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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • A star algorithm implementation problems

    - by bryan226
    I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it only allows Horizontal and Vertical movement. Here's a picture as it works fine across the map without something in its direct way: (Green tile = destination, Blue = In closed list, Green = in open list) This is what happens if I try to walk 'around' a wall: I calculate costs with the F = G + H formula: G = 1 Cost per Step H = 10 Cost per Step //Count how many tiles are between current-tile & destination-tile The functions: short c_astar::GuessH(short Startx,short Starty,short Destinationx,short Destinationy) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Destinationx; Destination.y = Destinationy; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b)*10; } short c_astar::GuessG(short Startx,short Starty,short Currentx,short Currenty) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Currentx; Destination.y = Currenty; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b); } At the end of the loop I check which tile is the cheapest to go according to its F value: Then some quick checks are done for each tile (UP,DOWN,LEFT,RIGHT): //...CX are holding the F value of the TILE specified // Info: C0 = Center (Current) // C1 = UP // C2 = DOWN // C3 = LEFT // C4 = RIGHT //Quick checks if(((C1 < C2) && (C1 < C3) && (C1 < C4))) { Current.y -= 1; bSimilar = false; if(DEBUG) hge->System_Log("C1 < ALL"); } //.. same for C2,C3 & C4 If there are multiple tiles with the same F value: It’s actually a switch for DOWNLEFT,UPRIGHT.. etc. Here’s one of it: case UPRIGHT: { //UP Temporary = Current; Temporary.y -= 1; bTileStatus[0] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[0]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[0] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[0] = true; //RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[1] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[1] = true; //************************************************* // Purpose: ClosedList behavior //************************************************* if(bFoundInClosedList[0] && !bFoundInClosedList[1]) { //UP found in ClosedList. Go RIGHT return RIGHT; } if(!bFoundInClosedList[0] && bFoundInClosedList[1]) { //RIGHT found in ClosedList. Go UP return UP; } if(bFoundInClosedList[0] && bFoundInClosedList[1]) { //Both found in ClosedList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } //************************************************* // Purpose: OpenList behavior //************************************************* if(bFoundInOpenList[0] && !bFoundInOpenList[1]) { //UP found in OpenList. Go RIGHT return RIGHT; } if(!bFoundInOpenList[0] && bFoundInOpenList[1]) { //RIGHT found in OpenList. Go UP return UP; } if(bFoundInOpenList[0] && bFoundInOpenList[1]) { //Both found in OpenList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } } else if(!bTileStatus[1]) { //RIGHT is not walkable OR out of range //Choose UP return UP; } } else if(!bTileStatus[0]) { //UP is not walkable OR out of range //Fast check RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { return RIGHT; } else return FAILED; //Failed, no valid path found! } } break; A log for the second picture: (Cut down to ten passes, because it’s just repeating itself) ----------------------------------------------------- PASS: 1 | C1: 211 | C2: 191 | C3: 211 | C4: 191 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 2 | C1: 200 | C2: 182 | C3: 202 | C4: 182 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 3 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 4 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 5 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 6 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 7 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 8 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- PASS: 9 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 10 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- Its always going after the cheapest F value, which seems to be wrong. If someone could point me to the right direction I'd be thankful. Regards, bryan226

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  • The Presentation Isn't Over Until It's Over

    - by Phil Factor
    The senior corporate dignitaries settled into their seats looking important in a blue-suited sort of way. The lights dimmed as I strode out in front to give my presentation.  I had ten vital minutes to make my pitch.  I was about to dazzle the top management of a large software company who were considering the purchase of my software product. I would present them with a dazzling synthesis of diagrams, graphs, followed by  a live demonstration of my software projected from my laptop.  My preparation had been meticulous: It had to be: A year’s hard work was at stake, so I’d prepared it to perfection.  I stood up and took them all in, with a gaze of sublime confidence. Then the laptop expired. There are several possible alternative plans of action when this happens     A. Stare at the smoking laptop vacuously, flapping ones mouth slowly up and down     B. Stand frozen like a statue, locked in indecision between fright and flight.     C. Run out of the room, weeping     D. Pretend that this was all planned     E. Abandon the presentation in favour of a stilted and tedious dissertation about the software     F. Shake your fist at the sky, and curse the sense of humour of your preferred deity I started for a few seconds on plan B, normally referred to as the ‘Rabbit in the headlamps of the car’ technique. Suddenly, a little voice inside my head spoke. It spoke the famous inane words of Yogi Berra; ‘The game isn't over until it's over.’ ‘Too right’, I thought. What to do? I ran through the alternatives A-F inclusive in my mind but none appealed to me. I was completely unprepared for this. Nowadays, longevity has since taught me more than I wanted to know about the wacky sense of humour of fate, and I would have taken two laptops. I hadn’t, but decided to do the presentation anyway as planned. I started out ignoring the dead laptop, but pretending, instead that it was still working. The audience looked startled. They were expecting plan B to be succeeded by plan C, I suspect. They weren’t used to denial on this scale. After my introductory talk, which didn’t require any visuals, I came to the diagram that described the application I’d written.  I’d taken ages over it and it was hot stuff. Well, it would have been had it been projected onto the screen. It wasn’t. Before I describe what happened then, I must explain that I have thespian tendencies.  My  triumph as Professor Higgins in My Fair Lady at the local operatic society is now long forgotten, but I remember at the time of my finest performance, the moment that, glancing up over the vast audience of  moist-eyed faces at the during the poignant  scene between Eliza and Higgins at the end, I  realised that I had a talent that one day could possibly  be harnessed for commercial use I just talked about the diagram as if it was there, but throwing in some extra description. The audience nodded helpfully when I’d done enough. Emboldened, I began a sort of mime, well, more of a ballet, to represent each slide as I came to it. Heaven knows I’d done my preparation and, in my mind’s eye, I could see every detail, but I had to somehow project the reality of that vision to the audience, much the same way any actor playing Macbeth should do the ghost of Banquo.  My desperation gave me a manic energy. If you’ve ever demonstrated a windows application entirely by mime, gesture and florid description, you’ll understand the scale of the challenge, but then I had nothing to lose. With a brief sentence of description here and there, and arms flailing whilst outlining the size and shape of  graphs and diagrams, I used the many tricks of mime, gesture and body-language  learned from playing Captain Hook, or the Sheriff of Nottingham in pantomime. I set out determinedly on my desperate venture. There wasn’t time to do anything but focus on the challenge of the task: the world around me narrowed down to ten faces and my presentation: ten souls who had to be hypnotized into seeing a Windows application:  one that was slick, well organized and functional I don’t remember the details. Eight minutes of my life are gone completely. I was a thespian berserker.  I know however that I followed the basic plan of building the presentation in a carefully controlled crescendo until the dazzling finale where the results were displayed on-screen.  ‘And here you see the results, neatly formatted and grouped carefully to enhance the significance of the figures, together with running trend-graphs!’ I waved a mime to signify an animated  window-opening, and looked up, in my first pause, to gaze defiantly  at the audience.  It was a sight I’ll never forget. Ten pairs of eyes were gazing in rapt attention at the imaginary window, and several pairs of eyes were glancing at the imaginary graphs and figures.  I hadn’t had an audience like that since my starring role in  Beauty and the Beast.  At that moment, I realized that my desperate ploy might work. I sat down, slightly winded, when my ten minutes were up.  For the first and last time in my life, the audience of a  ‘PowerPoint’ presentation burst into spontaneous applause. ‘Any questions?’ ‘Yes,  Have you got an agent?’ Yes, in case you’re wondering, I got the deal. They bought the software product from me there and then. However, it was a life-changing experience for me and I have never ever again trusted technology as part of a presentation.  Even if things can’t go wrong, they’ll go wrong and they’ll kill the flow of what you’re presenting.  if you can’t do something without the techno-props, then you shouldn’t do it.  The greatest lesson of all is that great presentations require preparation and  ‘stage-presence’ rather than fancy graphics. They’re a great supporting aid, but they should never dominate to the point that you’re lost without them.

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  • Source-control 'wet-work'?

