Some time ago somebody stole 1 million data records from StudiVZ, the German Facebook clone. I’m not exactly sure why people call the person a hacker who stole data, because it appears he simply wrote a tool that harvested the publicly available data from StudiVZ (which everyone with an account can view).
People on StudiVZ share all their data by default—contrary to Facebook which values a person’s private data a lot more. Thus by simply opening each profile from a dummy user and processing the HTML data from StudiVZ one can extract a lot and some more information from random people who probably don’t even know about it or don’t care.. so I’m not sure about the stealing part.
Apparently there are some captcha’s when you start browsing searches beyond a few pages. I guess that is where the hacking part comes in, because getting around a captcha probably constitutes hacking—maybe?
Anyway I think part of the media coverage is a bit ridiculous because anyone can write a simple harvester in an hour or two. It took me one and half hours, so I think I’m on the safe side with this estimate and I didn’t really have a clue about this stuff before either.
Since I don’t want to “hack”, I’ve only written a very tame harvester. It connects to your personal StudiVZ account, and retrieves the name and profile ID (and thus profile URL) of all your friends in the “Meine Freunde” pages.
It could do a lot more with that like retrieving everybody’s birthday or random pictures, but I’m too lazy to code that because you use the same pattern for extracting data over and over again and it stops being interesting quite fast.
You can download the project here. It is a one file C# project. I’m releasing it under GPL (whatever).
It’s really easy to explain how it works:
The code is quite ugly. Well, it’s not production code and this is only meant as a proof of concept.
Also note that I have at most violated the AGB of StudiVZ and not committed any criminal acts and I’m not planning to sell my friend’s profile IDs or data either
Maybe someone can extend the code and make it more useful. I guess it would be fun to automatically download all your pictures (including tags) and feed them into flickr or picasa… but someone else can do that.
Cheers,
Andreas
Tags: Profiles, Regex, StudiVZ
I’ve already written about the semi-conductor project and how I’ve written some Flash animations/applications for it. Of course, I’m more interested in making fun stuff´, so I decided to put my knowledge to good use and write a small game to see how difficult/awkward Flash actually is.
To sum it up, it is somewhat awkward, at least if you use the IDE itself. FlashDevelop still is as nice as ever, but you can quickly develop games nonetheless. I prefer Torque Game Builder though in retrospect.
Before I continue talking about the development itself, let’s take a look at the actual game. Sploidz was the first game I wrote using Torque Game Builder for Joshua Dallman, and since I still had all the assets in my subversion repository, it was an easy decision to try and port this game. If you want to play it, you can download it for free here.
I haven’t ported everything: I’ve just rewritten the main characteristic features that make up Sploidz’s code in ActionScript.
Without further ado´ here is the game:
Click to open Sploidz in its own window
Because the art is still copyrighted and I haven’t heard back from Joshua yet ´, I decided to create a free version that only uses “coder art” – in this hand-drawn coder art
Some´ have said that this version looks cuter, decide for yourself:
Click to open SploidzCC in its own window
Below you’ll find a description of the development and at least one helpful trick and most importantly a link to the source code of the “copyright-free” version.
Because the orginal version is way too difficult to be really fun, I actually sat down one more time and added code to make the platform slower if you’re in danger of losing (up to 3 times slower):
Click to open SploidzMoreFun in its own window
Tags: ActionScript, Flash, FlashDevelop, game, Photoshop, Sploidz
Because people complained to me about the formula feature in my PowerPointLaTeX add-in, which used a somewhat experimental approach to editing formula objects by adding an editing text shape that contained the formula code and that would be merged back into the formula as soon as you deselect it, I decided to rewrite it to use a standard modal dialog to edit formula objects:
The editor isn’t perfect (yet), but it certainly shouldn’t add any bugs to the add-in and solve some natural issues the old approach created.
The idea was pretty straight-forward but the actual UI design was a PITA due me not knowning the panel/flow/table layout concepts very well and the code still has some annoying quirks with auto-scroll, so I need to fix that later.
I almost rewrote the whole cache system, because I’m using a background thread for updating the preview (if the text is changed, a 500 msec timer is started which triggers an update) and the update accesses the cache system, which in turn accesses PowerPoint to return some data, which in turn is busy because of the modal dialog -> dead-lock.
The solution to this is very simple but was not obvious to me at first (I actually began to rewrite the cache system with a feeling that there should be an easier solution):
The background thread needs an Invoke call to update the preview picture because the control has been created by a different thread (the main thread) and the code to get an updated picture can simply be moved into Invoke delegate function.
