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  • CSS width fills out in IE8 Compatibility mode, works as it should in normal mode

    - by Colin
    I am trying to create a border around an image on the page, and the border works fine in IE8 Normal mode, but fills to 100% of the outer div in IE8 compatibility mode, my css is the following: .page-layout .page-header .page-image { float:left; vertical-align:top; width:170px; } .page-layout .page-header .page-image div, .page-layout .page-header .page-image img { float:left; } .page-image-imgtop { background-image:url('/Style Library/images/pagecontent-image-top-bg.png'); background-repeat:repeat-x; height:6px; float:left; clear:both; width:100%; } .page-image-imgleft { background-image:url('/Style Library/images/pagecontent-image-bg-left.png'); background-repeat:repeat-y; float:left; text-align:right; clear:both; } .page-image-imgright { margin-left:7px; padding-right:8px; background-image:url('/Style Library/images/pagecontent-image-bg-right.png'); background-repeat:repeat-y; background-position:top right; float:left; clear:both; } .page-image-imgbottom { background-image:url('/Style Library/images/pagecontent-image-bottom-bg.png'); background-repeat:repeat-x; height:6px; float:left; clear:both; width:100%; } And the following HTML: <div class="page-image"> <div class="page-image-imgleft"> <div class="page-image-imgtop"> <img src="/Style Library/images/pagecontent-image-top-left.png" style="float:left;" /> <img src="/Style Library/images/pagecontent-image-top-right.png" style="float:right" /> </div> <div class="page-image-imgright"> <img src="MAINIMAGE.jpg" style="border-width:0px;text-align:top;" /> </div> <div class="page-image-imgbottom"> <img src="/Style Library/images/pagecontent-image-bottom-left.png" style="float:left;" /> <img src="/Style Library/images/pagecontent-image-bottom-right.png" style="float:right" /> </div> </div> </div>

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  • Function lfit in numerical recipes, providing a test function

    - by Simon Walker
    Hi I am trying to fit collected data to a polynomial equation and I found the lfit function from Numerical Recipes. I only have access to the second edition, so am using that. I have read about the lfit function and its parameters, one of which is a function pointer, given in the documentation as void (*funcs)(float, float [], int)) with the help The user supplies a routine funcs(x,afunc,ma) that returns the ma basis functions evaluated at x = x in the array afunc[1..ma]. I am struggling to understand how this lfit function works. An example function I found is given below: void fpoly(float x, float p[], int np) /*Fitting routine for a polynomial of degree np-1, with coe?cients in the array p[1..np].*/ { int j; p[1]=1.0; for (j=2;j<=np;j++) p[j]=p[j-1]*x; } When I run through the source code for the lfit function in gdb I can see no reference to the funcs pointer. When I try and fit a simple data set with the function, I get the following error message. Numerical Recipes run-time error... gaussj: Singular Matrix ...now exiting to system... Clearly somehow a matrix is getting defined with all zeroes. I am going to involve this function fitting in a large loop so using another language is not really an option. Hence why I am planning on using C/C++. For reference, the test program is given here: int main() { float x[5] = {0., 0., 1., 2., 3.}; float y[5] = {0., 0., 1.2, 3.9, 7.5}; float sig[5] = {1., 1., 1., 1., 1.}; int ndat = 4; int ma = 4; /* parameters in equation */ float a[5] = {1, 1, 1, 0.1, 1.5}; int ia[5] = {1, 1, 1, 1, 1}; float **covar = matrix(1, ma, 1, ma); float chisq = 0; lfit(x,y,sig,ndat,a,ia,ma,covar,&chisq,fpoly); printf("%f\n", chisq); free_matrix(covar, 1, ma, 1, ma); return 0; } Also confusing the issue, all the Numerical Recipes functions are 1 array-indexed so if anyone has corrections to my array declarations let me know also! Cheers

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  • Non recursive way to position a genogram in 2D points for x axis. Descendant are below

    - by Nassign
    I currently was tasked to make a genogram for a family consisting of siblings, parents with aunts and uncles with grandparents and greatgrandparents for only blood relatives. My current algorithm is using recursion. but I am wondering how to do it in non recursive way to make it more efficient. it is programmed in c# using graphics to draw on a bitmap. Current algorithm for calculating x position, the y position is by getting the generation number. public void StartCalculatePosition() { // Search the start node (The only node with targetFlg set to true) Person start = null; foreach (Person p in PersonDic.Values) { if (start == null) start = p; if (p.Targetflg) { start = p; break; } } CalcPositionRecurse(start); // Normalize the position (shift all values to positive value) // Get the minimum value (must be negative) // Then offset the position of all marriage and person with that to make it start from zero float minPosition = float.MaxValue; foreach (Person p in PersonDic.Values) { if (minPosition > p.Position) { minPosition = p.Position; } } if (minPosition < 0) { foreach (Person p in PersonDic.Values) { p.Position -= minPosition; } foreach (Marriage m in MarriageList) { m.ParentsPosition -= minPosition; m.ChildrenPosition -= minPosition; } } } /// <summary> /// Calculate position of genogram using recursion /// </summary> /// <param name="psn"></param> private void CalcPositionRecurse(Person psn) { // End the recursion if (psn.BirthMarriage == null || psn.BirthMarriage.Parents.Count == 0) { psn.Position = 0.0f; if (psn.BirthMarriage != null) { psn.BirthMarriage.ParentsPosition = 0.0f; psn.BirthMarriage.ChildrenPosition = 0.0f; } CalculateSiblingPosition(psn); return; } // Left recurse if (psn.Father != null) { CalcPositionRecurse(psn.Father); } // Right recurse if (psn.Mother != null) { CalcPositionRecurse(psn.Mother); } // Merge Position if (psn.Father != null && psn.Mother != null) { AdjustConflict(psn.Father, psn.Mother); // Position person in center of parent psn.Position = (psn.Father.Position + psn.Mother.Position) / 2; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Single mom or single dad if (psn.Father != null) { psn.Position = psn.Father.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else if (psn.Mother != null) { psn.Position = psn.Mother.Position; psn.BirthMarriage.ParentsPosition = psn.Position; psn.BirthMarriage.ChildrenPosition = psn.Position; } else { // Should not happen, checking in start of function } } // Arrange the siblings base on my position (left younger, right older) CalculateSiblingPosition(psn); } private float GetRightBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position > rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetRightBoundaryAncestor(psn.Father); if (rFatherPos > rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetRightBoundaryAncestor(psn.Mother); if (rMotherPos > rPos) { rPos = rMotherPos; } } return rPos; } private float GetLeftBoundaryAncestor(Person psn) { float rPos = psn.Position; // Get the rightmost position among siblings foreach (Person sibling in psn.Siblings) { if (sibling.Position < rPos) { rPos = sibling.Position; } } if (psn.Father != null) { float rFatherPos = GetLeftBoundaryAncestor(psn.Father); if (rFatherPos < rPos) { rPos = rFatherPos; } } if (psn.Mother != null) { float rMotherPos = GetLeftBoundaryAncestor(psn.Mother); if (rMotherPos < rPos) { rPos = rMotherPos; } } return rPos; } /// <summary> /// Check if two parent group has conflict and compensate on the conflict /// </summary> /// <param name="leftGroup"></param> /// <param name="rightGroup"></param> public void AdjustConflict(Person leftGroup, Person rightGroup) { float leftMax = GetRightBoundaryAncestor(leftGroup); leftMax += 0.5f; float rightMin = GetLeftBoundaryAncestor(rightGroup); rightMin -= 0.5f; float diff = leftMax - rightMin; if (diff > 0.0f) { float moveHalf = Math.Abs(diff) / 2; RecurseMoveAncestor(leftGroup, 0 - moveHalf); RecurseMoveAncestor(rightGroup, moveHalf); } } /// <summary> /// Recursively move a person and all his/her ancestor /// </summary> /// <param name="psn"></param> /// <param name="moveUnit"></param> public void RecurseMoveAncestor(Person psn, float moveUnit) { psn.Position += moveUnit; foreach (Person siblings in psn.Siblings) { if (siblings.Id != psn.Id) { siblings.Position += moveUnit; } } if (psn.BirthMarriage != null) { psn.BirthMarriage.ChildrenPosition += moveUnit; psn.BirthMarriage.ParentsPosition += moveUnit; } if (psn.Father != null) { RecurseMoveAncestor(psn.Father, moveUnit); } if (psn.Mother != null) { RecurseMoveAncestor(psn.Mother, moveUnit); } } /// <summary> /// Calculate the position of the siblings /// </summary> /// <param name="psn"></param> /// <param name="anchor"></param> public void CalculateSiblingPosition(Person psn) { if (psn.Siblings.Count == 0) { return; } List<Person> sibling = psn.Siblings; int argidx; for (argidx = 0; argidx < sibling.Count; argidx++) { if (sibling[argidx].Id == psn.Id) { break; } } // Compute position for each brother that is younger that person int idx; for (idx = argidx - 1; idx >= 0; idx--) { sibling[idx].Position = sibling[idx + 1].Position - 1; } for (idx = argidx + 1; idx < sibling.Count; idx++) { sibling[idx].Position = sibling[idx - 1].Position + 1; } }