    - by Phil Factor
    When a design or creative work is flawed beyond remedy, it is often best to destroy it and start again. The other day, I lost the code to a long and intricate SQL batch I was working on. I’d thought it was impossible, but it happened. With all the technology around that is designed to prevent this occurring, this sort of accident has become a rare event.  If it weren’t for a deranged laptop, and my distraction, the code wouldn’t have been lost this time.  As always, I sighed, had a soothing cup of tea, and typed it all in again.  The new code I hastily tapped in  was much better: I’d held in my head the essence of how the code should work rather than the details: I now knew for certain  the start point, the end, and how it should be achieved. Instantly the detritus of half-baked thoughts fell away and I was able to write logical code that performed better.  Because I could work so quickly, I was able to hold the details of all the columns and variables in my head, and the dynamics of the flow of data. It was, in fact, easier and quicker to start from scratch rather than tidy up and refactor the existing code with its inevitable fumbling and half-baked ideas. What a shame that technology is now so good that developers rarely experience the cleansing shock of losing one’s code and having to rewrite it from scratch.  If you’ve never accidentally lost  your code, then it is worth doing it deliberately once for the experience. Creative people have, until Technology mistakenly prevented it, torn up their drafts or sketches, threw them in the bin, and started again from scratch.  Leonardo’s obsessive reworking of the Mona Lisa was renowned because it was so unusual:  Most artists have been utterly ruthless in destroying work that didn’t quite make it. Authors are particularly keen on writing afresh, and the results are generally positive. Lawrence of Arabia actually lost the entire 250,000 word manuscript of ‘The Seven Pillars of Wisdom’ by accidentally leaving it on a train at Reading station, before rewriting a much better version.  Now, any writer or artist is seduced by technology into altering or refining their work rather than casting it dramatically in the bin or setting a light to it on a bonfire, and rewriting it from the blank page.  It is easy to pick away at a flawed work, but the real creative process is far more brutal. Once, many years ago whilst running a software house that supplied commercial software to local businesses, I’d been supervising an accounting system for a farming cooperative. No packaged system met their needs, and it was all hand-cut code.  For us, it represented a breakthrough as it was for a government organisation, and success would guarantee more contracts. As you’ve probably guessed, the code got mangled in a disk crash just a week before the deadline for delivery, and the many backups all proved to be entirely corrupted by a faulty tape drive.  There were some fragments left on individual machines, but they were all of different versions.  The developers were in despair.  Strangely, I managed to re-write the bulk of a three-month project in a manic and caffeine-soaked weekend.  Sure, that elegant universally-applicable input-form routine was‘nt quite so elegant, but it didn’t really need to be as we knew what forms it needed to support.  Yes, the code lacked architectural elegance and reusability. By dawn on Monday, the application passed its integration tests. The developers rose to the occasion after I’d collapsed, and tidied up what I’d done, though they were reproachful that some of the style and elegance had gone out of the application. By the delivery date, we were able to install it. It was a smaller, faster application than the beta they’d seen and the user-interface had a new, rather Spartan, appearance that we swore was done to conform to the latest in user-interface guidelines. (we switched to Helvetica font to look more ‘Bauhaus’ ). The client was so delighted that he forgave the new bugs that had crept in. I still have the disk that crashed, up in the attic. In IT, we have had mixed experiences from complete re-writes. Lotus 123 never really recovered from a complete rewrite from assembler into C, Borland made the mistake with Arago and Quattro Pro  and Netscape’s complete rewrite of their Navigator 4 browser was a white-knuckle ride. In all cases, the decision to rewrite was a result of extreme circumstances where no other course of action seemed possible.   The rewrite didn’t come out of the blue. I prefer to remember the rewrite of Minix by young Linus Torvalds, or the rewrite of Bitkeeper by a slightly older Linus.  The rewrite of CP/M didn’t do too badly either, did it? Come to think of it, the guy who decided to rewrite the windowing system of the Xerox Star never regretted the decision. I’ll agree that one should often resist calls for a rewrite. One of the worst habits of the more inexperienced programmer is to denigrate whatever code he or she inherits, and then call loudly for a complete rewrite. They are buoyed up by the mistaken belief that they can do better. This, however, is a different psychological phenomenon, more related to the idea of some motorcyclists that they are operating on infinite lives, or the occasional squaddies that if they charge the machine-guns determinedly enough all will be well. Grim experience brings out the humility in any experienced programmer.  I’m referring to quite different circumstances here. Where a team knows the requirements perfectly, are of one mind on methodology and coding standards, and they already have a solution, then what is wrong with considering  a complete rewrite? Rewrites are so painful in the early stages, until that point where one realises the payoff, that even I quail at the thought. One needs a natural disaster to push one over the edge. The trouble is that source-control systems, and disaster recovery systems, are just too good nowadays.   If I were to lose this draft of this very blog post, I know I’d rewrite it much better. However, if you read this, you’ll know I didn’t have the nerve to delete it and start again.  There was a time that one prayed that unreliable hardware would deliver you from an unmaintainable mess of a codebase, but now technology has made us almost entirely immune to such a merciful act of God. An old friend of mine with long experience in the software industry has long had the idea of the ‘source-control wet-work’,  where one hires a malicious hacker in some wild eastern country to hack into one’s own  source control system to destroy all trace of the source to an application. Alas, backup systems are just too good to make this any more than a pipedream. Somehow, it would be difficult to promote the idea. As an alternative, could one construct a source control system that, on doing all the code-quality metrics, would systematically destroy all trace of source code that failed the quality test? Alas, I can’t see many managers buying into the idea. In reading the full story of the near-loss of Toy Story 2, it set me thinking. It turned out that the lucky restoration of the code wasn’t the happy ending one first imagined it to be, because they eventually came to the conclusion that the plot was fundamentally flawed and it all had to be rewritten anyway.  Was this an early  case of the ‘source-control wet-job’?’ It is very hard nowadays to do a rapid U-turn in a development project because we are far too prone to cling to our existing source-code.

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

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  • Nginx + php-fpm "504 Gateway Time-out" error with almost zero load (on a test-server)

    - by rahul286
    After debugging for 6-hours - I am giving this up :| We have a nginx+php-fpm+mysql in LAN with almost 100 wordpress (created and used by different designers/developers all working on test wordpres setup) We are using nginx without any issues from long. Today, all of a sudden - nginx started returning "504 Gateway Time-out" out of the blue... I checked nginx error log for a virtual host... 2010/09/06 21:24:24 [error] 12909#0: *349 upstream timed out (110: Connection timed out) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 21:25:11 [error] 12909#0: *349 recv() failed (104: Connection reset by peer) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 21:25:11 [error] 12909#0: *443 recv() failed (104: Connection reset by peer) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /info.php HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 21:25:12 [error] 12909#0: *443 connect() failed (111: Connection refused) while connecting to upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:08:32 [error] 12909#0: *1025 upstream timed out (110: Connection timed out) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET / HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:09:33 [error] 12909#0: *1025 upstream timed out (110: Connection timed out) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:09:40 [error] 12909#0: *1064 recv() failed (104: Connection reset by peer) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /info.php HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:09:40 [error] 12909#0: *1064 connect() failed (111: Connection refused) while connecting to upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:24:44 [error] 12909#0: *1313 upstream timed out (110: Connection timed out) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET / HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" 2010/09/06 22:24:53 [error] 12909#0: *1313 recv() failed (104: Connection reset by peer) while reading response header from upstream, client: 192.168.0.1, server: rahul286.rtcamp.info, request: "GET /favicon.ico HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "rahul286.rtcamp.info" As I run php-fpm on port 9000 via TCP mode, I ran "netstat | grep 9000" and noticed something unusual... (Pasting partial output here for ease of read) tcp 9 0 localhost:9000 localhost:36094 CLOSE_WAIT 14269/php5-fpm tcp 0 0 localhost:46664 localhost:9000 FIN_WAIT2 - tcp 1257 0 localhost:9000 localhost:36135 CLOSE_WAIT - tcp 1257 0 localhost:9000 localhost:36125 CLOSE_WAIT - tcp 9 0 localhost:9000 localhost:36102 CLOSE_WAIT 14268/php5-fpm tcp 0 0 localhost:46662 localhost:9000 FIN_WAIT2 - tcp 745 0 localhost:9000 localhost:46644 CLOSE_WAIT - tcp 0 0 localhost:46658 localhost:9000 FIN_WAIT2 - tcp 1265 0 localhost:9000 localhost:46607 CLOSE_WAIT - tcp 0 0 localhost:46672 localhost:9000 ESTABLISHED 12909/nginx: worker tcp 1257 0 localhost:9000 localhost:36119 CLOSE_WAIT - tcp 1265 0 localhost:9000 localhost:46613 CLOSE_WAIT - tcp 0 0 localhost:46646 localhost:9000 FIN_WAIT2 - tcp 1257 0 localhost:9000 localhost:36137 CLOSE_WAIT - tcp 0 0 localhost:46670 localhost:9000 ESTABLISHED 12909/nginx: worker tcp 1265 0 localhost:9000 localhost:46619 CLOSE_WAIT - tcp 1336 0 localhost:9000 localhost:46668 ESTABLISHED - tcp 0 0 localhost:46648 localhost:9000 FIN_WAIT2 - tcp 1336 0 localhost:9000 localhost:46670 ESTABLISHED - tcp 9 0 localhost:9000 localhost:36108 CLOSE_WAIT 14274/php5-fpm tcp 1336 0 localhost:9000 localhost:46684 ESTABLISHED - tcp 0 0 localhost:46674 localhost:9000 ESTABLISHED 12909/nginx: worker tcp 1336 0 localhost:9000 localhost:46666 ESTABLISHED - tcp 1257 0 localhost:9000 localhost:46648 CLOSE_WAIT - tcp 1336 0 localhost:9000 localhost:46678 ESTABLISHED - tcp 0 0 localhost:46668 localhost:9000 ESTABLISHED 12909/nginx: wo There are plenty of "CLOSE_WAIT" & "FIN_WAIT2" pairs as highlighted below (in above output): tcp 1337 0 localhost:9000 localhost:46680 CLOSE_WAIT - tcp 0 0 localhost:46680 localhost:9000 FIN_WAIT2 - Please note port 46680 in above. I enabled mysql slow queries error log, but it didn't work. As of now restarting php5-fpm every minute via a cronjob (see command below) keeping everything running "smoothly" but I hate patchwork and want to solve this... 1 * * * * service php5-fpm restart > /dev/null I searched extensively on Google - got no help. As mentioned, this a test-server in LAN, CPU load is never crossed 0.10 and memory usage is also below 25% (System has 2GB RAM and ubuntu-server installed) So if you find its time-confusing to help me out, please atleast drop a hint. Thanks in advance for help. -Rahul (note - this is reposting of - http://forum.nginx.org/read.php?11,127694) Update: I found answer, which is posted below.

