Search Results

Search found 639 results on 26 pages for 'goo gl'.

Page 10/26 | < Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >

  • rotate a star in opengl (2D)

    - by nova a
    I have a 2D star, and I don't know how to rotate it around its center, and I also don't know how to do it with a keyboard key. Also how can I make my object bigger or smaller by a certain percentage (because when I tried to do it by changing pixels, the star goes wrong). This is my code: #include <GL/glut.h> #include <GL/gl.h> #include <GL/freeglut.h> void init (void) { glClearColor(0.0,0.0,0.0,00); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0,200.0,0.0,200.0); } void LineSegment(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); glBegin(GL_LINE_LOOP); glVertex2i(20,120); glVertex2i(180,120); glVertex2i(45,20); glVertex2i(100,190); glVertex2i(155,20); glEnd(); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowPosition(50,100); glutCreateWindow("STAR"); init(); glutDisplayFunc(LineSegment); glutMainLoop(); return 0; }

    Read the article

  • LINQ aggregate / SUM grouping problem

    - by Chrissi
    I'm having trouble getting my head around converting a traditional SQL aggregate query into a LINQ one. The basic data dump works like so: Dim result = (From i As Models.InvoiceDetail In Data.InvoiceDetails.GetAll Join ih As Models.InvoiceHeader In Data.InvoiceHeaders.GetAll On i.InvoiceHeaderID Equals ih.ID Join p As Models.Product In Data.Products.GetAll On i.ProductID Equals p.ID Join pg As Models.ProductGroup In Data.ProductGroups.GetAll On p.ProductGroupID Equals pg.ID Join gl As Models.GLAccount In Data.GLAccounts.GetAll On pg.GLAccountSellID Equals gl.ID Where (gl.ID = GLID) Select ih.Period,i.ExtendedValue) What I need to really be getting out is ih.Period (a value from 1 to 12) and a corresponding aggregate value for i.ExtendedValue. When I try to Group ih I get errors about i being out of scope/context, and I'm not sure how else to go about it.

    Read the article

  • Android source code not working, reading frame buffer through glReadPixels

    - by Muhammad Ali Rajput
    Hi, I am new to Android development and have an assignment to read frame buffer data after a specified interval of time. I have come up with the following code: public class mainActivity extends Activity { Bitmap mSavedBM; private EGL10 egl; private EGLDisplay display; private EGLConfig config; private EGLSurface surface; private EGLContext eglContext; private GL11 gl; protected int width, height; //Called when the activity is first created. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // get the screen width and height DisplayMetrics dm = new DisplayMetrics(); getWindowManager().getDefaultDisplay().getMetrics(dm); int screenWidth = dm.widthPixels; int screenHeight = dm.heightPixels; String SCREENSHOT_DIR = "/screenshots"; initGLFr(); //GlView initialized. savePixels( 0, 10, screenWidth, screenHeight, gl); //this gets the screen to the mSavedBM. saveBitmap(mSavedBM, SCREENSHOT_DIR, "capturedImage"); //Now we need to save the bitmap (the screen capture) to some location. setContentView(R.layout.main); //This displays the content on the screen } private void initGLFr() { egl = (EGL10) EGLContext.getEGL(); display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] ver = new int[2]; egl.eglInitialize(display, ver); int[] configSpec = {EGL10.EGL_NONE}; EGLConfig[] configOut = new EGLConfig[1]; int[] nConfig = new int[1]; egl.eglChooseConfig(display, configSpec, configOut, 1, nConfig); config = configOut[0]; eglContext = egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); surface = egl.eglCreateWindowSurface(display, config, SurfaceHolder.SURFACE_TYPE_GPU, null); egl.eglMakeCurrent(display, surface, surface, eglContext); gl = (GL11) eglContext.getGL(); } public void savePixels(int x, int y, int w, int h, GL10 gl) { if (gl == null) return; synchronized (this) { if (mSavedBM != null) { mSavedBM.recycle(); mSavedBM = null; } } int b[] = new int[w * (y + h)]; int bt[] = new int[w * h]; IntBuffer ib = IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA,GL10.GL_UNSIGNED_BYTE,ib); for (int i = 0, k = 0; i < h; i++, k++) { //OpenGLbitmap is incompatible with Android bitmap //and so, some corrections need to be done. for (int j = 0; j < w; j++) { int pix = b[i * w + j]; int pb = (pix >> 16) & 0xff; int pr = (pix << 16) & 0x00ff0000; int pix1 = (pix & 0xff00ff00) | pr | pb; bt[(h - k - 1) * w + j] = pix1; } } Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888); synchronized (this) { mSavedBM = sb; } } static String saveBitmap(Bitmap bitmap, String dir, String baseName) { try { File sdcard = Environment.getExternalStorageDirectory(); File pictureDir = new File(sdcard, dir); pictureDir.mkdirs(); File f = null; for (int i = 1; i < 200; ++i) { String name = baseName + i + ".png"; f = new File(pictureDir, name); if (!f.exists()) { break; } } if (!f.exists()) { String name = f.getAbsolutePath(); FileOutputStream fos = new FileOutputStream(name); bitmap.compress(Bitmap.CompressFormat.PNG, 100, fos); fos.flush(); fos.close(); return name; } } catch (Exception e) { } finally { //if (fos != null) { // fos.close(); // } } return null; } } Also, if some one can direct me to better way to read the framebuffer it would be great. I am using Android 2.2 and virtual device of API level 8. I have gone through many previous discussions and have found that we can not know read frame buffer directly throuh the "/dev/graphics/fb0". Thanks, Muhammad Ali

