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  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • How change LOD in geometry?

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

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • 3 Incredibly Useful Projects to jump-start your Kinect Development.

    - by mbcrump
    I’ve been playing with the Kinect SDK Beta for the past few days and have noticed a few projects on CodePlex worth checking out. I decided to blog about them to help spread awareness. If you want to learn more about Kinect SDK then you check out my”Busy Developer’s Guide to the Kinect SDK Beta”. Let’s get started:   KinectContrib is a set of VS2010 Templates that will help you get started building a Kinect project very quickly. Once you have it installed you will have the option to select the following Templates: KinectDepth KinectSkeleton KinectVideo Please note that KinectContrib requires the Kinect for Windows SDK beta to be installed. Kinect Templates after installing the Template Pack. The reference to Microsoft.Research.Kinect is added automatically.  Here is a sample of the code for the MainWindow.xaml in the “Video” template: <Window x:Class="KinectVideoApplication1.MainWindow" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="480" Width="640"> <Grid> <Image Name="videoImage"/> </Grid> </Window> and MainWindow.xaml.cs using System; using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; using Microsoft.Research.Kinect.Nui; namespace KinectVideoApplication1 { public partial class MainWindow : Window { //Instantiate the Kinect runtime. Required to initialize the device. //IMPORTANT NOTE: You can pass the device ID here, in case more than one Kinect device is connected. Runtime runtime = new Runtime(); public MainWindow() { InitializeComponent(); //Runtime initialization is handled when the window is opened. When the window //is closed, the runtime MUST be unitialized. this.Loaded += new RoutedEventHandler(MainWindow_Loaded); this.Unloaded += new RoutedEventHandler(MainWindow_Unloaded); //Handle the content obtained from the video camera, once received. runtime.VideoFrameReady += new EventHandler<Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs>(runtime_VideoFrameReady); } void MainWindow_Unloaded(object sender, RoutedEventArgs e) { runtime.Uninitialize(); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { //Since only a color video stream is needed, RuntimeOptions.UseColor is used. runtime.Initialize(Microsoft.Research.Kinect.Nui.RuntimeOptions.UseColor); //You can adjust the resolution here. runtime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); } void runtime_VideoFrameReady(object sender, Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs e) { PlanarImage image = e.ImageFrame.Image; BitmapSource source = BitmapSource.Create(image.Width, image.Height, 96, 96, PixelFormats.Bgr32, null, image.Bits, image.Width * image.BytesPerPixel); videoImage.Source = source; } } } You will find this template pack is very handy especially for those new to Kinect Development.   Next up is The Coding4Fun Kinect Toolkit which contains extension methods and a WPF control to help you develop with the Kinect SDK. After downloading the package simply add a reference to the .dll using either the WPF or WinForms version. Now you will have access to several methods that can help you save an image: (for example) For a full list of extension methods and properties, please visit the site at http://c4fkinect.codeplex.com/. Kinductor – This is a great application for just learning how to use the Kinect SDK. The project uses MVVM Light and is a great start for those looking how to structure their first Kinect Application. Conclusion: Things are already getting easier for those working with the Kinect SDK. I imagine that after a few more months we will see the SDK go out of beta and allow commercial applications to run using it. I am very excited and hope that you continue reading my blog for more Kinect, WPF and Silverlight news.  Subscribe to my feed

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  • iOS 5 New Features vs Android

    - by kerry
    Browsing through the iOS 5 features list, I can’t help but notice a lot of it is catch up. Having owned both an iPhone and an Android for a considerable amount of time, I figured I would jot down my opinions. Notification Center – Completely ripped off from Android but looks good and is a much needed addition iMessage – This is very interesting as most people who would think it’s cool, probably really wouldn’t understand the significance.  Basically, Apple is adding an IM application to iOS.  Now iPhone / iPad users can sit around messaging each other how cool it is like Crackberry users circa 2003.  I guess the only real improvement over MMS is that you can easily setup groups, see when each other are typing, and don’t incur text messaging charges; at the expense of leaving your non-iOS buddies out (who wants to talk to those losers anyways?). Newstand – An app update and not an OS one (Apple typically doesn’t make distinctions).  It all seems like stuff my current Nook stuff will do.  Note: I did look to compare prices but it seems that information is not available without downloading iTunes.  lame. Reminders – TODO lists are ho hum, but the ability to have reminders when you arrive or leave a position is pretty cool. Twitter integration – The fact that the best Apple can come up with is ‘one at a timing’ online service integration is laughable at best. Camera – Can control it from the lock screen.  Now you’ll have tons of pocket lint photos in your iCloud to go along with the wicked shot of that cheetah that just unexpectedly ran by your apartment. Photos – Speaking of iCloud, all of your devices photos will be synced through it.  That’s cool I guess, not sure if Android will do the same. Safari – What?  You haven’t been reading rss feeds on your device this whole time?  Something tells me you aren’t about to start. PC Free – Finely Apple untethers the iPhone.  What took them so long? Game Center – This should be an interesting service.  Attention Apple fanboys immediately forget how they are blatantly copying Microsoft achievements (at least rename them). Wifi Sync – Just couldn’t cut the cord completely could they?  For what it’s worth, the Zune has been doing this for 5 years now. All in all a pretty big update.  Mostly iCloud.  Mostly keeping up the mobile status quo.  As an Android user, I can’t say there is anything I am envious of.

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  • Why RenderTarget2D overwrites other objects when trying to put some text in a model?