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  • Mysql performance problem & Failed DIMM

    - by murdoch
    Hi I have a dedicated mysql database server which has been having some performance problems recently, under normal load the server will be running fine, then suddenly out of the blue the performance will fall off a cliff. The server isn't using the swap file and there is 12GB of RAM in the server, more than enough for its needs. After contacting my hosting comapnies support they have discovered that there is a failed 2GB DIMM in the server and have scheduled to replace it tomorow morning. My question is could a failed DIMM result in the performance problems I am seeing or is this just coincidence? My worry is that they will replace the ram tomorrow but the problems will persist and I will still be lost of explanations so I am just trying to think ahead. The reason I ask is that there is plenty of RAM in the server, more than required and simply missing 2GB should be a problem, so if this failed DIMM is causing these performance problems then the OS must be trying to access the failed DIMM and slowing down as a result. Does that sound like a credible explanation? This is what DELLs omreport program says about the RAM, notice one dimm is "Critical" Memory Information Health : Critical Memory Operating Mode Fail Over State : Inactive Memory Operating Mode Configuration : Optimizer Attributes of Memory Array(s) Attributes : Location Memory Array 1 : System Board or Motherboard Attributes : Use Memory Array 1 : System Memory Attributes : Installed Capacity Memory Array 1 : 12288 MB Attributes : Maximum Capacity Memory Array 1 : 196608 MB Attributes : Slots Available Memory Array 1 : 18 Attributes : Slots Used Memory Array 1 : 6 Attributes : ECC Type Memory Array 1 : Multibit ECC Total of Memory Array(s) Attributes : Total Installed Capacity Value : 12288 MB Attributes : Total Installed Capacity Available to the OS Value : 12004 MB Attributes : Total Maximum Capacity Value : 196608 MB Details of Memory Array 1 Index : 0 Status : Ok Connector Name : DIMM_A1 Type : DDR3-Registered Size : 2048 MB Index : 1 Status : Ok Connector Name : DIMM_A2 Type : DDR3-Registered Size : 2048 MB Index : 2 Status : Ok Connector Name : DIMM_A3 Type : DDR3-Registered Size : 2048 MB Index : 3 Status : Critical Connector Name : DIMM_B1 Type : DDR3-Registered Size : 2048 MB Index : 4 Status : Ok Connector Name : DIMM_B2 Type : DDR3-Registered Size : 2048 MB Index : 5 Status : Ok Connector Name : DIMM_B3 Type : DDR3-Registered Size : 2048 MB the command free -m shows this, the server seems to be using more than 10GB of ram which would suggest it is trying to use the DIMM total used free shared buffers cached Mem: 12004 10766 1238 0 384 4809 -/+ buffers/cache: 5572 6432 Swap: 2047 0 2047 iostat output while problem is occuring avg-cpu: %user %nice %system %iowait %steal %idle 52.82 0.00 11.01 0.00 0.00 36.17 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 47.00 0.00 576.00 0 576 sda1 0.00 0.00 0.00 0 0 sda2 1.00 0.00 32.00 0 32 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 46.00 0.00 544.00 0 544 avg-cpu: %user %nice %system %iowait %steal %idle 53.12 0.00 7.81 0.00 0.00 39.06 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 49.00 0.00 592.00 0 592 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 49.00 0.00 592.00 0 592 avg-cpu: %user %nice %system %iowait %steal %idle 56.09 0.00 7.43 0.37 0.00 36.10 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 232.00 0.00 64520.00 0 64520 sda1 0.00 0.00 0.00 0 0 sda2 159.00 0.00 63728.00 0 63728 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 73.00 0.00 792.00 0 792 avg-cpu: %user %nice %system %iowait %steal %idle 52.18 0.00 9.24 0.06 0.00 38.51 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 49.00 0.00 600.00 0 600 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 49.00 0.00 600.00 0 600 avg-cpu: %user %nice %system %iowait %steal %idle 54.82 0.00 8.64 0.00 0.00 36.55 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 100.00 0.00 2168.00 0 2168 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 100.00 0.00 2168.00 0 2168 avg-cpu: %user %nice %system %iowait %steal %idle 54.78 0.00 6.75 0.00 0.00 38.48 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 84.00 0.00 896.00 0 896 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 84.00 0.00 896.00 0 896 avg-cpu: %user %nice %system %iowait %steal %idle 54.34 0.00 7.31 0.00 0.00 38.35 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 81.00 0.00 840.00 0 840 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 81.00 0.00 840.00 0 840 avg-cpu: %user %nice %system %iowait %steal %idle 55.18 0.00 5.81 0.44 0.00 38.58 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 317.00 0.00 105632.00 0 105632 sda1 0.00 0.00 0.00 0 0 sda2 224.00 0.00 104672.00 0 104672 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 93.00 0.00 960.00 0 960 avg-cpu: %user %nice %system %iowait %steal %idle 55.38 0.00 7.63 0.00 0.00 36.98 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 74.00 0.00 800.00 0 800 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 74.00 0.00 800.00 0 800 avg-cpu: %user %nice %system %iowait %steal %idle 56.43 0.00 7.80 0.00 0.00 35.77 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 72.00 0.00 784.00 0 784 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 72.00 0.00 784.00 0 784 avg-cpu: %user %nice %system %iowait %steal %idle 54.87 0.00 6.49 0.00 0.00 38.64 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 80.20 0.00 855.45 0 864 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 80.20 0.00 855.45 0 864 avg-cpu: %user %nice %system %iowait %steal %idle 57.22 0.00 5.69 0.00 0.00 37.09 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 33.00 0.00 432.00 0 432 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 33.00 0.00 432.00 0 432 avg-cpu: %user %nice %system %iowait %steal %idle 56.03 0.00 7.93 0.00 0.00 36.04 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 41.00 0.00 560.00 0 560 sda1 0.00 0.00 0.00 0 0 sda2 2.00 0.00 88.00 0 88 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 39.00 0.00 472.00 0 472 avg-cpu: %user %nice %system %iowait %steal %idle 55.78 0.00 5.13 0.00 0.00 39.09 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 29.00 0.00 392.00 0 392 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 29.00 0.00 392.00 0 392 avg-cpu: %user %nice %system %iowait %steal %idle 53.68 0.00 8.30 0.06 0.00 37.95 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sda 78.00 0.00 4280.00 0 4280 sda1 0.00 0.00 0.00 0 0 sda2 0.00 0.00 0.00 0 0 sda3 0.00 0.00 0.00 0 0 sda4 0.00 0.00 0.00 0 0 sda5 78.00 0.00 4280.00 0 4280

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  • Linux server apache httpd processes take i/o wait to close to 100% and lock down server

