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  • Ask the Readers: How Many Monitors Do You Use with Your Computer?

    - by Asian Angel
    Most people have a single monitor for their computers, many have two, and some individuals enjoy “3 monitor plus” goodness. This week we would like to know how many monitors you use with your computer. Photo by DamnedNice. A good majority of people have a single monitor that they use with their computers and that single monitor serves their needs very well. It could be that these individuals do not engage in a heavy amount of work or play on their computers…they just need to do the basics like checking e-mail, using I.M., working with photos, etc. Another possibility is the use of virtual desktop software such as Dexpot, Yodm 3D, or Sysinternals Desktops on Windows systems. Linux systems such as Ubuntu already have that wonderful multi-desktop functionality built in. The wonderful part about virtual desktops is that a single monitor can feel equivalent to a small army of monitors. The ability to separate your open windows into “categories” and spread them out across multiple desktops is definitely nice. With each passing year dual monitor setups are becoming more common. Having twice the screen real-estate visible at the same time can be extremely convenient when you are multi-tasking. Perhaps you like to monitor your system’s stats and an e-mail account on the second monitor while working with software on the first. It certainly beats having windows popping up and down on your screen constantly while keeping on top of everything! Next we have the people who have three or more monitors in use with their computers. This may be a result of the type of work they do, an experiment to see if multiple monitors are right for them, or the cool, geeky factor that comes with having all those monitors. Needless to say these individuals can induce a good amount of envy and/or inspiration in the rest of us when we see their awesome setups. Are you perfectly content with a single monitor? Do you have two or more monitors that you use? If you have two or more monitors are they actually that useful to you? Perhaps you are getting ready even now to add additional monitors to your system. Whatever your situation may be at the moment, let us know your thoughts (and possible multi-monitor plans) in the comments! How-To Geek Polls require Javascript. Please Click Here to View the Poll. Latest Features How-To Geek ETC How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know HTG Explains: Which Linux File System Should You Choose? HTG Explains: Why Does Photo Paper Improve Print Quality? Hidden Tracks Your Stolen Mac; Free Until End of January Why the Other Checkout Line Always Moves Faster World of Warcraft Theme for Windows 7 Ubuntu Font Family Now Available for Download Oh No! WikiLeaks Published Santa Claus’s Naughty List [Video] Remember the Milk Now Supports HTTPS Encryption for the Entire Session

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • ubuntu 10.04: wlan0 No such device

    - by AodhanOL
    I am using a Dell xps l702x and I am using ubuntu 10.04 because I need to use f77 (don't ask) and I wasn't able to get it working on later versions of ubuntu. I cannot use the wifi at all. I have tried to fix it and have had limited success (changed the output from rfkill list all from Hard blocked: yes, to hard blocked: no). Here is the output from rfkill list all aodhan@aodhan-laptop:~$ rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no 2: dell-bluetooth: Bluetooth Soft blocked: no Hard blocked: no Here is the output from iwconfig: aodhan@aodhan-laptop:~$ iwconfig lo no wireless extensions. eth0 no wireless extensions. pan0 no wireless extensions. And here is the output from ifconfig -a: aodhan@aodhan-laptop:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 5c:f9:dd:3d:f2:f7 inet addr:192.168.1.17 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::5ef9:ddff:fe3d:f2f7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3417 errors:0 dropped:0 overruns:0 frame:0 TX packets:2894 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3317567 (3.3 MB) TX bytes:505049 (505.0 KB) Interrupt:30 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:12 errors:0 dropped:0 overruns:0 frame:0 TX packets:12 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:720 (720.0 B) TX bytes:720 (720.0 B) pan0 Link encap:Ethernet HWaddr 7e:7e:e8:39:70:af BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) And finally, the output from lspci: 00:00.0 Host bridge: Intel Corporation Device 0104 (rev 09) 00:01.0 PCI bridge: Intel Corporation Sandy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Device 0116 (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 4 (rev b5) 00:1c.4 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 5 (rev b5) 00:1c.5 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Device 1c4b (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation Device 1246 (rev a1) 03:00.0 Network controller: Intel Corporation Device 008a (rev 34) 04:00.0 USB Controller: NEC Corporation Device 0194 (rev 04) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Please help me! Thank you in advance. Edit: Further info - this is a dual install with a windows 7 system as the other option. However, I can't access that until tomorrow (I won't have access to the windows 7 disc until then, and grub isn't letting me load it). Therefore, I can't be sure whether it still works on that or not. It used to, though.

