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  • Engine finish() causes segmentation fault

    - by Becky
    Hello All - I am using M2Crypto revision 723 from the repository. I am trying to clean up my engine. If I have the pkcs11.finish() line in my script, the script finishes but gets a segmentation fault at the end. Without the finish() line, no segmentation fault occurs. Is there something wrong with the way I'm using finish()? dynamic=Engine.load_dynamic_engine("pkcs11","/usr/local/ssl/lib/engines/engine_pkcs11.so") pkcs11 = Engine.Engine("pkcs11") pkcs11.ctrl_cmd_string("MODULE_PATH", "/usr/lib/libeTPkcs11.so") pkcs11.init() # next few steps which I deleted pass password and grab key & cert off token pkcs11.finish() Engine.cleanup() Thanks!

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  • Force close error expecting irregulary

    - by user1506019
    I have problem. I created an application which loads random layour from resources and I have problem because program shows random layout and closes , sometimes after 2 times and sometimes after a dozen, and I dont know where is a problem, I tried to run it on my phone and I added in the manifest write_external_storage permission, and still the same error.Please help me, and try to resolve this problem. here is my code in : java : package ka.ka.ka; import java.util.Random; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; public class KAMASActivity extends Activity implements OnClickListener { Button button1; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this); } @Override public void onClick(View v) { int min = 1; int max = 6; int i1=0; Random r = new Random(); i1 = r.nextInt(max - min + 1) + min; if(i1==1){setContentView(R.layout.image1); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this);} if(i1==2){setContentView(R.layout.image2); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this);} if(i1==3){setContentView(R.layout.image3); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this);} if(i1==4){setContentView(R.layout.image4); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this);} if(i1==5){setContentView(R.layout.image5); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this);} if(i1==6){setContentView(R.layout.image6); button1 = (Button) findViewById(R.id.button1) ; button1.setOnClickListener(this); } } Android Manifest : <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="ka.ka.ka" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="7" /> <uses-permission android:name="android.permission.ACCESS_CHECKIN_PROPERTIES" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <application android:icon="@drawable/ikona" android:label="@string/app_name" > <activity android:name=".KAMASActivity" android:label="@string/app_name" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest> And he is logcat : 07-10 10:58:51.062: D/ddm-heap(218): Got feature list request 07-10 10:58:51.311: D/dalvikvm(218): GC freed 506 objects / 46032 bytes in 122ms 07-10 10:59:30.081: D/AndroidRuntime(218): Shutting down VM 07-10 10:59:30.081: W/dalvikvm(218): threadid=3: thread exiting with uncaught exception (group=0x4001b188) 07-10 10:59:30.081: E/AndroidRuntime(218): Uncaught handler: thread main exiting due to uncaught exception 07-10 10:59:30.102: E/AndroidRuntime(218): java.lang.NullPointerException 07-10 10:59:30.102: E/AndroidRuntime(218): at ka.ka.ka.KAMASActivity.onClick(KAMASActivity.java:32) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.View.performClick(View.java:2364) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.View.onTouchEvent(View.java:4179) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.widget.TextView.onTouchEvent(TextView.java:6541) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.View.dispatchTouchEvent(View.java:3709) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 0 7-10 10:59:30.102: E/AndroidRuntime(218): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:884) 07-10 10:59:30.102: E/AndroidRuntime(218): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow. java:1659) 07-10 10:59:30.102: E/AndroidRuntime(218): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1107) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.app.Activity.dispatchTouchEvent(Activity.java:2061) 07-10 10:59:30.102: E/AndroidRuntime(218): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1643) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.view.ViewRoot.handleMessage(ViewRoot.java:1691) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.os.Handler.dispatchMessage(Handler.java:99) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.os.Looper.loop(Looper.java:123) 07-10 10:59:30.102: E/AndroidRuntime(218): at android.app.ActivityThread.main(ActivityThread.java:4363) 07-10 10:59:30.102: E/AndroidRuntime(218): at java.lang.reflect.Method.invokeNative(Native Method) 07-10 10:59:30.102: E/AndroidRuntime(218): at java.lang.reflect.Method.invoke(Method.java:521) 07-10 10:59:30.102: E/AndroidRuntime(218): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 07-10 10:59:30.102: E/AndroidRuntime(218): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 07-10 10:59:30.102: E/AndroidRuntime(218): at dalvik.system.NativeStart.main(Native Method) 07-10 10:59:30.121: I/dalvikvm(218): threadid=7: reacting to signal 3 07-10 10:59:30.121: E/dalvikvm(218): Unable to open stack trace file '/data/anr/traces.txt': Permission denied 07-10 10:59:32.562: I/Process(218): Sending signal. PID: 218 SIG: 9