    - by user3682065
    For about 5 days now, and seemingly out of the blue, my linux server has started locking up from time to time. The pattern is always the same as far as I can tell from top and iotop commands around the time it starts happening: One or more httpd processes (usually one) hang and start using up 100% of CPU power, the %wa goes close to 100% and in the iotop I see several httpd processes with 99.99% in the IO column. I'm also running an SVN server on this machine through apache and the one way that I've been consistently able to reproduce this is to do an SVN commit of new files or an SVN update from the repository on this server (I am the only one using this SVN repository). This will always reproduce this scenario successfully, but until very recently I had no problems at all checking in/out of SVN. But sometimes it just happens for no detectable reason at all it seems. So it seems like there is some issue with my Apache that leads it to have processes use up a lot of read/write upon certain triggers. I was wondering if anyone could help me uncover that issue. EDIT: OK now it's happening again: This is top: [root@server ~]# top top - 10:56:54 up 2:59, 5 users, load average: 171.46, 70.35, 27.01 Tasks: 328 total, 2 running, 326 sleeping, 0 stopped, 0 zombie Cpu(s): 1.9%us, 2.0%sy, 0.0%ni, 0.0%id, 96.1%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 2021144k total, 1968192k used, 52952k free, 2500k buffers Swap: 4194288k total, 2938584k used, 1255704k free, 39008k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 10390 apache 20 0 2774m 936m 6200 D 2.0 47.4 1:52.27 httpd 2149 root 20 0 927m 13m 1040 S 0.7 0.7 1:50.46 namecoind 11 root 20 0 0 0 0 R 0.3 0.0 0:30.10 events/0 23 root 20 0 0 0 0 S 0.3 0.0 0:17.88 kblockd/1 2049 root 20 0 382m 4932 2880 D 0.3 0.2 0:03.67 httpd 2144 root 20 0 1702m 69m 1164 S 0.3 3.5 5:19.68 bitcoind 6325 root 20 0 15164 1100 656 R 0.3 0.1 0:11.09 top 10311 apache 20 0 387m 9496 7320 D 0.3 0.5 0:01.89 httpd 10313 apache 20 0 391m 10m 7364 D 0.3 0.5 0:02.40 httpd 10466 apache 20 0 399m 12m 7392 D 0.3 0.7 0:02.41 httpd 10599 apache 20 0 391m 9324 7340 D 0.3 0.5 0:00.15 httpd 10628 apache 20 0 384m 7620 4052 D 0.3 0.4 0:00.01 httpd 10633 apache 20 0 384m 7048 3504 D 0.3 0.3 0:00.01 httpd 10634 apache 20 0 384m 8012 4048 D 0.3 0.4 0:00.02 httpd 10638 apache 20 0 400m 22m 9.8m D 0.3 1.1 0:01.93 httpd 10640 apache 20 0 385m 8288 4028 D 0.3 0.4 0:00.03 httpd 10641 apache 20 0 401m 21m 6376 D 0.3 1.1 0:01.45 httpd 10759 apache 20 0 385m 8816 3480 D 0.3 0.4 0:01.45 httpd 10773 apache 20 0 384m 8044 3464 D 0.3 0.4 0:00.02 httpd This is an iotop snapshot: Total DISK READ: 5.93 M/s | Total DISK WRITE: 0.00 B/s TID PRIO USER DISK READ DISK WRITE SWAPIN IO> COMMAND 10732 be/4 apache 3.76 K/s 0.00 B/s 0.00 % 58.48 % httpd 876 be/3 root 0.00 B/s 52.68 K/s 0.00 % 52.98 % [jbd2/dm-1-8] 10906 be/4 root 124.17 K/s 0.00 B/s 0.00 % 23.03 % sh -c [ -x /usr/local/psa/admin/sbin/backupmng ] && /usr/local/psa/admin/sbin/backupmng >/dev/null 2>&1 2156 be/4 root 206.94 K/s 0.00 B/s 0.00 % 21.15 % bitcoind 10904 be/4 mysql 0.00 B/s 0.00 B/s 0.00 % 18.94 % mysqld --basedir=/usr --datadir=/var/lib/mysql --user=mysql --log-error=/var/log/mysqld.log --pid-file=/var/run/mysqld/mysqld.pid --socket=/var/lib/mysql/mysql.sock 10773 be/4 apache 7.53 K/s 0.00 B/s 0.00 % 14.77 % httpd 10641 be/4 apache 15.05 K/s 0.00 B/s 0.00 % 11.57 % httpd 10399 be/4 apache 1057.29 K/s 0.00 B/s 43.16 % 10.56 % httpd 10682 be/4 sw-cp-se 158.03 K/s 0.00 B/s 0.00 % 7.45 % sw-engine-cgi -c /usr/local/psa/admin/conf/php.ini -d auto_prepend_file=auth.php3 -u psaadm 10774 be/4 apache 3.76 K/s 0.00 B/s 0.00 % 6.53 % httpd 10624 be/4 apache 0.00 B/s 0.00 B/s 0.00 % 5.53 % httpd 10356 be/4 apache 899.26 K/s 0.00 B/s 35.52 % 4.01 % httpd 10795 be/4 apache 0.00 B/s 0.00 B/s 0.00 % 3.93 % httpd 10804 be/4 apache 7.53 K/s 0.00 B/s 0.00 % 3.08 % httpd 4379 be/4 root 2.89 M/s 0.00 B/s 99.99 % 0.00 % namecoind 10619 be/4 apache 462.80 K/s 0.00 B/s 7.80 % 0.00 % httpd 10636 be/4 apache 3.76 K/s 0.00 B/s 0.00 % 0.00 % httpd 10716 be/4 mysql 105.35 K/s 0.00 B/s 5.92 % 0.00 % mysqld --basedir=/usr --datadir=/var/lib/mysql --user=mysql --log-error=/var/log/mysqld.log --pid-file=/var/run/mysqld/mysqld.pid --socket=/var/lib/mysql/mysql.sock 1988 be/4 root 18.81 K/s 0.00 B/s 0.00 % 0.00 % spamd_full.sock I also ran lsof -p for pid 10390 which was way up top under the top command and this is the bottom line where I can sort of see what request this was and it says CLOSE_WAIT: httpd 10390 apache 34u IPv6 315879 0t0 TCP default-domain.com:https->crawl-66-249-65-91.googlebot.com:42907 (CLOSE_WAIT) I'm still not sure what exactly is causing this all to happen though? I killed that service but %wa and load average remain high, I also stopped mysqld and other services. It really only goes down once I stop httpd altogether, and even then I can't start it without finding remaining hanging httpd processes via "netstat -tulpn", killing those or doing "killall -9 httpd" and after waiting a while for it to cycle through all those then doing /etc/init.d/httpd start

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  • error CS0177: The out parameter 'Wx' must be assigned to before control leaves the current method

    - by sonny5
    using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Form1 : System.Windows.Forms.Form { public static float WXmin; public static float WYmin; public static float WXmax; public static float WYmax; public static int VXmin; public static int VYmin; public static int VXmax; public static int VYmax; public static float Vx; public static float Vy; public Form1() { InitializeComponent(); } private void InitializeComponent() { //this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="Pass Args"; this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); } static void Main() { Application.Run(new Form1()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); p.Dispose(); } private void eachCornerPix (object sender, PaintEventArgs e, out float Wx, out float Wy, out float Vx, out float Vy) { Graphics g = this.CreateGraphics(); Pen penBlu = new Pen(Color.Blue, 2); SolidBrush redBrush = new SolidBrush(Color.Red); int width = 2; // 1 pixel wide in x int height = 2; float [] Wxc = {0.100f, 5.900f, 5.900f, 0.100f}; float [] Wyc = {0.100f, 0.100f, 3.900f, 3.900f}; for (int i = 0; i<3; i++) { Wx = Wxc[i]; Wy = Wyc[i]; Vx = ((Wx - WXmin)*((VXmax-VXmin)+VXmin)/(WXmax-WXmin)); Vy = ((Wy - WYmin)*(VYmax-VYmin)/(WYmax-WYmin)+VYmin); Console.WriteLine("eachCornerPix Vx= {0}", Vx); Console.WriteLine("eachCornerPix Vy= {0}", Vy); g.FillRectangle(redBrush, Vx, Vy, width, height); g.Dispose(); } // Desired effect: Use the array values (Wxc, Wyc) and re-assign them to Wx and Wy. Then use // Wx and Wy as components to calculate Vx and Vy. // My end goal...once compile issues are resolved, is to pass each array value listed // using this method. This should allow 4 xy point pairs to be plotted. // Errors: // pass1.cs(51,18): error CS0177: The out parameter 'Wx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Wy' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vy' must be assigned to before // control leaves the current method } }

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  • Google maps api v3 refreshing away markers

    - by Paul Peelen
    Hi, I am having problems with the google maps API V3. It seems that every time I load my page the maps load (including the markers) and then it does a quick reload and removes all the markers. Am I missing somehting? What am I doing wrong? Here is an example: http://www.PaulPeelen.com/wp-content/uploads/2010/04/SafariScreenSnapz001.mov this is my code: <script type="text/javascript"> <!-- var hash = "{{$sHashLocal}}"; var webroot = "{{$webroot}}"; var map; function initialize() { var latlng = new google.maps.LatLng(59.32045, 18.066902); var myOptions = { zoom: 13, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); return map; } function getMarkerInfo (infowindow, rack_id) { // Get all the racks $.ajax({ type: "GET", url: webroot+"ajax/getRack/"+hash+"/"+rack_id, cache: false, dataType: "html", success: function(html) { $("#rack_"+rack_id).html(); infowindow.setContent(html); } }); } $(document).ready(function () { map = initialize(); function attachSecretMessage(marker, rack_id) { var infowindow = new google.maps.InfoWindow({ size: new google.maps.Size(50,50) }); google.maps.event.addListener(marker, 'click', function(){ var ret = '<div id="rack_'+rack_id+'" class="rackDiv"><div class="rackDivLoading"><img src="theme/images/loader-small.gif" border="0"/><span>Hämtar data</span></div></div>'; infowindow.setContent(ret); infowindow.open(map,marker); getMarkerInfo(infowindow,rack_id); }); } function addPlacemark (lat,lng,title, rack_id) { var image = new google.maps.MarkerImage('http://www.google.com/intl/en_us/mapfiles/ms/micons/blue-dot.png', new google.maps.Size(32, 32), new google.maps.Point(0,0), new google.maps.Point(0, 32)); var shadow = new google.maps.MarkerImage('http://maps.google.com/mapfiles/shadow50.png', new google.maps.Size(37, 34), new google.maps.Point(0,0), new google.maps.Point(-4, 34)); var location = new google.maps.LatLng(lat,lng); var marker = new google.maps.Marker({ position: location, map: map, icon: image, shadow: shadow}); marker.setTitle(title); attachSecretMessage(marker, rack_id); } // Get all the racks $.ajax({ type: "GET", url: webroot+"ajax/getRacks/"+hash, cache: false, dataType: "xml", success: function(xml) { // Add the results $(xml).find("station").each(function () { rack_id = $(this).find("rack_id").text(); title = $(this).find("description").text(); longitute = parseFloat($(this).find("longitute").text()); latitude = parseFloat($(this).find("latitude").text()); addPlacemark(latitude, longitute, title, rack_id); }); } }); $("#addMark").click(function () { addPlacemark (59.32045, 18.066902); }); // Set size setPageSize(); }); //--> </script> I hope somebody can help me. Best regards, Paul Peelen

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  • OpenGL/SharpGL - Points only on -near surface of Ortho projection?