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  • Why do I need an intermediate conversion to go from struct to decimal, but not struct to int?

    - by Jesse McGrew
    I have a struct like this, with an explicit conversion to float: struct TwFix32 { public static explicit operator float(TwFix32 x) { ... } } I can convert a TwFix32 to int with a single explicit cast: (int)fix32 But to convert it to decimal, I have to use two casts: (decimal)(float)fix32 There is no implicit conversion from float to either int or decimal. Why does the compiler let me omit the intermediate cast to float when I'm going to int, but not when I'm going to decimal?

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  • CUDA memory transfer issue

    - by Vaibhav Sundriyal
    I am trying to execute a code which first transfers data from CPU to GPU memory and vice-versa. In spite of increasing the volume of data, the data transfer time remains the same as if no data transfer is actually taking place. I am posting the code. #include <stdio.h> /* Core input/output operations */ #include <stdlib.h> /* Conversions, random numbers, memory allocation, etc. */ #include <math.h> /* Common mathematical functions */ #include <time.h> /* Converting between various date/time formats */ #include <cuda.h> /* CUDA related stuff */ #include <sys/time.h> __global__ void device_volume(float *x_d,float *y_d) { int index = blockIdx.x * blockDim.x + threadIdx.x; } int main(void) { float *x_h,*y_h,*x_d,*y_d,*z_h,*z_d; long long size=9999999; long long nbytes=size*sizeof(float); timeval t1,t2; double et; x_h=(float*)malloc(nbytes); y_h=(float*)malloc(nbytes); z_h=(float*)malloc(nbytes); cudaMalloc((void **)&x_d,size*sizeof(float)); cudaMalloc((void **)&y_d,size*sizeof(float)); cudaMalloc((void **)&z_d,size*sizeof(float)); gettimeofday(&t1,NULL); cudaMemcpy(x_d, x_h, nbytes, cudaMemcpyHostToDevice); cudaMemcpy(y_d, y_h, nbytes, cudaMemcpyHostToDevice); cudaMemcpy(z_d, z_h, nbytes, cudaMemcpyHostToDevice); gettimeofday(&t2,NULL); et = (t2.tv_sec - t1.tv_sec) * 1000.0; // sec to ms et += (t2.tv_usec - t1.tv_usec) / 1000.0; // us to ms printf("\n %ld\t\t%f\t\t",nbytes,et); et=0.0; //printf("%f %d\n",seconds,CLOCKS_PER_SEC); // launch a kernel with a single thread to greet from the device //device_volume<<<1,1>>>(x_d,y_d); gettimeofday(&t1,NULL); cudaMemcpy(x_h, x_d, nbytes, cudaMemcpyDeviceToHost); cudaMemcpy(y_h, y_d, nbytes, cudaMemcpyDeviceToHost); cudaMemcpy(z_h, z_d, nbytes, cudaMemcpyDeviceToHost); gettimeofday(&t2,NULL); et = (t2.tv_sec - t1.tv_sec) * 1000.0; // sec to ms et += (t2.tv_usec - t1.tv_usec) / 1000.0; // us to ms printf("%f\n",et); cudaFree(x_d); cudaFree(y_d); cudaFree(z_d); return 0; } Can anybody help me with this issue? Thanks

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  • ASP.NET MVC 2 Model Binding for a Collection