    - by cad
    I am trying to draw an object composited by two cubes (A & B) (one on top of the other, but for now I have them a little bit more open). I am able to do it and this is the result. (Cube A is the blue and Cube B is the one with brown text that comes from a png texture) But I want to have any text as parameter in the cube B. I have tried what @alecnash suggested in his question, but for some reason when I try to draw cube B, cube A dissapears and everything turns purple. This is my draw code: public void Draw(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix viewMatrix, Matrix projectionMatrix) { graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // CUBE A basicEffect.View = viewMatrix; basicEffect.Projection = projectionMatrix; basicEffect.World = Matrix.CreateTranslation(ModelPosition); basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); drawCUBE_TOP(graphicsDevice); drawCUBE_Floor(graphicsDevice); DrawFullSquareStripesFront(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesLeft(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesRight(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesBack(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); } // CUBE B // Set the World matrix which defines the position of the cube texturedCubeEffect.World = Matrix.CreateTranslation(ModelPosition); // Set the View matrix which defines the camera and what it's looking at texturedCubeEffect.View = viewMatrix; // Set the Projection matrix which defines how we see the scene (Field of view) texturedCubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model texturedCubeEffect.TextureEnabled = true; Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); texturedCubeEffect.Texture = a; //texturedCubeEffect.Texture = cubeTexture; // Enable some pretty lights texturedCubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in texturedCubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } private Texture2D SpriteFontTextToTexture(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, SpriteFont font, string text, Color backgroundColor, Color textColor) { Vector2 Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, (int)Size.X, (int)Size.Y); graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); //have to redo the ColorTexture //spriteBatch.Draw(ColorTexture.Create(graphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); spriteBatch.DrawString(font, text, Vector2.Zero, textColor); spriteBatch.End(); graphicsDevice.SetRenderTarget(null); return renderTarget; } The way I generate texture with dynamic text is: Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); After commenting several parts to see what caused the problem, it seems to be located in this line graphicsDevice.SetRenderTarget(renderTarget);

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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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  • Changing the Operating System with only Ubuntu installed

    - by Games Brainiac
    I really wanted to dive into the world of Open Source operating systems, so I downloaded the latest version of Ubuntu (13.10), and installed it on a clean(no operating system installed, absolutely nothing) Lenovo ThinkPad machine. After a few days, I wanted to try out a different Operating System (Elementary OS). I downloaded the ISO file, burned it to a USB, tested that the USB booted from a different computer (I have 2, one is the Lenovo, the other a HP). I was able to get the bootscreen, and everything worked like a charm after I set the BIOS to boot from USB Disk Drive instead of HD. After this, I went back to Lenovo, and tried to open up the boot menu, by pressing F12, so that I could load from a temporary device. To my surprise, nothing but the HD was listed. There was no Optical Drive, No USB Drive, absolutely nothing. So, I thought that these devices were probably disabled. So I went into my BIOS and checked to see what was the case. I saw that all my devices were enabled. USB and all the other devices such as network cable and the rest were all enabled. So, I thought this probably had something to do wit UEFI and Legacy Boot options. So, I made sure that both were enabled. This did not solve the problem either. Again, I got nothing but the option to boot from my Hard Disk. I thought the USB had to be at fault. I tried different ports, but to no avail. Next, I tried with a Live CD, which had Ubuntu on it. This failed too. I simply could not boot from anything other than my hard disk. Okay, so at this point, I was pretty desperate, so I installed Boot-Repair through: sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install boot-repair What this did is lead me to GRUB. Ideally, its just a screen that gives me the option to load from Ubuntu or Advanced Settings. The Advanced settings had nothing but Ubuntu options in it. So, I kept on pressing ESC and that led me to the the grub console, and thats where I am right now with my Lenovo. I've also tried updating the BIOS, but Lenovo only has packages for Red Hat and Windows. So, a dead end there too. Right now, I need to know if there is any way that I can just delete everything from my Lenovo? I want to revert it back to its blank factory condition. How can I achieve this? I have tried to elaborate my problem as best I could. If there is any important information that I've missed out, please do not hesitate to leave a comment. I would have included some screen shots, but BIOS screen shots are a little hard to manage. However, I can provide a camera Image of the boot screen if needed (doing that as we speak).

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  • Building Enterprise Smartphone App &ndash; Part 1: Why Build Smart Phone Apps

    - by Tim Murphy
    This is part 1 in a series of post based on a talk I gave recently at the Chicago Information Technology Architects Group.  Feel free to leave feedback. Intro Most of us already carry smartphones. We play games on them. We keep up with what is going on with our friends and our favorite teams. We take pictures of our kids at their events. But the question is if that is all they are good for. Many companies have aspects of their business that lend themselves to being performed by mobile devices. Some of them lean toward larger device such as tablets, but many can be executed on smartphones. This and the following articles will discuss some of the possible applications of smartphone technology for businesses, the platforms that are available and the considerations you need to make when building them. I'll take a look at some specific scenarios and wrap up with a couple of capabilities that are just emerging that can be used in the future. Why Build Enterprise Smartphone Applications So what are some of the ways that you can leverage smartphone technology to gain efficiency in your business or a clients business. There are a few major areas that I have seen mobile platforms being an advantage to. Your mobile sales force is a key candidate for leveraging smartphone apps.  They can visit clients in their retail location and place orders on site. It is a more personal approach which can gain you customer loyalty.  A sales person may also gather information about the way a client does business or who their target market is. This allows them you to focus marketing information or build customized support for your customer. You may also have need to track physical inventory in a store. This is something that has historically been done with laser scanners, but with the camera capabilities in today's phones and tablets it is possible to use more general multi-purpose devices.  This can save costs on both hardware and telecommunication contracts. Delivery verification is another area that historically has been the domain of specialized devices but can now be accomplished with smartphones.  This also reduces costs because it is also used for communicating with the driver and other operations.  Add to that the navigation capability of smartphones and you can see how the return on investment increases. Executives are always on the go. They spend most of their time in meetings and yet they need access to decision making information at their finger tips. With a smartphone app they can get alerts when major sales are closed or critical accounting process are completed that may need their attention. They can also answer questions by instantly pulling up BI reports. I have often heard operations support people say that they need things like VPN and RDP from their phones. If they can also have notifications of outages or critical support requests they can be react to situations without needing to be tied to their desks. These are all valid reasons to need smartphone applications.  In the next installment I will discuss platforms and features. del.icio.us Tags: Smartphones,Enterprise Smartphone Apps,Architecture