    - by FTLPhysicsGuy
    When you create points using three dimensions for each point and you use an Ortho projection to view the points, would there be a reason that only the points on the -near surface would appear? For example, if you use (the SharpGL method) gl.Ortho(0, width, height, 0, -10, 10), only the points at z=10 (because the near surface is at -10) actually show up. I'm currently using SharpGL - but I'm hoping the issue I'm having isn't with that particular implementation/library. EDIT: I'm adding the code below that demonstrates the issue. Note that this example requires SharpGL and is in fact a modification of a WPF sample project that comes with the current SharpGL source code (the original sample project is called TwoDSample). The project requires a MainWindow.xaml and a MainWindow.xaml.cs. Here's the xaml: <Window x:Class="TwoDSample.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"> <Grid> <my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized" Resized="openGLControl1_Resized"/> </Grid> </Window> Here is the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using SharpGL.Enumerations; namespace TwoDSample { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } // NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to // drawing only once after m_drawCount is set to zero; int m_drawCount = 0; private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: Only draw once after m_drawCount is set to zero if (m_drawCount < 1) { // Get the OpenGL instance. var gl = args.OpenGL; gl.Color(1f, 0f, 0f); gl.PointSize(2.0f); // Draw 10000 random points. gl.Begin(BeginMode.Points); Random random = new Random(); for (int i = 0; i < 10000; i++) { double x = 10 + 400 * random.NextDouble(); double y = 10 + 400 * random.NextDouble(); double z = (double)random.Next(-10, 0); // Color the point according to z value gl.Color(0f, 0f, 1f); // default to blue if (z == -10) gl.Color(1f, 0f, 0f); // Red for z = -10 else if (z == -1) gl.Color(0f, 1f, 0f); // Green for z = -1 gl.Vertex(x, y, z); } gl.End(); m_drawCount++; } } private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { } private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: force the draw routine to happen again when resize occurs m_drawCount = 0; // Get the OpenGL instance. var gl = args.OpenGL; // Create an orthographic projection. gl.MatrixMode(MatrixMode.Projection); gl.LoadIdentity(); // NOTE: Basically no matter what I do, the only points I see are those at // the "near" surface (with z = -zNear)--in this case, I only see green points gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10); // Back to the modelview. gl.MatrixMode(MatrixMode.Modelview); } } }

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  • Prevent ListBox from focusing but leave ListBoxItem(s) focusable (wpf)

    - by modosansreves
    Here is what happens: I have a listbox with items. Listbox has focus. Some item (say, 5th) is selected (has a blue background), but has no 'border'. When I press 'Down' key, the focus moves from ListBox to the first ListBoxItem. (What I want is to make 6th item selected, regardless of the 'border') When I navigate using 'Tab', the Listbox never receives the focus again. But when the collection is emptied and filled again, ListBox itself gets focus, pressing 'Down' moves the focus to the item. How to prevent ListBox from gaining focus? P.S. listBox1.SelectedItem is my own class, I don't know how to make ListBoxItem out of it to .Focus() it. EDIT: the code Xaml: <UserControl.Resources> <me:BooleanToVisibilityConverter x:Key="visibilityConverter"/> <me:BooleanToItalicsConverter x:Key="italicsConverter"/> </UserControl.Resources> <ListBox x:Name="lbItems"> <ListBox.ItemTemplate> <DataTemplate> <Grid> <ProgressBar HorizontalAlignment="Stretch" VerticalAlignment="Bottom" Visibility="{Binding Path=ShowProgress, Converter={StaticResource visibilityConverter}}" Maximum="1" Margin="4,0,0,0" Value="{Binding Progress}" /> <TextBlock Text="{Binding Path=VisualName}" FontStyle="{Binding Path=IsFinished, Converter={StaticResource italicsConverter}}" Margin="4" /> </Grid> </DataTemplate> </ListBox.ItemTemplate> <me:OuterItem Name="Regular Folder" IsFinished="True" Exists="True" IsFolder="True"/> <me:OuterItem Name="Regular Item" IsFinished="True" Exists="True"/> <me:OuterItem Name="Yet to be created" IsFinished="False" Exists="False"/> <me:OuterItem Name="Just created" IsFinished="False" Exists="True"/> <me:OuterItem Name="In progress" IsFinished="False" Exists="True" Progress="0.7"/> </ListBox> where OuterItem is: public class OuterItem : IOuterItem { public Guid Id { get; set; } public string Name { get; set; } public bool IsFolder { get; set; } public bool IsFinished { get; set; } public bool Exists { get; set; } public double Progress { get; set; } /// Code below is of lesser importance, but anyway /// #region Visualization helper properties public bool ShowProgress { get { return !IsFinished && Exists; } } public string VisualName { get { return IsFolder ? "[ " + Name + " ]" : Name; } } #endregion public override string ToString() { if (IsFinished) return Name; if (!Exists) return " ??? " + Name; return Progress.ToString("0.000 ") + Name; } public static OuterItem Get(IOuterItem item) { return new OuterItem() { Id = item.Id, Name = item.Name, IsFolder = item.IsFolder, IsFinished = item.IsFinished, Exists = item.Exists, Progress = item.Progress }; } } ?onverters are: /// Are of lesser importance too (for understanding), but will be useful if you copy-paste to get it working public class BooleanToItalicsConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { bool normal = (bool)value; return normal ? FontStyles.Normal : FontStyles.Italic; } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { throw new NotImplementedException(); } } public class BooleanToVisibilityConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { bool exists = (bool)value; return exists ? Visibility.Visible : Visibility.Collapsed; } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { throw new NotImplementedException(); } } But most important, is that UserControl.Loaded() has: lbItems.Items.Clear(); lbItems.ItemsSource = fsItems; where fsItems is ObservableCollection<OuterItem>. The usability problem I describe takes place when I Clear() that collection (fsItems) and fill with new items.

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  • How to fix width of DIV that contains floated elements?

    - by joe
    I have a DIV container with several inner DIVs layed out by floating them all left. The inner DIVs may change width on certain events, and the containing DIV adjusts accordingly. I use float:left in the container to keep it shrunk to the width of the inner divs. I use float:left in the inner divs so the layout is clean even when their contents change. The catch is that I want the DIV container width and height to remain constant, UNLESS a particular event causes a change to the inner widths. Conceptually I want to use float on the inners for the layout benefit, but then I want to "fix" them so they don't float around. So if the container is 700px wide, I want it to remain so even if the user narrows the browser window. I'd like the container, and it's internal DIVs to just be clipped by the browser window. I sense this can all be done nicely in CSS, I just can't quite figure out how. I'm not averse to adding another container if necessary... Since the only desired layout changes are event-based, I am also willing to use a bit of JS. But is this necessary? (And I'm still not sure I know what to modify: container dimensions? inner floatiness? other?) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <style type="text/css"> #canvas { overflow:auto; /* for clearing floats */ } #container { float:left; /* so container shrinks around contained divs */ border:thin solid blue; } .inner { float:left; /* so inner elems line up nicely w/o saying fixed coords */ padding-top:8px; padding-bottom:4px; padding-left:80px; padding-right:80px; } #inner1 { background-color:#ffdddd; } #inner2 { background-color:#ddffdd; } #inner3 { background-color:#ddddff; } </style> </head> <body> <div id="canvas"> <div id="container"> <div id="inner1" class="inner"> inner 1 </div> <div id="inner2" class="inner"> inner 2 </div> <div id="inner3" class="inner"> inner 3 </div> </div> </div> cleared element </body> </html>

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  • Taking screenshots in Windows Vista, Windows 7, with transparent areas outside the app region