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  • Tutorials and libraries for OpenGL-ES games on Android

    - by user197141
    What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES. Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same. I have found the following useful information which I would have liked to share: Android tutorials: Basic tutorial covering polygons, no textures anddev forum with some tutorials Other Android OpenGL-ES information: Google IO lecture regarding games, not much OpenGLES The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start. iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful): http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html As for libraries which a beginner might use to get a simpler hands-on experience with OpenGL-ES, I have only found Rokon, which is recently started, thus has many holes and bugs. And it's gnuGPL licensed (at the moment) which means it cannot be used, if we wish to sell our games. What else is out there?

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • .NET "must-have" development tools

    - by nzpcmad
    James Avery wrote a classic article a while back entitled Ten Must-Have Tools Every Developer Should Download Now which is a companion to Visual Studio Add-Ins Every Developer Should Download Now and Scott Hanselman has an excellent list on his blog but if you were on a desert island and were only allowed three .NET development tools which ones would you pick? Update: Assuming you already have an IDE like Visual Studio ... Update (5) : Up to 08/01 : The current state of play: Reflector 13 Resharper 9 NUnit + TestDriven.Net 7 Refactor Pro 4 Process Explorer (other Sysinternals) 3 SnippetCompiler 3 CodeRush 3 MSDN Library 2 LinqPad 2 Cruisecontrol.net 2 VMWare 2 RhinoMocks 2 Fiddler 2 PowerShell 2 PowerCommands for VS 2008 1 Sandcastle 1 SQL Profiler 1 Redgate ANTS profiler 11 NCover 1 VisualSVN 1 Rubber Ducky 1 WinMerge 1 NAnt 1 ViEmu 1 AnkhSVN 1 dotTrace Profiler 1 BeyondCompare 1 DPack VS Plugin 1 WCF Trace Viewer (SDK) 1 xUnit.net 1 SourceGear DiffMerge 1 Ghostdoc 1 Expression Studio 1 XAML Pad 1 KaXaml 1 Blender for 3D modeling 1 Snoop a WPF tool 1 DiffMerge 1 DPack 1 NDepend 1 Kodos 1 WatiN 1 HTTPWatch Basic Edition 1 Paint.Net 1 Mole For VS 1 What I find particularly interesting about this is that "NUnit + TestDriven.Net " is right up there in third place which shows the growing emphasis on testing as an integral part of the development process rather than as an adjunct which is simply bolted on. And I'm somewhat perplexed that Codesmith didn't receive a single vote?

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  • A simple augmented reality application in C#

    - by Ian
    Hi All, I would like to start a personal project that will give me a lot of new concept to learn and understand. After some thought, I figured that an Augmented Reality related project will be the most beneficial for me because of the following reasons: I haven't tried interfacing a program with a live video/camera feed I haven't done any "image processing" project I haven't done any "graphics rendering" ever With that said, you can assume that I will totally suck at AR. So I'm here to ask for some advice regarding the best way to go through this. st milestone project that I am thinking of is to take a cheap webcam and read some Data Matrix using C#. nd milestone project will render some text-overlay on the feed when presented with a certain Data Matrix. rd milestone project will actually render some 3D shapes. I've searched all-around and found some nice yet advanced materials for AR: http://sites.google.com/site/augmentedrealitytestingsite/ http://soldeveloper.com/ http://www.mperfect.net/wpfAugReal/ So I came here to ask the following: Do you think my milestone is reasonable given my "deficiencies"? In order to start Milestone 1, can you give some materials that I can study? I prefer online materials. Thanks!