    - by nmarun
    Yes, my yet another post on Model Binding (previous one is here), but this one uses features presented in MVC 2. How I got to writing this blog? Well, I’m on a project where we’re doing some MVC things for a shopping cart. Let me show you what I was working with. Below are my model classes: 1: public class Product 2: { 3: public int Id { get; set; } 4: public string Name { get; set; } 5: public int Quantity { get; set; } 6: public decimal UnitPrice { get; set; } 7: } 8:   9: public class Totals 10: { 11: public decimal SubTotal { get; set; } 12: public decimal Tax { get; set; } 13: public decimal Total { get; set; } 14: } 15:   16: public class Basket 17: { 18: public List<Product> Products { get; set; } 19: public Totals Totals { get; set;} 20: } The view looks as below:  1: <h2>Shopping Cart</h2> 2:   3: <% using(Html.BeginForm()) { %> 4: 5: <h3>Products</h3> 6: <% for (int i = 0; i < Model.Products.Count; i++) 7: { %> 8: <div style="width: 100px;float:left;">Id</div> 9: <div style="width: 100px;float:left;"> 10: <%= Html.TextBox("ID", Model.Products[i].Id) %> 11: </div> 12: <div style="clear:both;"></div> 13: <div style="width: 100px;float:left;">Name</div> 14: <div style="width: 100px;float:left;"> 15: <%= Html.TextBox("Name", Model.Products[i].Name) %> 16: </div> 17: <div style="clear:both;"></div> 18: <div style="width: 100px;float:left;">Quantity</div> 19: <div style="width: 100px;float:left;"> 20: <%= Html.TextBox("Quantity", Model.Products[i].Quantity)%> 21: </div> 22: <div style="clear:both;"></div> 23: <div style="width: 100px;float:left;">Unit Price</div> 24: <div style="width: 100px;float:left;"> 25: <%= Html.TextBox("UnitPrice", Model.Products[i].UnitPrice)%> 26: </div> 27: <div style="clear:both;"><hr /></div> 28: <% } %> 29: 30: <h3>Totals</h3> 31: <div style="width: 100px;float:left;">Sub Total</div> 32: <div style="width: 100px;float:left;"> 33: <%= Html.TextBox("SubTotal", Model.Totals.SubTotal)%> 34: </div> 35: <div style="clear:both;"></div> 36: <div style="width: 100px;float:left;">Tax</div> 37: <div style="width: 100px;float:left;"> 38: <%= Html.TextBox("Tax", Model.Totals.Tax)%> 39: </div> 40: <div style="clear:both;"></div> 41: <div style="width: 100px;float:left;">Total</div> 42: <div style="width: 100px;float:left;"> 43: <%= Html.TextBox("Total", Model.Totals.Total)%> 44: </div> 45: <div style="clear:both;"></div> 46: <p /> 47: <input type="submit" name="Submit" value="Submit" /> 48: <% } %> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Nothing fancy, just a bunch of div’s containing textboxes and a submit button. Just make note that the textboxes have the same name as the property they are going to display. Yea, yea, I know. I’m displaying unit price as a textbox instead of a label, but that’s beside the point (and trust me, this will not be how it’ll look on the production site!!). The way my controller works is that initially two dummy products are added to the basked object and the Totals are calculated based on what products were added in what quantities and their respective unit price. So when the page loads in edit mode, where the user can change the quantity and hit the submit button. In the ‘post’ version of the action method, the Totals get recalculated and the new total will be displayed on the screen. Here’s the code: 1: public ActionResult Index() 2: { 3: Product product1 = new Product 4: { 5: Id = 1, 6: Name = "Product 1", 7: Quantity = 2, 8: UnitPrice = 200m 9: }; 10:   11: Product product2 = new Product 12: { 13: Id = 2, 14: Name = "Product 2", 15: Quantity = 1, 16: UnitPrice = 150m 17: }; 18:   19: List<Product> products = new List<Product> { product1, product2 }; 20:   21: Basket basket = new Basket 22: { 23: Products = products, 24: Totals = ComputeTotals(products) 25: }; 26: return View(basket); 27: } 28:   29: [HttpPost] 30: public ActionResult Index(Basket basket) 31: { 32: basket.Totals = ComputeTotals(basket.Products); 33: return View(basket); 34: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } That’s that. Now I run the app, I see two products with the totals section below them. I look at the view source and I see that the input controls have the right ID, the right name and the right value as well. 1: <input id="ID" name="ID" type="text" value="1" /> 2: <input id="Name" name="Name" type="text" value="Product 1" /> 3: ... 4: <input id="ID" name="ID" type="text" value="2" /> 5: <input id="Name" name="Name" type="text" value="Product 2" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } So just as a regular user would do, I change the quantity value of one of the products and hit the submit button. The ‘post’ version of the Index method gets called and I had put a break-point on line 32 in the above snippet. When I hovered my mouse on the ‘basked’ object, happily assuming that the object would be all bound and ready for use, I was surprised to see both basket.Products and basket.Totals were null. Huh? A little research and I found out that the reason the DefaultModelBinder could not do its job is because of a naming mismatch on the input controls. What I mean is that when you have to bind to a custom .net type, you need more than just the property name. You need to pass a qualified name to the name property of the input control. I modified my view and the emitted code looked as below: 1: <input id="Product_Name" name="Product.Name" type="text" value="Product 1" /> 2: ... 3: <input id="Product_Name" name="Product.Name" type="text" value="Product 2" /> 4: ... 5: <input id="Totals_SubTotal" name="Totals.SubTotal" type="text" value="550" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now, I update the quantity and hit the submit button and I see that the Totals object is populated, but the Products list is still null. Once again I went: ‘Hmm.. time for more research’. I found out that the way to do this is to provide the name as: 1: <%= Html.TextBox(string.Format("Products[{0}].ID", i), Model.Products[i].Id) %> 2: <!-- this will be rendered as --> 3: <input id="Products_0__ID" name="Products[0].ID" type="text" value="1" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } It was only now that I was able to see both the products and the totals being properly bound in the ‘post’ action method. Somehow, I feel this is kinda ‘clunky’ way of doing things. Seems like people at MS felt in a similar way and offered us a much cleaner way to solve this issue. The simple solution is that instead of using a Textbox, we can either use a TextboxFor or an EditorFor helper method. This one directly spits out the name of the input property as ‘Products[0].ID and so on. Cool right? I totally fell for this and changed my UI to contain EditorFor helper method. At this point, I ran the application, changed the quantity field and pressed the submit button. Of course my basket object parameter in my action method was correctly bound after these changes. I let the app complete the rest of the lines in the action method. When the page finally rendered, I did see that the quantity was changed to what I entered before the post. But, wait a minute, the totals section did not reflect the changes and showed the old values. My status: COMPLETELY PUZZLED! Just to recap, this is what my ‘post’ Index method looked like: 1: [HttpPost] 2: public ActionResult Index(Basket basket) 3: { 4: basket.Totals = ComputeTotals(basket.Products); 5: return View(basket); 6: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } A careful debug confirmed that the basked.Products[0].Quantity showed the updated value and the ComputeTotals() method also returns the correct totals. But still when I passed this basket object, it ended up showing the old totals values only. I began playing a bit with the code and my first guess was that the input controls got their values from the ModelState object. For those who don’t know, the ModelState is a temporary storage area that ASP.NET MVC uses to retain incoming attempted values plus binding and validation errors. Also, the fact that input controls populate the values using data taken from: Previously attempted values recorded in the ModelState["name"].Value.AttemptedValue Explicitly provided value (<%= Html.TextBox("name", "Some value") %>) ViewData, by calling ViewData.Eval("name") FYI: ViewData dictionary takes precedence over ViewData's Model properties – read more here. These two indicators led to my guess. It took me quite some time, but finally I hit this post where Brad brilliantly explains why this is the preferred behavior. My guess was right and I, accordingly modified my code to reflect the following way: 1: [HttpPost] 2: public ActionResult Index(Basket basket) 3: { 4: // read the following posts to see why the ModelState 5: // needs to be cleared before passing it the view 6: // http://forums.asp.net/t/1535846.aspx 7: // http://forums.asp.net/p/1527149/3687407.aspx 8: if (ModelState.IsValid) 9: { 10: ModelState.Clear(); 11: } 12:   13: basket.Totals = ComputeTotals(basket.Products); 14: return View(basket); 15: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } What this does is that in the case where your ModelState IS valid, it clears the dictionary. This enables the values to be read from the model directly and not from the ModelState. So the verdict is this: If you need to pass other parameters (like html attributes and the like) to your input control, use 1: <%= Html.TextBox(string.Format("Products[{0}].ID", i), Model.Products[i].Id) %> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Since, in EditorFor, there is no direct and simple way of passing this information to the input control. If you don’t have to pass any such ‘extra’ piece of information to the control, then go the EditorFor way. The code used in the post can be found here.