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  • OutofMemoryError: bitmap size exceeds VM budget (Android)

    - by Chrispix
    Getting an Exception in the BitmapFactory. Not sure what is the issue. (Well I can guess the issue, but not sure why its happening) ERROR/AndroidRuntime(7906): java.lang.OutOfMemoryError: bitmap size exceeds VM budget ERROR/AndroidRuntime(7906): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:295) My code is pretty straight forward. I defined an XML layout w/ a default image. I try to load a bm on the SDCard (if present - it is). If not it shows the default image. Anyway.. Here is code : public class showpicture extends Activity { public void onCreate(Bundle savedInstanceState) { /** Remove menu/status bar **/ requestWindowFeature(Window.FEATURE_NO_TITLE); final Window win = getWindow(); win.setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); Bitmap bm; super.onCreate(savedInstanceState); setContentView(R.layout.showpicture); try { ImageView mImageButton = (ImageView)findViewById(R.id.displayPicture); bm = Bitmap.createScaledBitmap(BitmapFactory.decodeFile("/sdcard/dcim/Camera/20091018203339743.jpg"),100, 100, true); parkImageButton.setImageBitmap(bm); } catch (IllegalArgumentException ex) { Log.d("MYAPP",ex.getMessage()); } catch (IllegalStateException ex) { It fails on the bm=Bitmap.createScaledBitmap any thoughts? I did some research on the forums, and it pointed to this post I just don't know why it is not working. Any help would be great! Thanks, Chris.

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  • App cannot start at all in Android 2.2 (Froyo)

    - by Roland Lim
    Dear fellow Android developers & Google Engineers, My app has been running okay until the recent Froyo update. After installing the Android 2.2 SDK, I can compile my code without any errors. However, when I run it, it just force closes: Here's the log: 05-23 10:15:13.463: DEBUG/AndroidRuntime(423): >>>>>>>>>>>>>> AndroidRuntime START <<<<<<<<<<<<<< 05-23 10:15:13.463: DEBUG/AndroidRuntime(423): CheckJNI is ON 05-23 10:15:14.193: DEBUG/AndroidRuntime(423): --- registering native functions --- 05-23 10:15:15.293: DEBUG/AndroidRuntime(423): Shutting down VM 05-23 10:15:15.303: DEBUG/dalvikvm(423): Debugger has detached; object registry had 1 entries 05-23 10:15:15.333: INFO/AndroidRuntime(423): NOTE: attach of thread 'Binder Thread #3' failed 05-23 10:15:16.003: DEBUG/AndroidRuntime(431): >>>>>>>>>>>>>> AndroidRuntime START <<<<<<<<<<<<<< 05-23 10:15:16.013: DEBUG/AndroidRuntime(431): CheckJNI is ON 05-23 10:15:16.273: DEBUG/AndroidRuntime(431): --- registering native functions --- 05-23 10:15:17.392: INFO/ActivityManager(59): Starting activity: Intent { act=android.intent.action.MAIN cat= [android.intent.category.LAUNCHER] flg=0x10000000 cmp=com.handyapps.easymoney/.EasyMoney } 05-23 10:15:17.602: DEBUG/AndroidRuntime(431): Shutting down VM 05-23 10:15:17.662: DEBUG/dalvikvm(431): Debugger has detached; object registry had 1 entries 05-23 10:15:17.742: INFO/AndroidRuntime(431): NOTE: attach of thread 'Binder Thread #3' failed 05-23 10:15:17.912: INFO/ActivityManager(59): Start proc com.handyapps.easymoney for activity com.handyapps.easymoney/.EasyMoney: pid=438 uid=10035 gids={1006, 1015} 05-23 10:15:19.032: DEBUG/AndroidRuntime(438): Shutting down VM 05-23 10:15:19.032: WARN/dalvikvm(438): threadid=1: thread exiting with uncaught exception (group=0x4001d800) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): FATAL EXCEPTION: main 05-23 10:15:19.062: ERROR/AndroidRuntime(438): java.lang.RuntimeException: Unable to instantiate application com.handyapps.easymoney.EasyMoney: java.lang.ClassCastException: com.handyapps.easymoney.EasyMoney 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread$PackageInfo.makeApplication (ActivityThread.java:649) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread.handleBindApplication (ActivityThread.java:4232) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread.access$3000(ActivityThread.java:125) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2071) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.os.Handler.dispatchMessage(Handler.java:99) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.os.Looper.loop(Looper.java:123) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread.main(ActivityThread.java:4627) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at java.lang.reflect.Method.invokeNative(Native Method) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at java.lang.reflect.Method.invoke(Method.java:521) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:868) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:626) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at dalvik.system.NativeStart.main(Native Method) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): Caused by: java.lang.ClassCastException: com.handyapps.easymoney.EasyMoney 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.Instrumentation.newApplication(Instrumentation.java:957) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.Instrumentation.newApplication(Instrumentation.java:942) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): at android.app.ActivityThread$PackageInfo.makeApplication (ActivityThread.java:644) 05-23 10:15:19.062: ERROR/AndroidRuntime(438): ... 11 more 05-23 10:15:19.082: WARN/ActivityManager(59): Force finishing activity com.handyapps.easymoney/.EasyMoney 05-23 10:15:19.592: WARN/ActivityManager(59): Activity pause timeout for HistoryRecord{450018f0 com.handyapps.easymoney/.EasyMoney} //////////////THE ANDROID MANIFEST FILE//// <uses-permission android:name="android.permission.READ_PHONE_STATE"/> <uses-permission android:name="android.permission.CAMERA"/> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <uses-feature android:name="android.hardware.camera" /> <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4" /> <application android:icon="@drawable/icon" android:name="@string/app_name" android:label="@string/app_name" android:debuggable="false"> <activity android:name=".EasyMoney" android:label="@string/app_name" android:theme="@android:style/Theme.NoTitleBar" android:launchMode="singleTask" android:clearTaskOnLaunch="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".TranList" android:label="@string/app_name" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".TranEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".BillReminderEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".BillReminderList" android:launchMode="singleTop" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".BudgetList" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".BudgetEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".Search" android:theme="@style/CustomDialogTheme" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".PasscodeEntry" android:theme="@style/CustomDialogTheme" android:windowSoftInputMode="stateAlwaysHidden" android:screenOrientation="portrait"/> <activity android:name=".AccountList" android:theme="@android:style/Theme.Light.NoTitleBar"> </activity> <activity android:name=".AccountEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".UserSettingsEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".CurrencySettingsEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".DisplaySettingsEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".BackupSettingsEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".CategoryList" android:theme="@android:style/Theme.Light.NoTitleBar" /> <activity android:name=".CategoryEdit" android:theme="@android:style/Theme.Light.NoTitleBar" android:windowSoftInputMode="stateAlwaysHidden"/> <activity android:name=".ExpenseByCategory" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".BalanceReport" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".MonthlyExpenseReport" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".MonthlyIncomeReport" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".MonthlyCashflowReport" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".PhotoList" android:theme="@android:style/Theme.Light.NoTitleBar" /> <activity android:name=".ExpenseByPayee" android:theme="@android:style/Theme.Light.NoTitleBar"/> <activity android:name=".ExpenseBySubCategory" android:theme="@android:style/Theme.Light.NoTitleBar"/> <service android:name="StartAlarm_Service"> <intent-filter> <action android:name="com.handyapps.easymoney.StartAlarm_Service" /> </intent-filter> </service> <service android:name=".AlarmService_Service" android:process=":remote" /> <receiver android:name="StartupIntentReceiver"> <intent-filter> <action android:name="android.intent.action.BOOT_COMPLETED" /> <category android:name="android.intent.category.HOME" /> </intent-filter> </receiver> <receiver android:name=".WidgetProvider" android:label="@string/widget_name"> <intent-filter> <action android:name="android.appwidget.action.APPWIDGET_UPDATE" /> </intent-filter> <meta-data android:name="android.appwidget.provider" android:resource="@xml/widget" /> </receiver> <receiver android:name=".WidgetProvider" android:label="@string/widget_name"> <intent-filter> <action android:name="android.appwidget.action.APPWIDGET_UPDATE" /> <data android:scheme="easymoney_widget" /> </intent-filter> <meta-data android:name="android.appwidget.provider" android:resource="@xml/widget" /> </receiver> <receiver android:name=".WidgetProvider"> <intent-filter> <action android:name="com.handyapps.easymoney.WIDGET_CONTROL" /> <data android:scheme="easymoney_widget" /> </intent-filter> </receiver> </application> The main startup class is com.handyapps.easymoney.EasyMoney. I placed a breakpoint at the start of the onCreate() method but I discovered it didn't even reach there. Somehow, the application just couldn't be loaded in Android 2.2... but it works perfectly fine for all the previous Android versions. Been trying to find the cause for the past 2 days but am totally stumped!! Any help will be greatly appreciated!!!! Thanks!! Roland