    - by Steve Sheldon
    Hey Folks, I am trying to take a screenshot of an application and I would like to make the parts of the rectangle that are not part of the applications region be transparent. So for instance on a standard windows application I would like to make the rounded corners transparent. I wrote a quick test application which works on on XP (or vista/windows 7 with aero turned off): protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); Graphics g = e.Graphics; // Just find a window to test with IntPtr hwnd = FindWindowByCaption(IntPtr.Zero, "Calculator"); WINDOWINFO info = new WINDOWINFO(); info.cbSize = (uint)Marshal.SizeOf(info); GetWindowInfo(hwnd, ref info); Rectangle r = Rectangle.FromLTRB(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom); IntPtr hrgn = CreateRectRgn(info.rcWindow.Left, info.rcWindow.Top, info.rcWindow.Right, info.rcWindow.Bottom); GetWindowRgn(hwnd, hrgn); // fill a rectangle which would be where I would probably // write some mask color g.FillRectangle(Brushes.Red, r); // fill the region over the top, all I am trying to do here // is show the contrast between the applications region and // the rectangle that the region would be placed in Region region = Region.FromHrgn(hrgn); region.Translate(info.rcWindow.Left, info.rcWindow.Top); g.FillRegion(Brushes.Blue, region); } Quick side note: before commenting that this code is doing stuff it shouldn't (or should do, like dispose) in a paint function, I know, it's not going anywhere but this post and is designed purely as a way to quickly show the problem, and that it does... OK, back to the problem ;) When I run this test app on XP (or Vista/Windows 7 with Aero off), I get something like this, which is great because I can eek an xor mask out of this that can be used later with BitBlt. Here is the problem, on Vista or Windows 7 with Aero enabled, there isn't necessarily a region on the window, in fact in most cases there isn't. Can anybody help me figure out how to get the region of the application like this on these platforms. Here are some of the approaches I have already tried... 1. Using the PrintWindow function: This doesn't work because it gives back a screenshot taken of the window with Aero off and this window is a different shape from the window returned with Aero on 2 Using the Desktop Window Manager API to get a full size thumbnail: This didn't work because it draws directly to the screen and from what I can tell you can't get a screenshot directly out of this api. Yeah, I could open a window with a pink background, show the thumbnail, take a screenshot then hide this temporary window but thats a horrible user experience and a complete hack I would rather not have my name on. 3. Using Graphics.CopyFromScreen or some other pinvoke variant of this: This doesn't work because I can't assume that the window I need information from is at the top of the z-order on the screen. Right now, the best solution I can think of is to special case Aero on Windows 7 and Vista to manually rub out the corners by hard coding some graphics paths I paint out but this solution would suck since any application that performs custom skinning will break this. Can you think of another or better solution? If you are here, thanks for taking time to read this post, I appreciate any help or direction that you can offer!

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  • UIButtons in UIScrollView stop it scrolling, how to fix?

    - by Mark McFarlane
    Hi all, I have a problem with adding a set of UIButtons to a UIScrollView. With the buttons added it seems that the scroll command is not being passed to the scroll view as the buttons cover the whole surface. I've read various posts on this but still can't figure it out. I'm pretty new to iPhone programming so there's probably something obvious I've missed. I've tried things like canCancelContentTouches and delaysContentTouches to TRUE and FALSE. Here is the code I use to add the buttons to the scrollview. The scrollview was created in IB and is passed in to the function: -(void)drawCharacters:(NSMutableArray *)chars:(UIScrollView *)target_view { //NSLog(@"CLEARING PREVIOUS BUTTONS"); //clear previous buttons for parts/kanji if(target_view == viewParts){ for (UIButton *btn in parts_buttons) { [btn removeFromSuperview]; } [parts_buttons removeAllObjects]; } else if(target_view == viewKanji){ for (UIButton *btn in kanji_buttons) { [btn removeFromSuperview]; } [kanji_buttons removeAllObjects]; } //display options int chars_per_line = 9; //change this to change the number of chars displayed on each line if(target_view == viewKanji){ chars_per_line = 8; } int char_gap = 0; //change this to change the margin between chars int char_dimensions = (320/chars_per_line)-(char_gap*2); //set starting x, y coords int x = 0, y = 0; //increment y coord y += char_gap; //NSLog(@"ABOUT TO DRAW FIRST BUTTON"); for(NSMutableArray *char_arr in chars){ //increment x coord x += char_gap; //draw at x and y UIButton *myButton = [UIButton buttonWithType:UIButtonTypeCustom]; myButton.frame = CGRectMake(x, y, char_dimensions, char_dimensions); // position in the parent view and set the size of the button [myButton setTitle:[char_arr objectAtIndex:0] forState:UIControlStateNormal]; [myButton setTitleColor:[UIColor darkGrayColor] forState:UIControlStateNormal]; [myButton setTitleColor:[UIColor colorWithRed:0.8 green:0.8 blue:0.8 alpha:1.0] forState:UIControlStateDisabled]; myButton.titleLabel.font = [UIFont boldSystemFontOfSize:22]; if(target_view == viewKanji){ myButton.titleLabel.font = [UIFont boldSystemFontOfSize:30]; } // add targets and actions if(target_view == viewParts){ [myButton addTarget:self action:@selector(partSelected:) forControlEvents:UIControlEventTouchUpInside]; } else if(target_view == viewKanji){ [myButton addTarget:self action:@selector(kanjiSelected:) forControlEvents:UIControlEventTouchUpInside]; [myButton setTag:(int)[char_arr objectAtIndex:1]]; } //if the part isnt in the current list of kanji, disable and dim it if(target_view == viewParts){ if([kanji count] > 0){ [myButton setEnabled:NO]; } bool do_break = NO; for(NSMutableArray *arr in kanji){ //NSLog([NSString stringWithFormat:@"CHECKING PARTS AGAINST %d KANJI", [kanji count]]); for(NSString *str in [[arr objectAtIndex:2] componentsSeparatedByString:@" "]){ if(([myButton.titleLabel.text isEqualToString:str])){ //NSLog(@"--------------MATCH!!!-----------------"); [myButton setEnabled:YES]; for(NSString *str1 in parts_selected){ if(([myButton.titleLabel.text isEqualToString:str1])){ [myButton setEnabled:NO]; break; } } do_break = YES; break; } if(do_break) break; } if(do_break) break; } } // add to a view [target_view addSubview:myButton]; //update coords of next button x += char_dimensions+ char_gap; if (x > (320-char_dimensions)) { x = 0; y += char_dimensions + (char_gap*2); } //add button to global array to be removed from view next update if(target_view == viewParts){ [parts_buttons addObject:myButton]; } else if(target_view == viewKanji){ [kanji_buttons addObject:myButton]; } } //NSLog(@"FINISHED DRAWING ALL BUTTONS"); } Any help on this would be greatly appreciated. I just need to fix this to finish my app.

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  • Jquery change function don’t work properly

    - by user1493448
    I have same id, name two html select. If I change first html select then it’s work properly but If I change second html select then it’s not work. Please can someone point out what I may be doing wrong here? Many thanks. Here is my code: <html> <head> <title>the title</title> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript" language="javascript"> $(document).ready(function() { $("#name").change(function(){ $.post( "data.php", $("#testform").serialize(), function(data) { $('#stage1').html(data); } ); var str = $("#testform").serialize(); $("#stage2").text(str); }); }); </script> </head> <body> <div id="stage1" style="background-color:blue; color: white"> STAGE - 1 </div> <form id="testform"> <table> <tr> <td><p>Fruit:</p></td> <td> <select id="name" name="name[]"> <option>Apple</option> <option>Mango</option> <option>Orange</option> <option>Banana</option> </select> </td> </tr> <tr> <td><p>Fruit:</p></td> <td> <select id="name" name="name[]"> <option>Apple</option> <option>Mango</option> <option>Orange</option> <option>Banana</option> </select> </td> </tr> </table> </form> </body> </html> Php code: <?php $fruit=$_REQUEST["name"]; $n = count($fruit); for($i=0;$i<$n; $i++) { echo $fruit[$i]."<br/>"; } ?>

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  • expand/collpase datagrid

    - by prince23
    hi, i have an nested datagrid . i able to bind the values with no issues once i clik teh row i able to show nested grid. now i need to add an image button( like an "+ " Symbol ) at the left corner. once i press this button the grid shows the further records under it. that time i need to repalce the image button with ("--" symbol). i have these two images done. but how to do this is really a big issue now for me.can any one help me out.struck on this issue from past 3 days. plz plz provide an solution on this. i would be really thank full for you guys . am new to silver light this is my code. <sdk:DataGrid MinHeight="100" x:Name="dgCounty" AutoGenerateColumns="False" VerticalAlignment="Top" Grid.Row="1" IsReadOnly="True" Margin="5,5,5,0" RowDetailsVisibilityChanged="dgCounty_RowDetailsVisibilityChanged" RowDetailsVisibilityMode="VisibleWhenSelected"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn CanUserReorder="False"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button Content="+" Click="Button_Click"></Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTextColumn Header="ID" Width="100" Binding="{Binding EmployeeID}" CanUserReorder="False"/> <sdk:DataGridTextColumn Header="FirstName" Width="80" Binding="{Binding EmployeeFName}" CanUserReorder="False"/> <sdk:DataGridTextColumn Header="LastName" Width="80" Binding="{Binding EmployeeLName}" CanUserReorder="False"/> <sdk:DataGridTextColumn Header="MailID" Width="80" Binding="{Binding EmployeeMailID}" CanUserReorder="False"/> </sdk:DataGrid.Columns> <sdk:DataGrid.RowDetailsTemplate> <DataTemplate> <sdk:DataGrid x:Name="dgrdRowDetail" Width="400" AutoGenerateColumns="False" HorizontalAlignment="Center" IsReadOnly="True" > <sdk:DataGrid.Columns> <sdk:DataGridTextColumn Header="CompanyName" Binding="{Binding CompanyName}"/> <sdk:DataGridTextColumn Header="CompanyID" Binding="{Binding CompanyID}"/> <sdk:DataGridTemplateColumn Header="Score"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <StackPanel Loaded ="StackPanel_Loaded" Orientation="Horizontal" Background="Transparent"> <TextBlock Text="{Binding Score}" TextWrapping="NoWrap" HorizontalAlignment="Center" Foreground="Blue"></TextBlock> <!--<Image Source ="../Images/image1.JPG" Width="20" Height="20" Stretch ="Fill"/>--> <Image x:Name="imgScore" Source ="{Binding Score}" Width="20" Height="20" Stretch ="Fill"/> <sdk:Label Content="Score" /> </StackPanel> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> </sdk:DataGrid> private void Button_Click(object sender, RoutedEventArgs e) { //how to handle this issue. } if possiable plz provide the code that can help me out.

