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  • Ancillary Objects: Separate Debug ELF Files For Solaris

    - by Ali Bahrami
    We introduced a new object ELF object type in Solaris 11 Update 1 called the Ancillary Object. This posting describes them, using material originally written during their development, the PSARC arc case, and the Solaris Linker and Libraries Manual. ELF objects contain allocable sections, which are mapped into memory at runtime, and non-allocable sections, which are present in the file for use by debuggers and observability tools, but which are not mapped or used at runtime. Typically, all of these sections exist within a single object file. Ancillary objects allow them to instead go into a separate file. There are different reasons given for wanting such a feature. One can debate whether the added complexity is worth the benefit, and in most cases it is not. However, one important case stands out — customers with very large 32-bit objects who are not ready or able to make the transition to 64-bits. We have customers who build extremely large 32-bit objects. Historically, the debug sections in these objects have used the stabs format, which is limited, but relatively compact. In recent years, the industry has transitioned to the powerful but verbose DWARF standard. In some cases, the size of these debug sections is large enough to push the total object file size past the fundamental 4GB limit for 32-bit ELF object files. The best, and ultimately only, solution to overly large objects is to transition to 64-bits. However, consider environments where: Hundreds of users may be executing the code on large shared systems. (32-bits use less memory and bus bandwidth, and on sparc runs just as fast as 64-bit code otherwise). Complex finely tuned code, where the original authors may no longer be available. Critical production code, that was expensive to qualify and bring online, and which is otherwise serving its intended purpose without issue. Users in these risk adverse and/or high scale categories have good reasons to push 32-bits objects to the limit before moving on. Ancillary objects offer these users a longer runway. Design The design of ancillary objects is intended to be simple, both to help human understanding when examining elfdump output, and to lower the bar for debuggers such as dbx to support them. The primary and ancillary objects have the same set of section headers, with the same names, in the same order (i.e. each section has the same index in both files). A single added section of type SHT_SUNW_ANCILLARY is added to both objects, containing information that allows a debugger to identify and validate both files relative to each other. Given one of these files, the ancillary section allows you to identify the other. Allocable sections go in the primary object, and non-allocable ones go into the ancillary object. A small set of non-allocable objects, notably the symbol table, are copied into both objects. As noted above, most sections are only written to one of the two objects, but both objects have the same section header array. The section header in the file that does not contain the section data is tagged with the SHF_SUNW_ABSENT section header flag to indicate its placeholder status. Compiler writers and others who produce objects can set the SUNW_SHF_PRIMARY section header flag to mark non-allocable sections that should go to the primary object rather than the ancillary. If you don't request an ancillary object, the Solaris ELF format is unchanged. Users who don't use ancillary objects do not pay for the feature. This is important, because they exist to serve a small subset of our users, and must not complicate the common case. If you do request an ancillary object, the runtime behavior of the primary object will be the same as that of a normal object. There is no added runtime cost. The primary and ancillary object together represent a logical single object. This is facilitated by the use of a single set of section headers. One can easily imagine a tool that can merge a primary and ancillary object into a single file, or the reverse. (Note that although this is an interesting intellectual exercise, we don't actually supply such a tool because there's little practical benefit above and beyond using ld to create the files). Among the benefits of this approach are: There is no need for per-file symbol tables to reflect the contents of each file. The same symbol table that would be produced for a standard object can be used. The section contents are identical in either case — there is no need to alter data to accommodate multiple files. It is very easy for a debugger to adapt to these new files, and the processing involved can be encapsulated in input/output routines. Most of the existing debugger implementation applies without modification. The limit of a 4GB 32-bit output object is now raised to 4GB of code, and 4GB of debug data. There is also the future possibility (not currently supported) to support multiple ancillary objects, each of which could contain up to 4GB of additional debug data. It must be noted however that the 32-bit DWARF debug format is itself inherently 32-bit limited, as it uses 32-bit offsets between debug sections, so the ability to employ multiple ancillary object files may not turn out to be useful. Using Ancillary Objects (From the Solaris Linker and Libraries Guide) By default, objects contain both allocable and non-allocable sections. Allocable sections are the sections that contain executable code and the data needed by that code at runtime. Non-allocable sections contain supplemental information that is not required to execute an object at runtime. These sections support the operation of debuggers and other observability tools. The non-allocable sections in an object are not loaded into memory at