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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • How do we know to favour composition over generalisation is always the right choice?

    - by Carnotaurus
    Whether an object physically exists or not, we can choose to model it in different ways. We could arbitarily use generalisation or composition in many cases. However, the GoF principle of "favour composition over generalisation [sic]" guides us to use composition. So, when we model, for example, a line then we create a class that contains two members PointA and PointB of the type Point (composition) instead of extending Point (generalisation). This is just a simplified example of how we can arbitarily choose composition or inheritance to model, despite that objects are usually much more complex. How do we know that this is the right choice? It matters at least because there could be a ton of refactoring to do if it is wrong?

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  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

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  • What library for octrees or kd-trees?

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Learning Library – Enterprise Manager Cloud Control 12c: Best Practices for Middleware Management

    - by JuergenKress
    This self-paced course teaches you best practices when using Oracle Enterprise Manager Cloud Control 12c for managing your WebLogic and SOA applications and infrastructure. It consists of interactive lectures, videos, review sessions, and optional demonstrations. This course covers Enterprise Manager Cloud Control 12c licensed with the WebLogic Server Management Pack Enterprise Edition and the SOA Management Pack Enterprise Edition. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: EM12c,Enterpries manager training,education,training,SOA Community,Oracle SOA,Oracle BPM,BPM,Community,OPN,Jürgen Kress

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  • methods DSA_do_verify and SHA1 (OpenSSL library for Windows)

    - by Rei
    i am working on a program to authenticate an ENC signature file by using OpenSSL for windows, and specifically methods DSA_do_verify(...) and SHA1(...) hash algorithm, but is having problems as the result from DSA_do_verify is always 0 (invalid). I am using the signature file of test set 4B from the IHO S-63 Data Protection Scheme, and also the SA public key (downloadable from IHO) for verification. Below is my program, can anyone help to see where i have gone wrong as i have tried many ways but failed to get the verification to be valid, thanks.. The signature file from test set 4B // Signature part R: 3F14 52CD AEC5 05B6 241A 02C7 614A D149 E7D6 C408. // Signature part S: 44BB A3DB 8C46 8D11 B6DB 23BE 1A79 55E6 B083 7429. // Signature part R: 93F5 EF86 1FF6 BA6F 1C2B B9BB 7F36 0C80 2F9B 2414. // Signature part S: 4877 8130 12B4 50D8 3688 B52C 7A84 8E26 D442 8B6E. // BIG p C16C BAD3 4D47 5EC5 3966 95D6 94BC 8BC4 7E59 8E23 B5A9 D7C5 CEC8 2D65 B682 7D44 E953 7848 4730 C0BF F1F4 CB56 F47C 6E51 054B E892 00F3 0D43 DC4F EF96 24D4 665B. // BIG q B7B8 10B5 8C09 34F6 4287 8F36 0B96 D7CC 26B5 3E4D. // BIG g 4C53 C726 BDBF BBA6 549D 7E73 1939 C6C9 3A86 9A27 C5DB 17BA 3CAC 589D 7B3E 003F A735 F290 CFD0 7A3E F10F 3515 5F1A 2EF7 0335 AF7B 6A52 11A1 1035 18FB A44E 9718. // BIG y 15F8 A502 11C2 34BB DF19 B3CD 25D1 4413 F03D CF38 6FFC 7357 BCEE 59E4 EBFD B641 6726 5E5F 0682 47D4 B50B 3B86 7A85 FB4D 6E01 8329 A993 C36C FD9A BFB6 ED6D 29E0. dataServer_pkeyfile.txt (extracted from above) // BIG p C16C BAD3 4D47 5EC5 3966 95D6 94BC 8BC4 7E59 8E23 B5A9 D7C5 CEC8 2D65 B682 7D44 E953 7848 4730 C0BF F1F4 CB56 F47C 6E51 054B E892 00F3 0D43 DC4F EF96 24D4 665B. // BIG q B7B8 10B5 8C09 34F6 4287 8F36 0B96 D7CC 26B5 3E4D. // BIG g 4C53 C726 BDBF BBA6 549D 7E73 1939 C6C9 3A86 9A27 C5DB 17BA 3CAC 589D 7B3E 003F A735 F290 CFD0 7A3E F10F 3515 5F1A 2EF7 0335 AF7B 6A52 11A1 1035 18FB A44E 9718. // BIG y 15F8 A502 11C2 34BB DF19 B3CD 25D1 4413 F03D CF38 6FFC 7357 BCEE 59E4 EBFD B641 6726 5E5F 0682 47D4 B50B 3B86 7A85 FB4D 6E01 8329 A993 C36C FD9A BFB6 ED6D 29E0. Program abstract: QbyteArray pk_data; QFile pk_file("./dataServer_pkeyfile.txt"); if (pk_file.open(QIODevice::Text | QIODevice::ReadOnly)) { pk_data.append(pk_file.readAll()); } pk_file.close(); unsigned char ptr_sha_hashed[20]; unsigned char *ptr_pk_data = (unsigned char *)pk_data.data(); // openssl SHA1 hashing algorithm SHA1(ptr_pk_data, pk_data.length(), ptr_sha_hashed); DSA_SIG *dsasig = DSA_SIG_new(); char ptr_r[] = "93F5EF861FF6BA6F1C2BB9BB7F360C802F9B2414"; //from tset 4B char ptr_s[] = "4877813012B450D83688B52C7A848E26D4428B6E"; //from tset 4B if (BN_hex2bn(&dsasig->r, ptr_r) == 0) return 0; if (BN_hex2bn(&dsasig->s, ptr_s) == 0) return 0; DSA *dsakeys = DSA_new(); //the following values are from the SA public key char ptr_p[] = "FCA682CE8E12CABA26EFCCF7110E526DB078B05EDECBCD1EB4A208F3AE1617AE01F35B91A47E6DF63413C5E12ED0899BCD132ACD50D99151BDC43EE737592E17"; char ptr_q[] = "962EDDCC369CBA8EBB260EE6B6A126D9346E38C5"; char ptr_g[] = "678471B27A9CF44EE91A49C5147DB1A9AAF244F05A434D6486931D2D14271B9E35030B71FD73DA179069B32E2935630E1C2062354D0DA20A6C416E50BE794CA4"; char ptr_y[] = "963F14E32BA5372928F24F15B0730C49D31B28E5C7641002564DB95995B15CF8800ED54E354867B82BB9597B158269E079F0C4F4926B17761CC89EB77C9B7EF8"; if (BN_hex2bn(&dsakeys->p, ptr_p) == 0) return 0; if (BN_hex2bn(&dsakeys->q, ptr_q) == 0) return 0; if (BN_hex2bn(&dsakeys->g, ptr_g) == 0) return 0; if (BN_hex2bn(&dsakeys->pub_key, ptr_y) == 0) return 0; int result; //valid = 1, invalid = 0, error = -1 result = DSA_do_verify(ptr_sha_hashed, 20, dsasig, dsakeys); //result is 0 (invalid)