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  • Problem with URL encoded parameters in URL view helper

    - by Richard Knop
    So my problem is kinda weird, it only occurs when I test the application offline (on my PC with WampServer), the same code works 100% correctly online. Here is how I use the helper (just example): <a href="<?php echo $this->url(array('module' => 'admin', 'controller' => 'index', 'action' => 'approve-photo', 'id' => $this->escape($a->id), 'ret' => urlencode('admin/index/photos')), null, true); ?>" class="blue">approve</a> Online, this link works great, it goes to the action which looks similar to this: public function approvePhotoAction() { $request = $this->getRequest(); $photos = $this->_getTable('Photos'); $dbTrans = false; try { $db = $this->_getDb(); $dbTrans = $db->beginTransaction(); $photos->edit($request->getParam('id'), array('status' => 'approved')); $db->commit(); } catch (Exception $e) { if (true === $dbTrans) { $db->rollBack(); } } $this->_redirect(urldecode($request->getParam('ret'))); } So online, it approves the photo and redirects back to the URL that is encoded as "ret" param in the URL ("admin/index/photos"). But offline with WampServer I click on the link and get 404 error like this: Not Found The requested URL /public/admin/index/approve-photo/id/1/ret/admin/index/photos was not found on this server. What the hell? I'm using the latest version of WampServer (WampServer 2.0i [11/07/09]). Everything else works. Here is my .htaccess file, just in case: RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ /index.php [NC,L] # Turn off magic quotes #php_flag magic_quotes_gpc off I'm using virtual hosts to test ZF projects on my local PC. Here is how I add virtual hosts. httpd.conf: NameVirtualHost *:80 <VirtualHost *:80> ServerName myproject DocumentRoot "C:\wamp\www\myproject" </VirtualHost> the hosts file: 127.0.0.1 myproject Any help would be appreciated because this makes testing and debugging projects on my localhost a nightmare and almost impossible task. I have to upload everything online to check if it works :( UPDATE: Source code of the _redirect helper (built in ZF helper): /** * Set redirect in response object * * @return void */ protected function _redirect($url) { if ($this->getUseAbsoluteUri() && !preg_match('#^(https?|ftp)://#', $url)) { $host = (isset($_SERVER['HTTP_HOST'])?$_SERVER['HTTP_HOST']:''); $proto = (isset($_SERVER['HTTPS'])&&$_SERVER['HTTPS']!=="off") ? 'https' : 'http'; $port = (isset($_SERVER['SERVER_PORT'])?$_SERVER['SERVER_PORT']:80); $uri = $proto . '://' . $host; if ((('http' == $proto) && (80 != $port)) || (('https' == $proto) && (443 != $port))) { $uri .= ':' . $port; } $url = $uri . '/' . ltrim($url, '/'); } $this->_redirectUrl = $url; $this->getResponse()->setRedirect($url, $this->getCode()); } UPDATE 2: Output of the helper offline: /admin/index/approve-photo/id/1/ret/admin%252Findex%252Fphotos And online (the same): /admin/index/approve-photo/id/1/ret/admin%252Findex%252Fphotos UPDATE 3: OK. The problem was actually with the virtual host configuration. The document root was set to C:\wamp\www\myproject instead of C:\wamp\www\myproject\public. And I was using this htaccess to redirect to the public folder: RewriteEngine On php_value upload_max_filesize 15M php_value post_max_size 15M php_value max_execution_time 200 php_value max_input_time 200 # Exclude some directories from URI rewriting #RewriteRule ^(dir1|dir2|dir3) - [L] RewriteRule ^\.htaccess$ - [F] RewriteCond %{REQUEST_URI} ="" RewriteRule ^.*$ /public/index.php [NC,L] RewriteCond %{REQUEST_URI} !^/public/.*$ RewriteRule ^(.*)$ /public/$1 RewriteCond %{REQUEST_FILENAME} -f RewriteRule ^.*$ - [NC,L] RewriteRule ^public/.*$ /public/index.php [NC,L] Damn it I don't know why I forgot about this, I thought the virtual host was configured correctly to the public folder, I was 100% sure about that, I also double checked it and saw no problem (wtf? am I blind?).

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  • Swing button repaint issue

    - by KáGé
    Hello, I'm new to java and I have to get a school project done by Sunday and got a problem. Here's the code: private abstract class GamePanel { JPanel panel = null; } private class PutPanel extends GamePanel { JButton putShip1 = new JButton(""); JButton putShip2 = new JButton(""); JButton putShip3 = new JButton(""); JButton putShip4 = new JButton(""); ShipDirection ship1Direction = ShipDirection.NORTH; ShipDirection ship2Direction = ShipDirection.NORTH; ShipDirection ship3Direction = ShipDirection.NORTH; ShipDirection ship4Direction = ShipDirection.NORTH; JButton startButton = new JButton("Start game"); public PutPanel(){ this.panel = new JPanel(); panel.setSize(200, Torpedo.session.map.size*Field.buttonSize+300); panel.setBackground(Color.blue); putShip1.setSize(90, 90); putShip1.setLocation(55, 5); putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_north.png", null)); putShip2.setSize(90, 90); putShip2.setLocation(55, 105); putShip2.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship2/full_north.png", null)); putShip3.setSize(90, 90); putShip3.setLocation(55, 205); putShip3.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship3/full_north.png", null)); putShip4.setSize(90, 90); putShip4.setLocation(55, 305); putShip4.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship4/full_north.png", null)); startButton.setSize(150, 30); startButton.setLocation(20, Torpedo.session.map.size*Field.buttonSize+205); panel.add(putShip1); panel.add(putShip2); panel.add(putShip3); panel.add(putShip4); panel.add(startButton); startButton.addActionListener(startButton()); startButton.addActionListener(putShip1()); startButton.addActionListener(putShip2()); startButton.addActionListener(putShip3()); startButton.addActionListener(putShip4()); panel.setLayout(null); panel.setVisible(true); } private ActionListener startButton(){ return new ActionListener(){ public void actionPerformed(ActionEvent e) { putPanel.panel.setVisible(false); actionPanel.panel.setVisible(true); } }; } private ActionListener putShip1(){ return new ActionListener(){ public void actionPerformed(ActionEvent e) { selectedShip = 1; putShip1.setBackground(Color.red); putShip2.setBackground(null); putShip3.setBackground(null); putShip4.setBackground(null); switch(ship1Direction){ case NORTH: ship1Direction = ShipDirection.EAST; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_east.png", null)); break; case EAST: ship1Direction = ShipDirection.SOUTH; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_south.png", null)); break; case SOUTH: ship1Direction = ShipDirection.WEST; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_west.png", null)); break; case WEST: ship1Direction = ShipDirection.NORTH; putShip1.setIcon(createImageIcon(Torpedo.session.map.shipPath+"/ship1/full_north.png", null)); break; } putShip1.repaint(); putShip2.repaint(); putShip3.repaint(); putShip4.repaint(); panel.repaint(); JOptionPane.showMessageDialog(new JFrame(), "Repaint finished", "Repaint status info", JOptionPane.INFORMATION_MESSAGE); //this here hangs the program when the method is finally called } }; When one of the putShip* buttons is clicked, it should rotate its own icon right 90° (means changing it to the next image), but it does nothing until the startButton is clicked, which changes the panel to an other one. (Only the first button's actionListener is here, the others' are practically the same). The panel is in a JFrame with two other panels that yet do nothing. How could I make it work properly? Thank you.