    Read the article

  • Porting a project to OpenGL3

    - by Decapsuleur
    Hi everyone, I'm working on a C++ cross-platform OpenGL application (Windows, Linux and MacOS) and I am wondering if some of you could share some advices on porting a large application to OpenGL 3. The reason I am looking into OpenGL 3 is because I think we could benefit a lot from using the new "Sync objects". Nvidia has supported such an extension since the Geforce 256 days (gl_nv_fences) but there seems to be no equivalent functionality on ATI hardware before OpenGL 3.0+... Our code makes quite heavy use of glut/freeglut, glu functions, OpenGL 2 extensions and CUDA (on supported hardware). The problem I am now facing is that "gl3.h" and "gl.h" are mutually incompatible (as stated in gl3.h). Do you guys know if there is a GL3 glut equivalent ? Also, looking at the CUDA-toolkit header files, it seems that GL-CUDA interoperability is only available when using older versions of OpenGL... (cuda_gl_interop.h includes gl.h...). Am I missing something ? Thanks a lot for your help.

    Read the article

  • Why use multiple OpenGL context

    - by Luca
    For rendering I have a current GL context, associated to a window. In the case the application render multiple scenes (for example using accumulation or different viewports) I think it is ok to reuse the same context. My question, indeed, is: why should I use multiple GL context? I red on ARB_framebuffer_object extension spec that MakeCurrent call could be expansive, and in the case the ARB_framebuffer_object extension is present I can render on a generic buffer without using MakeCurrent. Apparently the only reason to use multiple GL context is to avoid to setup context state (pixel store, transfer, point size, polygon stipple...) or to have avaialable multiple render buffers configuration (one context with accumulation, another without). How to determine when is better an alternative context instead of setting context state? Thankyou all!

    Read the article

  • Android OpenGl Renderer finish event

    - by Eu Vid
    In OpenGL Renderer onDrawFrame is called several time, until the page is completely rendered. I cannot find an event that my page is completeley rendered in order to take a snapshot of the OpenGL page and animate it. I have the solution to take snapshot on at the animation trigger (specific button), but this will imply a specific delay, until Bitmap is created, such as i would like to keep in memory a mutable copy of every page. Do you know other way to animate GLSurfaceView with rendered content? Snippet for triggering snapshot. glSurfaceView.queueEvent(new Runnable() { @Override public void run() { glSurfaceView.getRenderer().takeGlSnapshot(); } }); EGLContext for passing the GL11 object. public void takeGlSnapshot() { EGL10 egl = (EGL10) EGLContext.getEGL(); GL11 gl = (GL11) egl.eglGetCurrentContext().getGL(); takeSnapshot(gl); } onDrawFrame(Gl10 gl) { //is last call for this page event ????????????