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  • OpenCV Video capture and fps problem

    - by Andrea Girardi
    Hi to all, I'm capturing video from my webcam using OpenCV on MacOSX. It works fine but when I try to play on QuickTime my captured video it plays too fast. i.e. I capture from camera for 10 seconds but when I play on QuickTime the video is 2 seconds. I've tried to change fps from 25 to 10 and It's works quite fine, but I'm sure it's not the correct process: CvVideoWriter *writer = 0; int isColor = 1; int fps = 25; int frameW = 640; // 744 for firewire cameras int frameH = 480; // 480 for firewire cameras The problem is that for now I've to capture with WebCam but the real pourpose of program is to capture image from any external source connected to my Mac. I'm using this code to capture: for (;;) { cvGrabFrame(capture) image = cvRetrieveFrame(capture); cvWriteFrame( writer, image ); } Any hint? I'm also showing webcam output on cvNamedWindow, how can I improve quality in this windows? thanks a lot to all! Andrea!

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  • iPhone: Software Development And Distribution

    - by xsl
    I have a few quick questions about the iPhone software development. I did some research about the topic, but there are a few specific things I would like to ask here, because I will have to estimate the cost of the required hardware and software, before I am allowed to buy anything. I never did any Mac development nor have I ever owned an iPhone, so needless to say this is quite hard for me. I will buy an iMac mini with 2 GB RAM for iPhone development. I will have to use it at the same time as my regular PC, but the majority of the time I won't use the Mac at all. Do I have to buy an additional monitor, a mouse and a keyboard or is there a better solution? I will have to port a C library to the iPhone platform and develop an iPhone application that uses the ported library. Do I need anything else than the iPhone SDK to do this? If I use an external library (see above), can I test the application with the integrated emulator, or is it recommend to buy the device? In a later phase of the project I will have to buy an iPhone, but I will have to wait until the iPhone 4 is released here in Europe, because the application requires a camera. In addition to this I will have to send data to a remote webservice. Aside from these two things I don't require any other features. Can I just buy the iPhone online from another country (the iPhones here are sim locked), or should I buy one with a contract? When the application is ready, it will be installed on a few iPhones owned by our customer. Because of security reasons it is crucial that there is no third party involved in this process (i.e. the application should not be distributed on the app store). Is this possible?