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  • how do I add a texture to a triangle in three.js?

    - by Kae Verens
    I've created a scene which has many cubes, spheres, etc, in it, and have been able to apply textures to those primitives, but when I want to add a texture to a simple triangle, I'm totally lost. Here's the closest I've come to getting it right: var texture=THREE.ImageUtils.loadTexture('/f/3d-images/texture-steel.jpg'); var materialDecalRoof=new THREE.MeshBasicMaterial( { 'map': texture, 'wireframe': false, 'overdraw': true } ); var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(tentX/2+1, tentY, tentZ/2+1)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(-tentX/2-1, tentY, tentZ/2+1)); geometry.faces.push(new THREE.Face4(0, 1, 2, 3)); geometry.faceVertexUvs[0].push([ new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0) ]); geometry.computeFaceNormals(); geometry.computeCentroids(); geometry.computeVertexNormals(); var mesh= new THREE.Mesh( geometry, materialDecalRoof); scene.add(mesh); This does not work. All i get is a flickering triangle (when the scene is moved) where an image should be. To test this, go to https://www.poptents.eu/3dFrame.php, upload an image in the Roof section, and drag the view to see the roof flicker. Does anyone know what I'm doing wrong here?

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  • Best ways to teach a beginner to program?

    - by Justin Standard
    Original Question I am currently engaged in teaching my brother to program. He is a total beginner, but very smart. (And he actually wants to learn). I've noticed that some of our sessions have gotten bogged down in minor details, and I don't feel I've been very organized. (But the answers to this post have helped a lot.) What can I do better to teach him effectively? Is there a logical order that I can use to run through concept by concept? Are there complexities I should avoid till later? The language we are working with is Python, but advice in any language is welcome. How to Help If you have good ones please add the following in your answer: Beginner Exercises and Project Ideas Resources for teaching beginners Screencasts / blog posts / free e-books Print books that are good for beginners Please describe the resource with a link to it so I can take a look. I want everyone to know that I have definitely been using some of these ideas. Your submissions will be aggregated in this post. Online Resources for teaching beginners: A Gentle Introduction to Programming Using Python How to Think Like a Computer Scientist Alice: a 3d program for beginners Scratch (A system to develop programming skills) How To Design Programs Structure and Interpretation of Computer Programs Learn To Program Robert Read's How To Be a Programmer Microsoft XNA Spawning the Next Generation of Hackers COMP1917 Higher Computing lectures by Richard Buckland (requires iTunes) Dive into Python Python Wikibook Project Euler - sample problems (mostly mathematical) pygame - an easy python library for creating games Create Your Own Games With Python ebook Foundations of Programming for a next step beyond basics. Squeak by Example Recommended Print Books for teaching beginners Accelerated C++ Python Programming for the Absolute Beginner Code by Charles Petzold

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  • VB.Net plugin using Matlab COM Automation Server...Error: 'Could not load Interop.MLApp'

    - by Ben
    My Problem: I am using Matlab COM Automation Server to call and execute matlab .m files from a VB.Net plugin for a CAD program called Rhino 3D. The code works flawlessly when set up as a simple Windows Application in Visual Studio, but when I insert it (and make the requisite reference) into my .Net plugin and test it in the CAD program I get the following error: "Could not load file or assembly 'Interop.MLApp, Version 1.0.0.0, culture=neutral, PublicKeyToken=null' or one of its dependencies. the system cannot find the file specified." What I've Tried: I am baffled as to why this occurs, but I was able to contact the CAD program's technical support staff and they suggested that it has something to do with their DotNet SDK having trouble with references that are located far outside the CAD program directory. They didn't have any solutions so I tried playing around with copylocal and this made no difference. I tried using other COM libraries and the Open Office automation server works fine, although uses url's instead of requiring a reference. I also tested Excel, which does require a reference, and it returned the error: "retrieving the COM class factory for component with CLSID {...} failed due to the following error: 80040154." This may or may not be related to the issue with the Matlab COM reference, but I thought was worthwhile to share. Perhaps is there another way to reference Interop.MLApp? I would appreciate any suggestions or thoughts on how I might make the Matlab Interop.MLApp reference work. Best regards, Ben