This solved all my problems and made 4 hours of previous work and thinking about a new cache system obsolete
Download the new build at: http://code.google.com/p/powerpointtools/downloads/list
Cheers,
Andreas
Tags: Formula Object, Invoke, LaTeX, PowerPoint
I’ve written my last exam yesterday (except for two oral exams in September), so now I have got some spare time before I start working on my Bachelor Thesis tomorrow and I want to use it to wrap up a few things.
During this term I took part in a course that was both a (research) project/presentation/lecture thing, which was fun but also a lot of work.
I’ve already written about one mathematical aspect of it in my post about Analysis, Cauchy-Schwarz and Reciprocal Sums.
The project was about optimizing semi-conductor wiring placement. We wrote a small paper about our findings and the work it was based one – you can look download it here.
We also created a self-running presentation that doesn’t contain any Maths at all but makes heavy use of Flash animations (which were exported to .gif manually, which was a huge pain in the ass, which I will never do again if possible) to visualize all the concepts and algorithms.
You can download a PowerPoint 2007 (.pptx) version here or one that works with PowerPoint 2003 here.
For the Student’s I sat down and wrote a small Flash application to show the algorithms at work. It’s not obvious how it works, so let me explain the major points:
Last but not least I’ve also uploaded the current version of all my .fla and .as files. You can download it here.
ActionScript is a nice language and you can quickly learn it using the available resources from Adobe.
While ActionScript 2.0 is arguably weird, ActionScript 3.0 is quite logical and it’s syntax is straight-forward and consistent, too. You can’t say that about the IDE (Flash CS4), which is braindead, but if you’re only interested in writing ActionScript code, FlashDevelop is an excellent and free alternative.
This is it for now, maybe I’ll play around with Flash some more another time.
Cheers,
Andreas
Tags: ActionScript, Flash, MatLAB, PowerPoint, Semi-Conductor Optimization
At my new workplace at university I’m currently porting an advanced terrain rendering engine from DirectX to OpenGL.
One of the performance optimizations the engine uses is that it draws the terrain tiles right from the index buffer without using a vertex buffer at all – that is it packs the vertex position into the 32-bit index and unpacks it in the vertex shader.
Why is this faster than rendering using a vertex buffer and no index buffer?
When using an index buffer the graphics card can make use of a cache of already transformed (vertex-shaded) vertices and when an index is reused, it can use the cached result instead of running the vertex shader again. Of course, this only works if there exists a certain temporal locality, but that is given.
If no index buffer is used, the vertex cache won’t be used, because the implicit index is different for each vertex.
Since I need to port the engine from DirectX to OpenGL, I did some research to see if it is possible to do the same in OpenGL.
It’s not really possible but you can achieve something quite similar in OpenGL 3.0.
This is meant as OpenGL analogon for Using the Input-Assembler Stage without Buffers (Direct3D 10).
I think the title is self-explanatory but for greater clarity let me rephrase it:
The aim is to render something without using vertex or index buffers, that is (in OpenGL speak) using neither vertex data nor an elements array to render something.
Instead the automatically supplied gl_VertexID attribute (vertexId in DirectX) is used to determine the vertex the shader is currently processing.
The example in MSDN simply draws a triangle using vertexId:
VSOut VSmain(VSIn input)
{
VSOut output;
if (input.vertexId == 0)
output.pos = float4(0.0, 0.5, 0.5, 1.0);
else if (input.vertexId == 2)
output.pos = float4(0.5, -0.5, 0.5, 1.0);
else if (input.vertexId == 1)
output.pos = float4(-0.5, -0.5, 0.5, 1.0);
output.color = clamp(output.pos, 0, 1);
return output;
}
If you want to do the same thing in OpenGL, you have at least two problems:
(from GL_EXT_gpu_shader_4)
There is no way around these requirements, but what you can do is to create dummy vertex buffer with one element, bind it as vertex array and simply draw as many vertices as you want. If you don’t access gl_Vertex there is no way that uninitialized data can affect the shader and although behavior is generally undefined in OpenGL, if you render beyond the vertex buffer size, it has worked so far that I’ve test this on.
You can download the source code here.
The next step is to start packing and unpacking data in the gl_VertexID. For this an integer type and bit operations (shifting and masking at least) are required in the vertex shader, so it requires GLSL 1.30 at least.