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  • A simple augmented reality application in C#

    - by Ian
    Hi All, I would like to start a personal project that will give me a lot of new concept to learn and understand. After some thought, I figured that an Augmented Reality related project will be the most beneficial for me because of the following reasons: I haven't tried interfacing a program with a live video/camera feed I haven't done any "image processing" project I haven't done any "graphics rendering" ever With that said, you can assume that I will totally suck at AR. So I'm here to ask for some advice regarding the best way to go through this. st milestone project that I am thinking of is to take a cheap webcam and read some Data Matrix using C#. nd milestone project will render some text-overlay on the feed when presented with a certain Data Matrix. rd milestone project will actually render some 3D shapes. I've searched all-around and found some nice yet advanced materials for AR: http://sites.google.com/site/augmentedrealitytestingsite/ http://soldeveloper.com/ http://www.mperfect.net/wpfAugReal/ So I came here to ask the following: Do you think my milestone is reasonable given my "deficiencies"? In order to start Milestone 1, can you give some materials that I can study? I prefer online materials. Thanks!

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  • How to preserve the aspect ratio of video using AVAssetWriter

    - by Satoshi Nakajima
    I have a following code, which captures the video from the camera and stores it as a QuickMovie file using AVAssetWriter. It works fine, but the aspect ratio is not perfect because the width and height are hardcoded (480 x 320) in the outputSettings for AVAssetWriterInput. I'd rather find out the aspect ratio of the source video, and specify the appropriate height (480 x aspect ratio). Does anybody know how to do it? Should I defer the creation of AssetWriterInput until the first sampleBuffer? // set the sessionPreset to 'medium' self.captureSession = [[AVCaptureSession alloc] init]; self.captureSession.sessionPreset = AVCaptureSessionPresetMedium; ... // create AVCaptureVideoDataOutput self.captureVideo = [[AVCaptureVideoDataOutput alloc] init]; NSString* formatTypeKey = (NSString*)kCVPixelBufferPixelFormatTypeKey; self.captureVideo.videoSettings = @{ formatTypeKey:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] }; [self.captureVideo setSampleBufferDelegate:self queue:dispatch_get_main_queue()]; // create an AVAssetWriter NSError* error = nil; self.videoWriter = [[AVAssetWriter alloc] initWithURL:url fileType:AVFileTypeQuickTimeMovie error:&error]; ... // create AVAssetWriterInput with specified settings NSDictionary* compression = @{ AVVideoAverageBitRateKey:[NSNumber numberWithInt:960000], AVVideoMaxKeyFrameIntervalKey:[NSNumber numberWithInt:1] }; self.videoInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:@{ AVVideoCodecKey:AVVideoCodecH264, AVVideoCompressionPropertiesKey:compression, AVVideoWidthKey:[NSNumber numberWithInt:480], // required AVVideoHeightKey:[NSNumber numberWithInt:320] // required }]; // add it to the AVAssetWriter [self.videoWriter addInput:self.videoInput];

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  • Process: Unable to start service com.google.android.gms.checkin.CheckinService with Intent

