SharpDX: Enabling BlendState - windows-8

I'm trying to get the "SharpDX.Direct3D11.DeviceContext.OutputMerger.Blendstate" to work. Without this, i have nice scene (Polygones with textures on it, for a Spaceshooter). I've done OpenGL Graphics in the past three years, so i thought it might be as simple as in OpenGL - just enable Blending and set the right Dst/Src Modes. But if i set a new BlendStateDescription, all Output is Black, even if "RenderTarget[x].IsBlendEnabled" is set to "false".
I searched for a tutorial or something, and find one - but it uses effects. So my question is simple - do i have to use technique's and effects in SharpDX? No other way left for simple blending?
This is what i've done:
mBackBuffer = Texture2D.FromSwapChain<Texture2D>(mSwapChain, 0);
mRenderView = new RenderTargetView(mDevice, mBackBuffer);
mContext.OutputMerger.SetTargets(mDepthStencilView, mRenderView);
mContext.OutputMerger.SetBlendState(new BlendState(mDevice, new BlendStateDescription()), new SharpDX.Color4(1.0f), -1);
mContext.OutputMerger.BlendState.Description.RenderTarget[0].IsBlendEnabled = true;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].BlendOperation = BlendOperation.Add;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
mContext.OutputMerger.BlendState.Description.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
And, even if just simply do:
mContext.OutputMerger.SetBlendState(new BlendState(mDevice, new BlendStateDescription()), new SharpDX.Color4(1.0f), -1);
mContext.OutputMerger.BlendState.Description.RenderTarget[0].IsBlendEnabled = false;
ouput is all black.. maybe i just have to change something in the pixel shaders?

All resource in Direct3D11 are immutable, so when you are creating the new Blendstate(mDevice, new BlendStateDescription()), you cannot change the description later.
The normal workflow is:
var blendDescription = new BlendDescription();
blendDescription.RenderTarget[0].IsBlendEnabled = .. // set all values
[...]
var blendState = new BlendState(device, blendDescription);
context.OutputMerger.SetBlendState(blendState, ...);
Also resource objects need to be stored somewhere and disposed when you are completely done with them (most of the time for blendstates, at the end of your application), otherwise you will get memory leaks.
I advice you to look more closely at some Direct3D11 C++ samples when you are not sure about the API usage. Also, I recommend you to read a book like "Introduction to 3D Game Programming with DirectX 11" by Frank.D.Luna which is perfect to begin and learn the Direct3D11 API.

Related

Google diff-match-patch : How to unpatch to get Original String?

