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  • How can I get Ruby to treat the index of a string as a character (rather than the ASCII code)?

    - by user336777
    I am checking to see if the last character in a directory path is a '/'. How do you get ruby to treat the specific index of a string as a character rather than the associated ASCII code? For example the following always returns false: dir[dir.length - 1] == '/' This is because dir[dir.length - 1] returns the ASCII code 47 (rather than '/'). Any thoughts on how to interpret 47 as '/'? Or is there a completely different way to handle this in the first place? thanks.

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  • Is there a built-in jQuery function for encoding a string as HTML?

    - by Ben McCormack
    Is there a built-in jQuery function for encoding a string as HTML? I'm trying to take the text a user types into a text box and then put that text into a different area of the page. My plan was to take the .val() from the text box and supply that to the .html() of the <div> element. Perhaps there's a good jQuery plugin to help with this (if it's not built-in) or a better way overall to accomplish this goal.

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  • Is there an encoding method that is mutual to flash and php?

    - by Gus
    I'm base64 encoding a JPG in AS3 and passing it to PHP where it would be decoded. It appears that AS3's encodeToBase64String() function and and PHP's base64_decode() function do not use the same algorithm. Is there a library or API for either language that would allow it to interface with the other? Alternatively, does anyone even know what PHP's default base64 map is? My Google searching is not yielding results.

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  • How to set a character set per application in *nix?

    - by SimmaDoWN
    I am attempting to set a character set of IBM850 on slackware linux for a particular application (epic5). Im using rxvt-unicode and have setup LANG/LC_*=en_US. Now if I set the encoding to IBM850 in kde's konsole program im able to display certain characters correctly. I'd rather not use IBM850 for everything; is there a way to set/alias a command for a per application execution? Ive tried things like: LC_CTYPE=IBM850 epic5 LC_ALL=IBM850 epic5 No success. Any help would be appreciated

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • gzip compression using varnish cache

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

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  • Apache2 unable to start: private key not found

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

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  • New Regular Expression Features in Java 8

    - by Jan Goyvaerts
    Java 8 brings a few changes to Java’s regular expression syntax to make it more consistent with Perl 5.14 and later in matching horizontal and vertical whitespace. \h is a new feature. It is a shorthand character class that matches any horizontal whitespace character as defined in the Unicode standard. In Java 4 to 7 \v is a character escape that matches only the vertical tab character. In Java 8 \v is a shorthand character class that matches any vertical whitespace, including the vertical tab. When upgrading to Java 8, make sure that any regexes that use \v still do what you want. Use \x0B or \cK to match just the vertical tab in any version of Java. \R is also a new feature. It matches any line break as defined by the Unicode standard. Windows-style CRLF pairs are always matched as a whole. So \R matches \r\n while \R\R fails to match \r\n. \R is equivalent to (?\r\n|[\n\cK\f\r\u0085\u2028\u2029]) with an atomic group that prevents it from matching only the CR in a CRLF pair. Oracle’s documentation for the Pattern class omits the atomic group when explaining \R, which is incorrect. You cannot use \R inside a character class. RegexBuddy and RegexMagic have been updated to support Java 8. Java 4, 5, 6, and 7 are still supported. When you upgrade to Java 8 you can compare or convert your regular expressions between Java 8 and the Java version you were using previously.

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Calc direction vector based on destination vector and distance from enemy in AS3

    - by Phil
    I'm working on a zombie game in AS3 where I want a character to be able to move away from a zombie depending upon how close the zombie is. The character also has a destination that it's trying to get too on the screen. Ok so I have 2 vectors, one pointing to my destination, and one pointing to the zombie which I then invert to get my "away" vector. I then turn the distance between my character and the zombie into a value between 0 and 1. And then I'm stuck on how to get a resultant vector for my character. How would I use my 0-1 value to calculate how much of the away vector is used and how much of the original destination vector is still left if that makes sense? to end up with 1 direction vector to move my character? So if the zombie is right where my character is, then my direction vector = away vector, and if I'm far away from the zombie than my direction vector = destination vector, but how do I calculate the in-between? Ideally need the answer in AS3.

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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

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

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  • F5 Networks iRule/Tcl - Escaping UNICODE 6-character escape sequences so they are processed as and r

    - by openid.malcolmgin.com
    We are trying to get an F5 BIG-IP LTM iRule working properly with SharePoint 2007 in an SSL termination role. This architecture offloads all of the SSL processing to the F5 and the F5 forwards interactive requests/responses to the SharePoint front end servers via HTTP only (over a secure network). For the purposes of this discussion, iRules are parsed by a Tcl interpretation engine on the F5 Networks BIG-IP device. As such, the F5 does two things to traffic passing through it: Redirects any request to port 80 (HTTP) to port 443 (HTTPS) through HTTP 302 redirects and URL rewriting. Rewrites any response to the browser to selectively rewrite URLs embedded within the HTML so that they go to port 443 (HTTPS). This prevents the 302 redirects from breaking DHTML generated by SharePoint. We've got part 1 working fine. The main problem with part 2 is that in the response rewrite because of XML namespaces and other similar issues, not ALL matches for "http:" can be changed to "https:". Some have to remain "http:". Additionally, some of the "http:" URLs are difficult in that they live in SharePoint-generated JavaScript and their slashes (i.e. "/") are actually represented in the HTML by the UNICODE 6-character string, "\u002f". For example, in the case of these tricky ones, the literal string in the outgoing HTML is: http:\u002f\u002fservername.company.com\u002f And should be changed to: https:\u002f\u002fservername.company.com\u002f Currently we can't even figure out how to get a match in a search/replace expression on these UNICODE sequence string literals. It seems that no matter how we slice it, the Tcl interpreter is interpreting the "\u002f" string into the "/" translation before it does anything else. We've tried various combinations of Tcl escaping methods we know about (mainly double-quotes and using an extra "\" to escape the "\" in the UNICODE string) but are looking for more methods, preferably ones that work. Does anyone have any ideas or any pointers to where we can effectively self-educate about this? Thanks very much in advance.

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  • How to change mod_rewrite to avoid {REQUEST_FILENAME} in order to get around 255 character URL limit?

    - by Jeremy Reimer
    According to this answer: max length of url 257 characters for mod_rewrite? there is a maximum 255 character hard limit based on the file system for using mod_rewrite. According to the accepted answer, there are two solutions: Change the URL format of your application to a max of 255 characters between each slash. Move the Rewrite rules into the apache virtual host config and remove the REQUEST_FILENAME. I cannot use the first method, so I am trying to figure out the second. I have put the Rewrite rules into the Apache virtual host config as requested. However I cannot figure out how to remove the REQUEST_FILENAME and still have my web application framework (Dragonfly) still work. Here is the portion of the rewrite rules that I moved from .htaccess into the virtual host config file of Apache: RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-l RewriteCond %{REQUEST_FILENAME} !-f [OR] # if don't want Dragonfly to process html files comment # out the line below (you may need to remove the [OR] above too). RewriteCond %{REQUEST_FILENAME} \.(html|nl)$ # Main URL rewriting. RewriteRule (.*) index.cgi?$1 [L,QSA] I've tried removing {REQUEST_FILENAME} and it just breaks the framework in various ways. How do I rewrite this without using {REQUEST_FILENAME}?

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

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

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