runtime by the operating system, and so, they have no impact on memory use or other aspects of runtime performance no matter their size. For convenience, both allocable and non-allocable sections are normally maintained in the same file. However, there are situations in which it can be useful to separate these sections. To reduce the size of objects in order to improve the speed at which they can be copied across wide area networks. To support fine grained debugging of highly optimized code requires considerable debug data. In modern systems, the debugging data can easily be larger than the code it describes. The size of a 32-bit object is limited to 4 Gbytes. In very large 32-bit objects, the debug data can cause this limit to be exceeded and prevent the creation of the object. To limit the exposure of internal implementation details. Traditionally, objects have been stripped of non-allocable sections in order to address these issues. Stripping is effective, but destroys data that might be needed later. The Solaris link-editor can instead write non-allocable sections to an ancillary object. This feature is enabled with the -z ancillary command line option. $ ld ... -z ancillary[=outfile] ...By default, the ancillary file is given the same name as the primary output object, with a .anc file extension. However, a different name can be provided by providing an outfile value to the -z ancillary option. When -z ancillary is specified, the link-editor performs the following actions. All allocable sections are written to the primary object. In addition, all non-allocable sections containing one or more input sections that have the SHF_SUNW_PRIMARY section header flag set are written to the primary object. All remaining non-allocable sections are written to the ancillary object. The following non-allocable sections are written to both the primary object and ancillary object. .shstrtab The section name string table. .symtab The full non-dynamic symbol table. .symtab_shndx The symbol table extended index section associated with .symtab. .strtab The non-dynamic string table associated with .symtab. .SUNW_ancillary Contains the information required to identify the primary and ancillary objects, and to identify the object being examined. The primary object and all ancillary objects contain the same array of sections headers. Each section has the same section index in every file. Although the primary and ancillary objects all define the same section headers, the data for most sections will be written to a single file as described above. If the data for a section is not present in a given file, the SHF_SUNW_ABSENT section header flag is set, and the sh_size field is 0. This organization makes it possible to acquire a full list of section headers, a complete symbol table, and a complete list of the primary and ancillary objects from either of the primary or ancillary objects. The following example illustrates the underlying implementation of ancillary objects. An ancillary object is created by adding the -z ancillary command line option to an otherwise normal compilation. The file utility shows that the result is an executable named a.out, and an associated ancillary object named a.out.anc. $ cat hello.c #include <stdio.h> int main(int argc, char **argv) { (void) printf("hello, world\n"); return (0); } $ cc -g -zancillary hello.c $ file a.out a.out.anc a.out: ELF 32-bit LSB executable 80386 Version 1 [FPU], dynamically linked, not stripped, ancillary object a.out.anc a.out.anc: ELF 32-bit LSB ancillary 80386 Version 1, primary object a.out $ ./a.out hello worldThe resulting primary object is an ordinary executable that can be executed in the usual manner. It is no different at runtime than an executable built without the use of ancillary objects, and then stripped of non-allocable content using the strip or mcs commands. As previously described, the primary object and ancillary objects contain the same section headers. To see how this works, it is helpful to use the elfdump utility to display these section headers and compare them. The following table shows the section header information for a selection of headers from the previous link-edit example. Index Section Name Type Primary Flags Ancillary Flags Primary Size Ancillary Size 13 .text PROGBITS ALLOC EXECINSTR ALLOC EXECINSTR SUNW_ABSENT 0x131 0 20 .data PROGBITS WRITE ALLOC WRITE ALLOC SUNW_ABSENT 0x4c 0 21 .symtab SYMTAB 0 0 0x450 0x450 22 .strtab STRTAB STRINGS STRINGS 0x1ad 0x1ad 24 .debug_info PROGBITS SUNW_ABSENT 0 0 0x1a7 28 .shstrtab STRTAB STRINGS STRINGS 0x118 0x118 29 .SUNW_ancillary SUNW_ancillary 0 0 0x30 0x30 The data for most sections is only present in one of the two files, and absent from the other file. The SHF_SUNW_ABSENT section header flag is set when the data is absent. The data for allocable sections needed at runtime are found in the primary object. The data for non-allocable sections used for debugging but not needed at runtime are placed in the ancillary file. A small set of non-allocable sections are fully present in both files. These are the .SUNW_ancillary section used to relate the primary and ancillary objects together, the section name string table .shstrtab, as well as the symbol table.symtab, and its associated string table .strtab. It is possible to strip the symbol table from the primary object. A debugger that encounters an object without a symbol table can use the .SUNW_ancillary section to locate the ancillary object, and access the symbol contained within. The primary object, and all associated ancillary objects, contain a .SUNW_ancillary section that allows all the objects to be identified and related together. $ elfdump -T SUNW_ancillary a.out a.out.anc a.out: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0x8724 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 