Recently, I was scanning a lot of legal sized documents, but my scanner could only scan A4 sized paper. So I had to scan each document in parts and then stitch them together afterwards.
There is lots of software available for stitching together photos into a panorama, but surprisingly, I had trouble finding software for stitching together flat images (or for creating a "linear panorama" as some people call it) even though this task would supposedly be a little bit easier than making panoramas. Of course, it's possible to manually load up the images into a paint program and manually align them and blend them, but I had to stitch together a lot of documents, so this was too time-consuming for me.
In the past, I've used software like Hugin, Panotools, or Autostitch for stitching together photos, but I could never quite get the various tutorials on how to handle linear panoramas to work quite right.
I own a copy of Photoshop Elements 6.0, which does contain algorithms for this sort of stitching (under File...New...Photomerge Panorama). Initially, I was quite pleased with the results, but after inspecting the final stitched images more carefully, I began to realize that the algorithm had lots of problems rotating images in order to get good alignment between them. If you only superficially inspect the final result, everything seems fine because Adobe seems to use some sort of fancy blending algorithm (something like Enblend) that hides a lot of these imperfections. Unfortunately, the blending algorithm can't hide the fact that because of poor alignment, lines that should be straight aren't. Even when you manually rotate the images to help the alignment algorithm, Photoshop Elements doesn't help you try to fine-tune the rotation or positioning afterwards, so it's hard to get things aligned quite right (I was hoping that if I could get things close to alignment, the algorithm would "snap" things to the best position). Adobe is always tweaking their algorithms, so it's possible that later versions of Photoshop Elements give better results though.
In the end, I actually found a research tool from Microsoft that provided excellent automated results. Even better, Microsoft's Image Composition Editor was very fast and very easy to use, so I highly recommend this program. Eventually, I hope to figure out what I was doing wrong with Hugin because it's always useful to have an alternative that supports a lot of manual tweaking, but so far the results of the Image Composition Editor have been so good that I've only needed to resort to alternate tools (i.e. Adobe Photoshop Elements) only once, which occurred when I was stitching four images together that had only a small amount of overlap.
A summary of issues I've encountered during coding and the solutions that I've found.
Sunday, August 30, 2009
Saturday, June 06, 2009
Vista Service Pack Installation Problems
I recently installed Windows Vista SP2, and like Vista SP1, I seemed to have problems getting it installed properly. It would spend a huge amount of time installing itself, reboot, and then fail during its third stage, and then spend a lot of time reverting the install. Windows Update would show Code 80004005 in the error details field for why the update failed.
Fortunately, after browsing the web, I found a forum post (I no longer remember where it is), where people mentioned that the problem comes up with dual-boot machines. My machine has both Linux and Windows installed, and Vista apparently fails its TPM security checks or something like that if the GRUB boot manager starts up in-between the computer starting and Vista starting. Fortunately, I installed GRUB on my Linux partition instead of my MBR, so I could simply change my active/boot partition to boot directly into Windows. Afterwards, the service pack could apply itself, and then I could boot on a Linux live CD to reset the active/boot partition back to the Linux partition.
Personally, I find this sort of annoying. It would be nice if Windows wouldn't die on dual-boot machines or give users a prompt to allow then to ignore TPM problems during the boot process or, at the very least, give more useful error messages.
Fortunately, after browsing the web, I found a forum post (I no longer remember where it is), where people mentioned that the problem comes up with dual-boot machines. My machine has both Linux and Windows installed, and Vista apparently fails its TPM security checks or something like that if the GRUB boot manager starts up in-between the computer starting and Vista starting. Fortunately, I installed GRUB on my Linux partition instead of my MBR, so I could simply change my active/boot partition to boot directly into Windows. Afterwards, the service pack could apply itself, and then I could boot on a Linux live CD to reset the active/boot partition back to the Linux partition.
Personally, I find this sort of annoying. It would be nice if Windows wouldn't die on dual-boot machines or give users a prompt to allow then to ignore TPM problems during the boot process or, at the very least, give more useful error messages.
Saturday, January 24, 2009
MTU Problems When Using Vista Internet Connection Sharing (ICS) with an XBox 360
So like other people, I don't really like the idea of paying $100 for an XBox 360 wifi adapter, so I'm using Internet Connection Sharing through my laptop to get my XBox connected to a wireless access point (yes, there are easier ways of doing this, but like usual, I'm doing something strange).
But when I did this, the XBox kept complaining that my MTU was set too low since it needed an MTU of 1364. This is a little silly since a proper IP stack should automatically fragment its packets to accomodate the MTU, but whatever.
I ran the command netsh interface ipv4 show interfaces to find out what the MTUs on my Vista laptop were, and they were all set to 1300. This seemed a little strange because 1300 is oddly low and also a nice round number that a human must have decided on. But I certainly hadn't set my MTU to 1300, so I'm not sure why it was set to that.
I spent a while browsing around, but finally I figured it out. It was that annoying Cisco VPN client on my laptop. I have no idea why they set the MTU so low (what sort of intermediate router would use 200 bytes of overhead per packet? It's silly to reserve so much), but the VPN Client comes with a Set MTU program that I was able to use to set everything back to normal, and then my XBox stopped complaining.
But when I did this, the XBox kept complaining that my MTU was set too low since it needed an MTU of 1364. This is a little silly since a proper IP stack should automatically fragment its packets to accomodate the MTU, but whatever.
I ran the command netsh interface ipv4 show interfaces to find out what the MTUs on my Vista laptop were, and they were all set to 1300. This seemed a little strange because 1300 is oddly low and also a nice round number that a human must have decided on. But I certainly hadn't set my MTU to 1300, so I'm not sure why it was set to that.
I spent a while browsing around, but finally I figured it out. It was that annoying Cisco VPN client on my laptop. I have no idea why they set the MTU so low (what sort of intermediate router would use 200 bytes of overhead per packet? It's silly to reserve so much), but the VPN Client comes with a Set MTU program that I was able to use to set everything back to normal, and then my XBox stopped complaining.
Friday, January 16, 2009
Running TPC-H Queries on MySQL
Getting the TPC-H queries to work on MySQL isn't too hard, but it isn't always clear what to do. I took the instructions from here and converted them to work with MySQL.