    Read the article

  • Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

    - by mathacka
    Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: rectVertices.vertices = new Float32Array( [ -0.5, -0.5, // Vertice 1, bottom / left 0.0, 0.0, // UV 1 -0.5, 0.5, // Vertice 2, top / left 0.0, 1.0, // UV 2 0.5, 0.5, // Vertice 3, top / right 1.0, 1.0, // UV 3 0.5, -0.5, // Vertice 4, bottom / right 1.0, 0.0, // UV 4 ]); rectVertices.indices = new Int16Array([ 1,2,3,1,3,4 ]); /* I'm assuming the vertices go like this (-0.5, 0.5) ------ ( 0.5, 0.5) | | | | (-0.5,-0.5) ------ ( 0.5,-0.5) with the origin in the middle and the texture coordinates go like this: ( 0.0, 1.0) ------ ( 1.0, 1.0) | | | | ( 0.0, 0.0) ------ ( 1.0, 0.0) so as you can see I'm all messed up. I'm also using: gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); */ So, I need to know the origins.

    Read the article

  • On VirtualBox Guest OS “Could not initialize GLX"

    - by trivelt
    I have a remote build-machine with Jenkins and I'm trying to run GUI application. In Jenkins I installed Xvnc plugin, which uses TightVNC Server, but each build has failed. Earlier, there was a problem with loading driver swrast (by libGL), currently in the log there is this line: [Error] Could not initialize GLX Remote desktop is Ubuntu 14.04 running over VirtualBox, so I installed VBoxAddons but it didn't resolve the problem. Below I'm putting some logs, maybe helpful for you. $ cat /var/log/Xorg.0.log | grep GL [ 20.545] (==) AIGLX enabled [ 20.545] Loading extension GLX [ 20.913] (EE) AIGLX error: vboxvideo does not export required DRI extension [ 20.914] (EE) AIGLX: reverting to software rendering [ 21.615] (II) AIGLX: Loaded and initialized swrast [ 21.615] (II) GLX: Initialized DRISWRAST GL provider for screen 0 $ lsmod | grep box vboxsf 43786 0 vboxpci 23194 0 vboxnetadp 25670 0 vboxnetflt 27613 0 vboxdrv 339502 3 vboxnetadp,vboxnetflt,vboxpci vboxvideo 12658 0 vboxguest 248441 3 vboxsf drm 302817 1 vboxvideo $ lspci | grep VGA 00:02.0 VGA compatible controller: InnoTek Systemberatung GmbH VirtualBox Graphics Adapter Any ideas what should I do?

    Read the article

  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

    Read the article

  • Channel Revenue Management and General Ledger Integration

    - by LuciaC-Oracle
    Back in February of this year, we told you about the EBS Business Process Advisor: CRM Channel Revenue Management document which has detailed information about the Channel Revenue Management application business flow and explains integration points with other applications.  But we thought that you might like to have even more information on exactly how Channel Revenue Management passes data to General Ledger. Take a look at Integration Troubleshooting: Oracle Channel Revenue Management to GL via Subledger Accounting (Doc ID 1604094.2).  This note includes comprehensive information about the data flow between Channel Revenue Management and GL, offers troubleshooting tips and explains some key setups. Let us know what you think - start a discussion in the My Oracle Support Channel Revenue Management Community!

    Read the article

  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

    Read the article

  • Updates to the Demantra Partial Schema Exporter Tool, Patch 13930627, are Available.