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  • Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

    - by sunsunsunsunsun
    Im trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole chunk into a single VBO. I was previously only putting each block into a vbo and making a call to render each block. Anyways, I am a bit confused about how I can translate the coordinates of each block in the chunk when I'm putting all vertices into one vbo. This is what I have at the moment. public void putVertices(float tx, float ty, float tz) { float l_length = 1.0f; float l_height = 1.0f; float l_width = 1.0f; vertexPositionData.put(new float[]{ xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty,zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty,zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz }); } public void createChunk() { vertexPositionData = BufferUtils.createFloatBuffer((24*3)*activateBlocks); Random random = new Random(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int z = 0; z < CHUNK_SIZE; z++) { if(blocks[x][y][z].getActive()) { putVertices(x*2.0f, y*2.0f, z*2.0f); } } } } Whats any easy way to translate the vertices of each block into its correct position? I was previously using glTranslatef with each call to render block but this wont work now. What I am doing now also does not work, the blocks all render in stacks on top of each other and it looks like this: http://i.imgur.com/NyFtBTI.png Thanks

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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  • Why do I have to divide the origin of a quad by 4 instead of 2?

    - by vinzBad
    I'm currently transitioning from C#/XNA to C#/OpenTK but I'm getting stuck at the basics. So I have this Sprite-Class: public static bool EnableDebugDraw = true; public float X; public float Y; public float OriginX = 0; public float OriginY = 0; public float Width = 0.1f; public float Height = 0.1f; public Color TintColor = Color.Red; float _layerDepth = 0f; public void Render() { Vector2[] corners = { new Vector2(X-OriginX,Y-OriginY), //top left new Vector2(X +Width -OriginX,Y-OriginY),//top right new Vector2(X +Width-OriginX,Y+Height-OriginY),//bottom rigth new Vector2(X-OriginX,Y+Height-OriginY)//bottom left }; GL.Color3(TintColor); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) GL.Vertex3(corners[i].X,corners[i].Y,_layerDepth); } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X + OriginX, Y + OriginY); GL.End(); } With the following setup I try to set the origin of the quad to the middle of the quad. _sprite.OriginX = _sprite.Width / 2; _sprite.OriginY = _sprite.Height / 2; but this sets the origin to the upper right corner of the quad, so i have to _sprite.OriginX = _sprite.Width / 4; _sprite.OriginY = _sprite.Height / 4; However this is not the intended behaviour, could you advise me how I fix this?

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  • Capturing and Transforming ASP.NET Output with Response.Filter