Once TPC-H is started, you can create a database and tpch account:
mysql -u root -p
mysql> CREATE USER 'tpch'@'%' IDENTIFIED BY 'password';
mysql> CREATE DATABASE tpch;
mysql> GRANT ALL ON tpch.* to 'tpch'@'%';
mysql> USE tpch;
mysql> \. tpch/gen/dss.ddl
Then, in the gen directories, you can modify the query generator to generate queries that are as close as possible to what you need:
cp makefile.suite makefile
#Modify makefile to use
# CC = gcc, DATABASE=SQLSERVER, MACHINE=LINUX, WORKLOAD=TPCH
#In tpcd.h, SQLSERVER section:
# change #define SET_DBASE "use %s;\n"
# change #define SET_ROWCOUNT "limit %d;\n\n"
# change #define START_TRAN "BEGIN WORK;"
# change #define END_TRAN "COMMIT WORK;"
make
Then you can start generating database data at the right scale factor
./dbgen -s 1
And also modify the constraints/indices file so that it's compatible with mysql:
# Modify dss.ri
# use a search and replace in order to remove "CONNECT TO TPCD", remove references to "TPCD." and remove the lines "COMMIT WORK;"
Then you can load all the data into the databases with
mysql -u tpch -p
mysql> use tpch;
mysql> LOAD DATA LOCAL INFILE 'customer.tbl' INTO TABLE CUSTOMER FIELDS TERMINATED BY '|';
# Same with orders, lineitem, nation, partsupp, part, region, supplier
mysql> \. dss.ri
You then need to change the case of the table names because the queries use lower-case table names I think whereas the dss.ddl uses upper-case names for the tables:
mysql> alter table NATION rename nation;
# Ditto for supplier, region, partsupp, part, orders, lineitem, customer
Finally, you can test some of the queries
cp dists.dss queries
cd queries
../qgen -c tpch -s 1 1
I think the queries still need to be modified a bit to be compatible. I think queries with a limit may need the semi-colon moved around, the precision indicator during date arithmetic in query 1 may need to be removed, and the method for naming columns in query 13 might need changing.
Once TPC-H is started, you can create a database and tpch account:
mysql -u root -p
mysql> CREATE USER 'tpch'@'%' IDENTIFIED BY 'password';
mysql> CREATE DATABASE tpch;
mysql> GRANT ALL ON tpch.* to 'tpch'@'%';
mysql> USE tpch;
mysql> \. tpch/gen/dss.ddl
Then, in the gen directories, you can modify the query generator to generate queries that are as close as possible to what you need:
cp makefile.suite makefile
#Modify makefile to use
# CC = gcc, DATABASE=SQLSERVER, MACHINE=LINUX, WORKLOAD=TPCH
#In tpcd.h, SQLSERVER section:
# change #define SET_DBASE "use %s;\n"
# change #define SET_ROWCOUNT "limit %d;\n\n"
# change #define START_TRAN "BEGIN WORK;"
# change #define END_TRAN "COMMIT WORK;"
make
Then you can start generating database data at the right scale factor
./dbgen -s 1
And also modify the constraints/indices file so that it's compatible with mysql:
# Modify dss.ri
# use a search and replace in order to remove "CONNECT TO TPCD", remove references to "TPCD." and remove the lines "COMMIT WORK;"
Then you can load all the data into the databases with
mysql -u tpch -p
mysql> use tpch;
mysql> LOAD DATA LOCAL INFILE 'customer.tbl' INTO TABLE CUSTOMER FIELDS TERMINATED BY '|';
# Same with orders, lineitem, nation, partsupp, part, region, supplier
mysql> \. dss.ri
You then need to change the case of the table names because the queries use lower-case table names I think whereas the dss.ddl uses upper-case names for the tables:
mysql> alter table NATION rename nation;
# Ditto for supplier, region, partsupp, part, orders, lineitem, customer
Finally, you can test some of the queries
cp dists.dss queries
cd queries
../qgen -c tpch -s 1 1
I think the queries still need to be modified a bit to be compatible. I think queries with a limit may need the semi-colon moved around, the precision indicator during date arithmetic in query 1 may need to be removed, and the method for naming columns in query 13 might need changing.
Thursday, August 14, 2008
Chinese Handwriting Recognition in Windows XP
If you want to write Chinese characters in Windows XP, there are lots of options available like Google's IME, but a lot of these options aren't practical if you don't know any Mandarin. There are websites for inputting Chinese in Cantonese, but still it isn't ideal.
Apparently, the IME in Windows XP can be upgraded to support limited hand-writing recognition in Chinese, but Microsoft conveniently hides the IME upgrades on its websites. Fortunately, I found a forum, which describes how to download these upgrades from the MS Office website. Once I installed these upgrades, I could then use the IMEPad to write Chinese characters using a mouse or tablet. In fact, the IMEPad option was available in my plain version of Windows XP, but clicking on the IMEPad button did not result in anything happening.
Apparently, the IME in Windows XP can be upgraded to support limited hand-writing recognition in Chinese, but Microsoft conveniently hides the IME upgrades on its websites. Fortunately, I found a forum, which describes how to download these upgrades from the MS Office website. Once I installed these upgrades, I could then use the IMEPad to write Chinese characters using a mouse or tablet. In fact, the IMEPad option was available in my plain version of Windows XP, but clicking on the IMEPad button did not result in anything happening.
Wednesday, March 26, 2008
IE7 Erases .XML Files
So I had spent a few days writing a long .xml file with a corresponding .xsl stylesheet. I was using IE7 to look at the generated html. At one point, I chose Page, then Save As. Then I chose Cancel.
Poof.
IE7 erased my .xml document. Well, I guess I didn't really need the document that badly after all.
Poof.
IE7 erased my .xml document. Well, I guess I didn't really need the document that badly after all.
Monday, December 03, 2007
Tiles Don't Generalize
For a couple months, I've been experimenting a bit with SVG during my free time to get a feel for how to use it cleanly on the web. In particular, I've been playing around with trying to create a little tile-based game using SVG and JavaScript.
The nice properties of grid-based tiles using an isometric or 3/4 perspective are well-known. As long as every object in the game fits exactly in a 1x1 grid cell, then everything works great. It's easy to figure out an order to draw the objects in order to ensure that nearer objects properly occlude further objects. You can stack objects within a grid and do other nice stuff too.
After seeing all those isometric-perspective computer games with characters running in-between grid tiles and with all manner of odd-shaped objects though, I assumed that the algorithms for choosing the order to draw objects in the isometric perspective generalized in some nice way. Of course, I realized that things couldn't generalize arbitrarily. If you allowed for arbitrary objects in arbitrary poses, then you'd end up with an arbitrary 3d scene drawn from an orthographic perspective. Then you'd need the full painter's algorithm with polygon chopping etc.
But, I assumed that if all objects were in non-overlapping axis-aligned bounding boxes, then I could figure out some way to order the objects without needing to chop any of them (since you can't really do this is SVG). In particular, I wanted the floor tiles and the objects to be all mixed up in the rendering code. But for the isometric perspective, it is possible to create degenerate examples where objects mutually occlude each other. So you can't generalize algorithms for the isometric perspective this way. In particular, my plan of having floor tiles and wall tiles, plus arbitrarily sized objects sitting on the floor tiles just wouldn't work.
In fact, the same thing happens with the three-quarter perspective as well (I've shifted the perspective a bit so that it's easier to see the depth of the objects).