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  • Qwt plot not working , simple plot curve not appeat

    - by user1629213
    I followed the example of simple plot in qwt examples to plot a curve. The axis and the graph appear in the Qt main window user interface but the curve not. I assigned values to fit the curve but the curve not appear. Any suggestions and help how to solve the problem? Here is my code MainWindow::MainWindow( int argc, char** argv, QWidget *parent ) : QMainWindow( parent ) , qnode( argc,argv ) { ui.setupUi( this ); // Calling this incidentally connects all ui's triggers to on_...() callbacks in this class. QObject::connect( ui.actionAbout_Qt, SIGNAL( triggered( bool )), qApp, SLOT( aboutQt( ))); // qApp is a global variable for the application ReadSettings( ); setWindowIcon( QIcon( ":/images/icon.png" )); ui.tab_manager->setCurrentIndex( 0 ); // ensure the first tab is showing - qt-designer should have this already hardwired, but often loses it (settings?). QObject::connect( &qnode, SIGNAL( rosShutdown( )), this, SLOT( close( ))); /********************* ** Logging **********************/ ui.view_logging->setModel( qnode.loggingModel( )); QObject::connect( &qnode, SIGNAL( loggingUpdated( )), this, SLOT( updateLoggingView( ))); QObject::connect( &qnode, SIGNAL( graphReceived( )), this, SLOT( onGraphReceived( ))); QObject::connect( &qnode, SIGNAL( parameterReceived( )), this, SLOT( onParameterReceived( ))); /********************* ** Auto Start **********************/ if ( ui.checkbox_remember_settings->isChecked( )) { on_button_connect_clicked( true ); } ui.parameters->setAttribute( Qt::WA_NoMousePropagation ); ui.parameters->setAttribute( Qt::WA_OpaquePaintEvent ); ui.plotgraph->setAttribute( Qt::WA_NoMousePropagation ); ui.plotgraph->setAttribute( Qt::WA_OpaquePaintEvent ); p_plot = new QwtPlot(ui.plotgraph); p_plot->setTitle( "Plot LinVel" ); p_plot->setCanvasBackground( Qt::white ); // Axis p_plot->setAxisTitle( QwtPlot::xBottom, "Time(sec)" ); p_plot->setAxisTitle( QwtPlot::yLeft, "Linear Velocity (m/sec)" ); p_plot->setAxisScale( QwtPlot::yLeft, 0.0, 10.0 ); p_plot->setAxisScale( QwtPlot::xBottom, 0.0, 50.0 ); p_plot->insertLegend( new QwtLegend() ); //samplingThread.start(); QwtPlotGrid *grid = new QwtPlotGrid(); grid->attach( p_plot ); curve = new QwtPlotCurve(); curve->setTitle( "Linear velocity" ); // Set curve styles curve->setPen( Qt::blue, 4 ), curve->setRenderHint( QwtPlotItem::RenderAntialiased, true ); QwtSymbol *symbol = new QwtSymbol( QwtSymbol::Ellipse, QBrush( Qt::yellow), QPen( Qt::red, 2 ), QSize( 8, 8 ) ); curve->setSymbol( symbol); // Assign values to the curve //curve->setSamples(ui.plotgraph.get_linv_g());//yaw_g,trav_g,wall_g; curve->attach( p_plot ); p_plot->resize( 600, 400 ); p_plot->show(); void MainWindow::onGraphReceived( ) { { QMutexLocker locker( &qnode.m_mutex ); } } void MainWindow::onParameterReceived( ) { { QMutexLocker locker( &qnode.m_mutex ); std::vector<double> p_ = qnode.get_parameters(); std::cout << p_[0]<<" "<<p_[1]<<" "<<p_[2]<<" "<<p_[3]<<" "<<p_[4] << std::endl; } } Any help?

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  • Problem to cretate dynamic radio button in flex.

    - by nemade-vipin
    hi friends, I am creating the flex ARI application in which I am accessing the webservice method this method is returning me a childList.I am accessing it in my flex appliction using the Array object in my action script code.Now I want to cretate one flex page in which I get child list with radio button.I have done it using Arraycollection in which i put all the child name.Now I am getting each child name in mxml using the Repeater component in mxml.But I have problem is that I am getting the only list of child name.I also want to get child id for to set value for each radio button. how can I refer same childname and it's id for radio button using same Arraycollection list.my code is import mx.controls.*; [Bindable] private var childName:ArrayCollection; private var photoFeed:ArrayCollection; private var arrayOfchild:Array; [Bindable] private var childObj:Child; public var user:SBTSWebService; public function initApp():void { user = new SBTSWebService(); user.addSBTSWebServiceFaultEventListener(handleFaults); } public function displayString():void { // Instantiate a new Entry object. var newEntry:GetSBTSMobileAuthentication = new GetSBTSMobileAuthentication(); newEntry.mobile=mobileno.text; newEntry.password=password.text; user.addgetSBTSMobileAuthenticationEventListener(authenticationResult); user.getSBTSMobileAuthentication(newEntry); } public function handleFaults(event:FaultEvent):void { Alert.show("A fault occured contacting the server. Fault message is: " + event.fault.faultString); } public function authenticationResult(event:GetSBTSMobileAuthenticationResultEvent):void { if(event.result != null) { if(event.result._return > 0) { var UserId:int = event.result._return; getChildList(UserId); viewstack2.selectedIndex=1; } else { Alert.show("Authentication fail"); } } } public function getChildList(userId:int):void { var childEntry:GetSBTSMobileChildrenInfo = new GetSBTSMobileChildrenInfo(); childEntry.UserId = userId; user.addgetSBTSMobileChildrenInfoEventListener(sbtsChildrenInfoResult); user.getSBTSMobileChildrenInfo(childEntry); } public function sbtsChildrenInfoResult(event:GetSBTSMobileChildrenInfoResultEvent):void { if(event.result != null && event.result._return!=null) { arrayOfchild = event.result._return as Array; photoFeed = new ArrayCollection(arrayOfchild); childName = new ArrayCollection(); for( var count:int=0;count<photoFeed.length;count++) { childObj = photoFeed.getItemAt(count,0) as Child; childName.addItem(childObj.strName); } } } ]]> <mx:Panel width="500" height="300" headerColors="[#000000,#FFFFFF]"> <mx:TabNavigator id="viewstack2" selectedIndex="0" creationPolicy="all" width="100%" height="100%"> <mx:Form label="Login Form"> <mx:FormItem label="Mobile NO:"> <mx:TextInput id="mobileno" /> </mx:FormItem> <mx:FormItem label="Password:"> <mx:TextInput displayAsPassword="true" id="password" /> </mx:FormItem> <mx:FormItem> <mx:Button label="Login" click="displayString()"/> </mx:FormItem> </mx:Form> <mx:Form label="Child List"> <mx:Label width="100%" color="blue" text="Select Child."/> <mx:RadioButtonGroup id="radioGroup" /> <mx:Repeater id="fieldRepeater" dataProvider="{childName}"> <mx:RadioButton groupName="radioGroup" label="{fieldRepeater.currentItem}"/> </mx:Repeater> </mx:Form> <mx:Form label="Child Information"> </mx:Form> <mx:Form label="Trace Path"> </mx:Form> </mx:TabNavigator> </mx:Panel> please tell me the sol.

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  • Pyramind of DIVs

    - by sebastian
    Hi there, I'm trying to build a pyramid that's made of 4 DIVs. The layout looks like this: ------ | #1 | ------ ---------------- | #2 | #3 | #4 | ---------------- Moreover I need 3 additional DIVs starting at the center DIV (#3) and containing either #1, #2 or #3 additionally. These DIVs are used the build a sliding effect with jQueryUI later on. It's supposed to look like #1, #2 and #4 slide out of #3. The margin between the DIVs is supposed to be 2 pixels. I also want the whole block to be centered. Even with display: inline; and position: absolute; enabled on the visible and invisible DIVs I can't get the layout right. I used some negative margins and when it looked ok for the first time I saw that my top DIV was positioned outside of the html body. I suppose there is a more simple and elegant way to achieve what I want. Thanks in advance Sebastian Here's what I've got so far: HTML: <div id="centerbox"> <div id="main">main</div> <div id="rail_top"> <div id="top">top</div> </div> <div id="rail_left"> <div id="left">left</div> </div> <div id="rail_right"> <div id="right">right</div> </div> </div> CSS: #centerbox { height: 602px; width: 904px; margin-top: 640px; margin-left: auto; margin-right: auto; } /* blue */ #main { background-color: #33F; height: 300px; width: 300px; margin: 2px; z-index: 9999; position: absolute; display: inline; margin-left: 302px; } /* green */ #top { background-color: #3F0; height: 300px; width: 300px; z-index: 1; position: absolute; display: inline; } /* pink */ #left { background-color: #F06; height: 300px; width: 300px; z-index: 1; } /* orange */ #right { background-color: #FC0; height: 300px; width: 300px; z-index: 1; margin-left: 302px; } #rail_top { height: 602px; width: 300px; display: inline; position: absolute; margin-top: -300px; margin-left: 302px; } #rail_left { height: 300px; width: 602px; float: left; position: absolute; display: inline; margin-top: 2px; } #rail_right { height: 300px; width: 602px; float: right; position: absolute; display: inline; margin-left: 302px; margin-top: 2px; }

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