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  • Having problems with uploading photos to TwitPic using OAuth in Objective C on the iPhone

    - by M. Bedi
    I have been working on an iPhone app that has a feature of uploading photos to TwitPic. I have it working with basic authentication. I am trying to get it working with OAuth. I am getting authentication errors. I have studied very carefully the TwitPic documentation. I am authorising the app by displaying a UI Web View and the it returns a PIN value. I enter the PIN value in the app and request the token. I am able to upload status updates to Twitter but not photos. My code is based on some example code from here: Example iPhone app using OAuth Here is my code: NSString *url = @"http://api.twitpic.com/2/upload.json"; NSString *oauth_header = [oAuth oAuthHeaderForMethod:@"POST" andUrl:url andParams:nil]; NSLog(@"OAuth header : %@\n\n", oauth_header); ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:url]]; [request addRequestHeader:@"User-Agent" value:@"ASIHTTPRequest"]; request.requestMethod = @"POST"; [request addRequestHeader:@"X-Auth-Service-Provider" value:@"https://api.twitter.com/1/account/verify_credentials.json"]; [request addRequestHeader:@"X-Verify-Credentials-Authorization" value:oauth_header]; NSData *imageRepresentation = UIImageJPEGRepresentation(imageToUpload, 0.8); [request setData:imageRepresentation forKey:@"media"]; [request setPostValue:@"Some Message" forKey:@"message"]; [request setPostValue:TWITPIC_API_KEY forKey:@"key"]; [request setDelegate:self]; [request setDidFinishSelector:@selector(requestDone:)]; [request setDidFailSelector:@selector(requestFailed:)]; [request start]; Here is the OAuth Header: OAuth realm="http://api.twitter.com/", oauth_timestamp="1275492425", oauth_nonce="b686f20a18ba6763ac52b689b2ac0c421a9e4013", oauth_signature_method="HMAC-SHA1", oauth_consumer_key="zNbW3Xi3MuS7i9cpz6fw", oauth_version="1.0", oauth_token="147275699-jmrjpwk3B6mO2FX2BCc9Ci9CRBbBKYW1bOni2MYs", oauth_signature="d17HImz6VgygZgbcp845CD2qNnI%3D"

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  • Querystring causes IE to show error

    - by Alxandr
    I have a problem when I send IE to the following location: http://fdvweb.mal/db/historikk/db_historikk_liste.asp?SQLfilter=SELECT TaKompHistorikk.*, TaKomponent.KompNummer, TaKomponent.KompNavn, TaKomponent.KompPlassering FROM TaKomponent RIGHT OUTER JOIN TaKompHistorikk ON [TaKomponent].[KompId]=[TaKompHistorikk].[KompHistorikkKompId] WHERE KompHistorikkSak = 'Servicerapport' AND (KompHistorikkStatusnummer <> '9999' OR IsNull(KompHistorikkStatusnummer) ) AND ((KompHistorikkStatusNavn <> 'OK' OR IsNull(KompHistorikkStatusNavn) ) OR ((KompHistorikkTittel <> '' OR KompHistorikkFritekst <> '') AND KompHistorikkTittel <> 'Kontrollert OK')) AND KompHistorikkDato >%3D %232/17/2010%23 ORDER BY KompNummer ASC (localhost, I've edited the hosts file). The source-code of the file db_historikk_liste.asp is as following: <html> <head> <title>Test</title> </head> <body> <% Response.Write Request.QueryString("SQLfilter") %> </body> </html> However, IE gives me the error Internet Explorer has modified this page to help prevent cross-site scripting. Anyone know how I can prevent this?