So having arbitrarily sized objects that can stack on top of each other arbitrarily won't work. Having objects in non-overlapping axis-aligned bounding boxes where all the bounding boxes sit on the same plane, that seems to work ok. With the isometric perspective, it seems like it might be a little bit hard to get the right ordering of objects during drawing, but it seems doable at least. With the 3/4 perspective, everything works out well in that particular situation.
So basically, one way to get around this problem is to have a flat floor and use tiles to cover the floor as one layer, then on a second layer, you can have objects and walls and stuff that you can order separately. I imagine there are other cases that lead to an easy ordering of objects (perhaps if everything has a fixed height? or maybe in the 3/4 perspective, if you allow for only two levels: one for arbitrary height terrain and then another for things on top?), but I haven't really figured it out yet. Perhaps in reality, degenerate cases never really end up occuring, so you can just sort of hack in lots of special cases in the rendering engine to make sure all the objects are rendered in the right order.
Well, in any case, the point of this post is to show that tiles are trickier than I thought. They really don't generalize nicely, so you have to put a lot of thought into how to handle things once you allow for objects that don't fall exactly within grid boundaries.
The nice properties of grid-based tiles using an isometric or 3/4 perspective are well-known. As long as every object in the game fits exactly in a 1x1 grid cell, then everything works great. It's easy to figure out an order to draw the objects in order to ensure that nearer objects properly occlude further objects. You can stack objects within a grid and do other nice stuff too.
After seeing all those isometric-perspective computer games with characters running in-between grid tiles and with all manner of odd-shaped objects though, I assumed that the algorithms for choosing the order to draw objects in the isometric perspective generalized in some nice way. Of course, I realized that things couldn't generalize arbitrarily. If you allowed for arbitrary objects in arbitrary poses, then you'd end up with an arbitrary 3d scene drawn from an orthographic perspective. Then you'd need the full painter's algorithm with polygon chopping etc.
But, I assumed that if all objects were in non-overlapping axis-aligned bounding boxes, then I could figure out some way to order the objects without needing to chop any of them (since you can't really do this is SVG). In particular, I wanted the floor tiles and the objects to be all mixed up in the rendering code. But for the isometric perspective, it is possible to create degenerate examples where objects mutually occlude each other. So you can't generalize algorithms for the isometric perspective this way. In particular, my plan of having floor tiles and wall tiles, plus arbitrarily sized objects sitting on the floor tiles just wouldn't work.

In fact, the same thing happens with the three-quarter perspective as well (I've shifted the perspective a bit so that it's easier to see the depth of the objects).

So having arbitrarily sized objects that can stack on top of each other arbitrarily won't work. Having objects in non-overlapping axis-aligned bounding boxes where all the bounding boxes sit on the same plane, that seems to work ok. With the isometric perspective, it seems like it might be a little bit hard to get the right ordering of objects during drawing, but it seems doable at least. With the 3/4 perspective, everything works out well in that particular situation.
So basically, one way to get around this problem is to have a flat floor and use tiles to cover the floor as one layer, then on a second layer, you can have objects and walls and stuff that you can order separately. I imagine there are other cases that lead to an easy ordering of objects (perhaps if everything has a fixed height? or maybe in the 3/4 perspective, if you allow for only two levels: one for arbitrary height terrain and then another for things on top?), but I haven't really figured it out yet. Perhaps in reality, degenerate cases never really end up occuring, so you can just sort of hack in lots of special cases in the rendering engine to make sure all the objects are rendered in the right order.
Well, in any case, the point of this post is to show that tiles are trickier than I thought. They really don't generalize nicely, so you have to put a lot of thought into how to handle things once you allow for objects that don't fall exactly within grid boundaries.
Friday, September 14, 2007
Resolution Independence in Vista
I recently got a Thinkpad notebook that crams a 1400x1050 resolution onto a tiny screen. It's a great screen, but unfortunately everything ends up being a bit too small. If you have resolution independent applications, the increased resolution can be a real joy though because the text becomes so clear and easy on the eyes. Although previous versions of Windows had very limited support for resolution independence, things supposedly had improved quite a bit in Vista.
Unfortunately, things don't quite fit together that well. Just like earlier versions of Windows, you can increase the default font size in Vista. Unfortunately, this causes various glitches in things. For example, text no longer fits in the dialog boxes of Windows Media Player (I suspect that the Windows Media Player people must have written some custom dialog box code because I'm pretty sure the default dialog box code scaled things correctly even back during the Windows 95 days). And lots of fonts on web pages are specified in terms of pixel sizes, and their sizes don't get adjusted, so the text ends up being too small to see. Internet Explorer does have a zoom capability that redefines pixel sizes, but it also increases the size of the default font, which has already been increased, making things look too big.
Vista also has the option of simply scaling up all pixels to a larger size. Basically, Windows will fool legacy applications into thinking that the screen has a lower resolution, so that the applications render at a smaller size. This render is then scaled up to fill the larger resolution. Resolution independent applications, however, can render at the full resolution. Unfortunately, Adobe (Acrobat) Reader is considered a legacy application. Being able to read .pdf documents with crisper text is one of the main reasons I chose the high resolution screen, and you lose all those benefits if you render everything to a lower resolution and then scale it up. I imagine the same problem crops up in other applications as well. For example, Internet Explorer doesn't have strong support for vector drawing formats like SVG, so it's not possible to get high resolution graphics on web pages, so you have to live with scaled up versions of bitmaps instead.
Based on this experience, I imagine it will take another few years before it becomes practical to use Windows comfortably on a high resolution display. The new version of MacOS will supposedly have strong support for resolution independence, but I doubt that they've actually managed to solve the problem in a comprehensive manner. I think that doing resolution indepence right probably requires a larger rethinking of UI widgets and layout managers (basically, it will be the same technology needed to layout a single UI design on both tiny mobile device screens and large LCD monitors with needing lots of manual tweaking), but I haven't really heard much about research into that area by Apple, so I doubt they've hit the final solution yet.
Unfortunately, things don't quite fit together that well. Just like earlier versions of Windows, you can increase the default font size in Vista. Unfortunately, this causes various glitches in things. For example, text no longer fits in the dialog boxes of Windows Media Player (I suspect that the Windows Media Player people must have written some custom dialog box code because I'm pretty sure the default dialog box code scaled things correctly even back during the Windows 95 days). And lots of fonts on web pages are specified in terms of pixel sizes, and their sizes don't get adjusted, so the text ends up being too small to see. Internet Explorer does have a zoom capability that redefines pixel sizes, but it also increases the size of the default font, which has already been increased, making things look too big.