The code is quite short from my proof of concept project, so I’m pasting the shader here:
#version 130
#extension GL_EXT_gpu_shader4 : enable
out vec4 color;
vec3 unpackVertex(int index) {
return vec3( index & 0xFF, (index >> 8 ) & 0xFF, (index >> 16) & 0xFF ) * (2 / 255.0) - vec3(1.0);
}
void main()
{
vec3 unpackedData = unpackVertex( gl_VertexID );
gl_Position = vec4( unpackedData, 1.0 );
color = vec4( (unpackedData + 1.0) / 2.0, 1.0 );
}
In main.cpp the equivalent can be found for setting up the elements array:
#define packFloat(v) (int(((v) + 1.0) / 2 * 255) & 255)
#define packVertex(x,y,z) (packFloat( x ) + (packFloat( y ) << 8 ) + (packFloat( z ) << 16))
void display(void) {
[...]
unsigned indices[] = {
packVertex( 0.0, 0.0, -1.0 ), packVertex( 1.0, 0.0, -1.0 ), packVertex( 1.0, 1.0, -1.0 ),
packVertex( 0.0, 0.0, -1.0 ), packVertex( -1.0, 0.0, -1.0 ), packVertex( -1.0, -1.0, -1.0 )
};
glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( *indices ), GL_UNSIGNED_INT, indices );
[...]
}
For the code to actually make sense I should initialize an index buffer/elements array buffer in OpenGL and upload the indices into it but this was just for testing.
You can download the source code here.
PS: Wordpress is incredibly annoying – or rather this stupid SyntaxHighlighter Evolved plugin >_<
Tags: DirectX, no vertex buffer, OpenGL
Today I want to write about something I’ve been working ages ago – specifically in March I wanted to see if I can extend a Java compiler to support LINQ´ expressions, too.
I probably spend more time on finding a good open-source compiler to experiment with than I later spent on trying things out, so let me share my preferred source with you: http://openjdk.java.net/ is a good address to start with.
More specifically http://openjdk.java.net/groups/compiler/ contains some valuable information about the way the compiler works.
A nice thing is that there is a branch that has added support for ANTLR which makes added language a tad bit easier since you get to change a grammar file instead of tweaking hand-written lexers and parsers. More info about it can be found at http://openjdk.java.net/projects/compiler-grammar/.
You can download the source code from http://hg.openjdk.java.net/ – don’t follow the link to http://hg.openjdk.java.net/compiler-grammar/compiler-grammar, that one will only allow you to download part of the branch´.
I didn’t come around to add support for LINQ in the end, but to get known to the compiler and the ANTLR grammer, I added support for the var keyword as known from C#, which allows for automatic type deduction and for anonymous objects (again using the C# syntax). Thus my changes allowed for the following to compile and execute correctly:
public class Test {
public static void main(String[] args) {
// automatic type deduction
var t = Math.atan(1);
System.out.println( t );
// anonymous type
var i = new { Amount = 108, message = "hello" };
System.out.println( i.Amount );
}
}
Tags: ANTLR, C#, Compiler, Java, JavaC, OpenJDK
I’ve finally managed to upload a version of my PowerPoint LaTeX add-in for PowerPoint 2007.
I’m just going to post a short Vimeo video here that shows how inline formulas work (the main feature):
http://www.vimeo.com/4442353I’ve tried to work on the add-in during my spring vacation but somehow I have instead spent all my time watching four seasons of House M.D. (which was totally worth it though
).
There are still some features like support for MikeTeX, code clean-ups, small bugfixes and a preference window that I should work on, but I don’t plan on selling it, so I don’t really care if it’s still somewhat work in progress.
I’m going to continue working on it when I have to use PowerPoint again.
You can check it out (and another add-in dubbed Language Painter that I wrote to fix some annoyances when writing presentations in languages different from your keyboard layout) at http://code.google.com/p/powerpointtools/.
Tags: AddIn, C#, LaTeX, MiKTeX, PowerPoint, TexPoint
I’ve been using C# personally quite a bit lately and want to share with you a list of the things I like or don’t about it.
First the things I like about it (compared to C++ and Java sometimes):
What I don’t like:
Today I got an email asking me to enable full text RSS feeds – so far so good, only when I activated the “Full Text” option nothing changed – neither in FireFox, nor in Google Reader, nor anywhere else. Only in Feed Proxy I saw a <content:encoded> tag appear that contained the full text (including html tags), but the description still only contained the excerpt (without html tags).
Before I link you to the thread that made me conclude the statement in the post title, let me quote from the RSS 2.0 specs:
A channel may contain any number of <item>s. An item may represent a “story” — much like a story in a newspaper or magazine; if so its description is a synopsis of the story, and the link points to the full story. An item may also be complete in itself, if so, the description contains the text (entity-encoded HTML is allowed; see examples), and the link and title may be omitted. All elements of an item are optional, however at least one of title or description must be present.