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • initial Class design: access modifiers and no-arg constructors

    - by yas
    Context: Student working through Class design in personal/side project for Summer. I've never written anything implemented by others or had to maintain code. Trying to maximize encapsulation and imagining what would make code easy to maintain. Concept: Tight/Loose Class design where Tight and Loose refer to access modifiers and constructors. Tight: initially, everything, including setters, is private and a no-arg constructor is not provided (only a full constructor). Loose: not Tight Exceptions: the obvious like toString Reasoning: If code, at the very beginning, is tight, then it should be guaranteed that changes, with respect to access/creation, should never damage existing implementations. The loosening of code happens incrementally and must be thought through, justified, and safe (validated). Benefit: Existing implementing code should not break if changes are made later. Cost: Takes more time to create. Since this is my own thinking, I hope to get feedback as to whether I should push to work this way. Good idea or bad idea?

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  • eTrayz: Replace base system with a bootstrapped Debian

    - by knoopx
    I bought an eTrayz NAS time ago. The device is more or less good but it ships with a closed-source custom linux and a bunch of broken web-apps. I wanted to replace the whole system with a raw Debian installation. I successfully bootstrapped a Lenny Debian into a chroot and I'm able to use use it. However I would like it to be the default system and to boot automatically at login. The device itself ships with a bundled 2.6.24.4 kernel. I think the kernel is on a dedicated flash memory so I would prefere not to re-flash it. What do you think is the best way to accomplish it?

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  • low level api or graphics library?

    - by German
    Well, I want to learn game development, I've already know a little bit about xna, ogre and DX but, I want to choose one of them and stick with it. I'm not trying to make a "directx vs xna, ogre vs opengl, etc." thread. Some people told me that it's better to learn an engine like Ogre because you can develop games directly and you don't have to worry about the low level details, I know that. Other people told me that it's better to learn a low level api before learning something like Ogre because you will able to understand how it works. Is it valuable to have experience with Ogre or another engine but don't know anything about a low level api? What do you recommend me? Thanks in advance.

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  • Best Method/Library For Remote Authentication

    - by Mike
    I have a web app that has a REST API interface: http://api.example.com/core that uses API Keys and domain specific keys (key has to be used on the specified domain). I then will have several client sites with ajax forms where we will require users to sign in before being able to submit the form. This form will add data to a table, and submit an email to several recipients along with checking credentials. This form will use an ajax submit to our REST API. All Communication to/from the API is over SSL Ideal Flow: Visitor Fills Form Out -> Enters User/pass -> Submits Form -> ajax request to REST API -> API Verifies credentials -> does CRUD -> sends emails -> returns 200/403 -> perform DOM manipulation based on return code in ajax call Are there any libraries in PHP that currently do something to this similarly? Would OAuth be a good use for this scenario? Languages used are: js/html/css/php/MySQL

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  • Should library classes be wrapped before using them in unit testing?

    - by Songo
    I'm doing unit testing and in one of my classes I need to send a mail from one of the methods, so using constructor injection I inject an instance of Zend_Mail class which is in Zend framework. Example: class Logger{ private $mailer; function __construct(Zend_Mail $mail){ $this->mail=$mail; } function toBeTestedFunction(){ //Some code $this->mail->setTo('some value'); $this->mail->setSubject('some value'); $this->mail->setBody('some value'); $this->mail->send(); //Some } } However, Unit testing demands that I test one component at a time, so I need to mock the Zend_Mail class. In addition I'm violating the Dependency Inversion principle as my Logger class now depends on concretion not abstraction. Does that mean that I can never use a library class directly and must always wrap it in a class of my own? Example: interface Mailer{ public function setTo($to); public function setSubject($subject); public function setBody($body); public function send(); } class MyMailer implements Mailer{ private $mailer; function __construct(){ $this->mail=new Zend_Mail; //The class isn't injected this time } function setTo($to){ $this->mailer->setTo($to); } //implement the rest of the interface functions similarly } And now my Logger class can be happy :D class Logger{ private $mailer; function __construct(Mailer $mail){ $this->mail=$mail; } //rest of the code unchanged } Questions: Although I solved the mocking problem by introducing an interface, I have created a totally new class Mailer that now needs to be unit tested although it only wraps Zend_Mail which is already unit tested by the Zend team. Is there a better approach to all this? Zend_Mail's send() function could actually have a Zend_Transport object when called (i.e. public function send($transport = null)). Does this make the idea of a wrapper class more appealing? The code is in PHP, but answers doesn't have to be. This is more of a design issue than a language specific feature

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Creating an Interface To a Language's Standard Library?

    - by Nathan Arthur
    In the process of learning test-driven development, I've been introduced to dependency injection and the use of interfaces, and have started using these concepts in my own PHP code in order to make it more testable. There have been times when I've needed to test code that was doing things like calling the PHP time() function. In order to make these tests predictable, it seemed logical to create an interface to the standard PHP functions I use so that I can mock them out in my tests. Is this good software design? What are the pros and cons of doing this? I've found myself groaning at how quickly my PHP interface can stick its fingers into everything I do. Is there a better way to make code that relies on PHP-accessed state and functions more testable?

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  • Proper library for enums

    - by Bobson
    I'm trying to refactor some code such that the display is separate from the implementation, and I'm not sure where to put the existing enums. My project is currently structured as follows: Utilities RemoteData (Depends on: Utilities) LocalData (Depends on: RemoteData, Utilities) RemoteWeb (Depends on: RemoteData, Utilities) LocalWeb (Depends on: RemoteData, LocalData, Utilities) I'm now trying to add "ViewLibrary (Depends on: Utilities)" to this list, and then adding it as a new dependency to both RemoteWeb and LocalWeb. It will contain a set of interfaces which the other two projects will implement, use to populate the view, and then consume the result. There's an enum which is currently used in all the projects except Utilities. It thus lives in the RemoteData project, because everything else depends on it. But this new ViewLibrary won't depend on either data project. So how will it know about this enum? Some options I see: Create a new project just for shared enum values. Add it to Utilities, even though it is related to data. Define it a second time in ViewLibrary, and require both RemoteWeb and LocalWeb to convert the one type into the other when they access the shared views. Add a dependency on RemoteData to the ViewLibrary, even though it's supposed to be independent of data-source. Are there any better options? Is this structure flawed to begin with?

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