    - by AndyRoid
    I'm trying to build a Google map application but keep receiving this in my LogCat. I have all the permissions and meta-data set in my manifest, but am still dumbfounded by this error. Have looked everywhere on SO for this specific error but found nothing relating to com.google.android.gms.checkin A little bit about my structural hierarchy. MainActivity extends ActionBarActivity with three tabs underneath actionbar. Each tab has it's own fragment. On the gMapFragment I create a GPSTrack object from my GPSTrack class which extends Service and implements LocationListener. The problem is that when I start the application I get this message: I have all my libraries imported properly and I even added the google-play-services.jar into my libs folder. I also installed Google Play Services APKs through CMD onto my emulator. Furthermore the LocationManager lm = = (LocationManager) mContext.getSystemService(LOCATION_SERVICE); in my GPSTrack class always returns null. Why is this and how can I fix these issues? Would appreciate an explanation along with solution too, I want to understand what's going on here. ============== Code: gMapFragment.java public class gMapFragment extends SupportMapFragment { private final String TAG = "gMapFragment"; private GoogleMap mMap; protected SupportMapFragment mapFrag; private Context mContext = getActivity(); private static View view; @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { if (view != null) { ViewGroup parent = (ViewGroup) view.getParent(); if (parent != null) { parent.removeView(view); } } try { super.onCreateView(inflater, container, savedInstanceState); view = inflater.inflate(R.layout.fragment_map, container, false); setupGoogleMap(); } catch (Exception e) { /* * Map already there , just return as view */ } return view; } private void setupGoogleMap() { mapFrag = (SupportMapFragment) getFragmentManager().findFragmentById( R.id.mapView); if (mapFrag == null) { FragmentManager fragManager = getFragmentManager(); FragmentTransaction fragTransaction = fragManager .beginTransaction(); mapFrag = SupportMapFragment.newInstance(); fragTransaction.replace(R.id.mapView, mapFrag).commit(); } if (mapFrag != null) { mMap = mapFrag.getMap(); if (mMap != null) { setupMap(); mMap.setOnMapClickListener(new OnMapClickListener() { @Override public void onMapClick(LatLng point) { // TODO your click stuff on map } }); } } } @Override public void onAttach(Activity activity) { super.onAttach(activity); Log.d("Attach", "on attach"); } @Override public void onDetach() { super.onDetach(); } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public void onResume() { super.onResume(); } @Override public void onPause() { super.onPause(); } @Override public void onDestroy() { super.onDestroy(); } private void setupMap() { GPSTrack gps = new GPSTrack(mContext); // Enable MyLocation layer of google map mMap.setMyLocationEnabled(true); Log.d(TAG, "MyLocation enabled"); // Set Map type mMap.setMapType(GoogleMap.MAP_TYPE_NORMAL); // Grab current location **ERROR HERE/Returns Null** Location location = gps.getLocation(); Log.d(TAG, "Grabbing location..."); if (location != null) { Log.d(TAG, "location != null"); // Grab Latitude and Longitude double latitude = location.getLatitude(); double longitude = location.getLongitude(); Log.d(TAG, "Getting lat, long.."); // Initialize LatLng object LatLng latLng = new LatLng(latitude, longitude); Log.d(TAG, "LatLng initialized"); // Show current location on google map mMap.moveCamera(CameraUpdateFactory.newLatLng(latLng)); // Zoom in on google map mMap.animateCamera(CameraUpdateFactory.zoomTo(20)); mMap.addMarker(new MarkerOptions().position( new LatLng(latitude, longitude)).title("You are here.")); } else { gps.showSettingsAlert(); } } } GPSTrack.java public class GPSTrack extends Service implements LocationListener{ private final Context mContext; private boolean isGPSEnabled = false; //See if network is connected to internet private boolean isNetworkEnabled = false; //See if you can grab the location private boolean canGetLocation = false; protected Location location = null; protected double latitude; protected double longitude; private static final long MINIMUM_DISTANCE_CHANGE_FOR_UPDATES = 10; //10 Meters private static final long MINIMUM_TIME_CHANGE_FOR_UPDATES = 1000 * 60 * 1; //1 minute protected LocationManager locationManager; public GPSTrack(Context context) { this.mContext = context; getLocation(); } public Location getLocation() { try { //Setup locationManager for controlling location services **ERROR HERE/Return Null** locationManager = (LocationManager) mContext.getSystemService(LOCATION_SERVICE); //See if GPS is enabled isGPSEnabled = locationManager.isProviderEnabled(LocationManager.GPS_PROVIDER); //See if Network is connected to the internet or carrier service isNetworkEnabled = locationManager.isProviderEnabled(LocationManager.NETWORK_PROVIDER); if (!isGPSEnabled && !isNetworkEnabled) { Toast.makeText(getApplicationContext(), "No Network Provider Available", Toast.LENGTH_SHORT).show(); } else { this.canGetLocation = true; if (isNetworkEnabled) { locationManager.requestLocationUpdates( LocationManager.NETWORK_PROVIDER, MINIMUM_TIME_CHANGE_FOR_UPDATES, MINIMUM_DISTANCE_CHANGE_FOR_UPDATES, this); Log.d("GPS", "GPS Enabled"); if (locationManager != null) { location = locationManager.getLastKnownLocation(LocationManager.GPS_PROVIDER); if (location != null) { latitude = location.getLatitude(); longitude = location.getLongitude(); } } } } } catch (Exception e) { e.printStackTrace(); } return location; } public void stopUsingGPS() { if (locationManager != null) { locationManager.removeUpdates(GPSTrack.this); } } public double getLatitude() { if (location != null) { latitude = location.getLatitude(); } return latitude; } public double getLongitude() { if (location != null) { longitude = location.getLongitude(); } return longitude; } public boolean canGetLocation() { return this.canGetLocation; } public void showSettingsAlert() { AlertDialog.Builder alertDialog = new AlertDialog.Builder(mContext); //AlertDialog title alertDialog.setTitle("GPS Settings"); //AlertDialog message alertDialog.setMessage("GPS is not enabled. Do you want to go to Settings?"); alertDialog.setPositiveButton("Settings", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub Intent i = new Intent(Settings.ACTION_LOCATION_SOURCE_SETTINGS); mContext.startActivity(i); } }); alertDialog.setNegativeButton("Cancel", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub dialog.cancel(); } }); alertDialog.show(); } @Override public void onLocationChanged(Location location) { // TODO Auto-generated method stub } @Override public void onStatusChanged(String provider, int status, Bundle extras) { // TODO Auto-generated method stub } @Override public void onProviderEnabled(String provider) { // TODO Auto-generated method stub } @Override public void onProviderDisabled(String provider) { // TODO Auto-generated method stub } @Override public IBinder onBind(Intent intent) { // TODO Auto-generated method stub return null; } } logcat 06-08 22:35:03.441: E/AndroidRuntime(1370): FATAL EXCEPTION: main 06-08 22:35:03.441: E/AndroidRuntime(1370): Process: com.google.android.gms, PID: 1370 06-08 22:35:03.441: E/AndroidRuntime(1370): java.lang.RuntimeException: Unable to start service com.google.android.gms.checkin.CheckinService@b1094e48 with Intent { cmp=com.google.android.gms/.checkin.CheckinService }: java.lang.SecurityException: attempting to read gservices without permission: Neither user 10053 nor current process has com.google.android.providers.gsf.permission.READ_GSERVICES. 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ActivityThread.handleServiceArgs(ActivityThread.java:2719) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ActivityThread.access$2100(ActivityThread.java:135) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1293) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.os.Handler.dispatchMessage(Handler.java:102) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.os.Looper.loop(Looper.java:136) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ActivityThread.main(ActivityThread.java:5017) 06-08 22:35:03.441: E/AndroidRuntime(1370): at java.lang.reflect.Method.invokeNative(Native Method) 06-08 22:35:03.441: E/AndroidRuntime(1370): at java.lang.reflect.Method.invoke(Method.java:515) 06-08 22:35:03.441: E/AndroidRuntime(1370): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:779) 06-08 22:35:03.441: E/AndroidRuntime(1370): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:595) 06-08 22:35:03.441: E/AndroidRuntime(1370): at dalvik.system.NativeStart.main(Native Method) 06-08 22:35:03.441: E/AndroidRuntime(1370): Caused by: java.lang.SecurityException: attempting to read gservices without permission: Neither user 10053 nor current process has com.google.android.providers.gsf.permission.READ_GSERVICES. 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ContextImpl.enforce(ContextImpl.java:1685) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ContextImpl.enforceCallingOrSelfPermission(ContextImpl.java:1714) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.content.ContextWrapper.enforceCallingOrSelfPermission(ContextWrapper.java:572) 06-08 22:35:03.441: E/AndroidRuntime(1370): at imq.c(SourceFile:107) 06-08 22:35:03.441: E/AndroidRuntime(1370): at imq.a(SourceFile:121) 06-08 22:35:03.441: E/AndroidRuntime(1370): at imq.a(SourceFile:227) 06-08 22:35:03.441: E/AndroidRuntime(1370): at bwq.c(SourceFile:166) 06-08 22:35:03.441: E/AndroidRuntime(1370): at com.google.android.gms.checkin.CheckinService.a(SourceFile:237) 06-08 22:35:03.441: E/AndroidRuntime(1370): at com.google.android.gms.checkin.CheckinService.onStartCommand(SourceFile:211) 06-08 22:35:03.441: E/AndroidRuntime(1370): at android.app.ActivityThread.handleServiceArgs(ActivityThread.java:2702) AndroidManifest <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.app" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="14" android:targetSdkVersion="19" /> <uses-permission android:name="com.curio.permission.MAPS_RECEIVE" /> <uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <uses-permission android:name="com.google.android.providers.gsf.permission.READ_GSERVICES" /> <uses-permission android:name="android.permission.ACCESS_MOCK_LOCATION" /> <uses-feature android:name="android.hardware.camera" android:required="true" /> <uses-feature android:glEsVersion="0x00020000" android:required="true" /> <application android:allowBackup="true" android:icon="@drawable/ic_launcher" android:label="@string/app_name" android:theme="@style/AppTheme" > <activity android:name="com.app.MainActivity" android:label="@string/app_name" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="com.google.android.gms.version" android:value="@integer/google_play_services_version" /> <meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="AI........................" /> </application>

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  • How can you replace the src of an image that points to mjpeg?

    - by user165623
    I have an application that displays images from network cameras. The application will show multiple images on a single page. Each image container has a button on it that causes jQuery to scale that image up to fill a 64x480 div vs much smaller when multiple images are present. I change the src in the image with jquery as you'd expect: $("#imageId").attr("src", "http://cameraUrl.com:6000?width=640&height=480&d="+date.getTime()); the date.getTime() is intended to override the caching in a browser. It works for retrieving still images. Sometimes the video changes to the larger resolution. Other times it just sticks with the original image scaled up to fit the larger div as if it is not loading the new URL. This is evident by the fact it's grainy and the text overlay from the camera is scaled up. Occasionally the image finally loads in the higher resolution version and it works evidenced by the image clarity and the text overlay scaling to what it should be. Is there a correct way to force the setting of an image src where the src points to a motion jpeg stream to reload?

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  • Force a UIView to redraw immediately, instead of during next run loop

    - by Justin Kent
    I've created a UIImagePicker / camera view, with a toolbar and custom button for taking a snapshot. I can't really change to using the default way because of the custom button, and I'm drawing on top of the view. When you hit the button, I want to take a screenshot using UIGetScreenImage(); however, the toolbar is showing up in the image, even if I hide it first: //hide the toolbar self.toolbar.hidden = YES; // capture the screen pixels CGImageRef screenCap = UIGetScreenImage(); I'm pretty sure this is because even though the toolbar is hidden, it gets redrawn once the function returns and we enter the next run loop - after UIGetScreenImage is called. I tried making the following addition, but it didn't help: //hide the toolbar self.toolbar.hidden = YES; [self.toolbar drawRect:CGRectMake(0, 0, 320, 52)]; // capture the screen pixels CGImageRef screenCap = UIGetScreenImage(); I also tried using setNeedsDisplay, but that doesn't work either because once again the draw happens after the current function returns. Any suggestions? Thanks!

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  • UIImage cropping on user selected rectangle in iphone?

    - by Rajendra Bhole
    Hi, I developing an small application in which i want to crop the UIImage captured by imagePickerControllerSourceTypeOfCamera. The UIImage should crop by user selected crop area or cropped rectangle. That means first user capture the image from the camera.Then on captured image the user selected an rectangle having color gray.That image(image data) should crop from that gray colored rectangle. My under develop code is as follows. -(IBAction) getPhoto:(id)sender { UIImagePickerController* imagePickerController = [[UIImagePickerController alloc] init]; imagePickerController.delegate = self; if((UIButton *) sender == btnphotoAlbum) { imagePickerController.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; } else { imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera; } imagePickerController.allowsImageEditing = YES; //imagePickerController.toolbar.barStyle =UIBarStyleBlackOpaque; //UIToolbar *toolBar=[[UIToolbar alloc] initWithFrame:CGRectMake(0, 0, 20, 320)]; //imagePickerController. [self presentModalViewController:imagePickerController animated:YES]; } (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)image editingInfo:(NSDictionary *)editingInfo { UIImage *selectedImage = image; UIImage *originalImage = [editingInfo objectForKey:@"UIImagePickerControllerOriginalImage"]; NSValue *cropRect = [editingInfo objectForKey:UIImagePickerControllerCropRect]; CGRect theRect = [cropRect CGRectValue]; //captureImage.image =[info objectForKey:@"UIImagePickerControllerOriginalImage"]; [picker dismissModalViewControllerAnimated:YES]; } How i crop the image?

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  • Storing a digital signature for bookings on a web based system

    - by Duncan
    I have a web based bookings system built for a UK higher education client to allow students to sign out equipment (laptops, camera's etc). It's been in use successfully for a couple of years, in the current workflow equipment is collected and the booking is printed, signed by the student and kept until the equipment is returned. They are emailed a pdf copy of the booking and reminders if equipment is outstanding. Students can login and prebook equipment using their university LDAP credentials, the booking is then authorised by staff for later collection, but can also walk in and have equipment booked out by staff. They would like to remove the signed paper part of the process and replace this with some sort of digital signature. The suggestion was a graphics tablet but with a web based system this would require a local software package and in my view be impractical. My thought is that students would enter their LDAP username and password upon collection of the equipment, verifying their identity and effectively digitally signing the booking. My question is what would be best to store as a signature or whether to simply authenticate the user and use a boolean flag to indicate that this has been done could be deemed sufficient?