a.out.anc: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0xfbe2 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 The ancillary sections for both objects contain the same number of elements, and are identical except for the first element. Each object, starting with the primary object, is introduced with a MEMBER element that gives the file name, followed by a CHECKSUM that identifies the object. In this example, the primary object is a.out, and has a checksum of 0x8724. The ancillary object is a.out.anc, and has a checksum of 0xfbe2. The first element in a .SUNW_ancillary section, preceding the MEMBER element for the primary object, is always a CHECKSUM element, containing the checksum for the file being examined. The presence of a .SUNW_ancillary section in an object indicates that the object has associated ancillary objects. The names of the primary and all associated ancillary objects can be obtained from the ancillary section from any one of the files. It is possible to determine which file is being examined from the larger set of files by comparing the first checksum value to the checksum of each member that follows. Debugger Access and Use of Ancillary Objects Debuggers and other observability tools must merge the information found in the primary and ancillary object files in order to build a complete view of the object. This is equivalent to processing the information from a single file. This merging is simplified by the primary object and ancillary objects containing the same section headers, and a single symbol table. The following steps can be used by a debugger to assemble the information contained in these files. Starting with the primary object, or any of the ancillary objects, locate the .SUNW_ancillary section. The presence of this section identifies the object as part of an ancillary group, contains information that can be used to obtain a complete list of the files and determine which of those files is the one currently being examined. Create a section header array in memory, using the section header array from the object being examined as an initial template. Open and read each file identified by the .SUNW_ancillary section in turn. For each file, fill in the in-memory section header array with the information for each section that does not have the SHF_SUNW_ABSENT flag set. The result will be a complete in-memory copy of the section headers with pointers to the data for all sections. Once this information has been acquired, the debugger can proceed as it would in the single file case, to access and control the running program. Note - The ELF definition of ancillary objects provides for a single primary object, and an arbitrary number of ancillary objects. At this time, the Oracle Solaris link-editor only produces a single ancillary object containing all non-allocable sections. This may change in the future. Debuggers and other observability tools should be written to handle the general case of multiple ancillary objects. ELF Implementation Details (From the Solaris Linker and Libraries Guide) To implement ancillary objects, it was necessary to extend the ELF format to add a new object type (ET_SUNW_ANCILLARY), a new section type (SHT_SUNW_ANCILLARY), and 2 new section header flags (SHF_SUNW_ABSENT, SHF_SUNW_PRIMARY). In this section, I will detail these changes, in the form of diffs to the Solaris Linker and Libraries manual. Part IV ELF Application Binary Interface Chapter 13: Object File Format Object File Format Edit Note: This existing section at the beginning of the chapter describes the ELF header. There's a table of object file types, which now includes the new ET_SUNW_ANCILLARY type. e_type Identifies the object file type, as listed in the following table. NameValueMeaning ET_NONE0No file type ET_REL1Relocatable file ET_EXEC2Executable file ET_DYN3Shared object file ET_CORE4Core file ET_LOSUNW0xfefeStart operating system specific range ET_SUNW_ANCILLARY0xfefeAncillary object file ET_HISUNW0xfefdEnd operating system specific range ET_LOPROC0xff00Start processor-specific range ET_HIPROC0xffffEnd processor-specific range Sections Edit Note: This overview section defines the section header structure, and provides a high level description of known sections. It was updated to define the new SHF_SUNW_ABSENT and SHF_SUNW_PRIMARY flags and the new SHT_SUNW_ANCILLARY section. ... sh_type Categorizes the section's contents and semantics. Section types and their descriptions are listed in Table 13-5. sh_flags Sections support 1-bit flags that describe miscellaneous attributes. Flag definitions are listed in Table 13-8. ... Table 13-5 ELF Section Types, sh_type NameValue . . . SHT_LOSUNW0x6fffffee SHT_SUNW_ancillary0x6fffffee . . . ... SHT_LOSUNW - SHT_HISUNW Values in this inclusive range are reserved for Oracle Solaris OS semantics. SHT_SUNW_ANCILLARY Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section. ... Table 13-8 ELF Section Attribute Flags NameValue . . . SHF_MASKOS0x0ff00000 SHF_SUNW_NODISCARD0x00100000 SHF_SUNW_ABSENT0x00200000 SHF_SUNW_PRIMARY0x00400000 SHF_MASKPROC0xf0000000 . . . ... SHF_SUNW_ABSENT Indicates that the data for this section is not present in this file. When ancillary objects are created, the primary object and any ancillary objects, will all have the same section header array, to facilitate merging them to form a complete view of the object, and to allow them to use the same symbol tables. Each file contains a subset of the section data. The data for allocable sections is written to the primary object while the data for non-allocable sections is written to an ancillary file. The SHF_SUNW_ABSENT flag is used to indicate that the data for the section is not present in the object being examined. When the SHF_SUNW_ABSENT flag is set, the sh_size field of the section header must be 0. An application encountering an SHF_SUNW_ABSENT section can choose to ignore the section, or to search for the section data within one of the related ancillary files. SHF_SUNW_PRIMARY The default behavior when ancillary objects are created is to write all allocable sections to the primary object and all non-allocable sections to the ancillary objects. The SHF_SUNW_PRIMARY flag overrides this behavior. Any output section containing one more input section with the SHF_SUNW_PRIMARY flag set is written to the primary object without regard for its allocable status. ... Two members in the section header, sh_link, and sh_info, hold special information, depending on section type. Table 13-9 ELF sh_link and sh_info Interpretation sh_typesh_linksh_info . . . SHT_SUNW_ANCILLARY The section header index of the associated string table. 0 . . . Special Sections Edit Note: This section describes the sections used in Solaris ELF objects, using the types defined in the previous description of section types. It was updated to define the new .SUNW_ancillary (SHT_SUNW_ANCILLARY) section. Various sections hold program and control information. Sections in the following table are used by the system and have the indicated types and attributes. Table 13-10 ELF Special Sections NameTypeAttribute . . . .SUNW_ancillarySHT_SUNW_ancillaryNone . . . ... .SUNW_ancillary Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section for details. ... Ancillary Section Edit Note: This new section provides the format reference describing the layout of a .SUNW_ancillary section and the meaning of the various tags. Note that these sections use the same tag/value concept used for dynamic and capabilities sections, and will be familiar to anyone used to working with ELF. In addition to the primary output object, the Solaris link-editor can produce one or more ancillary objects. Ancillary objects contain non-allocable sections that would normally be written to the primary object. When ancillary objects are produced, the primary object and all of the associated ancillary objects contain a SHT_SUNW_ancillary section, containing information that identifies these related objects. Given any one object from such a group, the ancillary section provides the information needed to identify and interpret the others. This section contains an array of the following structures. See sys/elf.h. typedef struct { Elf32_Word a_tag; union { Elf32_Word a_val; Elf32_Addr a_ptr; } a_un; } Elf32_Ancillary; typedef struct { Elf64_Xword a_tag; union { Elf64_Xword a_val; Elf64_Addr a_ptr; } a_un; } Elf64_Ancillary; For each object with this type, a_tag controls the interpretation of a_un. a_val These objects represent integer values with various interpretations. a_ptr These objects represent file offsets or addresses. The following ancillary tags exist. Table 13-NEW1 ELF Ancillary Array Tags NameValuea_un ANC_SUNW_NULL0Ignored ANC_SUNW_CHECKSUM1a_val ANC_SUNW_MEMBER2a_ptr ANC_SUNW_NULL Marks the end of the ancillary section. ANC_SUNW_CHECKSUM Provides the checksum for a file in the c_val element. When ANC_SUNW_CHECKSUM precedes the first instance of ANC_SUNW_MEMBER, it provides the checksum for the object from which the ancillary section is being read. When it follows an ANC_SUNW_MEMBER tag, it provides the checksum for that member. ANC_SUNW_MEMBER Specifies an object name. The a_ptr element contains the string table offset of a null-terminated string, that provides the file name. An ancillary section must always contain an ANC_SUNW_CHECKSUM before the first instance of ANC_SUNW_MEMBER, identifying the current object. Following that, there should be an ANC_SUNW_MEMBER for each object that makes up the complete set of objects. Each ANC_SUNW_MEMBER should be followed by an ANC_SUNW_CHECKSUM for that object. A typical ancillary section will therefore be structured as: TagMeaning ANC_SUNW_CHECKSUMChecksum of this object ANC_SUNW_MEMBERName of object #1 ANC_SUNW_CHECKSUMChecksum for object #1 . . . ANC_SUNW_MEMBERName of object N ANC_SUNW_CHECKSUMChecksum for object N ANC_SUNW_NULL An object can therefore identify itself by comparing the initial ANC_SUNW_CHECKSUM to each of the ones that follow, until it finds a match. Related Other Work The GNU developers have also encountered the need/desire to support separate debug information files, and use the solution detailed at http://sourceware.org/gdb/onlinedocs/gdb/Separate-Debug-Files.html. At the current time, the separate debug file is constructed by building the standard object first, and then copying the debug data out of it in a separate post processing step, Hence, it is limited to a total of 4GB of code and debug data, just as a single object file would be. They are aware of this, and I have seen online comments indicating that they may add direct support for generating these separate files to their link-editor. It is worth noting that the GNU objcopy utility is available on Solaris, and that the Studio dbx debugger is able to use these GNU style separate debug files even on Solaris. Although this is interesting in terms giving Linux users a familiar environment on Solaris, the 4GB limit means it is not an answer to the problem of very large 32-bit objects. We have also encountered issues with objcopy not understanding Solaris-specific ELF sections, when using this approach. The GNU community also has a current effort to adapt their DWARF debug sections in order to move them to separate files before passing the relocatable objects to the linker. The details of Project Fission can be found at http://gcc.gnu.org/wiki/DebugFission. The goal of this project appears to be to reduce the amount of data seen by the link-editor. The primary effort revolves around moving DWARF data to separate .dwo files so that the link-editor never encounters them. The details of modifying the DWARF data to be usable in this form are involved — please see the above URL for details.

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  • Regular Expression HTML tags

    - by user134615
    I'd like to know whether it exists a way to put the following HTML tags in a regex. What I want is a regex that can match all the start tags with their corresponding closing tags. E.g., Hello There might be more tags inside. I had thought of something like this: ^<([a-z]+)([^<]+)(?:(.)</\1|\s+/)$/, but it wont work. Sorry if this question doesnt belong to this section. Thank you.

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  • Correct term for PSD to HTML to CMS

    - by John Magnolia
    Hi, I have heard a lot of different terms to describe the process of turning a website design into a editable CMS. Currently I take the design and "slice" this up into HTML and CSS then I "plug" this into a CMS. I would class this as frontend development depending on the level of customisation required for the CMS. The reason I ask is I am currently writing up my CV and have become stuck on the correct term for this. Kind Regards

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  • Rebuilt website from static html to CMS need to redirect indexed links

    - by Michael Dunn
    I have rebuilt a website which was all created with static html pages, it has now been rebuilt using a CMS system. I need to find a way of redirecting all the existing links to there new corresponding pages which utilise friendly URL rewrites on the CMS based website I imagine there will be several hundred if not 1000s as i have pages and images linked from google. What is the most efficient way to complete this Thanks in advance Mike

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  • Meta tags with html special character codes?

    - by GEspinha
    This question is regarding best practices on SEO development meta tag filling. A name written in the Latin or the Cyrillic alphabet has certain special characters, such as the ccedil C, for example. When populating meta tags and other SEO assets in a page, what should be used, the HTML character code (for the given example: &ccedil;), the actual character or another character that looks close (using a C for the given example)?

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  • Best IDE for HTML, CSS, and Javascript for mac [closed]

    - by jon2512chua
    I'm currently looking to move to using an IDE for web development. The options I'm considering are: Aptana Studio Coda Expresso Please base your answers on the following criteria, in descending order of importance: Supports HTML, CSS, JavaScript Powerful (having good code completion, good debugger, great syntax highlighting etc) Fast and light Supports HTML5, CSS3, and major JavaScript frameworks (JQuery or YUI) Great design (both usability and aesthetics) Supports PHP, Ruby, and Python Has Git integrated I've updated the question to be more objective. I'm mainly looking for an answer that addresses how well each of the IDEs addresses my criteria.

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  • How to ensure images all loaded before I reference in my HTML canvas [closed]

    - by mark stephens
    I want to draw some images in on a HTML canvas with context.drawImage(Im1 ,205,18,184,38); In order to make sure it loads I need to put in code like this but then I cannot draw things with it var Im1 = new Image(); Im1.src="rechnung11014page1/img/1/Im1.png"; Im1.onload = function() { context.drawImage(Im1 ,205,18,184,38); } Is there a way to load all the images and then execute a block of code using several images?

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Drawing transparent glyphs on the HTML canvas

    - by Bertrand Le Roy
    The HTML canvas has a set of methods, createImageData and putImageData, that look like they will enable you to draw transparent shapes pixel by pixel. The data structures that you manipulate with these methods are pseudo-arrays of pixels, with four bytes per pixel. One byte for red, one for green, one for blue and one for alpha. This alpha byte makes one believe that you are going to be able to manage transparency, but that’s a lie. Here is a little script that attempts to overlay a simple generated pattern on top of a uniform background: var wrong = document.getElementById("wrong").getContext("2d"); wrong.fillStyle = "#ffd42a"; wrong.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); wrong.putImageData(overlay, 16, 16); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } where the fill method is setting the pixels in the lower-left half of the overlay to opaque red, and the rest to transparent black. And here’s how it renders: As you can see, the transparency byte was completely ignored. Or was it? in fact, what happens is more subtle. What happens is that the pixels from the image data, including their alpha byte, replaced the existing pixels of the canvas. So the alpha byte is not lost, it’s just that it wasn’t used by putImageData to combine the new pixels with the existing ones. This is in fact a clue to how to write a putImageData that works: we can first dump that image data into an intermediary canvas, and then compose that temporary canvas onto our main canvas. The method that we can use for this composition is drawImage, which works not only with image objects, but also with canvas objects. var right = document.getElementById("right").getContext("2d"); right.fillStyle = "#ffd42a"; right.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); var overlayCanvas = document.createElement("canvas"); overlayCanvas.width = overlayCanvas.height = 32; overlayCanvas.getContext("2d").putImageData(overlay, 0, 0); right.drawImage(overlayCanvas, 16, 16); And there is is, a version of putImageData that works like it should always have:

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  • Why is there nobody talking about an alternative to HTML & CSS? [closed]

    - by Nic
    HTML is such an old and cumbersome language, which was intended just to markup text. Today it's very rare to see a static HTML website, or a site with only text or a very simple layout. As a web developer I find it inconvenient to use HTML & CSS, very repetitive and cumbersome. I think that for a lot of website it could be simplified a lot. Tim Berners-Lee (W3) wrote a document named "The World Wide Web: Past, Present and Future" in August 1996 ... though HTML will be considered part of the established infrastructure (rather than an exciting new toy), there will always be new formats coming along, and it may be that a more powerful and perhaps a more consistent set of formats will eventually displace HTML. So, more than 15 years later, HTML is still here and it's here to stay. Why? Why searching for xml alternatives brings so much relevant result, but searching for html alternatives brings almost none relevant results? Answers like "it's too hard to change a standard" aren't answering the question since a lot of new standards emerged since the initiation of the web. I'm also not searching for answers that suggest using tools to simplify the process or formats that anyhow depends on HTML or CSS, technologies that currently require a plugin and not even trying to become an open standards (like Flash) aren't an answer neither. BTW, here are 2 articles written more than two years ago as food for thought, it might help with writing a better answers. "HTML, CSS, and Web Development Practices: Past, Present, and Future" describing a very related problem, by Jens O. Meiert. "A Brief History of HTML" by Scott Reynen, Here is a quote from the end: So now you can answer questions about HTML5 without even looking at the draft, which is handy, because the draft is 400+ pages long. Why is there a new tag in HTML5? Because some browser vendor (maybe the one that also owns a large video site) wanted it. Why are there so many scriptable interface elements in HTML5? Because some browser vendor (maybe the one selling phones without Flash support) wants them. Why is there no support for RDFa in HTML5? Apparently no browser vendor wanted it. Is that the future?

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  • JS closures - Passing a function to a child, how should the shared object be accessed

    - by slicedtoad
    I have a design and am wondering what the appropriate way to access variables is. I'll demonstrate with this example since I can't seem to describe it better than the title. Term is an object representing a bunch of time data (a repeating duration of time defined by a bunch of attributes) Term has some print functionality but does not implement the print functions itself, rather they are passed in as anonymous functions by the parent. This would be similar to how shaders can be passed to a renderer rather than defined by the renderer. A container (let's call it Box) has a Schedule object that can understand and use Term objects. Box creates Term objects and passes them to Schedule as required. Box also defines the print functions stored in Term. A print function usually takes an argument and uses it to return a string based on that argument and Term's internal data. Sometime the print function could also use data stored in Schedule, though. I'm calling this data shared. So, the question is, what is the best way to access this shared data. I have a lot of options since JS has closures and I'm not familiar enough to know if I should be using them or avoiding them in this case. Options: Create a local "reference" (term used lightly) to the shared data (data is not a primitive) when defining the print function by accessing the shared data through Schedule from Box. Example: var schedule = function(){ var sched = Schedule(); var t1 = Term( function(x){ // Term.print() return (x + sched.data).format(); }); }; Bind it to Term explicitly. (Pass it in Term's constructor or something). Or bind it in Sched after Box passes it. And then access it as an attribute of Term. Pass it in at the same time x is passed to the print function, (from sched). This is the most familiar way for my but it doesn't feel right given JS's closure ability. Do something weird like bind some context and arguments to print. I'm hoping the correct answer isn't purely subjective. If it is, then I guess the answer is just "do whatever works". But I feel like there are some significant differences between the approaches that could have a large impact when stretched beyond my small example.

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  • Does the CSS block attribute affect HTML well-formedness?