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  • C# Regex replace url

    - by Martijn
    I have a bunch of links in a document which has to be replaced by a javascript call. All the links looks the same: <a href="http://domain/ViewDocument.aspx?id=3D1&doc=form" target="_blank">Document naam 1</a> <a href="http://domain/ViewDocument.aspx?id=3D2&doc=form" target="_blank">Document naam 2</a> <a href="http://domain/ViewDocument.aspx?id=3D3&doc=form" target="_blank">Document naam 3</a> Now I want all this links to be replaced to: <a href="javascript:loadDocument('1','form')">Document naam 1</a> <a href="javascript:loadDocument('2','form')">Document naam 2</a> <a href="javascript:loadDocument('3','form')">Document naam 3</a> So the Id=3D in the url is the first parameter in the function and the doc parameter is the second parameter in the function call. I want to do this using Regex because I think this is the quickest way. But the problem is my regex knowledge is too limited

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  • Spatial Rotation in Gmod Expression2.

    - by Fascia
    I'm using expression2 to program behavior in Garry's mod (http://wiki.garrysmod.com/?title=Wire_Expression2) Okay so, to set the precedent. In Gmod I have a block and I am at a complete loss of how to get it to rotate around the 3 up, down and right vectors (Which are local. ie; if I pitch it 45 degrees the forward vector is 0.707, 0.707, 0). Essentially, From the 3 vectors I'd like to be able to get local Pitch/Roll/Yaw. By Local Pitch Roll Yaw I mean that they are completely independent of one another allowing true 3d rotation. So for example; if I place my craft so its nose is parallel to the floor the X,Y,Z would be 0,0,0. If I turn it parallel to the floor (World and Local Yaw) 90 degrees it's now 0, 0, 90. If I then pitch it (World Roll, Local Pitch) it 180 degrees it's now 180, 0, 90. I've already explored quaternions however I don't believe I should post my code here as I think I was re-inventing the wheel. I know I didn't explain that well but I believe the problem is pretty generic. Any help anyone could offer is greatly appreciated. Oh, I'd like to avoid gimblelock too. Essentially calculating the rotation around each of the crafts up/forward/right vectors using the up/forward/right vectors. To simply the question a generic implementation rather than one specific to Gmod is absolutely fine.

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  • How to use SSL3 instead of TLS in a particular HttpWebRequest?

    - by Anton Tykhyy
    My application has to talk to different hosts over https, and the default setting of ServicePointManager.SecurityProtocol = TLS served me well up to this day. Now I have some hosts which (as System.Net trace log shows) don't answer the initial TLS handshake message but keep the underlying connection open until it times out, throwing a timeout exception. I tried setting HttpWebRequest's timeout to as much as 5mins, with the same result. Presumably these hosts are waiting for an SSL3 handshake since both IE and Firefox are able to connect to these hosts after a 30-40 seconds' delay. There seems to be some fallback mechanism in .NET which degrades TLS to SSL3, but it doesn't kick in for some reason. FWIW, here's the handshake message my request is sending: 00000000 : 16 03 01 00 57 01 00 00-53 03 01 4C 12 39 B4 F9 : ....W...S..L.9.. 00000010 : A3 2C 3D EE E1 2A 7A 3E-D2 D6 0D 2E A9 A8 6C 03 : .,=..*z>......l. 00000020 : E7 8F A3 43 0A 73 9C CE-D7 EE CF 00 00 18 00 2F : ...C.s........./ 00000030 : 00 35 00 05 00 0A C0 09-C0 0A C0 13 C0 14 00 32 : .5.............2 00000040 : 00 38 00 13 00 04 01 00-00 12 00 0A 00 08 00 06 : .8.............. 00000050 : 00 17 00 18 00 19 00 0B-00 02 01 00 : ............ Is there a way to use SSL3 instead of TLS in a particular HttpWebRequest, or force a fallback? It seems that ServicePointManager's setting is global, and I'd really hate to have to degrade the security protocol setting to SSL3 for the whole application.