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  • Android media thumbnails. Serious issues?

    - by Ralphleon
    I've been playing with android's thumbnails for a while now, and I've seen some inconsistencies that make me want to scream. My goal is to have a simple list of all Images (and a separate list for video) with the thumbnail and filename. Device: HTC Evo (fresh from Google I/o) First off: http://androidsamples.blogspot.com/2009/06/how-to-display-thumbnails-of-images.html That code doesn't seem to work at all, thumbnails are duplicated... some with the "mirror" effect and some without. Also some won't load and just display a black square. I've tried rebuilding the thumbnails by deleting the "alblum thumbs" directory from the SD card. HTC's gallery application seem to show everything fine. This approach seems to work: Bitmap thumb = MediaStore.Images.Thumbnails.getThumbnail( getContentResolver(), id, MediaStore.Video.Thumbnails.MICRO_KIND, null); imageView.setImageBitmap(curThumb); where id is the original images id and imageView is some image view. This is great! But, strangely, way too slow to be used inside a SimpleViewBinder. Next approach: String [] proj = {MediaStore.Images.Thumbnails._ID}; Cursor c = managedQuery(MediaStore.Images.Thumbnails.EXTERNAL_CONTENT_URI, proj, MediaStore.Images.Thumbnails.IMAGE_ID + "=" +id , null, null); if (c != null && c.moveToFirst()) { Uri thumb = Uri.withAppendedPath(mThumbUri,c.getLong(0)+""); imageView.setImageURI(thumb); } I should explain that I feel the needed WHERE condition is required because there doesn't seem to be any guarantee that your uri will have the same ID for both a thumbnail and its parent image. This works for all of the current images, but as soon as I start adding pictures with the camera they show up as blank! Debugging shows a dreaded: SkImageDecoder::Factory returned null error and the URI is returned as invalid. These are the same images that work with the previous call. Can anyone either catch my logical failure or point me to some working code?

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  • UIImagePickerController image editing not working

    - by Greg Reichow
    I am having a problem with implementing UIImagePickerController. When the controller loads, it displays modally, and allows the user to select the image. Good so far. Yet, then when it moves to the editing phase, it often displays somewhat corrupted view (the image cropping box is halfway off the top of the screen) and their is no image. It does not crash, but all UI interaction is blocked. The strange part is that this only happens when I compile with Release settings. Under debug compile settings, the image editing works fine! I have tried checking for memory warnings during this time, but none are showing up. Here is the code calling the image picker controller for reference. When I use the camera (the first method), it always works fine. It is just when selecting images from the Library (called from the second method below) does it fail as described above. And again, only on release build, and with various different types of images. - (IBAction) showCameraController:(id)sender { self.imagePicker =[[UIImagePickerController alloc] init]; self.imagePicker.sourceType=UIImagePickerControllerSourceTypeCamera; self.imagePicker.delegate=self; self.imagePicker.allowsEditing=YES; [self presentModalViewController:self.imagePicker animated:YES]; } - (IBAction) showPictureAlbumController:(id)sender { self.imagePicker =[[UIImagePickerController alloc] init]; self.imagePicker.sourceType=UIImagePickerControllerSourceTypePhotoLibrary; self.imagePicker.delegate=self; self.imagePicker.allowsEditing=YES; [self presentModalViewController:self.imagePicker animated:YES]; } The delegate methods are properly implemented, yet, during the problem I am describing, the controller is not yet calling those methods. It is failing when displaying the editing screen before the user is able to select cancel or save. It is just locking up with no crash. Please help!

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  • C# wrapper and Callbacks

    - by fergs
    I'm in the process of writing a C# wrapper for Dallmeier Common API light (Camera & Surviellance systems) and I've never written a wrapper before, but I have used the Canon EDSDK C# wrapper. So I'm using the Canon wrapper as a guide to writing the Dallmeier wrapper. I'm currently having issues with wrapping a callback. In the API manual it has the following: dlm_connect int(unsigned long uLWindowHandle, const char * strIP, const char* strUser1, const char* strPwd1, const char* strUser2, const char* strPwd2, void (*callback)(void *pParameters, void *pResult, void *pInput), void * pInput) Arguments - ulWindowhandle - handle of the window that is passed to the ViewerSDK to display video and messages there - strUser1/2 - names of the users to log in. If only single user login is used strUser2 is - NULL - strPwd1/2 - passwords of both users. If strUser2 is NULL strPwd2 is ignored. Return This function creates a SessionHandle that has to be passed Callback pParameters will be structured: - unsigned long ulFunctionID - unsigned long ulSocketHandle, //handle to socket of the established connection - unsigned long ulWindowHandle, - int SessionHandle, //session handle of the session created - const char * strIP, - const char* strUser1, - const char* strPwd1, - const char* strUser2, - const char * strPWD2 pResult is a pointer to an integer, representing the result of the operation. Zero on success. Negative values are error codes. So from what I've read on the Net and Stack Overflow - C# uses delegates for the purpose of callbacks. So I create a my Callback function : public delegate uint DallmeierCallback(DallPparameters pParameters, IntPtr pResult, IntPtr pInput); I create the connection function [DllImport("davidapidis.dll")] public extern static int dlm_connect(ulong ulWindowHandle, string strIP, string strUser1, string strPwd1, string strUser2, string strPwd2, DallmeierCallback inDallmeierFunc And (I think) the DallPParameters as a struct : [StructLayout(LayoutKind.Sequential)] public struct DallPParameters { public ulong ulfunctionID; public ulong ulsocketHandle; public ulong ulWindowHandle; ... } All of this is in my wrapper class. Am I heading in the right direction or is this completely wrong?

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