    - by tibbe
    An HTML <body> element can only contain block elements such as <p>. If I declare an inline element such as <span> to be display: block using CSS does that make the following HTML well-formed? <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <title>Title</title> </head> <body> <span style="display: block;">Hi!</span> </body> </html>

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  • html/css vs CMS

    - by Matt
    I am currently a CS student and an aspiring programmer/web developer. I am wondering whether it is worth taking the time to master html and css to make websites when these CMS services/wysiwyg editors (wordpress, squarespace) seem to be becoming more and more functional. Does anyone think these publishing services might eventually make the need to design websites from raw code unnecessary? If not, please explain why. If designing a website eventually becomes as simple as using Photoshop I would much rather invest my time in programming languages.

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  • 7 Web Design Tutorials from PSD to HTML/CSS

    - by Sushaantu
    Some time back when I was looking for some tutorials to create a website from scratch i.e. the process from designing the PSD to slice it and CSS/XHTML it, then not many quality results appeared. But that was like almost an year back and a lot of water has flown down the river Thanes since then. In this list I will give you links to some wonderful tutorials teaching you in a step by step way to design a website. These tutorials are ideal for someone who is learning web designing and has grasp of basic CSS, XHTML and little designing on Photoshop. How to Design and Code Web 2.0 Style Web Design Design a website from PSD to HTML Designing and Coding a Grunge Web Design from Scratch Creating a CSS layout from scratch Build a Sleek Portfolio Site from Scratch Designing and Coding a web design from scratch Design and Code a Dark and Sleek Web Design

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  • Lightweight PHP/HTML/CSS editor with code browser

    - by Nisto
    I'm looking for a freeware editor which has; syntax highlighting and a code browser (or code suggestions/hints). Preferably freeware license! I've tried out quite a few editors, but a lot of them are unfortunately very resource heavy and provides a lot more functions than I ever needed. So far, there's two editors that I really like, and is lightweight: jEdit and Notepad++. Although, unfortunately... Notepad++ doesn't have code browser support for both control structures and functions for PHP. Also, there's no code browser for HTML... I really liked jEdit as well, but there doesn't seem to be a code browser for it. Except for maybe Completion, but it's a bothersome plugin, and doesn't show the code browser unless you type something in and press CTRL+B. Other editors I've tried, but wasn't satisfied with: Adobe Dreamweaver CodeLobster PHP Edition Aptana Studio Komodo Edit EditPlus BlueFish PHP Designer 2007 - Personal PhpStorm Scriptly Eclipse UltraEdit Notepad2 EditPad Pro Rapid PHP EDIT I'm using Windows XP

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  • How to access HTML elements from server side code in an asp.net website

    - by nikolaosk
    In this post I will demonstrate with a hands on example how HTML elements in an .aspx page can be processed exactly like standard ASP.Net server controls. Basically how to make them accessible from server side code. 1) Launch Visual Studio 2010/2008/2005. (express editions will work fine). Create a new empty website and choose a suitable name for it. Choose VB as the development language. 2) Add a new item in your site, a web form. Leave the default name. 3) Let's say that we want to change the background...(read more)

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  • Converting Creole to HTML, PDF, DOCX, ..

    - by Marko Apfel
    Challenge We documented a project on Github with the Wiki there. For most articles we used Creole as markup language. Now we have to deliver a lot of the content to our client in an usual format like PDF or DOCX. So we need a automatism to extract all relevant content, merge it together and convert the stuff to a new format. Problem One of the most popular toolsets to convert between several formats is Pandoc. But unfortunally Pandoc does not support Creole (see the converting matrix). Approach So we need an intermediate step: Converting from Creole to a supported Pandoc format. Creolo/c is a Creole to Html converter and does exactly what we need. After converting our Creole content to Html we could use Pandoc for all the subsequent tasks. Solution Getting the Creole stuff First at all we need the Creole content on our locale machines. This is easy. Because the Github Wiki themselves is a Git repository we could clone it to our machine. In the working copy we see now all the files and the suffix gives us the hint for the markup language. Converting and Merging Creole content to Html Because we would like all content from several Creole files in one HTML file, we have to convert and merge all the input files to one output file. Creole/c has an option (-b) to generate only the Html-stuff below a Html <Body>-tag. And this is hook for us to start. We have to create manually the additional preluding Html-tags (<html>, <head>, ..), then we merge all needed Creole content to our output file and last we add the closing tags. This could be done straightforward with a little bit old DOS magic: REM === Generate the intro tags === ECHO ^<html^> > %TMP%\output.html ECHO ^<head^> >> %TMP%\output.html ECHO ^<meta name="generator" content="creole/c"^> >> %TMP%\output.html ECHO ^</head^> >> %TMP%\output.html ECHO ^<body^> >> %TMP%\output.html REM === Mix in all interesting Creole stuff with creole/c === .\Creole-C\bin\creole.exe -b .\..\datamodel+overview.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+domain+CvdCaptureMode.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+domain+CvdDamageReducingActivity.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+lookup+IncidentDamageCodes.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+table+Attachments.creole >> %TMP%\output.html .\Creole-C\bin\creole.exe -b .\..\datamodel+table+TrafficLights.creole >> %TMP%\output.html REM === Generate the outro tags === ECHO ^</body^> >> %TMP%\output.html ECHO ^</html^> >> %TMP%\output.html REM === Convert the Html file to Docx with Pandoc === .\Pandoc\bin\pandoc.exe -o .\Database-Schema.docx %TMP%\output.html Some explanation for this The first ECHO call creates the file. Therefore the beginning <html> tag is send via > to a temporary working file. All following calls add content to the existing file via >>. The tag-characters < and > must be escaped. This is done by the caret sign (^). We use a file in the default temporary folder (%TMP%) to avoid writing in our current folders. (better for continuous integration) Both toolsets (Creole/c and Pandoc) are copied to a versioned tools folder in the Wiki. This is committable and no problem after pushing – Github does not do anything with it. In this folder is also the batch (Export-Docx.bat) for all the steps. Pandoc recognizes the conversion by the suffixes of the file names. So it is enough to specify only the input and output files.

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  • Not able to add html tags through jquery in django [closed]

    - by user1665581
    I am trying to add html tags dynamically through jquery in django. $("#div1").append("<h3> Hey !! </h3>"); $("#div1").append("<br/>"); But they are not working. However normal text is getting appended properly like $("#div1").append("Hey i am here"); I even noticed that some of the tags wern't working outside script like <br> so i had to replace it with <br/> also had to apply closing tag for input and also &nbsp is not working. what is wrong???

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  • What are the best practices for rapid prototyping using exclusively HTML/CSS/JS

    - by charlax
    I'm developing a prototype of a web application. I want to only use HTML, CSS and Javascript. I prefer to use my text editor and not having to learn (or pay, for that matter) a new tool like Axure. What would be, to your mind, the best practices? To me there are many qualities for a good prototype: Quickly developed Easy to improve Fair fidelity as regards UX (this disqualifies tools like Omnigraffle or PowerPoint that are more dedicated to wireframing) I trying to learn as quickly as possible, but I would like to know, based on your experience, on how you managed to be both quick and agile. Reference: http://www.boxesandarrows.com/view/prototyping-with

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  • SEO optimization for AJAX site and dynamic HTML canvas

    - by Christian Benincasa
    I have a site that uses AJAX to query the Last.fm database and then dynamically draws a graph of the results on an HTML canvas. In the search function, I have a command that sets window.location.hash to the search parameters. I also have a function that checks if a hash was provided in the url and if so, generates the page. For example, http://www.thenlistento.com/#!/led+zeppelin will automatically navigate to a search page for Led Zeppelin. My question is, how do optimize this set up for SEO? Can it be done at all? I've taken a look at Google Webmaster Docs and read over the hashbang protocol, but I'm not totally sure how to apply it to my situation..or even if I can at all. Any help/suggestions would be greatly appreciated. Link to the site: http://www.thenlistento.com

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  • Why is email HTML stuck in the 90's?

    - by Sean Dunwoody
    (disclaimer - I've already tried asking this on StackOverflow, but apparently it was off topic. If the same is true here please let me know and I'll close/delete this question.) I've spent about a day putting together a frustrating email newsletter, using tables, inline styles etc. It feels a lot harder than it should be. I was just wondering, is there any reason why email clients have such poor support of HTML and CSS (CSS in particular)? I would have imagined they'd be scrambling to outdo each other in this department ... Is is a security thing (I can't really imagine why)? Or are they just lazy?

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  • Reverse horizontal and vertical for a HTML table

    - by porton
    There is a two-dimensional array describing a HTML table. Each element of the array consists of: the cell content rowspan colspan Every row of this two dimensional array corresponds to <td> cells of a <tr> of the table which my software should generate. I need to "reverse" the array (interchange vertical and horizontal direction). Insofar I considered algorithm based on this idea: make a rectangular matrix of the size of the table and store in every element of this matrix the corresponding index of the element of the above mentioned array. (Note that two elements of the matrix may be identical due rowspan/colspan.) Then I could use this matrix to calculate rowspan/colspan for the inverted table. But this idea seems bad for me. Any other algorithms? Note that I program in PHP.

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