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  • iPhone - is it IMPOSSIBLE to grab the contents of a CALayers composition?

    - by Mike
    I have a CALayer transformed in 3D on a offscreen UIView (much larger than 320x480). How do I dump what is seen on this UIView to a UIImage? NOTE: I Have edited the question to include this code... This is how I create the layer... CGRect area = CGRectMake (0,0,400,600]; vista3D = [[UIView alloc] initWithFrame:area ]; [self.view addSubview:vista3D]; [vista3D release]; transformed = [CALayer layer]; transformed.frame = area; [vista3D.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.doubleSided = YES; imageLayer.frame = area; imageLayer.transform = CATransform3DMakeRotation(40 * M_PI / 180.0f, 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)myRawImage.CGImage; [transformed addSublayer:imageLayer]; // Add a perspective effect CATransform3D initialTransform = transformed.sublayerTransform; initialTransform.m34 = 1.0 / -500; transformed.sublayerTransform = initialTransform; // now the layer is in perspective // my next step is to "flatten" the composition into a UIImage UIImage *thisIsTheResult = some magic command thanks for any help! EDIT 1: I have tried jessecurry solution but it gives me a flat layer without any perspective. EDIT 2: I discovered a partial solution for this that works, but this solution gives me an image the size of the screen and I was looking for obtaining a higher resolution version, rendering off screen.

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  • Setting LD_LIBRARY_PATH in Apache PassEnv/SetEnv still cant find library

    - by DoMoreASAP
    I am trying to test the Cybersource 3d party implementation. I was able to get the test files running fine from the command line, which requires that on Linux I export the path to the payment libraries to LD_LIBRARY_PATH. to try to test this on my server I have created the apache config below <VirtualHost 127.0.0.1:12345> AddHandler cgi-script .cgi AddHandler fcgid-script .php .fcgi FCGIWrapper /my/path/to/php_fcgi/bin/php-cgi .php AddType text/html .shtml AddOutputFilter INCLUDES .shtml DocumentRoot /my/path/to/cybersource/simapi-php-5.0.1/ ProxyPreserveHost on <Directory /my/path/to/cybersource/simapi-php-5.0.1> SetEnv LD_LIBRARY_PATH /my/path/to/cybersource/LinkedLibraries/lib/ AllowOverride all Options +Indexes IndexOptions Charset=UTF-8 </Directory> </VirtualHost> I have set the env variable there with SetEnv command, which seems to be working when i run a page that prints <?php phpinfo(); ?> however the test script when called through the browser still wont work, apache says: tail /my/apache/error_log [Tue Mar 30 23:11:46 2010] [notice] mod_fcgid: call /my/path/to/cybersource/index.php with wrapper /my/path/to/cybersource/php_fcgi/bin/php-cgi PHP Warning: PHP Startup: Unable to load dynamic library '/my/path/to/cybersource/extensionsdir/php5_cybersource.so' - libspapache.so: cannot open shared object file: No such file or directory in Unknown on line 0 so it cant find the linked file libspapache.so even though it is in the LD_LIBRARY_PATH that is supposedly defined i really appreciate the help. thanks so much.

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  • MATLAB intersection of 2 surfaces

    - by caglarozdag
    Hi everyone, I consider myself a beginner in MATLAB so bear with me if the answer to my question is an obvious one. Phi=0:pi/100:2*pi; Theta=0:pi/100:2*pi; [PHI,THETA]=meshgrid(Phi,Theta); R=(1 + cos(PHI).*cos(PHI)).*(1 + cos(THETA).*cos(THETA)); [X,Y,Z]=sph2cart(THETA,PHI,R); surf(X,Y,Z); %display hold on; x1=-4:.1:4; [X1,Y1] = meshgrid(x1); a=1.8; b=0; c=3; d=0; Z1=(d- a * X1 - b * Y1)/c; shading flat; surf(X1,Y1,Z1); I have written this code which plots a 3d cartesian plot of a plane intersecting a peanut shaped object at an angle. I need to get the intersection of these on 2D (going to be the outline of a peanut, but a bit skewed since the intersection happens at an angle), but don't know how. Thanks