    - by user702295
    Hello!  Updates to the Demantra Partial Schema Exporter Tool, Patch 13930627, are Available. This is an updated re-release of the generic Partial Schema Exporter Tool.  The generic patch is for 7.3.1.x and 12.2.x. TABLE_REORG was introduced in 7.3.1.3 12.2.0.  Therefore for 7.3.1.x the schema must be at 7.3.1.3 or above. This is build 3 of the patch. It contains fixes for the following bugs - BUG 17495971 - DEMANTRA 12.2 - CUMULATIVE HISTORY NOT CORRECT   It now only uses DATA_PUMP COMPRESSION only on Enterprise Edition for 11g and and up. - Bug 17452153 - 1OFF:16086475:TRYING TO FILTER DROP DOWN IN A METHOD CALL USING MORE THAN 1 ATTR   It now builds GL level filters with and without the GL id column where applicable. These bugs are also fixed in 7.3.1.6 and 12.2.3.

    Read the article

  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

    Read the article

  • GLSL Error: failed to preprocess the source. How can I troubleshoot this?

    - by Brent Parker
    I'm trying to learn to play with OpenGL GLSL shaders. I've written a very simple program to simply create a shader and compile it. However, whenever I get to the compile step, I get the error: Error: Preprocessor error Error: failed to preprocess the source. Here's my very simple code: #include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <GL/glext.h> #include <time.h> #include <stdio.h> #include <iostream> #include <stdlib.h> using namespace std; const int screenWidth = 640; const int screenHeight = 480; const GLchar* gravity_shader[] = { "#version 140" "uniform float t;" "uniform mat4 MVP;" "in vec4 pos;" "in vec4 vel;" "const vec4 g = vec4(0.0, 0.0, -9.80, 0.0);" "void main() {" " vec4 position = pos;" " position += t*vel + t*t*g;" " gl_Position = MVP * position;" "}" }; double pointX = (double)screenWidth/2.0; double pointY = (double)screenWidth/2.0; void initShader() { GLuint shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(shader, 1, gravity_shader, NULL); glCompileShader(shader); GLint compiled = true; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if(!compiled) { GLint length; GLchar* log; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); log = (GLchar*)malloc(length); glGetShaderInfoLog(shader, length, &length, log); std::cout << log <<std::endl; free(log); } exit(0); } bool myInit() { initShader(); glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glColor3f(0.0f, 0.0f, 0.0f); glPointSize(1.0); glLineWidth(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, (GLdouble) screenWidth, 0.0, (GLdouble) screenHeight); glEnable(GL_DEPTH_TEST); return true; } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(screenWidth, screenHeight); glutInitWindowPosition(100, 150); glutCreateWindow("Mouse Interaction Display"); myInit(); glutMainLoop(); return 0; } Where am I going wrong? If it helps, I am trying to do this on a Acer Aspire One with an atom processor and integrated Intel video running the latest Ubuntu. It's not very powerful, but then again, this is a very simple shader. Thanks a lot for taking a look!

