek(long offset, SeekOrigin origin) { throw new NotSupportedException(); } public override void SetLength(long value) { throw new NotSupportedException(); } public override void Write(byte[] buffer, int offset, int count) { throw new NotSupportedException(); } public override int Read(byte[] buffer, int offset, int count) { count = Math.Min(count, Math.Max(1, (int)(Length - Position - 1))); int nread = mem_.Read(buffer, offset, count); if (nread == 0) { EOF = true; } return nread; } public EofMemoryStream(byte[] buffer) { mem_ = new MemoryStream(buffer, false); EOF = false; } protected override void Dispose(bool disposing) { mem_.Dispose(); } } // Parses the first xml message from the stream. // If the first message is not yet complete, it returns null. // If the buffer contains non-wellformed xml, it ~should~ throw an exception. // After reading an xml message, it pops the data from the byte array. public Message deserialize() { if (buffer.Length == 0) { return null; } Message message = null; Encoding encoding = Message.default_encoding; //string xml = encoding.GetString(buffer); using (EofMemoryStream sbuffer = new EofMemoryStream (buffer)) { XmlDocument xmlDocument = null; XmlReaderSettings settings = new XmlReaderSettings(); int LineNumber = -1; int LinePosition = -1; bool truncate_buffer = false; using (XmlReader xmlReader = XmlReader.Create(sbuffer, settings)) { try { // Read to the first node (skipping over some element-types. // Don't use MoveToContent here, because it would skip the // XmlDeclaration too... while (xmlReader.Read() && (xmlReader.NodeType==XmlNodeType.Whitespace || xmlReader.NodeType==XmlNodeType.Comment)) { }; // Check for XML declaration. // If the message has an XmlDeclaration, extract the encoding. switch (xmlReader.NodeType) { case XmlNodeType.XmlDeclaration: while (xmlReader.MoveToNextAttribute()) { if (xmlReader.Name == "encoding") { encoding = Encoding.GetEncoding(xmlReader.Value); } } xmlReader.MoveToContent(); xmlReader.Read(); break; } // Move to the first element. xmlReader.MoveToContent(); // Read the entire document. xmlDocument = new XmlDocument(); xmlDocument.Load(xmlReader.ReadSubtree()); } catch (XmlException e) { // The parsing of the xml failed. If the XmlReader did // not yet look at the last byte, it is assumed that the // XML is invalid and the exception is re-thrown. if (sbuffer.EOF) { return null; } throw e; } { // Try to serialize an internal data structure using XmlSerializer. Type type = null; try { type = Type.GetType("my.namespace." + xmlDocument.DocumentElement.Name); } catch (Exception e) { // No specialized data container for this class found... } if (type == null) { message = new Message(); } else { // TODO: reuse the serializer... System.Xml.Serialization.XmlSerializer ser = new System.Xml.Serialization.XmlSerializer(type); message = (Message)ser.Deserialize(new XmlNodeReader(xmlDocument)); } message.doc = xmlDocument; } // At this point, the first XML message was sucessfully parsed. // Remember the lineposition of the current end element. IXmlLineInfo xmlLineInfo = xmlReader as IXmlLineInfo; if (xmlLineInfo != null && xmlLineInfo.HasLineInfo()) { LineNumber = xmlLineInfo.LineNumber; LinePosition = xmlLineInfo.LinePosition; } // Try to read the rest of the buffer. // If an exception is thrown, another xml message appears. // This way the xml parser could tell us that the message is finished here. // This would be prefered as truncating the buffer using the line info is sloppy. try { while (xmlReader.Read()) { } } catch { // There comes a second message. Needs workaround for trunkating. truncate_buffer = true; } } if (truncate_buffer) { if (LineNumber < 0) { throw new Exception("LineNumber not given. Cannot truncate xml buffer"); } // Convert the buffer to a string using the encoding found before // (or the default encoding). string s = encoding.GetString(buffer); // Seek to the line. int char_index = 0; while (--LineNumber > 0) { // Recognize \r , \n , \r\n as newlines... char_index = s.IndexOfAny(new char[] {'\r', '\n'}, char_index); // char_index should not be -1 because LineNumber>0, otherwise an RangeException is // thrown, which is appropriate. char_index++; if (s[char_index-1]=='\r' && s.Length>char_index && s[char_index]=='\n') { char_index++; } } char_index += LinePosition - 1; var rgx = new System.Text.RegularExpressions.Regex(xmlDocument.DocumentElement.Name + "[ \r\n\t]*\\>"); System.Text.RegularExpressions.Match match = rgx.Match(s, char_index); if (!match.Success || match.Index != char_index) { throw new Exception("could not find EndElement to truncate the xml buffer."); } char_index += match.Value.Length; // Convert the character offset back to the byte offset (for the given encoding). int line1_boffset = encoding.GetByteCount(s.Substring(0, char_index)); // remove the bytes from the buffer. buffer = buffer.Skip(line1_boffset).ToArray(); } else { buffer = new byte[0]; } } return message; } }

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  • How to do RLE (run length encoding) in C# on a byte array?