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  • GroupLayout giving error with java swing

    - by Name
    I am getting some long list of error . Can anyone suggest me where i am wrong with group layout layout.setHorizontalGroup( layout.createSequentialGroup() .addComponent(new JLabel("Enter Book Name")) .addComponent(new JTextField("TextField", 20)) ); ERROR Exception in thread "main" java.lang.IllegalStateException: javax.swing.JTextField[,0,0,0x0,invalid,layout=javax.swing.plaf.basic.BasicTextUI$UpdateHandler,alignmentX=0.0,alignmentY=0.0,border=javax.swing.plaf.BorderUIResource$CompoundBorderUIResource@3d0bbf9e,flags=296,maximumSize=,minimumSize=,preferredSize=,caretColor=sun.swing.PrintColorUIResource[r=51,g=51,b=51],disabledTextColor=javax.swing.plaf.ColorUIResource[r=184,g=207,b=229],editable=true,margin=javax.swing.plaf.InsetsUIResource[top=0,left=0,bottom=0,right=0],selectedTextColor=sun.swing.PrintColorUIResource[r=51,g=51,b=51],selectionColor=javax.swing.plaf.ColorUIResource[r=184,g=207,b=229],columns=20,columnWidth=0,command=,horizontalAlignment=LEADING] is not attached to a vertical group at javax.swing.GroupLayout.checkComponents(Unknown Source) at javax.swing.GroupLayout.prepare(Unknown Source)

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  • Force orientation change in testcase with fragments

    - by user1202032
    I have an Android test project in which I wish to programatically change the orientation. My test: public class MainActivityLandscapeTest extends ActivityInstrumentationTestCase2<MainActivity> { public MainActivityLandscapeTest() { super(MainActivity.class); } private MainActivity mActivity; private Fragment mDetailFragment; private Fragment mListFragment; private Solo mSolo; @Override protected void setUp() throws Exception { super.setUp(); mSolo = new Solo(getInstrumentation(), getActivity()); mSolo.setActivityOrientation(Solo.LANDSCAPE); mActivity = getActivity(); mListFragment = (Fragment) mActivity.getSupportFragmentManager() .findFragmentById(R.id.listFragment); mDetailFragment = (Fragment) mActivity.getSupportFragmentManager() .findFragmentById(R.id.detailFragment); } public void testPreConditions() { assertTrue(mActivity != null); assertTrue(mSolo != null); assertTrue(mListFragment != null); assertTrue(getActivity().getResources().getConfiguration().orientation == Configuration.ORIENTATION_LANDSCAPE); } /** * Only show detailFragment in landscape mode */ public void testOrientation() { assertTrue(mListFragment.isVisible()); assertTrue(mDetailFragment.isVisible()); } } The layouts for the activity is in seperate folders, layout-port and layout-land layout-port fragment_main.xml layout-land fragment_main.xml In landscape mode, the layout contains 2 fragments (Detail and list) while in portrait it contains 1(List only). If the device/emulator is already in landscape mode before testing begins, this test passes. If in portrait, it fails with a NullPointerException on mListFragment and mDetailFragment. Adding a delay (waitForIdleSync() and/or waitForActivity()) did NOT seem to solve my problem. How do i force the orientation to landscape in my test, while still being able to find the fragments using findFragmentById()?