    Read the article

  • DNS problems on CentOS fresh install

    - by Rick Koshi
    I'm having some DNS issues on a new box I'm installing with CentOS 6.2. I am able to look up names using nslookup, dig, or host. I am able to ping machines by name or by IP address. However, when I try other tools, such as ssh, wget, or yum, they are unable to resolve names. For example: # wget http://www.google.com --2012-03-08 14:48:06-- http://www.google.com/ Resolving www.google.com... failed: Name or service not known. wget: unable to resolve host address `www.google.com' # ssh www.google.com ssh: Could not resolve hostname www.google.com: Name or service not known # ping -c 1 www.google.com PING www.l.google.com (74.125.113.106) 56(84) bytes of data. 64 bytes from vw-in-f106.1e100.net (74.125.113.106): icmp_seq=1 ttl=46 time=43.6 ms --- www.l.google.com ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 59ms rtt min/avg/max/mdev = 43.665/43.665/43.665/0.000 ms # host www.google.com www.google.com is an alias for www.l.google.com. www.l.google.com has address 74.125.113.99 www.l.google.com has address 74.125.113.103 www.l.google.com has address 74.125.113.104 www.l.google.com has address 74.125.113.105 www.l.google.com has address 74.125.113.106 www.l.google.com has address 74.125.113.147 My /etc/nsswitch.conf file is the default, including this (standard) line: hosts: files dns /etc/resolv.conf is as set up by DHCP: ; generated by /sbin/dhclient-script nameserver 192.168.1.254 192.168.1.254 is a working DNS server (my DSL modem, working for years with other machines) Anyone know why ping would work, but ssh/wget would fail? Per NcA's suggestion, I tried changing /etc/resolv.conf to point to 8.8.8.8. Oddly enough, this does make it work. Obviously, my DSL modem is responding to DNS requests in some way that some parts of Linux's resolution system don't like. Looking at the tcpdump, I am unable to see what the difference is. Certainly, both servers are sending the same addresses. Here's the output from tcpdump -nn -X with the server set to the DNS server on the DSL modem. It's clearly replying with the correct addresses, but ssh/wget don't seem happy with it for some reason: 15:53:52.133580 IP 192.168.1.254.53 > 192.168.1.2.54836: 33157 7/0/0 CNAME www.l.google.com., A 74.125.115.105, A 74.125.115.106, A 74.125.115.147, A 74.125.115.99, A 74.125.115.103, A 74.125.115.104 (148) 0x0000: 4500 00b0 e33a 0000 ff11 53b1 c0a8 01fe E....:....S..... 0x0010: c0a8 0102 0035 d634 009c 7528 8185 8180 .....5.4..u(.... 0x0020: 0001 0007 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 0001 0001 c00c 0005 gle.com......... 0x0040: 0001 0007 acd0 0008 0377 7777 016c c010 .........www.l.. 0x0050: c02c 0001 0001 0000 0001 0004 4a7d 7369 .,..........J}si 0x0060: c02c 0001 0001 0000 0001 0004 4a7d 736a .,..........J}sj 0x0070: c02c 0001 0001 0000 0001 0004 4a7d 7393 .,..........J}s. 0x0080: c02c 0001 0001 0000 0001 0004 4a7d 7363 .,..........J}sc 0x0090: c02c 0001 0001 0000 0001 0004 4a7d 7367 .,..........J}sg 0x00a0: c02c 0001 0001 0000 0001 0004 4a7d 7368 .,..........J}sh 15:53:52.135669 IP 192.168.1.254.53 > 192.168.1.2.54836: 65062- 0/0/0 (32) 0x0000: 4500 003c e33b 0000 ff11 5424 c0a8 01fe E..<.;....T$.... 0x0010: c0a8 0102 0035 d634 0028 98f9 fe26 8000 .....5.4.(...&.. 0x0020: 0001 0000 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 001c 0001 gle.com..... I'm not enough of an expert to know if this is malformed in some way, but ping seems to do the right thing with it. For comparison, here's the same thing when querying 8.8.8.8: 15:57:27.990270 IP 8.8.8.8.53 > 192.168.1.2.49028: 59114 7/0/0 CNAME www.l.google.com., A 74.125.113.105, A 74.125.113.103, A 74.125.113.106, A 74.125.113.147, A 74.125.113.104, A 74.125.113.99 (148) 0x0000: 4500 00b0 5530 0000 2f11 6453 0808 0808 E...U0../.dS.... 0x0010: c0a8 0102 0035 bf84 009c 39f8 e6ea 8180 .....5....9..... 0x0020: 0001 0007 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 0001 0001 c00c 0005 gle.com......... 0x0040: 0001 0001 516a 0008 0377 7777 016c c010 ....Qj...www.l.. 0x0050: c02c 0001 0001 0000 0116 0004 4a7d 7169 .,..........J}qi 0x0060: c02c 0001 0001 0000 0116 0004 4a7d 7167 .,..........J}qg 0x0070: c02c 0001 0001 0000 0116 0004 4a7d 716a .,..........J}qj 0x0080: c02c 0001 0001 0000 0116 0004 4a7d 7193 .,..........J}q. 0x0090: c02c 0001 0001 0000 0116 0004 4a7d 7168 .,..........J}qh 0x00a0: c02c 0001 0001 0000 0116 0004 4a7d 7163 .,..........J}qc 15:57:28.018909 IP 8.8.8.8.53 > 192.168.1.2.49028: 31984 1/1/0 CNAME www.l.google.com. (102) 0x0000: 4500 0082 7b1b 0000 2f11 3e96 0808 0808 E...{.../.>..... 0x0010: c0a8 0102 0035 bf84 006e c67e 7cf0 8180 .....5...n.~|... 0x0020: 0001 0001 0001 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 001c 0001 c00c 0005 gle.com......... 0x0040: 0001 0001 517f 0008 0377 7777 016c c010 ....Q....www.l.. 0x0050: c030 0006 0001 0000 0258 0026 036e 7334 .0.......X.&.ns4 0x0060: c010 0964 6e73 2d61 646d 696e c010 0016 ...dns-admin.... 0x0070: 91f3 0000 0384 0000 0384 0000 0708 0000 ................ 0x0080: 003c .< I still don't know why the server's reply is adequate for ping but not for ssh/wget. If anyone has ideas, I'd be happy to hear them. For now, though, I can either refer to an outside DNS server or set up my own server on the new box. It's a workaround that seems like it should be unnecessary, but will allow me to proceed.