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  • Getting a job in the games industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled in a community college for games developement. But I am skeptical about the curriculum. I have no experience in the gaming industry so I wouldn't be able to tell whether it's a good investment or not. So I am asking you. I don't want to get too much into the details of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the Unreal Engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the Unreal Engine, learn Python and learn how to use its API to connect to a remote server and build game mechanics. Overall I will also recieve an associates degree in game development. I learn C++ but not C. The director said he was trying to implement C in the program as well. What I notice is I will not learn how to build a 3D game engine from scratch. They do not teach any artificial intelligence (AI). I will not learn how to work with the graphics card using a graphics API such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requiring me to take some advanced mathematics courses such as calculus and geometry 1 and 2. I also got to take a physics class. I just think that's a little much for just learning how to use the Unreal Engine but not actually build one or try to learn the anatomy of a games engine. Is this good enough to possibly land my a job in the industry? If I left anything out or was not detail, please feel free to ask more questions. Edit: I do learn data structures and algorithms.

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  • Raytraced Shadows Problem

    - by Mat
    Hey There! I've got a problem with shadowrays in my raytracer. Please have a look at the following two pictures 3D sMax: My Raytracer: The scene is lit by a very bright light, shining from the back. It's so bright that there is no gradient in the shading, just either white or dark (due to the overexposure). both images were rendered using 3DStudioMax and both use the exact same geometry, just in one case the normals are interpolated across the triangles. Now consider the red dot on the surface. In the case of the unsmoothed version, it lies in a dark area. this means that the light source is not visible from this triangle, since it's facing away from it. In the smoothed version however, it lies in the lit area, because the interpolated normal would suggest, that the light would be visible at that point (although the actual geometry of the triangle is facing away from the lightsource). My problem now is when raytraced shadows come in. if a shadowray is shot into the scene, from the red dot, to test whether the light-source is visible or not (to determine shadowing), the shadowray will return an intersection, independent of whether normals are interpolated or not (because intersections only depend on the geometry). Therefore the pixel would be shaded dark. 3dsamx is handling the case correctly - the rendered image was generated with Raytraced shadows turned on. However, my own Raytracer runs exactly into this problem when i turn on raytraced shadows (in my raytracer, the point is dark in both cases, because raytraced shadows determine the point lying in the shadow), and i don't know how to solve it. I hope someone knows this problem and how to deal with it.. thanks!

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  • Visualization of Nelder-Mead algorithm in gnuplot

    - by gorczas
    Hi, does anyone know how I can achieve drawing triangle on level sets of some 3d function (something like on this image in gnuplot? When I tried doing this after reading some tutorials: gnuplot> set border 15 front linetype -1 linewidth 1.000 gnuplot> set logscale z 10 gnuplot> set view map gnuplot> set isosamples 60, 60 gnuplot> unset surface gnuplot> set contour base gnuplot> unset clabel gnuplot> set style data lines gnuplot> set ticslevel 0 gnuplot> set noztics gnuplot> set title "Trwa symulacja" gnuplot> set xlabel "x" gnuplot> set xrange [ * : * ] noreverse nowriteback gnuplot> set ylabel "y" gnuplot> set zlabel "" gnuplot> set yrange [ * : * ] noreverse nowriteback gnuplot> set zrange [ * : * ] noreverse nowriteback gnuplot> splot [-10.5:10.5] [-10.5:10.5] x**2 +y**2 with lines lc rgb "#000000" notitle,\ >'-' with lines notitle input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > -4.80045950473308 -8.66307635892326 98.0933034571172 input data ('e' ends) > -3.56740563691939 3.31903046267993 23.7423461905216 input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > e But I'm still getting warning: "Cannot contour non grid data. Please use "set dgrid3d".".

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  • How do I best handle a needed patch for Perl/Tk?