I am using Google diff-match-patch JAVA plugin to create patch between two JSON strings and storing the patch to database.
diff_match_patch dmp = new diff_match_patch();
LinkedList<Patch> diffs = dmp.patch_make(latestString, originalString);
String patch = dmp.patch_toText(diffs); // Store patch to DB
Now is there any way to use this patch to re-create the originalString by passing the latestString?
I google about this and found this very old comment # Google diff-match-patch Wiki saying,
Unpatching can be done by just looping through the diff, swapping
DIFF_INSERT with DIFF_DELETE, then applying the patch.
But i did not find any useful code that demonstrates this. How could i achieve this with my existing code ? Any pointers or code reference would be appreciated.
Edit:
The problem i am facing is, in the front-end i am showing a revisions module that shows all the transactions of a particular fragment (take for example an employee details), like which user has updated what details etc. Now i am recreating the fragment JSON by reverse applying each patch to get the current transaction data and show it as a table (using http://marianoguerra.github.io/json.human.js/). But some JSON data are not valid JSON and I am getting JSON.parse error.
I was looking to do something similar (in C#) and what is working for me with a relatively simple object is the patch_apply method. This use case seems somewhat missing from the documentation, so I'm answering here. Code is C# but the API is cross language:
static void Main(string[] args)
{
var dmp = new diff_match_patch();
string v1 = "My Json Object;
string v2 = "My Mutated Json Object"
var v2ToV1Patch = dmp.patch_make(v2, v1);
var v2ToV1PatchText = dmp.patch_toText(v2ToV1Patch); // Persist text to db
string v3 = "Latest version of JSON object;
var v3ToV2Patch = dmp.patch_make(v3, v2);
var v3ToV2PatchTxt = dmp.patch_toText(v3ToV2Patch); // Persist text to db
// Time to re-hydrate the objects
var altV3ToV2Patch = dmp.patch_fromText(v3ToV2PatchTxt);
var altV2 = dmp.patch_apply(altV3ToV2Patch, v3)[0].ToString(); // .get(0) in Java I think
var altV2ToV1Patch = dmp.patch_fromText(v2ToV1PatchText);
var altV1 = dmp.patch_apply(altV2ToV1Patch, altV2)[0].ToString();
}
I am attempting to retrofit this as an audit log, where previously the entire JSON object was saved. As the audited objects have become more complex the storage requirements have increased dramatically. I haven't yet applied this to the complex large objects, but it is possible to check if the patch was successful by checking the second object in the array returned by the patch_apply method. This is an array of boolean values, all of which should be true if the patch worked correctly. You could write some code to check this, which would help check if the object can be successfully re-hydrated from the JSON rather than just getting a parsing error. My prototype C# method looks like this:
private static bool ValidatePatch(object[] patchResult, out string patchedString)
{
patchedString = patchResult[0] as string;
var successArray = patchResult[1] as bool[];
foreach (var b in successArray)
{
if (!b)
return false;
}
return true;
}

MonoGame/XNA Mouse.GetState() always returns 0,0 position

I'm trying to get the position of the cursor by calling the mouse class and using the GetState method but the return value is always 0,0. I've searched everywhere and all the code looks the same on other examples. I've tried alternative ways of declare the class but I get the same results.
public void Update() {
var ms = Mouse.GetState();
cursorPos = new Vector2(ms.X, ms.y);
}
If you are using Mono, it's possible that Mouse.GetState method is extended. On some past versions there was problems Mouse.SetState method, could be that also problem was also in Mouse.GetState... so I suggest you take latest Mono framework.
Or you can try to access directly to that method.
var ms = Microsoft.Xna.Framework.Input.Mouse.GetState();
var mp = new Point(ms.X, ms.Y);

Pragmatically convert PDF images to 8 bit

I have a set of PDFs in normal RGB colour. They would benefit from conversion to 8 bit to reduce file sizes. Are there any APIs or tools that would allow me to do this whilst retaining non-raster elements in the PDF?
This is a fun one. Atalasoft dotImage with the PDF Rasterizer and dotPdf can do this (disclaimer: I work for Atalasoft and wrote most of the PDF tools). I'd start off first by finding candidate pages:
List<int> GetCandidatePages(Stream pdf, string password)
{
List<int> retVal = new List<int>();
using (PageCollection pages = new PageCollection(pdf, password)) {
for (int i=0; i < pages.Count; i++) {
if (pages[i].SingleImageOnly())
retVal.Add(i);
}
}
pdf.Seek(0, SeekOrigin.Begin); // restore file pointer
return retVal;
}
Next, I'd rasterize only those pages, turning them into 8-bit images, but to keep things efficient, I'd use an ImageSource which manages memory well:
public class SelectPageImageSource : RandomAccessImageSource {
private List<int> _pages;
private Stream _stm;
public SelectPageImageSource(Stream stm, List<int> pages)
{
_stm = stm;
_pages = pages;
}
protected override ImageSourceNode LowLevelAcquire(int index)
{
PdfDecoder decoder = new PdfDecoder();
_stm.Seek(0, SeekOrigin.Begin);
AtalaImage image = PdfDecoder.Read(_stm, _pages[index], null);
// change to 8 bit
if (image.PixelFormat != PixelFormat.Pixel8bppIndexed) {
AtalaImage changed = image.GetChangedPixelFormat(PixelFormat.Pixel8bppIndexed);
image.Dispose();
image = changed;
}
return new FileReloader(image, new PngEncoder());
}
protected override int LowLevelTotalImages() { return _pages.Count; }
}
Next you need to create a new PDF from this:
public void Make8BitImagePdf(Stream pdf, Stream outPdf, List<int> pages)
{
PdfEncoder encoder = new PdfEncoder();
SelectPageImageSource source = new SelectPageImageSource(pdf, pages);
encoder.Save(outPdf, source, null);
}
Next you need to replace the original pages with the new ones:
public void ReplaceOriginalPages(Stream pdf, Stream image8Bit, Stream outPdf, List<int> pages)
{
PdfDocument docOrig = new PdfDocument(pdf);
PdfDocument doc8Bit = new PdfDocument(image8Bit);
for (int i=0; i < pages.Count; i++) {
docOrig.Pages[pages[i]] = doc8Bit[i];
}
docOrig.Save(outPdf); // this is your final
}
This will do what you want, more or less. The less-than ideal bit of this is that the image pages have been rasterized, which is probably not what you want. The nice thing is that just by rasterizing, generating output is easy, but it might not be at the resolution of the original image. This can be done, but it is significantly more work in that you need to extract the image from SingleImageOnly pages and then change their pixel format. The problem with this is that SingleImageOnly does NOT imply that the image fits the entire page, nor does it imply that the image is placed in any particular location. In addition to the PixelFormat change (actually, before the change), you would want to apply the matrix that is used to place the image on the page to the image itself, and use PdfEncoder with an appropriate set of margins and the original page size to get the image where it should be. This is all cut-and dried, but it is a substantial amount of code.
There is another approach that might also work using our PDF generation API. It involves opening the document and swapping out the image resources for the document with 8-bit ones. This is also doable, but is not entirely trivial. You would do something like this:
public void ReplaceImageResources(Stream pdf, Stream outPdf, List<int> pages)
{
PdfGeneratedDocument doc = new PdfGeneratedDocument(pdf);
doc.Resources.Images.Compressors.Insert(0, new AtalaImageCompressor());
foreach (int page in pages) {
// GetSinglePageImage uses PageCollection, as above, to
// pull a single image from the page (no need to use the matrix)
// then converts it to 8 bpp indexed and returns it or null if it
// is already 8 bpp indexed (or 4bpp or 1bpp).
using (AtalaImage image = GetSinglePageImage(pdf, page)) {
if (image == null) continue;
foreach (string resName in doc.Pages[page].ImportedImages) {
doc.Resources.Images.Remove(resName);
doc.Resources.Images.Add(resName, image);
break;
}
}
}
doc.Save(outPdf);
}
As I said, this is tricky - the PDF generation suite was made for making new PDFs from whole cloth or adding new pages to an existing PDF (in the future, we want to add full editing). But PDF manages all of its images as resources within the document and we have the ability to replace those resources entirely. So to make life easier, we add an ImageCompressor to the Image resource collection that handles AtalaImage objects and remove the existing image resources and replace them with the new ones.
Now I'm going to do something that you probably won't see any vendor do when talking about their own products - I'm going to be critical of it on a number of levels. First, it isn't super cheap. Sorry. You might get sticker shock when you look at the price, but the price includes technical support from a staff that is honestly second to none.
You can probably do a lot of this with iTextPdf Sharp or the Bit Miracle's Docotic PDF library or Tall Components PDF libraries. The latter two also cost money. Bit Miracle's engineers have proven to be pretty helpful and you're likely to see them here (HI!). Maybe they can help you out too. iTextPdfSharp is problematic in that you really need to understand the PDF spec to do the right thing or you're likely to output garbage PDF - I've done this experiment with my own library side-by-side with iTextPdfSharp and found a number of pain points for common tasks that require an in-depth knowledge of the PDF spec to fix. I tried to make decisions in my high-level tools such that you didn't need to know the PDF spec nor did you need to worry about creating bad PDF.
I don't particularly like the fact that there are several apparently different tools in our code base that do similar things. PageCollection is part of our PDF rasterizer for historical reasons. PdfDocument is made strictly for manipulating pages and tries to be lightweight and stingy with memory. PdfGeneratedDocument is made for manipulating/creating page content. PdfDecoder is for generating raster images from existing PDF. PdfEncoder is for generating image-only PDF from images. It can be daunting to have all these apparently overlapping niche tools, but there is a logic to them and their relationship to each other.

How to extract class IL code from loaded assembly and save to disk?

How would I go about extracting the IL code for classes that are generated at runtime by reflection so I can save it to disk? If at all possible. I don't have control of the piece of code that generates these classes.
Eventually, I would like to load this IL code from disk into another assembly.
I know I could serialise/deserialise classes but I wish to use purely IL code. I'm not fussed with the security implications.
Running Mono 2.10.1
Or better yet, use Mono.Cecil.
It will allow you to get at the individual instructions, even manipulating them and disassembling them (with the mono decompiler addition).
Note that the decompiler is a work in progress (last time I checked it did not fully support lambda expressions and Visual Basic exception blocks), but you can have pretty decompiled output in C# pretty easily as far as you don't hit these boundary conditions. Also, work has progressed since.
Mono Cecil in general let's you write the IL to a new assembly, as well, which you can then subsequently load into your appdomain if you like to play with bleeding edge.
Update I came round to trying this. Unfortunately I think I found what problem you run into. It turns out there is seems to be no way to get at the IL bytes for a generated type unless the assembly happened to get written out somewhere you can load it from.
I assumed you could just get the bits via reflection (since the classes support the required methods), however the related methods just raise an exception The invoked member is not supported in a dynamic module. on invocation. You can try this with the code below, but in short I suppose it means that it ain't gonna happen unless you want to f*ck with Marshal::GetFunctionPointerForDelegate(). You'd have to binary dump the instructions and manually disassemble them as IL opcodes. There be dragons.
Code snippet:
using System;
using System.Linq;
using Mono.Cecil;
using Mono.Cecil.Cil;
using System.Reflection.Emit;
using System.Reflection;
namespace REFLECT
{
class Program
{
private static Type EmitType()
{
var dyn = AppDomain.CurrentDomain.DefineDynamicAssembly(new AssemblyName("Emitted"), AssemblyBuilderAccess.RunAndSave);
var mod = dyn.DefineDynamicModule("Emitted", "Emitted.dll");
var typ = mod.DefineType("EmittedNS.EmittedType", System.Reflection.TypeAttributes.Public);
var mth = typ.DefineMethod("SuperSecretEncryption", System.Reflection.MethodAttributes.Public | System.Reflection.MethodAttributes.Static, typeof(String), new [] {typeof(String)});
var il = mth.GetILGenerator();
il.EmitWriteLine("Emit was here");
il.Emit(System.Reflection.Emit.OpCodes.Ldarg_0);
il.Emit(System.Reflection.Emit.OpCodes.Ret);
var result = typ.CreateType();
dyn.Save("Emitted.dll");
return result;
}
private static Type TestEmit()
{
var result = EmitType();
var instance = Activator.CreateInstance(result);
var encrypted = instance.GetType().GetMethod("SuperSecretEncryption").Invoke(null, new [] { "Hello world" });
Console.WriteLine(encrypted); // This works happily, print "Emit was here" first
return result;
}
public static void Main (string[] args)
{
Type emitted = TestEmit();
// CRASH HERE: even if the assembly was actually for SaveAndRun _and_ it
// has actually been saved, there seems to be no way to get at the image
// directly:
var ass = AssemblyFactory.GetAssembly(emitted.Assembly.GetFiles(false)[0]);
// the rest was intended as mockup on how to isolate the interesting bits
// but I didn't get much chance to test that :)
var types = ass.Modules.Cast<ModuleDefinition>().SelectMany(m => m.Types.Cast<TypeDefinition>()).ToList();
var typ = types.FirstOrDefault(t => t.Name == emitted.Name);
var operands = typ.Methods.Cast<MethodDefinition>()
.SelectMany(m => m.Body.Instructions.Cast<Instruction>())
.Select(i => i.Operand);
var requiredTypes = operands.OfType<TypeReference>()
.Concat(operands.OfType<MethodReference>().Select(mr => mr.DeclaringType))
.Select(tr => tr.Resolve()).OfType<TypeDefinition>()
.Distinct();
var requiredAssemblies = requiredTypes
.Select(tr => tr.Module).OfType<ModuleDefinition>()
.Select(md => md.Assembly.Name as AssemblyNameReference);
foreach (var t in types.Except(requiredTypes))
ass.MainModule.Types.Remove(t);
foreach (var unused in ass.MainModule
.AssemblyReferences.Cast<AssemblyNameReference>().ToList()
.Except(requiredAssemblies))
ass.MainModule.AssemblyReferences.Remove(unused);
AssemblyFactory.SaveAssembly(ass, "/tmp/TestCecil.dll");
}
}
}
If all you want is the IL for your User class, you already have it. It's in the dll that you compiled it to.
From your other assembly, you can load the dll with the User class dynamically and use it through reflection.
UPDATE:
If what you have is a dynamic class created with Reflection.Emit, you have an AssemblyBuilder that you can use to save it to disk.
If your dynamic type was instead created with Mono.Cecil, you have an AssemblyDefinition that you can save to disk with myAssemblyDefinition.Write("MyAssembly.dll") (in Mono.Cecil 0.9).