    - by Rick Strahl
    During one of my Handlers and Modules session at DevConnections this week one of the attendees asked a question that I didn’t have an immediate answer for. Basically he wanted to capture response output completely and then apply some filtering to the output – effectively injecting some additional content into the page AFTER the page had completely rendered. Specifically the output should be captured from anywhere – not just a page and have this code injected into the page. Some time ago I posted some code that allows you to capture ASP.NET Page output by overriding the Render() method, capturing the HtmlTextWriter() and reading its content, modifying the rendered data as text then writing it back out. I’ve actually used this approach on a few occasions and it works fine for ASP.NET pages. But this obviously won’t work outside of the Page class environment and it’s not really generic – you have to create a custom page class in order to handle the output capture. [updated 11/16/2009 – updated ResponseFilterStream implementation and a few additional notes based on comments] Enter Response.Filter However, ASP.NET includes a Response.Filter which can be used – well to filter output. Basically Response.Filter is a stream through which the OutputStream is piped back to the Web Server (indirectly). As content is written into the Response object, the filter stream receives the appropriate Stream commands like Write, Flush and Close as well as read operations although for a Response.Filter that’s uncommon to be hit. The Response.Filter can be programmatically replaced at runtime which allows you to effectively intercept all output generation that runs through ASP.NET. A common Example: Dynamic GZip Encoding A rather common use of Response.Filter hooking up code based, dynamic  GZip compression for requests which is dead simple by applying a GZipStream (or DeflateStream) to Response.Filter. The following generic routines can be used very easily to detect GZip capability of the client and compress response output with a single line of code and a couple of library helper routines: WebUtils.GZipEncodePage(); which is handled with a few lines of reusable code and a couple of static helper methods: /// <summary> ///Sets up the current page or handler to use GZip through a Response.Filter ///IMPORTANT:  ///You have to call this method before any output is generated! /// </summary> public static void GZipEncodePage() {     HttpResponse Response = HttpContext.Current.Response;     if(IsGZipSupported())     {         stringAcceptEncoding = HttpContext.Current.Request.Headers["Accept-Encoding"];         if(AcceptEncoding.Contains("deflate"))         {             Response.Filter = newSystem.IO.Compression.DeflateStream(Response.Filter,                                        System.IO.Compression.CompressionMode.Compress);             Response.AppendHeader("Content-Encoding", "deflate");         }         else        {             Response.Filter = newSystem.IO.Compression.GZipStream(Response.Filter,                                       System.IO.Compression.CompressionMode.Compress);             Response.AppendHeader("Content-Encoding", "gzip");                            }     }     // Allow proxy servers to cache encoded and unencoded versions separately    Response.AppendHeader("Vary", "Content-Encoding"); } /// <summary> /// Determines if GZip is supported /// </summary> /// <returns></returns> public static bool IsGZipSupported() { string AcceptEncoding = HttpContext.Current.Request.Headers["Accept-Encoding"]; if (!string.IsNullOrEmpty(AcceptEncoding) && (AcceptEncoding.Contains("gzip") || AcceptEncoding.Contains("deflate"))) return true; return false; } GZipStream and DeflateStream are streams that are assigned to Response.Filter and by doing so apply the appropriate compression on the active Response. Response.Filter content is chunked So to implement a Response.Filter effectively requires only that you implement a custom stream and handle the Write() method to capture Response output as it’s written. At first blush this seems very simple – you capture the output in Write, transform it and write out the transformed content in one pass. And that indeed works for small amounts of content. But you see, the problem is that output is written in small buffer chunks (a little less than 16k it appears) rather than just a single Write() statement into the stream, which makes perfect sense for ASP.NET to stream data back to IIS in smaller chunks to minimize memory usage en route. Unfortunately this also makes it a more difficult to implement any filtering routines since you don’t directly get access to all of the response content which is problematic especially if those filtering routines require you to look at the ENTIRE response in order to transform or capture the output as is needed for the solution the gentleman in my session asked for. So in order to address this a slightly different approach is required that basically captures all the Write() buffers passed into a cached stream and then making the stream available only when it’s complete and ready to be flushed. As I was thinking about the implementation I also started thinking about the few instances when I’ve used Response.Filter implementations. Each time I had to create a new Stream subclass and create my custom functionality but in the end each implementation did the same thing – capturing output and transforming it. I thought there should be an easier way to do this by creating a re-usable Stream class that can handle stream transformations that are common to Response.Filter implementations. Creating a semi-generic Response Filter Stream Class What I ended up with is a ResponseFilterStream class that provides a handful of Events that allow you to capture and/or transform Response content. The class implements a subclass of Stream and then overrides Write() and Flush() to handle capturing and transformation operations. By exposing events it’s easy to hook up capture or transformation operations via single focused methods. ResponseFilterStream exposes the following events: CaptureStream, CaptureString Captures the output only and provides either a MemoryStream or String with the final page output. Capture is hooked to the Flush() operation of the stream. TransformStream, TransformString Allows you to transform the complete response output with events that receive a MemoryStream or String respectively and can you modify the output then return it back as a return value. The transformed output is then written back out in a single chunk to the response output stream. These events capture all output internally first then write the entire buffer into the response. TransformWrite, TransformWriteString Allows you to transform the Response data as it is written in its original chunk size in the Stream’s Write() method. Unlike TransformStream/TransformString which operate on the complete output, these events only see the current chunk of data written. This is more efficient as there’s no caching involved, but can cause problems due to searched content splitting over multiple chunks. Using this implementation, creating a custom Response.Filter transformation becomes as simple as the following code. To hook up the Response.Filter using the MemoryStream version event: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformStream += filter_TransformStream; Response.Filter = filter; and the event handler to do the transformation: MemoryStream filter_TransformStream(MemoryStream ms) { Encoding encoding = HttpContext.Current.Response.ContentEncoding; string output = encoding.GetString(ms.ToArray()); output = FixPaths(output); ms = new MemoryStream(output.Length); byte[] buffer = encoding.GetBytes(output); ms.Write(buffer,0,buffer.Length); return ms; } private string FixPaths(string output) { string path = HttpContext.Current.Request.ApplicationPath; // override root path wonkiness if (path == "/") path = ""; output = output.Replace("\"~/", "\"" + path + "/").Replace("'~/", "'" + path + "/"); return output; } The idea of the event handler is that you can do whatever you want to the stream and return back a stream – either the same one that’s been modified or a brand new one – which is then sent back to as the final response. The above code can be simplified even more by using the string version events which handle the stream to string conversions for you: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; and the event handler to do the transformation calling the same FixPaths method shown above: string filter_TransformString(string output) { return FixPaths(output); } The events for capturing output and capturing and transforming chunks work in a very similar way. By using events to handle the transformations ResponseFilterStream becomes a reusable component and we don’t have to create a new stream class or subclass an existing Stream based classed. By the way, the example used here is kind of a cool trick which transforms “~/” expressions inside of the final generated HTML output – even in plain HTML controls not HTML controls – and transforms them into the appropriate application relative path in the same way that ResolveUrl would do. So you can write plain old HTML like this: <a href=”~/default.aspx”>Home</a>  and have it turned into: <a href=”/myVirtual/default.aspx”>Home</a>  without having to use an ASP.NET control like Hyperlink or Image or having to constantly use: <img src=”<%= ResolveUrl(“~/images/home.gif”) %>” /> in MVC applications (which frankly is one of the most annoying things about MVC especially given the path hell that extension-less and endpoint-less URLs impose). I can’t take credit for this idea. While discussing the Response.Filter issues on Twitter a hint from Dylan Beattie who pointed me at one of his examples which does something similar. I thought the idea was cool enough to use an example for future demos of Response.Filter functionality in ASP.NET next I time I do the Modules and Handlers talk (which was great fun BTW). How practical this is is debatable however since there’s definitely some overhead to using a Response.Filter in general and especially on one that caches the output and the re-writes it later. Make sure to test for performance anytime you use Response.Filter hookup and make sure it' doesn’t end up killing perf on you. You’ve been warned :-}. How does ResponseFilterStream work? The big win of this implementation IMHO is that it’s a reusable  component – so for implementation there’s no new class, no subclassing – you simply attach to an event to implement an event handler method with a straight forward signature to retrieve the stream or string you’re interested in. The implementation is based on a subclass of Stream as is required in order to handle the Response.Filter requirements. What’s different than other implementations I’ve seen in various places is that it supports capturing output as a whole to allow retrieving the full response output for capture or modification. The exception are the TransformWrite and TransformWrite events which operate only active chunk of data written by the Response. For captured output, the Write() method captures output into an internal MemoryStream that is cached until writing is complete. So Write() is called when ASP.NET writes to the Response stream, but the