That said take a look at http://wordpress.org/support/topic/190901 – having the problem described above and reading the replies, it just left me with one question:
If Otto42 is a moderator, where does WordPress get its trolls from?
The RSS Specs are pretty unspecific and blurry when it comes to the issue, one can at most point to http://www.feedvalidator.org/docs/warning/DuplicateDescriptionSemantics.html, but the main issue I have is that the rants of this “moderator” don’t help me fix my problem, because Google Reader and FireFox still don’t display the full entries.
If you want to fix it, you can do the following (in WP 2.7):
Open up wp-includes/feed-rss2.php and change
<?php if (get_option('rss_use_excerpt')) : ?>
<description><![CDATA[<?php the_excerpt_rss() ?>]]></description>
<?php else : ?>
<description><![CDATA[<?php the_excerpt_rss() ?>]]></description>
<?php if ( strlen( $post->post_content ) > 0 ) : ?>
<content:encoded><![CDATA[<?php the_content() ?>]]></content:encoded>
<?php else : ?>
<content:encoded><![CDATA[<?php the_excerpt_rss() ?>]]></content:encoded>
<?php endif; ?>
<?php endif; ?>
to
<?php if (get_option('rss_use_excerpt')) : ?>
<description><![CDATA[<?php the_excerpt_rss() ?>]]></description>
<?php else : ?>
<description><![CDATA[<?php the_content() ?>]]></description>
<?php endif; ?>
Similarly, if you want to fix your comments, too, open wp-includes/feed-rss2-comments.php and change
<?php if ( post_password_required($comment_post) ) : ?>
<description><?php echo ent2ncr(__('Protected Comments: Please enter your password to view comments.')); ?></description>
<content:encoded><![CDATA[<?php echo get_the_password_form() ?>]]></content:encoded>
<?php else : // post pass ?>
<description><?php comment_text_rss() ?></description>
<content:encoded><![CDATA[<?php comment_text() ?>]]></content:encoded>
<?php endif; // post pass
to
<?php if ( post_password_required($comment_post) ) : ?> <description><![CDATA[<?php echo get_the_password_form() ?>]]></description> <?php else : // post pass ?> <description><![CDATA[<?php comment_text() ?>]]></description> <?php endif; // post pass
Cheers,
Andreas
Tags: Full Text, PHP, RSS 2.0, WordPress
Two weeks ago I had to give a presentation about Motion Retargeting, which I want to share with you now.
I created it due to me attending a seminar about the latest developments in Computer Graphics at university and my presentation was about the Siggraph ‘08 paper “Real-time Motion Retargeting to Highly Varied User-Created Morphologies” from Chris Hecker et al.
You can check it out on Chris Hecker’s homepage – his website also contains a bunch of other really cool articles and presentations from various conferences, so it certainly is worth taking a look at it.
I’ve also sifted through quite a lot of IK papers and lectures for my presentation to understand the later part about the IK solver in Spore and I’ve found a few links that are a nice read:
Ive created a huge PowerPoint presentation for my seminar
It includes a few videos (thanks again to Chris Hecker for uploading them and replying to my emails incredibly fast ´) and two awesome IK solvers that I’ve implemented with VBA macros´ to show how CCD and Particle IK solvers work.
You can find a zip with all the videos and high resolution images here (includes both a PPT 2003 file and a 2007 file). I’ve also uploaded a small version without videos, macros as PPT 2003 file here, if you don’t feel like downloading the 23 MB .zip file.
Here’s a YouTube video of the two IK solvers:
http://www.vimeo.com/3021779I’ve exported the code into an additional IK Playground presentation which contains just one slide and the two IK solvers with the setup you see in the video above. You can find the PPT 2003 version of it here and the 2007 one here.
I’ve zipped up the macros here if you want to use them in your own slides. I’ve also written a handy VBA form that allows one to edit everything more easily (the macros are hardly documented though, but if anyone really wants to use them and runs into problems – you can always drop me a line or two in a comment
)
BTW I’m not sure you know about it´, but Blender contains an awesome video editor – the UI needs some time to get used to, but the online documentation has improved a lot and with it, it works like a charm. Blender also supports some pretty professional filters, so it’s going to be my video editing tool of choice from now on.
Cheers,
Andreas
Tags: CCD, Inverse Kinematics, Macros, Motion Retargeting, Particle IK, PowerPoint, Spore, VBA