    Read the article

  • Sitemap structure for network of subdomains

    - by HaCos
    I am working on a project that's a network of 2 domains (domain.gr & domain.com.cy) of subdomains similar to Hubpages [each user gets a profile under a different subdomain & there is a personal blog for that user as well] and I think there is something wrong with our sitemap submission. Sometimes it takes weeks in order a new profiles to get indexed. We make use of one Webmasters account in order to manage all network and we don't want to create different accounts for each subdomain since there are more than 1000 already. According to this post http://goo.gl/KjMCjN, I end up on a structure of 5 sitemaps with the following structure : 1st sitemap will be for indexing the others. 2nd sitemap for all users profile under the domain.gr 3nd sitemap for all users profile under the domain.com.cy 4th sitemap for all posts under the *.domain.gr - news sitemap http://goo.gl/8A8S9f 5th sitemap for all posts under the *.domain.com.cy - news sitemap again Now my questions: Should we create news sitemaps or just list all post in 2nd & 3rd sitemap? Does links ordering has anything to do? Eg: Most recent user created be first in sitemap or doesn't make any different and we just need to make sure that lastmod date is correct? Does anyone guess how Hubpages submit their sitemap in Webmasters so maybe we could follow there way? Any alternative or better way to index this kind of schema? PS: Our network is multi language - Greek & English are available. We make use of hreflang tags on the head of each page to separate country target of each version.

    Read the article

  • Google+ Platform Office Hours for April 4th 2012: Open Q&A

    Google+ Platform Office Hours for April 4th 2012: Open Q&A We hold weekly Google+ Platform Office Hours using Hangouts On Air most Wednesdays from 11:30am until 12:15pm PST. This week we opened the session up to your questions about the Google+ platform. Here's a list of the topics we addressed: - 1:40 - HTTPS and hangout apps - 4:48 - The Google+ badge on Blogger - 6:51 - Warnings logged to the console by the +1 button - 7:57 - +1 button count discrepancies between the button, Google Analytics and Google Webmaster Tools - 11:04 - Using Google+ to identify users on an external website Our starter projects include this functionality. You can find them here: developers.google.com - 14:12 - When will the feature I want be released? - 16:05 - Redirecting your domain to your Google+ Page Jenny mentions a blog entry about redirecting to your Google+ profile: goo.gl - 17:30 - Pulling public Google+ activity from your Google+ Page into your website The starter projects also demonstrate this functionality: developers.google.com - 19:43 - Integrating the Google+ badge with Google Analytics tracking Oops! Jenny mentions callbacks. She was in error. The +1 button provides callbacks but the badge does not at this time. Sorry about that. Discuss this video on Google+: goo.gl Learn more about our Office Hours: developers.google.com From: GoogleDevelopers Views: 114 5 ratings Time: 21:28 More in Science & Technology