filter doesn’t pass on the Write immediately to the filter’s internal stream. The data is cached and only when the Flush() method is called to finalize the Stream’s output do we actually send the cached stream off for transformation (if the events are hooked up) and THEN finally write out the returned content in one big chunk. Here’s the implementation of ResponseFilterStream: /// <summary> /// A semi-generic Stream implementation for Response.Filter with /// an event interface for handling Content transformations via /// Stream or String. /// <remarks> /// Use with care for large output as this implementation copies /// the output into a memory stream and so increases memory usage. /// </remarks> /// </summary> public class ResponseFilterStream : Stream { /// <summary> /// The original stream /// </summary> Stream _stream; /// <summary> /// Current position in the original stream /// </summary> long _position; /// <summary> /// Stream that original content is read into /// and then passed to TransformStream function /// </summary> MemoryStream _cacheStream = new MemoryStream(5000); /// <summary> /// Internal pointer that that keeps track of the size /// of the cacheStream /// </summary> int _cachePointer = 0; /// <summary> /// /// </summary> /// <param name="responseStream"></param> public ResponseFilterStream(Stream responseStream) { _stream = responseStream; } /// <summary> /// Determines whether the stream is captured /// </summary> private bool IsCaptured { get { if (CaptureStream != null || CaptureString != null || TransformStream != null || TransformString != null) return true; return false; } } /// <summary> /// Determines whether the Write method is outputting data immediately /// or delaying output until Flush() is fired. /// </summary> private bool IsOutputDelayed { get { if (TransformStream != null || TransformString != null) return true; return false; } } /// <summary> /// Event that captures Response output and makes it available /// as a MemoryStream instance. Output is captured but won't /// affect Response output. /// </summary> public event Action<MemoryStream> CaptureStream; /// <summary> /// Event that captures Response output and makes it available /// as a string. Output is captured but won't affect Response output. /// </summary> public event Action<string> CaptureString; /// <summary> /// Event that allows you transform the stream as each chunk of /// the output is written in the Write() operation of the stream. /// This means that that it's possible/likely that the input /// buffer will not contain the full response output but only /// one of potentially many chunks. /// /// This event is called as part of the filter stream's Write() /// operation. /// </summary> public event Func<byte[], byte[]> TransformWrite; /// <summary> /// Event that allows you to transform the response stream as /// each chunk of bytep[] output is written during the stream's write /// operation. This means it's possibly/likely that the string /// passed to the handler only contains a portion of the full /// output. Typical buffer chunks are around 16k a piece. /// /// This event is called as part of the stream's Write operation. /// </summary> public event Func<string, string> TransformWriteString; /// <summary> /// This event allows capturing and transformation of the entire /// output stream by caching all write operations and delaying final /// response output until Flush() is called on the stream. /// </summary> public event Func<MemoryStream, MemoryStream> TransformStream; /// <summary> /// Event that can be hooked up to handle Response.Filter /// Transformation. Passed a string that you can modify and /// return back as a return value. The modified content /// will become the final output. /// </summary> public event Func<string, string> TransformString; protected virtual void OnCaptureStream(MemoryStream ms) { if (CaptureStream != null) CaptureStream(ms); } private void OnCaptureStringInternal(MemoryStream ms) { if (CaptureString != null) { string content = HttpContext.Current.Response.ContentEncoding.GetString(ms.ToArray()); OnCaptureString(content); } } protected virtual void OnCaptureString(string output) { if (CaptureString != null) CaptureString(output); } protected virtual byte[] OnTransformWrite(byte[] buffer) { if (TransformWrite != null) return TransformWrite(buffer); return buffer; } private byte[] OnTransformWriteStringInternal(byte[] buffer) { Encoding encoding = HttpContext.Current.Response.ContentEncoding; string output = OnTransformWriteString(encoding.GetString(buffer)); return encoding.GetBytes(output); } private string OnTransformWriteString(string value) { if (TransformWriteString != null) return TransformWriteString(value); return value; } protected virtual MemoryStream OnTransformCompleteStream(MemoryStream ms) { if (TransformStream != null) return TransformStream(ms); return ms; } /// <summary> /// Allows transforming of strings /// /// Note this handler is internal and not meant to be overridden /// as the TransformString Event has to be hooked up in order /// for this handler to even fire to avoid the overhead of string /// conversion on every pass through. /// </summary> /// <param name="responseText"></param> /// <returns></returns> private string OnTransformCompleteString(string responseText) { if (TransformString != null) TransformString(responseText); return responseText; } /// <summary> /// Wrapper method form OnTransformString that handles /// stream to string and vice versa conversions /// </summary> /// <param name="ms"></param> /// <returns></returns> internal MemoryStream OnTransformCompleteStringInternal(MemoryStream ms) { if (TransformString == null) return ms; //string content = ms.GetAsString(); string content = HttpContext.Current.Response.ContentEncoding.GetString(ms.ToArray()); content = TransformString(content); byte[] buffer = HttpContext.Current.Response.ContentEncoding.GetBytes(content); ms = new MemoryStream(); ms.Write(buffer, 0, buffer.Length); //ms.WriteString(content); return ms; } /// <summary> /// /// </summary> public override bool CanRead { get { return true; } } public override bool CanSeek { get { return true; } } /// <summary> /// /// </summary> public override bool CanWrite { get { return true; } } /// <summary> /// /// </summary> public override long Length { get { return 0; } } /// <summary> /// /// </summary> public override long Position { get { return _position; } set { _position = value; } } /// <summary> /// /// </summary> /// <param name="offset"></param> /// <param name="direction"></param> /// <returns></returns> public override long Seek(long offset, System.IO.SeekOrigin direction) { return _stream.Seek(offset, direction); } /// <summary> /// /// </summary> /// <param name="length"></param> public override void SetLength(long length) { _stream.SetLength(length); } /// <summary> /// /// </summary> public override void Close() { _stream.Close(); } /// <summary> /// Override flush by writing out the cached stream data /// </summary> public override void Flush() { if (IsCaptured && _cacheStream.Length > 0) { // Check for transform implementations _cacheStream = OnTransformCompleteStream(_cacheStream); _cacheStream = OnTransformCompleteStringInternal(_cacheStream); OnCaptureStream(_cacheStream); OnCaptureStringInternal(_cacheStream); // write the stream back out if output was delayed if (IsOutputDelayed) _stream.Write(_cacheStream.ToArray(), 0, (int)_cacheStream.Length); // Clear the cache once we've written it out _cacheStream.SetLength(0); } // default flush behavior _stream.Flush(); } /// <summary> /// /// </summary> /// <param name="buffer"></param> /// <param name="offset"></param> /// <param name="count"></param> /// <returns></returns> public override int Read(byte[] buffer, int offset, int count) { return _stream.Read(buffer, offset, count); } /// <summary> /// Overriden to capture output written by ASP.NET and captured /// into a cached stream that is written out later when Flush() /// is called. /// </summary> /// <param name="buffer"></param> /// <param name="offset"></param> /// <param name="count"></param> public override void Write(byte[] buffer, int offset, int count) { if ( IsCaptured ) { // copy to holding buffer only - we'll write out later _cacheStream.Write(buffer, 0, count); _cachePointer += count; } // just transform this buffer if (TransformWrite != null) buffer = OnTransformWrite(buffer); if (TransformWriteString != null) buffer = OnTransformWriteStringInternal(buffer); if (!IsOutputDelayed) _stream.Write(buffer, offset, buffer.Length); } } The key features are the events and corresponding OnXXX methods that handle the event hookups, and the Write() and Flush() methods of the stream implementation. All the rest of the members tend to be plain jane passthrough stream implementation code without much consequence. I do love the way Action<t> and Func<T> make it so easy to create the event signatures for the various events – sweet. A few Things to consider Performance Response.Filter is not great for performance in general as it adds another layer of indirection to the ASP.NET output pipeline, and this implementation in particular adds a memory hit as it basically duplicates the response output into the cached memory stream which is necessary since you may have to look at the entire response. If you have large pages in particular this can cause potentially serious memory pressure in your server application. So be careful of wholesale adoption of this (or other) Response.Filters. Make sure to do some performance testing to ensure it’s not killing your app’s performance. Response.Filter works everywhere A few questions came up in comments and discussion as to capturing ALL output hitting the site and – yes you can definitely do that by assigning a Response.Filter inside of a module. If you do this however you’ll want to be very careful and decide which content you actually want to capture especially in IIS 7 which passes ALL content – including static images/CSS etc. through the ASP.NET pipeline. So it is important to filter only on what you’re looking for – like the page extension or maybe more effectively the Response.ContentType. Response.Filter Chaining Originally I thought that filter chaining doesn’t work at all due to a bug in the stream implementation code. But it’s quite possible to assign multiple filters to the Response.Filter property. So the following actually works to both compress the output and apply the transformed content: WebUtils.GZipEncodePage(); ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; However the following does not work resulting in invalid content encoding errors: ResponseFilterStream filter = new ResponseFilterStream(Response.Filter); filter.TransformString += filter_TransformString; Response.Filter = filter; WebUtils.GZipEncodePage(); In other words multiple Response filters can work together but it depends entirely on the implementation whether they can be chained or in which order they can be chained. In this case running the GZip/Deflate stream filters apparently relies on the original content length of the output and chokes when the content is modified. But if attaching the compression first it works fine as unintuitive as that may seem. Resources Download example code Capture Output from ASP.NET Pages © Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  