    - by Streamline
    I am making a change to Perl/Tk for an application that has its own resident Perl and modules installation (so we can drop the app in and go). I've found a problem I am experiencing that I just stumbled on what seems to be the patch I need here: http://osdir.com/ml/lang.perl.tk/2004-10/msg00030.html Bug confirmed. Here's the patch against Tk804.027: --- Tk-804.027/pTk/mTk/generic/tkEntry.c Sat Mar 20 19:54:48 2004 +++ Tk-804.027-perl5.8.3d/pTk/mTk/generic/tkEntry.c Tue Oct 19 22:50:31 2004 @@ -3478,6 +3478,18 @@ Tcl_DStringFree(&script); #else + switch (type) { + case VALIDATE_INSERT: + type = 1; + break; + case VALIDATE_DELETE: + type = 0; + break; + default: + type = -1; + break; + } + code = LangDoCallback(entryPtr-interp, entryPtr-validateCmd, 1, 5, "%s %s %s %d %d", new, change, entryPtr-string, index, type); if (code != TCL_OK && code != TCL_RETURN) { Regards, Slaven I'd like to apply this patch or if there is a newer version of the Perl/Tk module I can upgrade to that includes this patch already that doesn't require I change the version of Perl, do that. Here is what I can find from the installation for this app: perl -v = 5.8.4 $Tk::version = '8.4' $Tk::patchlevel = '8.4' $Tk::VERSION = '804.027' So.. 1a) if there is a newer Tk VERSION that includes the patch in the link above, how do I upgrade just that module in the specific Perl installation location for this app? 1b) how do I know if that upgrade is compatible with 5.8.4 of Perl (I don't want to upgrade perl at this point) 2) if not, how do I apply that patch defined in that link?

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  • Find unique vertices from a 'triangle-soup'

    - by sum1stolemyname
    I am building a CAD-file converter on top of two libraries (Opencascade and DWF Toolkit). However, my question is plattform agnostic: Given: I have generated a mesh as a list of triangular faces form a model constructed through my application. Each Triangle is defined through three vertexes, which consist of three floats (x, y & z coordinate). Since the triangles form a mesh, most of the vertices are shared by more then one triangle. Goal: I need to find the list of unique vertices, and to generate an array of faces consisting of tuples of three indices in this list. What i want to do is this: //step 1: build a list of unique vertices for each triangle for each vertex in triangle if not vertex in listOfVertices Add vertex to listOfVertices //step 2: build a list of faces for each triangle for each vertex in triangle Get Vertex Index From listOfvertices AddToMap(vertex Index, triangle) While I do have an implementation which does this, step1 (the generation of the list of unique vertices) is really slow in the order of O(n!), since each vertex is compared to all vertices already in the list. I thought "Hey, lets build a hashmap of my vertices' components using std::map, that ought to speed things up!", only to find that generating a unique key from three floating point values is not a trivial task. Here, the experts of stackoverflow come into play: I need some kind of hash-function which works on 3 floats, or any other function generating a unique value from a 3d-vertex position.

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  • opacity and zIndex not getting set when hovered

    - by Catfish
    I'm messing around with a jquery carousel script and i'm trying to get it so when you hover over an image, the size will be doubled(which i have working) and the opacity will be 100. The script is here http://steph.net23.net/ImageCarousel/ This is the part i've added to double the width and height but the opacity is not taking effect. The original script came from here http://www.devirtuoso.com/2009/08/how-to-create-a-3d-tag-cloud-in-jquery/ $('#list a img').hover( function() { clearInterval(go); $(this).css('height', '200px'); $(this).css('width', '400px'); $(this).css('margin-left', '-100px'); $(this).css('opacity', '100'); var opac = $(this).css('opacity'); $(this).css('zIndex', '0'); var z = $(this).css('zIndex'); console.log("opacity = "+opac); console.log("zindex = "+z); }, function() { go = setInterval(render, 20); $(this).css('height', '100px'); $(this).css('width', '200px'); $(this).css('margin-left', '0'); });

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