Vista also has the option of simply scaling up all pixels to a larger size. Basically, Windows will fool legacy applications into thinking that the screen has a lower resolution, so that the applications render at a smaller size. This render is then scaled up to fill the larger resolution. Resolution independent applications, however, can render at the full resolution. Unfortunately, Adobe (Acrobat) Reader is considered a legacy application. Being able to read .pdf documents with crisper text is one of the main reasons I chose the high resolution screen, and you lose all those benefits if you render everything to a lower resolution and then scale it up. I imagine the same problem crops up in other applications as well. For example, Internet Explorer doesn't have strong support for vector drawing formats like SVG, so it's not possible to get high resolution graphics on web pages, so you have to live with scaled up versions of bitmaps instead.
Based on this experience, I imagine it will take another few years before it becomes practical to use Windows comfortably on a high resolution display. The new version of MacOS will supposedly have strong support for resolution independence, but I doubt that they've actually managed to solve the problem in a comprehensive manner. I think that doing resolution indepence right probably requires a larger rethinking of UI widgets and layout managers (basically, it will be the same technology needed to layout a single UI design on both tiny mobile device screens and large LCD monitors with needing lots of manual tweaking), but I haven't really heard much about research into that area by Apple, so I doubt they've hit the final solution yet.
Saturday, February 17, 2007
Serializing Signals without Atomic Compare and Swap
So basically, the problem with event handlers in IE6 is that they might become interrupted by other event handlers, making synchronization difficult. What you want is a more traditional event driven model where only one event handler can execute at a time. Essentially, you want a scheme that serializes signals so that the event handlers execute sequentially. Unfortunately, since JavaScript comes with no synchronization primitives like atomic compare and swap, so doing this is messy.
So I think I've come up with a scheme that lets you wrap event handlers in a function that will test if other event handlers are executing at the same time. If they are, it will add itself to a queue to be executed later. There's various annoying synchronization issues involved though, so this is not as simple as it sounds.
Here's the pseudocode for the event wrapper function:
So I think I've come up with a scheme that lets you wrap event handlers in a function that will test if other event handlers are executing at the same time. If they are, it will add itself to a queue to be executed later. There's various annoying synchronization issues involved though, so this is not as simple as it sounds.
Here's the pseudocode for the event wrapper function:
And here's the pseudocode for the queue methods:
globals root, queue
if root == null
root := true
execute own handler
root := null
while !queue.empty()
root := true
queue.dispatch()
root := null
else
queue.add(self)
And here's how you could code it up in JavaScript. Basically, I define a handler function. You can then use the handler function to wrap your own event handlers before setting them to listen for events:
queue.add(fn)
globals end, isClaims[], handlers[], queueLength
myend := end
while(true)
if isClaimed[myend] != null
myend++
if myend >= queueLength
myend := 0
if myend == start
error!
continue
isClaimed[myend] := true
if handlers[myend] != null
continue
handlers[myend] := fn
break
end := myend
queue.empty()
globals isClaimed[], start
return isClaimed[start]==null
queue.dispatch()
globals isClaimed[], handlers[], start, end, queueLength
if isClaimed[start] != null
myend := end
if myend == start
myend++
if myend >= queueLength
myend := 0
end := myend
execute handlers[start]
handlers[start] := null
isClaimed[start] := null
start ++
if start >= queueLength
start := 0
<script>
// Initialization script that creates the "handler" function for wrapping
// handlers
(function () {
var SIZE = 100; // max number of simultaneous events
var root = false; // boolean, indicating whether
// event handler is the first one in a
// chain or not
var queue = new Array(SIZE); // Event handlers to be executed later
var thisQueue = new Array(SIZE); // Corresponding this objects
var isClaimed = new Array(SIZE); // reserves a spot in queue
var start = 0; // position in queue circular buffer
var end = 0;
// Define the global handler wrapper function
handler = function(eventHandler)
{
return function() {
if (root == false) {
root = true;
eventHandler.call(this);
root = false;
while (isClaimed[start] != null)
{
root = true;
if (isClaimed[start] != null) {
var myend = end;
if (myend == start) {
myend++;
if (myend >= SIZE) myend = 0;
end = myend;
}
queue[start].call(thisQueue[start]);
queue[start] = null;
thisQueue[start] = null;
isClaimed[start] = null;
start++;
if (start >= SIZE) start = 0;
}
root = false;
}
} else {
var myend = end;
while (true) {
if (isClaimed[myend] != null) {
myend++;
if (myend >= SIZE) myend = 0;
continue;
}
isClaimed[myend] = true;
if (queue[myend] != null) continue;
queue[myend] = eventHandler;
thisQueue[myend] = this;
break;
}
end = myend;
}
};
}
})(); // Execute the initialization code
function loaded()
{
alert('loaded ' + this.src);
}
var img1 = new Image();
var img2 = new Image();
img1.onload = handler(loaded);
img2.onload = handler(loaded);
img1.src = "test1.png";
img2.src = "test2.png";
alert('done')
</script>
Asynchronous Callbacks in IE6 JavaScript
Well, back in October, I noticed that Internet Explorer 6 had a few quirks with its usage of event handlers. JavaScript is single-threaded and does not contain any synchronization primitives. As a result, when JavaScript is embedded in a web browser, it is supposed to use an event-driven model: as events occur, they are put into a queue, and then a single thread removes events from the queue and executes handlers for them. Unfortunately, IE6 does not rigorously follow this model. Some of their callbacks follow a model used for interrupts or UNIX signals. Even if another piece of JavaScript code is being executed, the code can be interrupted by an asynchronous event, and the callback for that event will be run. When the event ends, the original code will resume. Unlike signals or interrupts though, IE6 allows these callbacks to interrupt other callbacks.
So, if you put the following code in a web page and run it in IE6, you will get three different dialog boxes showing up simultaneously:
In any case, I think I came up with a solution for this problem back in November, but I never got around to testing it until now. I'll put the code up in my next post.
So, if you put the following code in a web page and run it in IE6, you will get three different dialog boxes showing up simultaneously:
<script>I believe this problem was corrected in Internet Explorer 7 because if you run the same code in IE7, you only get one dialog box showing up at a time.
function loaded()
{
alert('loaded ' + this.src);
}
var img1 = new Image();
var img2 = new Image();
img1.onload = loaded;
img2.onload = loaded;
img1.src = "test1.png";
img2.src = "test2.png";
alert('done')
</script>
In any case, I think I came up with a solution for this problem back in November, but I never got around to testing it until now. I'll put the code up in my next post.
Wednesday, October 25, 2006
JavaScript in IE is not Multithreaded
After coding up my mutex and experimenting with it, I've discovered that Internet Explorer isn't multi-threaded. Instead, it has something worse. Much, much worse.
In any case, here's my mutex code:
So if you look at this chunk of JavaScript code
In any case, here's my mutex code:
function Mutex(maxThreads)So back to the original point. In the end, JavaScript in Internet Explorer isn't multi-threaded. There's only one thread, but it can be interrupted by callbacks or signals, and the thread won't regain control until after the signal/callback handler completes.