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  • Apahce - How to disable gzip content encoding (eg DEFLATE) for one set of URLs?

    - by Rory McCann
    I have a ubuntu apache webserver and I have enabled mod_deflate to gzip all the content. However there's one folder I'd like to disable the mod_deflate for. I was going to do something like this: <Location /myfolder> RemoveOutputFilter DEFLATE </Location> But that doesn't work. Rational: I am trying to debug an XMLRPC server and I am using wireshark to see what gets past in the HTTP requests, since the replies are gzipped, I can't see what's going on.

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • Apache - How to disable gzip content encoding (eg DEFLATE) for one set of URLs?

    - by Rory
    I have a ubuntu apache webserver and I have enabled mod_deflate to gzip all the content. However there's one folder I'd like to disable the mod_deflate for. I was going to do something like this: <Location /myfolder> RemoveOutputFilter DEFLATE </Location> But that doesn't work. Rational: I am trying to debug an XMLRPC server and I am using wireshark to see what gets past in the HTTP requests, since the replies are gzipped, I can't see what's going on.

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  • Converting encoding of multiple files with iconv (Mac OS)?

    - by Ilya Birman
    I need to convert a whole bunch of files from Windows-1251 to UTF-8. After doing 10 of them by hand in BBEdit, I got bored ;-) I found out that there is an iconv CL tool. I tried this: iconv -f WINDOWS-1251 -t UTF-8 inputfile However it seems that iconv just outputs the converted text instead of writing it to file. Also, there is no outputfile parameter for it. How do I write the changes back to original files? Thanks. Edit: Please note, that inputfile value is actually *.txt, so the solution has to work with that.

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  • How can I change a video container without re-encoding or compressing the file?

    - by GiH
    When I ripped my Kill Bill DVD I used handbrake and put it into a single avi. I realize that I didn't get the subtitles, so what I want to do is convert the AVI to MKV and put the subtitles in the mkv. How do I go about doing this without losing any qualityI don't care about compressing or anything ju? I don't care about compressing or anything, just want to change the container. If handbrake can do it, I'd prefer to use that since I already have it.

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Remote Desktop (Vino-Server) connects but display doesn't work?

    - by kmassada
    Ubuntu comes default with vino-server, I can remote into my machine, and connect to it, however, the display inside my remote client, is a mirror of my own desktop. I tried using one monitor, thinking that's what is the issue but still won't work. (vino-server:3608): EggSMClient-CRITICAL **: egg_sm_client_set_mode: assertion `global_client == NULL || global_client_mode == EGG_SM_CLIENT_MODE_DISABLED' failed 25/07/2012 12:23:58 PM Autoprobing TCP port in (all) network interface 25/07/2012 12:23:58 PM Listening IPv6://[::]:5900 25/07/2012 12:23:58 PM Listening IPv4://0.0.0.0:5900 25/07/2012 12:23:58 PM Autoprobing selected port 5900 25/07/2012 12:23:58 PM Advertising security type: 'TLS' (18) 25/07/2012 12:23:58 PM Re-binding socket to listen for VNC connections on TCP port 5900 in (all) interface 25/07/2012 12:23:58 PM Listening IPv6://[::]:5900 25/07/2012 12:23:58 PM Listening IPv4://0.0.0.0:5900 25/07/2012 12:23:58 PM Clearing securityTypes 25/07/2012 12:23:58 PM Advertising security type: 'TLS' (18) 25/07/2012 12:23:58 PM Clearing securityTypes 25/07/2012 12:23:58 PM Advertising security type: 'TLS' (18) 25/07/2012 12:23:58 PM Advertising authentication type: 'No Authentication' (1) 25/07/2012 12:23:58 PM Re-binding socket to listen for VNC connections on TCP port 5900 in (all) interface 25/07/2012 12:23:58 PM Listening IPv6://[::]:5900 25/07/2012 12:23:58 PM Listening IPv4://0.0.0.0:5900 25/07/2012 12:23:58 PM Clearing securityTypes 25/07/2012 12:23:58 PM Clearing authTypes 25/07/2012 12:23:58 PM Advertising security type: 'TLS' (18) 25/07/2012 12:23:58 PM Advertising authentication type: 'VNC Authentication' (2) 25/07/2012 12:23:58 PM Clearing securityTypes 25/07/2012 12:23:58 PM Clearing authTypes 25/07/2012 12:23:58 PM Advertising security type: 'TLS' (18) 25/07/2012 12:23:58 PM Advertising authentication type: 'VNC Authentication' (2) 25/07/2012 12:23:58 PM Advertising security type: 'VNC Authentication' (2) (vino-server:3608): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. (vino-server:3608): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. 25/07/2012 12:24:16 PM [IPv4] Got connection from client static-XXXX.bltmmd.fios.verizon.net 25/07/2012 12:24:16 PM other clients: 25/07/2012 12:24:29 PM Client Protocol Version 3.7 25/07/2012 12:24:29 PM Advertising security type 18 25/07/2012 12:24:29 PM Advertising security type 2 25/07/2012 12:24:30 PM Client returned security type 18 25/07/2012 12:24:30 PM Advertising authentication type 2 25/07/2012 12:24:30 PM Client returned authentication type 2 25/07/2012 12:24:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -258 25/07/2012 12:24:37 PM Enabling NewFBSize protocol extension for client static-XXXX.bltmmd.fios.verizon.net 25/07/2012 12:24:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type 1464686185 25/07/2012 12:24:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -259 25/07/2012 12:24:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -257 (vino-server:3608): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. 25/07/2012 12:24:55 PM Client static-XXXX.bltmmd.fios.verizon.net gone 25/07/2012 12:24:55 PM Statistics: 25/07/2012 12:24:55 PM key events received 0, pointer events 80 25/07/2012 12:24:55 PM framebuffer updates 43, rectangles 152, bytes 292401 25/07/2012 12:24:55 PM tight rectangles 152, bytes 292401 25/07/2012 12:24:55 PM raw bytes equivalent 11621332, compression ratio 39.744502 25/07/2012 12:25:21 PM [IPv4] Got connection from client static-XXXX.bltmmd.fios.verizon.net 25/07/2012 12:25:21 PM other clients: 25/07/2012 12:25:28 PM Client Protocol Version 3.7 25/07/2012 12:25:28 PM Advertising security type 18 25/07/2012 12:25:28 PM Advertising security type 2 25/07/2012 12:25:28 PM Client returned security type 18 25/07/2012 12:25:29 PM Advertising authentication type 2 25/07/2012 12:25:29 PM Client returned authentication type 2 25/07/2012 12:25:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -258 25/07/2012 12:25:37 PM Enabling NewFBSize protocol extension for client static-XXXX.bltmmd.fios.verizon.net 25/07/2012 12:25:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type 1464686185 25/07/2012 12:25:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -259 25/07/2012 12:25:37 PM rfbProcessClientNormalMessage: ignoring unknown encoding type -257 (vino-server:3608): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. 25/07/2012 12:25:47 PM Client static-XXXX.bltmmd.fios.verizon.net gone 25/07/2012 12:25:47 PM Statistics: 25/07/2012 12:25:47 PM key events received 0, pointer events 7283 25/07/2012 12:25:47 PM framebuffer updates 27, rectangles 82, bytes 113354 25/07/2012 12:25:47 PM tight rectangles 82, bytes 113354 25/07/2012 12:25:47 PM raw bytes equivalent 5831432, compression ratio 51.444431 couple of things I notice, the following error occurs over and over again. the menu error seems to be caused by ubuntu, similar problems occur http://trac.wxwidgets.org/ticket/14292, (vino-server:3608): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. the second one also seem to be a display related issue, can't seem to figure out a solution. I really rather try to fix this issue than have to use the other vnc clients most suggest. (vino-server:3608): EggSMClient-CRITICAL **: egg_sm_client_set_mode: assertion `global_client == NULL || global_client_mode == EGG_SM_CLIENT_MODE_DISABLED' failed