    Read the article

  • Google+ Platform Office Hours for June 13th, 2012

    Google+ Platform Office Hours for June 13th, 2012 Here are the show notes for this week's office hours. This week was devoted to your questions and our answers. We covered a wide breadth of topics. 0:43 - Introductions 2:54 - About Tabletop Forge's KickStarter - goo.gl 10:00 - Can I run multiple Hangout Apps at the same time? 12:28 - Is Google looking into adding more powerful Hangout moderation controls? 13:47 - How do you use Hangout Apps with Hangouts on Air? - +Fraser Cain's tips and tricks for Hangouts on Air: goo.gl 23:40 - I have an Android game. How do I port it to the Hangouts API? 27:57 - Pre-hangout Apps, Hangouts on Air pre-rolls, scheduling hangouts and other ways to help viewers find your Hangouts on Air 33:55 - How do I bookmark useful Google+ posts with Google+? 38:13 - Can you add a host ID field to the Hangouts API? When will the overlay garbage collection improve? 40:17 - Hand movement tracking as part of the Hangouts API Thanks to everyone who joined the hangout and asked questions on Google+! From: GoogleDevelopers Views: 698 18 ratings Time: 44:16 More in Science & Technology

    Read the article

  • Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team

    Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team This week we met with Charles Jaimet, Joshuha Owen and Fraser Cain of the Tabletop Forge team. They showed us their hangout app and shared their experience. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl Here are some notable moments in this session: 1:50 - Charles explains Tabletop Forge 6:12 - Tabletop Forge Demo begins 7:45 - How do you prevent cheating on dice rolls? 14:07 - A discussion about trust in tabletop gaming 14:57 - Upcoming feature - Fog of war 24:06 - What are some challenges with the Hangouts API that you've overcome? 27:10 - It'd be cool to play a game with a separate on air game view 31:08 - Comments as a source of game material 31:58 - What else is on the roadmap for Tabletop Forge? 35:52 - Will there be a Kickstarter for Tabletop Forge? 36:42 - What do you think about saving game logs to places like Google Drive or Google Docs? 39:07 - The 7 sided die is not something possible in reality. In what other ways have you gone beyond the limits of the physical table top? 43:11 - What was your first game? From: GoogleDevelopers Views: 2401 23 ratings Time: 46:43 More in Science & Technology

    Read the article

  • Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1

    Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1 This week we discussed the latest release of the Hangouts API, v1.1. JD Salazar and Richard Dunn from the Hangouts API engineering team joined us to help your answer questions. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl 0:29 - Introductions 2:50 - Richard gives us an overview of what's new in Hangouts API v1.1 8:57 - What are the default scales for the static overlays? 9:25 - Will the static overlay scale ratio change during the hangout? 10:13 - What is the resolution of the feed? How do I ensure my overlays match the quality? 12:49 - How do I know if an image resource has failed to load? 16:33 - Can we have animated gifs as overlays? 19:44 - Loaded overlays do not clear upon deletion. How many can I load before I encounter issues? 21:48 - Are sound overlays played to all participants or only locally? What about sound cancellation? 23:27 - How do you uninstall a Hangout app? 25:41 - Can I make an app that uses drag and drop onto the film strip? 26:55 - Can we embed participant thumbnails elsewhere on the screen? 28:33 - How can I determine a consistent ordering for hangout participants? 31:35 - Can I access Picasa photos uploaded by another user within a hangout? Gerwin demonstrates his solution. 31:14 - How do I know when my hangout app has been unloaded for the purposes of doing cleanup? 39:28 - Will face tracking ever support multiple faces? 40:41 - Can I use WebGL in a hangouts app? 42:09 - I'm having issues with <b>...</b> From: GoogleDevelopers Views: 2032 18 ratings Time: 53:05 More in Science & Technology