Silverlight is not fetching data from my WCF RIA service

I just started learning Silverlight by walking through the labs posted on Channel9. When I tried to explore a little bit I found that my queries were not working as I thought they would.
To recreate what I have done you would need to create a new Silverlight Business application, create a data entity that is pointed to the Adventureworks LT db, and generate the web services for those entities (including edit).
I then simply drug a RichTextbox to Home.xaml and in Home.xaml.cs I added this code first to OnNavigatedTo and when that didn't work to the constructor.
AdventureWorksDomainContext ctx = new AdventureWorksDomainContext();
EntityQuery<Product> query =
from p in ctx.GetProductsQuery()
select p;
LoadOperation<Product> loadOp = ctx.Load(query);
var paragraph = new Paragraph();
foreach (var product in loadOp.Entities)
{
paragraph.Inlines.Add(new Run { Text = product.Name });
}
richTextBox1.Blocks.Add(paragraph);
When I run the page I never see loadOp.Entities contain a value and I only see the query I expect, go across the wire after all my code has been executed.
I feel like I'm missing something fundamental and this will make more sense if I can find someone to explain it to me.
Thanks,
Eric
The problem is related to the how you are loading the data. The actual Load operation is asynchronous, as is all Silverlight network calls. You are callingt ctx.Load(query) and then immediately setting the paragraph to the entities. You need to use a callback when Load is completed. Something like this,
AdventureWorksDomainContext ctx = new AdventureWorksDomainContext();
EntityQuery<Product> query =
from p in ctx.GetProductsQuery()
select p;
LoadOperation<Product> loadOp = ctx.Load(query,() =>
{
var paragraph = new Paragraph();
foreach (var product in loadOp.Entities)
{
paragraph.Inlines.Add(new Run { Text = product.Name });
}
richTextBox1.Blocks.Add(paragraph);
});
Since you aren't using the entities directly in a binding and are just iterating them, you need to make sure you wait until they are loaded. I can't remember the actual signature of the Load method, so you may need to modify my lambda to make it work.