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  • Parallel prologue and epilogue in Grid Engine

    - by ajdecon
    We have a cluster being used to run MPI jobs for a customer. Previously this cluster used Torque as the scheduler, but we are transitioning to Grid Engine 6.2u5 (for some other features). Unfortunately, we are having trouble duplicating some of our maintenance scripts in the Grid Engine environment. In Torque, we have a prologue.parallel script which is used to carry out an automated health-check on the node. If this script returns a fail condition, Torque will helpfully offline the node and re-queue the job to use a different group of nodes. In Grid Engine, however, the queue "prolog" only runs on the head node of the job. We can manually run our prologue script from the startmpi.sh initialization script, for the mpi parallel environment; but I can't figure out how to detect a fail condition and carry out the same "mark offline and requeue" procedure. Any suggestions?

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  • LightSwitch Tutorial - Adding Image to a LightSwitch Screen

    - by ChrisD
    Last week, I have discussed how to control Screen Layouts in LightSwitch. Now, I will talk about how to add an image to the LightSwitch screen. In this demo, I will try to upload the image to the screen and will save the image into the database. The first step we need to do is start the VS 2010, create LightSwitch Desktop application with the name “AddingImageIntoScreenInLSBeta2” as shown in the following figure. The second steps, create a table as shown in the screen by selecting the "create a table" option in the start up screen. Then, we need to add a New Data Screen to our demo application. See the following figure which is the default screen layouts for the screen we have created. So we have to change the layout of this screen so that the uploading and using the image in the screen can be easily explained. Before adding the Model Window we have to prepare the layout. So delete the Highlighted fields as shown in the above figure. After preparing the layout to add the image, just add a new Group to the Person Property Rows Layout. To add a new group, [No: 1] – Select the Rows layout, it will shows you the Add button. [No: 2] – Click the Add button to select the new group. [No: 3] – Select the New Group. After adding the new group change the Layout type to Columns Layout. Here, -          Change the rows layout to columns layouts and give the display name as Uploading Image Example. -          Click on the add button to add the Photo field under the column layout. Add a new group under the Column layout group. Follow the [No: #] to create a new group under the columns layout group. After adding a new group of rows layout add the fields to the newly created group. [No: 1] – Select the Rows Layout group and change the display name as Details. [No: 2] – Click on Add button to select the appropriate fields to add to the group. [No: 3] – Add the fields to the group The above snippet shows the complete layout tree for our screen. Now the screen for uploading the image is ready. Just press the Play button. And see the result.

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  • [Silverlight, Navigation] Layout of elements added to a tabcontrol on a different navigation page wr

    - by sinni800
    Hello, I am developing a Silverlight client using the provided navigation template for an imageboard I developed. I have a "search" tab which lists all searches for tags which were executed. I also have a show post tab which shows (also in tab-form) posts, opened from the search tab. When I open a post from the search page, it instanciates a new control (of type UserControl) and inserts this into the ShowPost page's tabcontrol. When I switch (or get switched) to the Show Post view the layout is all messed up. The UserControl inside the tab does not stretch in the tab. When I switch tabs back and forth this is strangely fixed. The reason seems to be that the user control gets created there but has no layout to "fit to" until said layout is opened, which is too late then. You can see it here: http://aspbooru.tk/Silverlight/UI.aspx Thank you in advance...

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  • GWT - How to define a Widget outside layout hierarchy in uibinder xml file

    - by mr_room
    Hello, this is my first post. I hope someone could help me. I'm looking for a way to define a widget in UiBinder XML layout file separately, without being part of the layout hierachy. Here's a small example: <ui:UiBinder xmlns:ui="urn:ui:com.google.gwt.uibinder" xmlns:g="urn:import:com.google.gwt.user.client.ui"> <g:Label ui:field="testlabel" text="Hallo" /> <g:HTMLPanel> ... </g:HTMLPanel> The compile fails since the ui:UiBinder element expects only one child element. In Java Code i will access and bind the Label widget as usual: @UiField Label testlabel; For example, this could be useful when you define a Grid or FlexTable - i want to define the Labels for the table header within the XML layout file, not programmatically within the code. Many thanks in advance

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  • Subversion Repository Layout

    - by Tim Long
    Most subversion tools create a default repository layout with /trunk, /branches and /tags. The documentation also recommends not using separate repositories for each project, so that code can be more easily shared. Following that advice has led to me having a repository with the following layout: /trunk /Project1 /Project2 /branches /Project1 /Project2 /tags /Project1 /Project2 and so on, you get the idea. Over time, I've found this structure a bit clumsy and it occurred to me that there's an alternative interpretation of the recommendations, such as: /Project1 /trunk /branches /tags /Project2 /trunk /branches /tags So, which layout do people use, and why? Or - is there another way to do things that I've completely missed?

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  • Question about layout in java.

    - by extro
    I have two panels main_panel and child_panel. I have set layout for main_panel by using "main_panel.setLayout(flowlayout)" and added child_panel in main_panel by using "main_panel.add(child_panel)". This child_panel gets added to main_panel but its position is at the cross-section of horizontal midpoint and top vertical section of screen. But I want child_panel to be at the top left corner, something I could have done by using "child_panel.setlocation(a,b)" method, if I have set the Layout of main_panel as NULL. I have used flowlayout here because I want components in the JPanel to keep adjusting with the size of JFrame. So question is, can I add child_panel to main_panel at the exact location I want, even if I set the Layout of main_panel as not NULL.

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  • MVC Html Layout C# code formatting

    - by Andrew Florko
    I insert into asp.net mvc views C# logic that manages layout like the following: <% if (Model.People.Count > 0 ) { %> <% foreach (var person in Model.People) { %> ... <% }} else { %> <span class="error">Sorry, no people</span> <%} %> I try to minimize <% % code placing "{" symbol on the same line as it's condition (java-style). Html layout looks more clear to me after that. Do you apply C# formatting rules to <% % html injections "}" should be on a new line or manage layout in different way? Thank you in advance!

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  • VMpalyer: host keyboard layout on guest?

    - by TheDeeno
    I use the dvorak keyboard layout on windows 7. Also, I have a bunch of custom keys mapped using autohotkey. I'm curious, is it possible to have the guest only receive the keyboard events produced by the host? I don't really know how the host communicates keyboard strokes to guests so I don't know how to enable this or if it's possible. Thoughts? Host OS: Win7 x64 Guest: Unbuntu 9.10 x64

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  • Rack layout tools

    - by Luke
    I'm wondering if there's any tools (preferably offline) that would allow me to layout all of the new equipment that will be going into several standard racks. Currently I'm using Excel to map out all of the slots columns for the data but I suspect that there is some better method of doing this. Suggestions? Edit: Dell has an online tool, but doesn't seem very good at actually saving the data that you're working on (and obviously it's geared towards Dell hardware).

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  • Rack layout tools

    - by Luke
    I'm wondering if there's any tools (preferably offline) that would allow me to layout all of the new equipment that will be going into several standard racks. Currently I'm using Excel to map out all of the slots columns for the data but I suspect that there is some better method of doing this. Suggestions? Edit: Dell has an online tool, but doesn't seem very good at actually saving the data that you're working on (and obviously it's geared towards Dell hardware).

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Representing and executing simple rules - framework or custom?

    - by qtips
    I am creating a system where users will be able to subscribe to events, and get notified when the event has occured. Example of events can be phone call durations and costs, phone data traffic notations, and even stock rate changes. Example of events: customer 13532 completed a call with duration 11:45 min and cost $0.4 stock rate for Google decreased with 0.01% Customers can subscribe to events using some simple rules e.g. When stock rate of Google decreases more than 0.5% When the cost of a call of my subscription is over $1 Now, as the set of different rules is currently predefined, I can easily create a custom implemention that applies rules to an event. But if the set of rules could be much larger, and if we also allow for custom rules (e.g. when stock rate of Google decreses more than 0.5% AND stock rate of Apple increases with 0.5%), the system should be able to adapt. I am therefore thinking of a system that can interpret rules using a simple grammer and then apply them. After som research I found that there exists rule-based engines that can be used, but I am unsure as they seem too complicated and may be a little overkill for my situation. Is there a Java framework suited for this area? Should we use framework, a rule engine, or should we create something custom? What are the pros and cons?

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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