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

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  • How can I change a video container without re-encoding or compressing the file?

    - by GiH
    When I ripped my Kill Bill DVD I used handbrake and put it into a single avi. I realize that I didn't get the subtitles, so what I want to do is convert the AVI to MKV and put the subtitles in the mkv. How do I go about doing this without losing any qualityI don't care about compressing or anything ju? I don't care about compressing or anything, just want to change the container. If handbrake can do it, I'd prefer to use that since I already have it.

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  • Improving the efficiency of frustum culling

    - by DeadMG
    I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking "slices" through the frustum to attempt to increase the accuracy of the technique, but it doesn't seem to have made much impact. I also significantly reduced the far plane, so that the objects are barely at the edge. Here's my code (where size is the size in screen space- the resolution of the client area of the window I'm rendering into). Any suggestions? auto&& size = GetDimensions(); D3DVIEWPORT9 vp = { 0, 0, size.x, size.y, 0, 1 }; D3DCALL(device->SetViewport(&vp)); static const int slices = 10; std::vector<Object*> result; for(int i = 0; i < slices; i++) { D3DXVECTOR3 WorldSpaceFrustrumPoints[8] = { D3DXVECTOR3(0, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i + 1) / slices), D3DXVECTOR3(0, size.y, static_cast<float>(i + 1) / slices) }; D3DXMATRIXA16 Identity; D3DXMatrixIdentity(&Identity); D3DXVec3UnprojectArray( WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), &vp, &Projection, &View, &Identity, 8 ); Math::AABB Frustrum; auto world_begin = std::begin(WorldSpaceFrustrumPoints); auto world_end = std::end(WorldSpaceFrustrumPoints); auto world_initial = WorldSpaceFrustrumPoints[0]; Frustrum.BottomLeftClosest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x < rhs.x ? lhs : rhs; }).x; Frustrum.BottomLeftClosest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y < rhs.y ? lhs : rhs; }).y; Frustrum.BottomLeftClosest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z < rhs.z ? lhs : rhs; }).z; Frustrum.TopRightFurthest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x > rhs.x ? lhs : rhs; }).x; Frustrum.TopRightFurthest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y > rhs.y ? lhs : rhs; }).y; Frustrum.TopRightFurthest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z > rhs.z ? lhs : rhs; }).z; auto slices_result = ObjectTree.collision(Frustrum); result.insert(result.end(), slices_result.begin(), slices_result.end()); } return result;

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • Help understanding some OpenGL stuff

    - by shinjuo
    I am working with some code to create a triangle that moves with arrow keys. I want to create a second object that moves independently. This is where I am having trouble, I have created the second actor, but cannot get it to move. There is too much code to post it all so I will just post a little and see if anyone can help at all. ogl_test.cpp #include "platform.h" #include "srt/scheduler.h" #include "model.h" #include "controller.h" #include "model_module.h" #include "graphics_module.h" class blob : public actor { public: blob(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; class enemyOne : public actor { public: enemyOne(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, char* lpCmdLine, int nCmdShow ) { model m; controller control(m); srt::scheduler scheduler(33); srt::frame* model_frame = new srt::frame(scheduler.timer(), 0, 1, 2); srt::frame* render_frame = new srt::frame(scheduler.timer(), 1, 1, 2); model_frame->add(new model_module(m, control)); render_frame->add(new graphics_module(m)); scheduler.add(model_frame); scheduler.add(render_frame); blob* prime = new blob(0.0f, 0.0f); m.add(prime); m.set_prime(prime); enemyOne* primeTwo = new enemyOne(2.0f, 0.0f); m.add(primeTwo); m.set_prime(primeTwo); scheduler.start(); control.start(); return 0; } model.h #include <vector> #include "vec.h" const double pi = 3.14159265358979323; class controller; using math::vector2f; class actor { public: vector2f P; float theta; float v; float rho; actor(const vector2f& init_location) : P(init_location), rho(0.0), v(0.0), theta(0.0) { } virtual void render() = 0; virtual void update(controller&, float dt) { float v1 = v; float theta1 = theta + rho * dt; vector2f P1 = P + v1 * vector2f(cos(theta1), sin(theta1)); if (P1.x < -4.5f || P1.x > 4.5f) { P1.x = -P1.x; } if (P1.y < -4.5f || P1.y > 4.5f) { P1.y = -P1.y; } v = v1; theta = theta1; P = P1; } protected: void transform() { glPushMatrix(); glTranslatef(P.x, P.y, 0.0f); glRotatef(theta * 180.0f / pi, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis } void end_transform() { glPopMatrix(); } }; class model { private: typedef std::vector<actor*> actor_vector; actor_vector actors; public: actor* _prime; model() { } void add(actor* a) { actors.push_back(a); } void set_prime(actor* a) { _prime = a; } void update(controller& control, float dt) { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->update(control, dt); } } void render() { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->render(); } } };

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