{
// This mutex is based on the paper "Tight Bounds for Shared Memory Symmetric
// Mutual Exclusion Problems" by Eugene Styer and Gary L. Peterson.
if (maxThreads < 2)
alert('Mutex is configured incorrectly');
this.waiting = new Array(maxThreads);
this.locks = new Array(maxThreads);
for (var n = 0; n < maxThreads; n++)
{
this.waiting[n] = null;
this.locks[n] = null;
}
this.maxThreads = maxThreads;
this.whoInCriticalSection = null;
this.turn = null;
this.get_visible = function(level, retry, me) { // This is private
if (level == -1)
{
this.waiting[0] = me;
level = 0;
retry = true;
}
else if (this.waiting[level] != me)
{
// Don't write if we can make progress
if (this.turn != me)
{
if (retry)
{
// Assume mistake, once
retry = false;
}
else
{
level = level + 1;
retry = true;
}
// Make visible again
this.waiting[level] = me;
}
}
return [level, retry];
}
this.enter = function() {
var me = new Object(); // generate a unique id for this thread
var level = -1;
var retry = false;
while (true)
{
// See if lock is available, or if it assigned to me
while (this.turn != null && this.turn != me)
{
var ret = this.get_visible(level, retry, me);
level = ret[0];
retry = ret[1];
}
this.turn = me;
var locked;
while (true)
{
// Try to get all locks
for (var pos = 0; pos < this.maxThreads; pos++)
{
if (this.locks[pos] == null)
this.locks[pos] = me;
}
// Do we have all the locks?
locked = true;
for (var pos = 0; pos < this.maxThreads; pos++)
{
if (this.locks[pos] != me)
locked = false;
}
if (this.turn != me locked) break;
}
if (this.turn != me)
{
// Lost, release locks
for (var pos = 0; pos < this.maxThreads; pos++)
{
if (this.locks[pos] == me)
this.locks[pos] = null;
}
var ret = this.get_visible(level, retry, me);
level = ret[0];
retry = ret[1];
}
else
{
break;
}
}
// Acquired lock
if (this.level > -1 && this.waiting[this.level] == me)
this.waiting[this.level] = null;
this.whoInCriticalSection = me; // Save our id for later
}
this.leave = function() {
var me = this.whoInCriticalSection; // Get our saved id
this.whoInCriticalSection = null;
// Find ID of top waitier or 0 if nobody
var next = null;
for (var pos = this.maxThreads - 1; pos >= 0; pos--)
{
if (this.waiting[pos] != null) {
alert('handoff');
next = this.waiting[pos];
break;
}
}
// Let them continue, release locks
this.turn = next;
for (var pos = 0; pos < this.maxThreads; pos++)
{
if (this.locks[pos] == me)
this.locks[pos] = null;
}
}
}
So if you look at this chunk of JavaScript code
var image = new Image();
image.onload = function() {
alert('a0');
alert('a1');
};
image.src = 'blank.gif';
alert('0');
alert('1');
you'll notice that the alerts you get are for a0, a1, 0, and then 1. The onload callback does not give up control back to the main thread until after it finishes giving its two alerts. This means that mutexes and critical sections can't be used in JavaScript because if one thread is inside a critical section and becomes interrupted, the other thread cannot yield to the other thread to let it exit its critical section. So basically, you can't use locks or critical sections or other standard programming techniques to protect important parts of code.
I don't know what the best way to fix this is. It's just messy...very, very messy.
Monday, October 23, 2006
JavaScript Mutexes 2
Actually, I started thinking some more about symmetric mutual exclusion, and I realize that I was actually mistaken. You don't actually need to use any randomization. Although in a real system, the only way to generate unique thread ids would be to use randomization, JavaScript does have one operation that is guaranteed to generate unique keys--just use new to create a new Object since new is atomic. You can then use this object as your thread id. And since it's an object, JavaScript will automatically take care of cleaning it away once you're finished with it.
So, in conclusion, JavaScript mutexes are possible if you use a shared memory symmetric mutual exclusion algorithm and if you are able to put a bound on the number of threads that may attempt to enter a mutex at any one time. This is the best approach to the problem. There are no unacceptable trade-offs that need to be taken into account (beyond the whole messiness of needing to implement your own mutexes in JavaScript in the first place).
So, in conclusion, JavaScript mutexes are possible if you use a shared memory symmetric mutual exclusion algorithm and if you are able to put a bound on the number of threads that may attempt to enter a mutex at any one time. This is the best approach to the problem. There are no unacceptable trade-offs that need to be taken into account (beyond the whole messiness of needing to implement your own mutexes in JavaScript in the first place).
Mutual Exclusion in JavaScript
I started reading up on some papers, and I've found that the type of mutual exclusion being attempted by Wallace in JavaScript is actually impossible. Totally anonymous mutual exclusion using atomic RW registers cannot be done.
That leaves two choice:
1. One can hand-out thread ids in advance (i.e. assign one to each possible callback) during a stage when one knows the code will have only one thread running
2. Use randomized mutual exclusion algorithms
Personally, I think option #1 is very hard to implement correctly, so option #2 is probably the most feasible. Basically, you randomly generate a thread id for yourself at any time (in fact, you can randomly generate a thread id every time you want to enter a mutex). Then, you can run a symmetric mutual exclusion protocol using atomic RW registers.
I found a paper that seems to give one such algorithm:
"Tight Bounds for Shared Memory Symmetric Mutual Exclusion Problems" by Eugene Styer and Gary L. Peterson.
That leaves two choice:
1. One can hand-out thread ids in advance (i.e. assign one to each possible callback) during a stage when one knows the code will have only one thread running
2. Use randomized mutual exclusion algorithms
Personally, I think option #1 is very hard to implement correctly, so option #2 is probably the most feasible. Basically, you randomly generate a thread id for yourself at any time (in fact, you can randomly generate a thread id every time you want to enter a mutex). Then, you can run a symmetric mutual exclusion protocol using atomic RW registers.
I found a paper that seems to give one such algorithm:
"Tight Bounds for Shared Memory Symmetric Mutual Exclusion Problems" by Eugene Styer and Gary L. Peterson.
Thursday, October 19, 2006
JavaScript is Multi-Threaded
I was doing some JavaScript programming where I hooked a bunch of image onload() callbacks with functions that would generate alerts, when I noticed that various alerts were firing before I had finished hooking up all my callbacks. This caused me a lot of consternation. JavaScript does not come with any threading primitives. As such, it's very hard to do any synchronization. Yet clearly, my version of Internet Explorer was triggering these callbacks asynchronously, in threads other than my main thread, resulting in various race conditions in my code.
Firefox seems to use a more sensible model. It seems like it has only one JavaScript thread (much like the single UI thread in most GUI systems), and asynchronous events queue up and are only fired when your JavaScript thread isn't doing anything (of course, that's brings up the other problem of the fact that Firefox seems to discard events if too many get queued up--but at least that's easier to handle than race conditions).
I went looking around for various mutex code to solve this problem, but nothing seems quite right. Some Bruce Wallace person created a JavaScript version of mutex, but I don't have much confidence in it. First of all, he replaced a fixed size array from Lamport's Bakery algorithm with a Map. The whole point of the fixed size array was that you could perform atomic reads and writes on it--a reasonable assumption. Once you use a Map, you're assuming atomic adds, atomic removes, and atomic iteration, which are much larger assumptions. In any case, if you had an atomic add operation, then you wouldn't need to implement the Bakery algorithm because you could use atomic add to create a mutex. His assignment of thread ids also has a race condition in it. I suppose I could just assign a separate thread id to each callback in advance, thereby avoiding the race condition, but if I did that, then I wouldn't need this Map nonsense and I could use a fixed size array because I would know how many threads there are in advance.
Instead, I simply reshaped my code so as to minimize the race condition to an atomic increment instruction. It seems unsatisfactory though. Personally, I think JavaScript should not be multi-threaded, but if it is multi-threaded, they should at least supply something like Array atomic_add() and atomic_remove() methods so that users at least have the proper primitives available for building synchronization primitives. And I'm not sure whether JavaScript engines are themselves thread-safe. I know that Mozilla's Rhino claims that it is thread-safe (I vaguely remember them stating that get and put operations were atomic), but I don't know about the engines in FireFox and IE.
Update 2011-3-31: I was going through my blog stats for the first time, and I noticed that people seem to read this post occasionally. This is an old blog post, and I explore the situation in more detail in later blog posts. Actually, JavaScript is NOT multi-threaded. In IE6, you do get some weird non-sequential behaviour, but that's due to nested asynchronous callbacks.
Firefox seems to use a more sensible model. It seems like it has only one JavaScript thread (much like the single UI thread in most GUI systems), and asynchronous events queue up and are only fired when your JavaScript thread isn't doing anything (of course, that's brings up the other problem of the fact that Firefox seems to discard events if too many get queued up--but at least that's easier to handle than race conditions).
I went looking around for various mutex code to solve this problem, but nothing seems quite right. Some Bruce Wallace person created a JavaScript version of mutex, but I don't have much confidence in it. First of all, he replaced a fixed size array from Lamport's Bakery algorithm with a Map. The whole point of the fixed size array was that you could perform atomic reads and writes on it--a reasonable assumption. Once you use a Map, you're assuming atomic adds, atomic removes, and atomic iteration, which are much larger assumptions. In any case, if you had an atomic add operation, then you wouldn't need to implement the Bakery algorithm because you could use atomic add to create a mutex. His assignment of thread ids also has a race condition in it. I suppose I could just assign a separate thread id to each callback in advance, thereby avoiding the race condition, but if I did that, then I wouldn't need this Map nonsense and I could use a fixed size array because I would know how many threads there are in advance.
Instead, I simply reshaped my code so as to minimize the race condition to an atomic increment instruction. It seems unsatisfactory though. Personally, I think JavaScript should not be multi-threaded, but if it is multi-threaded, they should at least supply something like Array atomic_add() and atomic_remove() methods so that users at least have the proper primitives available for building synchronization primitives. And I'm not sure whether JavaScript engines are themselves thread-safe. I know that Mozilla's Rhino claims that it is thread-safe (I vaguely remember them stating that get and put operations were atomic), but I don't know about the engines in FireFox and IE.
Update 2011-3-31: I was going through my blog stats for the first time, and I noticed that people seem to read this post occasionally. This is an old blog post, and I explore the situation in more detail in later blog posts. Actually, JavaScript is NOT multi-threaded. In IE6, you do get some weird non-sequential behaviour, but that's due to nested asynchronous callbacks.
Thursday, May 18, 2006
Getting an SVG Bounding Box out of Batik
I was using CorelDRAW to create some GIFs using a script, but CorelDRAW 11 has a lousy GIF exporter, so I couldn't really get the output that I wanted. So, I thought I would export my CorelDRAW data to SVG, and use the Batik SVG libraries to export the data I wanted to GIF (using the GIF exporter I described in the previous post).
I did encounter a problem though in that CorelDRAW defined a page size on the SVG document, and the Batik transcoders always exported the entire page (instead of just the parts of the page that contained my image). If I removed the page information from the SVG document, then Batik would just export an image with a default size. What I needed was a way to get a bounding box on my image, which I could then pass to Batik as the export size.
When I searched on Google, all the information that I could find about creating bounding boxes involved creating UI objects to render into, which triggers Batik to calculate bounding box information. This seemed a little bit overly heavy to me, but by looking at how the Batik transcoders render their images, I was able to just reuse their rendering code to trigger a bounding box calculation without actually rendering to a UI.
The first step is to remove the page sizing information from the SVG document (otherwise, Batik will just use the page size as the bounding box). Just run this XSLT filter over it:
<?xml:namespace prefix = xsl />
<xsl:stylesheet version="1.0" svgns="http://www.w3.org/2000/svg" xsl="http://www.w3.org/1999/XSL/Transform">
<xsl:output method="xml">
<xsl:template match="@*node()">
<xsl:copy>
<xsl:apply-templates select="@*node()">
</xsl:copy>
</xsl:template>
<!-- Remove width, height, and viewBox attributes (substitute different things in later on when we've calculated a bounding box) -->
<xsl:template match="svgns:svg/@height"></xsl:template>
<xsl:template match="svgns:svg/@width"></xsl:template>
<xsl:template match="svgns:svg/@viewBox"></xsl:template>
</xsl:stylesheet>
Then, you can take the resulting SVG code and feed it into Batik to calculate a bounding box like so:
String parser = XMLResourceDescriptor.getXMLParserClassName();
SAXSVGDocumentFactory f = new SAXSVGDocumentFactory(parser);
SVGDocument doc = (SVGDocument)f.createDocument(svg);
GVTBuilder builder = new GVTBuilder();
BridgeContext ctx;
ctx = new BridgeContext(new UserAgentAdapter());
GraphicsNode gvtRoot = builder.build(ctx, doc);
return gvtRoot.getSensitiveBounds();
You can then use the returned information to set the "viewBox," "height," and "width" attributes on the svg tag of the SVG file. When you then run the transformed SVG file through Batik, Batik will export the image with the bounding box set tightly around the contents.
-Ming
I did encounter a problem though in that CorelDRAW defined a page size on the SVG document, and the Batik transcoders always exported the entire page (instead of just the parts of the page that contained my image). If I removed the page information from the SVG document, then Batik would just export an image with a default size. What I needed was a way to get a bounding box on my image, which I could then pass to Batik as the export size.
When I searched on Google, all the information that I could find about creating bounding boxes involved creating UI objects to render into, which triggers Batik to calculate bounding box information. This seemed a little bit overly heavy to me, but by looking at how the Batik transcoders render their images, I was able to just reuse their rendering code to trigger a bounding box calculation without actually rendering to a UI.
The first step is to remove the page sizing information from the SVG document (otherwise, Batik will just use the page size as the bounding box). Just run this XSLT filter over it:
<?xml:namespace prefix = xsl />
<xsl:stylesheet version="1.0" svgns="http://www.w3.org/2000/svg" xsl="http://www.w3.org/1999/XSL/Transform">
<xsl:output method="xml">
<xsl:template match="@*node()">
<xsl:copy>
<xsl:apply-templates select="@*node()">
</xsl:copy>
</xsl:template>
<!-- Remove width, height, and viewBox attributes (substitute different things in later on when we've calculated a bounding box) -->
<xsl:template match="svgns:svg/@height"></xsl:template>
<xsl:template match="svgns:svg/@width"></xsl:template>
<xsl:template match="svgns:svg/@viewBox"></xsl:template>
</xsl:stylesheet>
Then, you can take the resulting SVG code and feed it into Batik to calculate a bounding box like so:
String parser = XMLResourceDescriptor.getXMLParserClassName();
SAXSVGDocumentFactory f = new SAXSVGDocumentFactory(parser);
SVGDocument doc = (SVGDocument)f.createDocument(svg);
GVTBuilder builder = new GVTBuilder();
BridgeContext ctx;
ctx = new BridgeContext(new UserAgentAdapter());
GraphicsNode gvtRoot = builder.build(ctx, doc);
return gvtRoot.getSensitiveBounds();
You can then use the returned information to set the "viewBox," "height," and "width" attributes on the svg tag of the SVG file. When you then run the transformed SVG file through Batik, Batik will export the image with the bounding box set tightly around the contents.
-Ming
Exporting Transparent GIFs from Java
After spending a while trying to create paletted PNG files with transparency that work in Internet Explorer (after much trying, I couldn't coax ImageMagick to create such a file, though I was able to use GIMP to do it), I decided that GIFs were the only practical file format to be used. But it's hard to get a Java program to output GIF files.
Because of the whole patent licensing issue, there aren't really any good, full-featured, unencumbered GIF exporters for Java. But there are various good bits and pieces on the 'net, which can be pieced together to make something reasonable.
First, you need some code that can actually encode the GIF file. The US government has some code that can do this (offered as part of NIH's ImageJ). All you have to do is download ImageJ and grab their ij.io.GifEncoder class.
The ImageJ code only accepts paletted data as input though. Since most images are in 24-bit colour, you need to perform a colour reduction somehow. Fortunately, someone went and took the colour quantizer used in ImageMagick and rewrote it for use in Java. It uses an octree for its colour quantization, which is a technique described in much detail elsewhere on the Internet. The quantization code needs to be reworked a bit to properly handle transparent pixels, but fixing that isn't too much work. A more important fix though is that the code performs an unnecessary optimization to save memory, which results in poor quality quantization. In the constructor for Cube, it sets the tree depth to log_4 of max_colors. Instead, the tree depth should just be set to the maximum depth of 8. Although the original ImageMagick did limit the tree depth to log_4 of max_colors, they used another optimization elsewhere in the code to reduce the effect of that limitation.
Once you combine these two pieces of code together (you have to change some of the APIs to handle transparency and other things), then you end up with a very reasonable GIF exporter.
Because of the whole patent licensing issue, there aren't really any good, full-featured, unencumbered GIF exporters for Java. But there are various good bits and pieces on the 'net, which can be pieced together to make something reasonable.
First, you need some code that can actually encode the GIF file. The US government has some code that can do this (offered as part of NIH's ImageJ). All you have to do is download ImageJ and grab their ij.io.GifEncoder class.
The ImageJ code only accepts paletted data as input though. Since most images are in 24-bit colour, you need to perform a colour reduction somehow. Fortunately, someone went and took the colour quantizer used in ImageMagick and rewrote it for use in Java. It uses an octree for its colour quantization, which is a technique described in much detail elsewhere on the Internet. The quantization code needs to be reworked a bit to properly handle transparent pixels, but fixing that isn't too much work. A more important fix though is that the code performs an unnecessary optimization to save memory, which results in poor quality quantization. In the constructor for Cube, it sets the tree depth to log_4 of max_colors. Instead, the tree depth should just be set to the maximum depth of 8. Although the original ImageMagick did limit the tree depth to log_4 of max_colors, they used another optimization elsewhere in the code to reduce the effect of that limitation.
Once you combine these two pieces of code together (you have to change some of the APIs to handle transparency and other things), then you end up with a very reasonable GIF exporter.
Monday, March 13, 2006
Firefox Should Stop Being So Smug About It's CSS Support
Because, honestly, Firefox is missing some fairly major CSS features. Notably, it's missing support for "inline-block." This problem has been known since 1999 (7 years ago!) and is listed as bug 9458, but the Mozilla people haven't been particularly inclined to fix it.
I think the problem is fairly important because it's the one CSS feature that allows for arbitrary nesting of inlines and blocks. Usually, you can put inlines in blocks and blocks in other blocks. Inline-block is the feature that lets you put blocks in inlines. This opens up a certain class of layouts that aren't otherwise possible.
Reading the bug description in bugzilla, it seems like Mozilla's Gecko rendering engine is fundamentally flawed and can't really handle this feature without a major rewrite. Internet Explorer handles inline-block well, so, in my opinion, IE has superior CSS compliance than Firefox.
I think the problem is fairly important because it's the one CSS feature that allows for arbitrary nesting of inlines and blocks. Usually, you can put inlines in blocks and blocks in other blocks. Inline-block is the feature that lets you put blocks in inlines. This opens up a certain class of layouts that aren't otherwise possible.
Reading the bug description in bugzilla, it seems like Mozilla's Gecko rendering engine is fundamentally flawed and can't really handle this feature without a major rewrite. Internet Explorer handles inline-block well, so, in my opinion, IE has superior CSS compliance than Firefox.
Tuesday, December 06, 2005
Jakarta Commons CLI 1.0 Is Not Very Good
I wanted to do some quick command-line argument parsing in Java, so I grabbed the CLI component from Jakarta Commons and gave it a whirl. Unfortunately, this component is not very good. I fit it into a jar of about 28KB, which is not large but not that small either. The resulting command-line parser is able to identify various command-line arguments, but it isn't able to do more advanced parsing such as automatically converting arguments to integers (like jargs). It also isn't able to make use of Java annotation coolness (like args4j). It has a nice feature for automatically generating help messages, but the generated option list doesn't really match what the parsers will accept. For example, the help message will say that "-gui" is a valid option, but when using the PosixParser, the parser kept misreading the "-gui" as "-g" and rejecting it for some reason. I had to switch to the BasicParser to get it to do something reasonable.
Overall, it's nothing that I can't live with, but I was hoping for something a little better from Jakarta Commons. I think they should junk the multiple parsers, and just focus on a single more full-featured one.
Overall, it's nothing that I can't live with, but I was hoping for something a little better from Jakarta Commons. I think they should junk the multiple parsers, and just focus on a single more full-featured one.
Thursday, November 17, 2005
Recording with Java Sound on the Macintosh
I was trying out my little Java VoIP application with a friend of mine who owned a Macintosh, and it didn't quite work right. Besides the whole dubious Java 5.0 support for the Macintosh, I couldn't open a TargetDataLine at 8000 kHz.
On PCs, you can record and playback audio at arbitrary sample rates. That's not the case on the Macintosh. After getting another friend to do some probing, I found that the Java sound system on Macintoshes can playback at arbitrary sample rates, but can only record at 44100 Hz. You can record at 8/16-bit depths, with (un)signed types, and at different endianness though, I think.
On PCs, you can record and playback audio at arbitrary sample rates. That's not the case on the Macintosh. After getting another friend to do some probing, I found that the Java sound system on Macintoshes can playback at arbitrary sample rates, but can only record at 44100 Hz. You can record at 8/16-bit depths, with (un)signed types, and at different endianness though, I think.
Saturday, November 12, 2005
VoIP in Computer Games
About a year and a half ago, I started to become curious as to why there were so few computer games with VoIP support. It should be relatively easy, shouldn't it? You just grab an open source sound codec like Speex, throw in some sound code, add some network packet buffering code, mix, and voila--VoIP support. Unfortunately, I became distracted by something else and never got around to looking at the issue more deeply.
Just recently, I became curious again, so I decided to code up a small VoIP application. And, as expected, it did end up being fairly easy. I have to admit that I did waste a week going down the wrong path--I configured my sound card wrongly, resulting in a lot of feedback in the signal, so I spent a week examining algorithms for echo and feedback cancellation. But once I figured out what I was doing wrong, I was able to bang out a working little VoIP application in about a week.
The only part that wasn't really obvious (to someone who's been thinking about the problem for the past year) was the packet buffering code. Conceptually, it should be easy, you just store incoming packets somewhere and wait a few milliseconds before using them to compensate for packets coming in out of order and with jittered delay. But that leaves a lot of unresolved issues such as what should you do if you use up all the packets waiting for you? You can skip a packet (i.e. assume that they are lost) or skip a "heartbeat" (i.e. assume that you're consuming packets too quickly and wait for the packet to arrive). And what happens if you receive too many packets?
The scheme that I ended up using was to trigger everything based on the difference between the highest packet sequence number in the packet buffer and the next packet sequence number that the program is expecting. So whenever my program tries to grab the next packet, if the difference in sequence numbers is below a certain threshhold, then I skip a heartbeat; otherwise, I grab the next packet, skipping it if it hasn't arrived yet. If the difference in sequence numbers ever gets above a certain threshhold, then I advance the expected sequence number to get below the threshhold. I also had different threshholds for deciding when to adjust for clock-skew. Oddly enough, my sound card seemed to playback audio at a different sample rate than what I specified for some reason (it could quite well be my fault), so I put in some code for stretching incoming sound samples to take up more or less time. All of these threshholds should probably be adaptive somehow, but I couldn't be bothered, so I just set them to some default values.
Other than that, everything was pretty straight-forward. In Windows Java, the System.currentTimeMillis() method is very low-resolution, which caused my server to alternate between thinking it was very fast or very slow. Fortunately, newer versions of Java have a nanoTime() method, which provides a better high-resolution timer. I also had a bit of a problem with silence detection because my sound card didn't use 0 as a baseline. Sound samples seemed to center around -100 or so. I was able to get around this by taking the max and min sound samples of every chunk of sound, averaging them, and then exponentially averaging them with my previous estimate of what the baseline was. This seemed to work as an adaptive baseline. I'm not sure how to erect an adaptive silence detection algorithm on top of that though since I put a static algorithm there instead.
So the conclusion of all this is that VoIP support isn't included in more computer games due to laziness on the part of developers. It really is very easy to do. There may be some latency issues where computer game code is stealing so many CPU cycles that the VoIP code can't get CPU resources at regular enough intervals that it causes latency, but I'm sure it's something that game developers could work out with thread priorities and stuff like that.
Just recently, I became curious again, so I decided to code up a small VoIP application. And, as expected, it did end up being fairly easy. I have to admit that I did waste a week going down the wrong path--I configured my sound card wrongly, resulting in a lot of feedback in the signal, so I spent a week examining algorithms for echo and feedback cancellation. But once I figured out what I was doing wrong, I was able to bang out a working little VoIP application in about a week.
The only part that wasn't really obvious (to someone who's been thinking about the problem for the past year) was the packet buffering code. Conceptually, it should be easy, you just store incoming packets somewhere and wait a few milliseconds before using them to compensate for packets coming in out of order and with jittered delay. But that leaves a lot of unresolved issues such as what should you do if you use up all the packets waiting for you? You can skip a packet (i.e. assume that they are lost) or skip a "heartbeat" (i.e. assume that you're consuming packets too quickly and wait for the packet to arrive). And what happens if you receive too many packets?
The scheme that I ended up using was to trigger everything based on the difference between the highest packet sequence number in the packet buffer and the next packet sequence number that the program is expecting. So whenever my program tries to grab the next packet, if the difference in sequence numbers is below a certain threshhold, then I skip a heartbeat; otherwise, I grab the next packet, skipping it if it hasn't arrived yet. If the difference in sequence numbers ever gets above a certain threshhold, then I advance the expected sequence number to get below the threshhold. I also had different threshholds for deciding when to adjust for clock-skew. Oddly enough, my sound card seemed to playback audio at a different sample rate than what I specified for some reason (it could quite well be my fault), so I put in some code for stretching incoming sound samples to take up more or less time. All of these threshholds should probably be adaptive somehow, but I couldn't be bothered, so I just set them to some default values.
Other than that, everything was pretty straight-forward. In Windows Java, the System.currentTimeMillis() method is very low-resolution, which caused my server to alternate between thinking it was very fast or very slow. Fortunately, newer versions of Java have a nanoTime() method, which provides a better high-resolution timer. I also had a bit of a problem with silence detection because my sound card didn't use 0 as a baseline. Sound samples seemed to center around -100 or so. I was able to get around this by taking the max and min sound samples of every chunk of sound, averaging them, and then exponentially averaging them with my previous estimate of what the baseline was. This seemed to work as an adaptive baseline. I'm not sure how to erect an adaptive silence detection algorithm on top of that though since I put a static algorithm there instead.
So the conclusion of all this is that VoIP support isn't included in more computer games due to laziness on the part of developers. It really is very easy to do. There may be some latency issues where computer game code is stealing so many CPU cycles that the VoIP code can't get CPU resources at regular enough intervals that it causes latency, but I'm sure it's something that game developers could work out with thread priorities and stuff like that.
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