    Read the article

  • IronPython and Nodebox in C#

    - by proxylittle
    My plan: I'm trying to setup my C# project to communicate with Nodebox to call a certain function which populates a graph and draws it in a new window. Current situation: [fixed... see Update2] I have already included all python-modules needed, but im still getting a Library 'GL' not found it seems that the pyglet module needs a reference to GL/gl.h, but can't find it due to IronPython behaviour. Requirement: The project needs to stay as small as possible without installing new packages. Thats why i have copied all my modules into the project-folder and would like to keep it that or a similar way. My question: Is there a certain workaround for my problem or a fix for the library-folder missmatch. Have read some articles about Tao-Opengl and OpenTK but can't find a good solution. Update1: Updated my sourcecode with a small pyglet window-rendering example. Problem is in pyglet and referenced c-Objects. How do i include them in my c# project to be called? No idea so far... experimenting alittle now. Keeping you updated. SampleCode C#: ScriptRuntimeSetup setup = Python.CreateRuntimeSetup(null); ScriptRuntime runtime = new ScriptRuntime(setup); ScriptEngine engine = Python.GetEngine(runtime); ScriptSource source = engine.CreateScriptSourceFromFile("test.py"); ScriptScope scope = engine.CreateScope(); source.Execute(scope); SampleCode Python (test.py): from nodebox.graphics import * from nodebox.graphics.physics import Vector, Boid, Flock, Obstacle flock = Flock(50, x=-50, y=-50, width=700, height=400) flock.sight(80) def draw(canvas): canvas.clear() flock.update(separation=0.4, cohesion=0.6, alignment=0.1, teleport=True) for boid in flock: push() translate(boid.x, boid.y) scale(0.5 + boid.depth) rotate(boid.heading) arrow(0, 0, 15) pop() canvas.size = 600, 300 def main(canvas): canvas.run(draw) Update2: Line 139 [pyglet/lib.py] sys.platform is not win32... there was the error. Fixed it by just using the line: from pyglet.gl.lib_wgl import link_GL, link_GLU, link_WGL Now the following Error: 'module' object has no attribute '_getframe' Kind of a pain to fix it. Updating with results... Update3: Fixed by adding following line right after first line in C#-Code: setup.Options["Frames"] = true; Current Problem: No module named unicodedata, but in Python26/DLLs is only a *.pyd file`. So.. how do i implement it now?!

    Read the article

  • Shaders with pygtkglext

    - by qba
    Do someone know how to get glsl shaders work in gtk-opengl window? With glut all glCreateProgram etc. functions works, but when I tried to put the same gl code into pygtkglext window, its complaining about NullReference: OpenGL.error.NullFunctionError: Attempt to call an undefined function glCreateProgram, check for bool(glCreateProgram) before calling So then I from OpenGL.GL.ARB.shader_objects import *, but the result is similar: OpenGL.error.NullFunctionError: Attempt to call an undefined function glCreateProgramObjectARB, check for bool(glCreateProgramObjectARB) before calling Any idea will be useful.

    Read the article

  • Scaling mouse coordinates for GlScale?

    - by user146780
    Right now I have a GL context that is set up with a top left coordinate system. I made my mouse so that its 0,0 is the top left of the Open GL frame. If I apply GlScalef(2,2,2) for example to my scene, how would I have to change my mouse so that drawing stil maps out correctly. Thanks

    Read the article

  • Using OpenGL in a regular window (Win32)

    - by user146780
    I want to use OpenGL in my WndProc but I'm not sure how. I also don't want GL to occupy the whole screen, just a portion of the screen. In the end I basically want to make a drawing win32 app but use OGL instead of GDI. so how can I tell GL to use my control (a panel) 's hdc for drawing? Thanks

    Read the article

  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

    Read the article

< Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >