Monday, June 25, 2012

Word 2010 Table Of Contents nightmare...

...I need to preface this with "I am a total moron when it comes to anything other than basic Word or other Office product features."

I have a large document that is an API reference manual (around 200 pages) and I am updating it every so often as new releases are made available.

One of the problems I've always had is that my very carefully formatted and styled Table of Contents tends to get hosed up every time the page numbers need to update (which seems nonsensical to me considering that they're chained to particular styles in the document and should, therefore, update auto-magically.)

What always seemed to happen when choosing "update fields" is that the entire table would get reformatted.

Well, I found another way to trigger updating the fields in the TOC but simply by clicking in the TOC and pressing F9 which brought up a little dialog that let me specify to ONLY update the page numbers and bingo - updated TOC.

I'm sure this is dumb, and I should have found this 5 minutes in, but just in case there's another one of me out there - here you are my fellow nin-cow-poop (to quote Bugs.)

Saturday, June 16, 2012

C# calling a C++ DLL, things NOT to forget

Whatever you do, no matter how rusty you are at doing this, remember to set the calling convention on your DllImport statements.  I spent two hours last night trying to track down a bizarre AMD ATI driver bug in a 3D rendering dll I was writing - it only occured when the platform was x86 and the requested feature level was DirectX 11, all other feature levels worked fine and everything worked fine on x64 from the get go.)

I went to bed frustrated (and tired - it was 1:45AM and I wasn't planning on that last night - lol) and woke up annoyed, and after finding very little mention of the problem on the inter-tubes figured I was doing something stupid (since it is unlikely I'm the one discovering a 'new' problem with an ATI driver and Direct3D.)  As usual, assuming I screwed up has paid off in spades.

It turns out that I was suffering some sort of stack corruption that was screwing up the creating of devices and swap chains in DirectX 11 and the root cause was my ASSumption about the default calling convention of a DllImport.  I figured it was cdecl, and my C++ dll is sprinkled with __cdecl export definitions; unfortunately, (and here's where I wasn't thinking very well) the default convention is OF COURSE WinAPI.

Once I specified the calling convention my mysterious and bizarro AMD driver issues suddenly vanished, and I have now moved on to more mysterious and problematic bugs.

Monday, November 7, 2011

Associating execution of Powershell scripts with the default open action in Windows 7

I've been using Powershell a bit lately and finally got to the point where I'm using it so much I want to be able to simply double click on a *.ps1 script file and have Powershell execute it.  So, in the interest of creating an internet based reference that I can Google myself when I forget this:


*** Note:  Always backup your registry before editing it unless you really like rebuilding things ***

Basically you need to create a default value inside the registry key (if the sequence of keys doesn't exist, create them):

     HKEY_CLASSES_ROOT\Microsoft.PowerShellScript.1\Shell\Open\Command

Leave the value with the name '(Default)', make it of type REG_SZ, and set the data to:

     \system32\WindowsPowerShell\v1.0\powershell.exe -command "& '%1' "

Where "" is the location of your Windows directory.


The sequence "& '%1' " is important.

BTW, I highly recommend that you make sure your Powershell script execution settings are set to require remote scripts to be signed properly.

Monday, August 15, 2011

When your favorite Firefox extension gets 'obsoleted' on you...

...you can sometimes get around waiting for the developer of the extension to update it for whatever version of FF you're currently on.

Often, the extension will have an attribute specifying the greatest version of Firefox that it can be used on.  This is, of course, a safety mechanism to avoid having a new version of Firefox break the extension and everyone start screaming at the extension developer (which is always a stupid thing to do irrespective of your reasoning) about how their extension is crap/broken/stupid/et cetera.

I have a Firefox extension that I dearly love and for the past few weeks, since I let Firefox update me to version 6.0.* I have been without it.  I ***NEED*** my Morning Coffee I tell you.

So, finally getting my lazy a**, I decided to look into this and found a version attribute in the extensions install.rdf file that limited it to 4.0.*.  I changed that to 8.0.*, and then started up Firefox and voila - lo and behold morning coffee is on.  Thank you God (and Shane Liesegang.)

So, to do this yourself:

1.  Find your morning coffee add-on, or download it (it should be a file ending in *.XPI)

2.  Unzip it (it is basically a zipped folder)

3.  Edit the install.rdf file, changing maxVersion to 8.0.* (or some value matching your current Firefox version or higher (mine says em:maxVersion="8.0.*")

4.  Recompress the folder (make sure you are inside the unzipped folder and select all of the items in the root of the directory because many archiving utilities create an extra folder to store your zipped content in when the compress)

5.  Change the file extension, if necessary, to *.XIP as this is the default extension extension *chuckle* - your honor, your honor...

Sunday, May 29, 2011

Did this about 3 months back - Chepe's Monster Burrito Challenge

If you eat it, in any period of time you can muster, you get a t-shirt.  Trust me, the t-shirt is NOT worth the effort of eating this behemoth.

By the way, in the picture, her arm is nearly touching the back of the burrito - it isn't a trick of perspective.  The thing weighs (supposedly) more than 6 pounds.


The only good things are that it is very tasty (for the first 70 bites or so) and it is cheap - only around $15 if I recall correctly.

I will not be doing this ever again.

Friday, May 20, 2011

F**$#&% Java Policy Files

If you have ever had to modify a policy file, let me warn you of a wrinkle that you may run into IF your applet/java code needs to perform an operation that is authorized by the policy file BUT IS CALLED VIA JavaScript.

Guess what folks?  Java doesn't trust JavaScript any more (and hasn't intermittently over the past 5 years or so - sometimes trusting, sometimes not) so just because you gave your code a valid policy file grant, any code triggered via JavaScript will run as if being run outside the Java codebase (which in a way it is.)  This means that you have two options, one of which is not palatable, and the other can break backwards compatibility in your codebase.