    - by CuriousCoder
    I am trying to XOR two bitmap files (their byte arrays) to produce a byte array that can be used to change image A into image B or vice versa. I am sending this over the network so I would like to do some basic compression before this happens. Is there a way to do RLE (run length encoding) in C# (using a built-in, or fast reliable 3rd party library) on a byte array for this purpose? Notes: If you are going to suggest an alternative to my approach please keep in mind that the decompression and transformation on the remote machine has to be as quick and efficient as possible.

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  • Using chunked encoding in a POST request to an asmx web service on IIS 6 generates a 404

    - by user175869
    Hi, I'm using a CXF client to communicate with a .net web service running on IIS 6. This request (anonymised): POST /EngineWebService_v1/EngineWebService_v1.asmx HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "http://.../Report" Accept: */* User-Agent: Apache CXF 2.2.5 Cache-Control: no-cache Pragma: no-cache Host: uat9.gtios.net Connection: keep-alive Transfer-Encoding: chunked followed by 7 chunks of 4089 bytes and one of 369 bytes, generates the following output after the first chunk has been sent: HTTP/1.1 404 Not Found Content-Length: 103 Date: Wed, 10 Feb 2010 13:00:08 GMT Connection: Keep-Alive Content-Type: text/html Anyone know how to get IIS to accept chunked input for a POST? Thanks

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  • What are the precise rules/PHP function for encoding strings into POST arrays?

    - by AlexeyMK
    Greetings, Just getting into PHP web development. I've got an HTML form where a user checks some series of dynamically-generated checkboxes, and submits via POST. On the PHP side, I want to check which of the check-boxes were clicked. I have an array $full_list, and am doing something like $selected_checkboxes = array_filter($full_list, function($item) { array_key_exists($item, $_POST); } I run into problems when a list item is named, for example "Peanut Butter", since in the POST array it is named "Peanut_Butter". I could certainly just str_replace " " with "_" before checking array_key_exists, but I imagine that there is a more fundamental encoding problem here; specifically, I'm not sure of exactly what layer transforms normal strings in HTML Forms (value="Peanut Butter") into "Peanut_Butter". So: what layer is responsible for this conversion? Is it the browser? what are the exact conversion rules, and is there a PHP function out there that will replicate that exact conversion? Thanks!

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  • What encoding does Flash Builder use to send non-English data to servers?

    - by Ole Jak
    In my site I use Unicode... I hoped when I'll connect Flash Builder to my server (using Data - connect to HTTP ) It will work with my API sending Russian text as UTF-8 but instead it sends Þûõó ïúушúøý to my API and so to DB and so on instead of my favourite UTF-8 &#1056;&#1091;&#1089;&#1089;&#1082;&#1086;&#1077; &#1048;&#1084;&#1103; 2... So what encoding uses flash builder and How to make Flash Application send UTF-8 data to my server or some other readable format?

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  • What encoding uses Flash Builder to send non english data to server?

    - by Ole Jak
    In my site I use Unicode... I hoped when I'll connect Flash Builder to my server (using Data - connect to HTTP ) It will work with my API sending Russian text as UTF-8 but instead it sends Þûõó ïúушúøý to my API and so to DB and so on instead of my favourite UTF-8 &#1056;&#1091;&#1089;&#1089;&#1082;&#1086;&#1077; &#1048;&#1084;&#1103; 2... So what encoding uses flash builder and How to make Flash Application send UTF-8 data to my server or some other readable format?

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  • What weird encoding is movistar Venezuela sms on blackberry using?

    - by cjp
    Send an sms using the normal GSM TextMessage API on the BlackBerry, get back garbage. It's not unicode, phone is set to 7-bit send. Byte size is only off by one. Is there some default crypto thing, or some weird encoding they use? This code works most everywhere else in the world; this definitely seems like a movistar problem. The string that comes back is random 7-bit ascii except for a few high order bytes. Needless to say the source input text is totally 7 bit chars, which should work in sms, ISO-8859 and look the same in UTF charsets. Anybody seen this or got sms working in code on movistar VZ blackberries?

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  • Simple HTML form with POST to SQL function encoding problem?

    - by Spoonk
    Hi again, I have a simple html form that submits information with POST function. But when information contains a Cyrillic characters, in table in MySql there becomes азазаза symbols instead of text. The table is on utf-8_general_ci, the site is on UTF-8 encoding. I visualize the result from this table with $query = " SELECT ".$db->nameQuote('ingredients')." FROM ".$db->nameQuote('other')." ORDER by id DESC "; $db->setQuery($query); $ingredients = $db->loadResult(); I cant understand how to tell the form to send chyrillic characters correct. Or where is the problem at all? How to fetch this characters correctly? Or how to send them correctly?

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