(1)Grant permissions without using the codebase attribute (this is very very bad as your permission change will therefore grant the same permissions to ANY applet that the user runs into.)

(2)Surround the code that needs permissions privileges (and can be called via JavaScript) with a doPrivileged block.  The downside to this is that early versions of Java don't support this functionality; ergo you are (probably) forced to go the trusted/signed applet route (not good for many reasons.)

Luckily for me, I only need this functionality inside of a tool that is hosting my Java code, so I can put the non 1.1.8 jdk compliant code in my dynamically loaded adapter class that only ships with the offline tool.

Anyhow, I hope someone else trying to figure this out learns from this.

If your applet needs policy file permissions and your applet will be called from javascript, you must not only grant the applet the permissions in the appropriate fashion but also surround the code that can be triggered via JavaScript with a doPriveleged block.  This is because Java's runtime no longer executes javascript with the permissions levels of the applet.

Wednesday, April 27, 2011

Skeletal Animation – An overview


I have been meaning to write a series of blog entries around the basics of skeletal animation for a while now but have been unfortunately too busy to do so – until now, so let’s put our learning hats on!

When you need to animate a 3D object in a game or simulation there are 3 primary ways to accomplish the task:

(1)Hierarchical object animation using keyframes
(2)Vertex Animation
(3)Skeletal Animation

Hierarchical object animation is when you have multiple meshes which are, typically, arranged in a parent-child fashion through some sort of scenegraph.  Animation data is typically stored as separate translation and rotation (and sometimes scale) components and each object is animated relative to its local frame of reference.  This works fine for when the object is something like a helicopter and you need to rotate the main and tail rotors; however, when trying to articulate a more complicated and less segmented logical object such as a humanoid character, animation can only occur on the transforms for the object – no vertex data can be changed.  This means that constructing a human out a mesh hierarchy (with a head mesh, neck mesh, chest mesh, upper arm mesh, et cetera – all the appendages you wish to articulate) leads to block or segmented animation because, for example, the forearm object isn’t really connected to the upper arm so that when it is animated the ends of the objects don’t touch completely and your characters looks like they were created out of blocks.  Interstate 76, an amazing old game which I still occasionally replay just for the cut scenes, was animated in this fashion.  Suffice it to say that since that time animators and game developers have been looking for solutions with better visual fidelity.

Vertex animation is when a mesh is manipulated on a per vertex level by comparing one complete set of the mesh’s vertices against another complete set of the mesh’s vertices (each of the sets of vertices representing a particular keyframe of animation data) and interpolating a position between the two based upon how far between keyframe times the current animation clock is.  This approach gives the artist the most creative control and the greatest ability to animate; however, it is very memory intensive and requires art content files that are very large since each keyframe of animation is a complete snapshot of the mesh at a given point and time.  Quake’s MD2 file format is an example of vertex animation – another problem with vertex animation is that it is difficult to apply multiple simultaneous animations to a mesh being animated in this fashion.  Since the animation data is a complete snapshot of the mesh each animation stomps all over the previous one that was applied; now, there are solutions to this that modify vertex animation so that you are using ‘relative vertex animation’ data and you can combine and blend somewhat (and save art content file space by discarding unchanging vertices on a given keyframe) but ultimately as your models scale up in complexity, vertices, and polygons this approach has diminishing returns.  Vertex animation is still a very important approach to the non real-time rendering world; however, in the real-time arena it is rarely seen except for extremely complicated situations and sometimes for facial animation or lip synching.

Skeletal animation is a hybrid of the previous two methods.  The mesh representing the object is not manipulated by interpolating between two complete sets of vertex data (as is the case in vertex animation) but instead by moving treating the vertices of the mesh as if they were the ‘skin’ of the mesh and moving the skin to fit over a skeleton.  The skeleton is like the hierarchical object animation from the old days except that the skeleton, just like the skeleton in your body, is a hierarchy of ‘bones’ (sometimes referred to as ‘joints’) and even though you animate the skeleton, you never actually bother to draw it.  This is because we only want to animate the skeleton because we’re going to force the skin to go along with it.  Half-Life is an early example of a game that used skeletal animation.  Why don’t we simply animate the skin this way?  For all the reasons why we just explained that vertex animation is no longer in favor in the real-time world.  By only storing the rotation and translation (potentially other factors as well) data for each bone for a keyframe of animation we save tons of space in our art content files, and we gain the ability to simply combine animations and blend between them.  We gain performance advantages over complicated relative vertex animation systems when the model’s topology scales (more polygons, more vertices), and we gain the ability to add FK/IK capabilities into our system that would be virtually impossible with vertex animation (any system I can imagine to support this via vertex animation would ultimately require you emulating a skeletal system.)

So, now that I have explained the reasoning why I, and many others, use skeletal animation, let’s start explaining how it works.

The good news is that skeletal animation is actually VERY simple.  The bad news is that it usually either partially explained or people use different terms for differing things.  I will do my best to explain it as simply and yet thoroughly as possible.  The other bad news is because the world is an imperfect place, obtaining an example of skeletal animation data you can use can be difficult because you’re just now learning how it is supposed to work so it can be difficult to discern why art content produced by your artist doesn’t seem to work (is it you?  Is it the artist?  Is it his/her exporter?  Et cetera.)

Luckily, I will provide you with an example COLLADA XML file (*.dae) that has a walk animation included.  We will use the COLLADA format because there are moderately usable exporters for all the major art pipeline tools (Maya/Max/XSi) and your art guy/gal will most likely have experience with one of those tools.

So, ultimately, when this series of posts is over, you’ll be able to import a COLLADA XML file, pull out the mesh geometry, pull out the skeleton, and pull out the animation data, then play it back in your application.