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  • Using Google's App Engine as CDN for static files

    - by Saif Bechan
    I am planning on moving my static files to Google's App Engine. I was wondering if this is a good idea to do. I have read that is it possible that Google will cache your files on multiple locations, which is a good thing in my opinion. The setup should also be quite easy in eclipse with the GAE plugins. But i still have my doubts on the performance of this. Is the setup of App Engine optimized for serving static content. Now I have Nginx server my static content, will App Engine perform the same way. Are there any other ups or downs using this method?

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  • Have Free website Hosting with Google App Engine

    - by mickthompson
    I'm reading about Google App Engine. I'm creating a bunch of simple dynamic websites in java. I'm considering to use Google App Engine and setup my clients' website on it. In this way I've only to register a domain www.myclietdomain.com and then point that to the GoogleAppEngine application... In this way I plan to avoid hosting costs. Infact I'm paying even for hosting few static html pages... Do you think that is possible to use Google App Engine for this scope?

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  • Improve WPF Rendering Performance (WrapPanel in ItemsControl)

    - by Wonko the Sane
    Hello All, I have an ItemsSource that appears to have poor performance when adding even a fairly small ObservableCollection to it. The ItemsPanel is a WrapPanel, and the ItemTemplate is essentially a Border containing another Border painted with an ImageBrush. The ItemsControl is wrapped inside a ScrollViewer. After some investigation using WpfPerf, it would appear that most of the "what the heck is it doing?" time is spent on WrapPanel.Measure after creating the collection that is being bound. As I've mentioned, it's a fairly small collection - generally less than 100 items. If nothing else, I'd like to be able to put a "Please Wait" on the screen (during the collection creation portion as well), but I am not sure how to know when the rendering is complete. Any thoughts would be greatly appreciated! Thanks, wTs

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  • Rendering to a single Bitmap object from multiple threads

    - by Lee Treveil
    What im doing is rendering a number of bitmaps to a single bitmap. There could be hundreds of images and the bitmap being rendered to could be over 1000x1000 pixels. Im hoping to speed up this process by using multiple threads but since the Bitmap object is not thread-safe it cant be rendered to directly concurrently. What im thinking is to split the large bitmap into sections per cpu, render them separately then join them back together at the end. I haven't done this yet incase you guys/girls have any better suggestions. Any ideas? Thanks

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  • WPF: Running code when Window rendering is completed

    - by Ilya Verbitskiy
    WPF is full of surprises. It makes complicated tasks easier, but at the same time overcomplicates easy  task as well. A good example of such overcomplicated things is how to run code when you’re sure that window rendering is completed. Window Loaded event does not always work, because controls might be still rendered. I had this issue working with Infragistics XamDockManager. It continued rendering widgets even when the Window Loaded event had been raised. Unfortunately there is not any “official” solution for this problem. But there is a trick. You can execute your code asynchronously using Dispatcher class.   Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null);   This code should be added to your Window Loaded event handler. It is executed when all controls inside your window are rendered. I created a small application to prove this idea. The application has one window with a few buttons. Each button logs when it has changed its actual size. It also logs when Window Loaded event is raised, and, finally, when rendering is completed. Window’s layout is straightforward.   1: <Window x:Class="OnRendered.MainWindow" 2: xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3: xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 4: Title="Run the code when window rendering is completed." Height="350" Width="525" 5: Loaded="OnWindowLoaded"> 6: <Window.Resources> 7: <Style TargetType="{x:Type Button}"> 8: <Setter Property="Padding" Value="7" /> 9: <Setter Property="Margin" Value="5" /> 10: <Setter Property="HorizontalAlignment" Value="Center" /> 11: <Setter Property="VerticalAlignment" Value="Center" /> 12: </Style> 13: </Window.Resources> 14: <StackPanel> 15: <Button x:Name="Button1" Content="Button 1" SizeChanged="OnSizeChanged" /> 16: <Button x:Name="Button2" Content="Button 2" SizeChanged="OnSizeChanged" /> 17: <Button x:Name="Button3" Content="Button 3" SizeChanged="OnSizeChanged" /> 18: <Button x:Name="Button4" Content="Button 4" SizeChanged="OnSizeChanged" /> 19: <Button x:Name="Button5" Content="Button 5" SizeChanged="OnSizeChanged" /> 20: </StackPanel> 21: </Window>   SizeChanged event handler simply traces that the event has happened.   1: private void OnSizeChanged(object sender, SizeChangedEventArgs e) 2: { 3: Button button = (Button)sender; 4: Trace.WriteLine("Size has been changed", button.Name); 5: }   Window Loaded event handler is slightly more interesting. First it scheduler the code to be executed using Dispatcher class, and then logs the event.   1: private void OnWindowLoaded(object sender, RoutedEventArgs e) 2: { 3: Dispatcher.BeginInvoke(new Action(() => Trace.WriteLine("DONE!", "Rendering")), DispatcherPriority.ContextIdle, null); 4: Trace.WriteLine("Loaded", "Window"); 5: }   As the result I had seen these trace messages.   1: Button5: Size has been changed 2: Button4: Size has been changed 3: Button3: Size has been changed 4: Button2: Size has been changed 5: Button1: Size has been changed 6: Window: Loaded 7: Rendering: DONE!   You can find the solution in GitHub.

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  • HTML Rendering Engine as a Java Control

    - by SvrGuy
    Hi All, We have a client side application (Java/Swing) that we need an HTML rendering control for. What I want to find is the most widely adopted, most heavily developed, easiest to deploy solution to get Gecko or WebKit into a Swing app (Needs to run OS X and Windows). The limited (crappy?) JEditPane type solutions are not robust enough for our needs. We would really like to use either WebKit or Gecko. Some libraries seems to exist that would allow this: (QT WebKit) http://trac.webkit.org/wiki/QtWebKit (JRex) [can not post URL because I am new] etc. Whats the best library to achieve this?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • Rendering PDF on WebPage

    - by Priyank
    Hi. We are trying to load a pdf file in web browser using pdfobject javascript api. Currently the size of the pdf's that we are trying to display is close to 10MBs. This creates a long delay in displaying a PDF on web page; while the complete PDF gets downloaded. We need to remove this lag by achieving either of the alternatives: Show a progress bar until the PDF is actually displayed. We couldn't find an event which is triggered and can be used to find out if pdf is visible now. This lacking doesn't let us decide when to stop showing progress bar/spinner OR lazy load the PDF such that it gets displayed as soon as first page gets loaded. With that ateast user will have a visual indication as to something is happening. We couldn'find anything in pdf object that lets us do a lazy load. User alternative pdf rendering api; this is a low priority as we already have complete code in place; but in an event of first 2 alternatives not being met; we'd have to consider this option. So please feel free to suggest. Any other ideas as to how user interaction can be made more intuitive or pleasant; would be welcome. Cheers

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  • Simulating 3D 'cards' with just orthographic rendering

    - by meds
    I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right). I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal. I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible? ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress. here's what I mean: Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.

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  • dynamic JSF composite component styling/rendering

    - by Checkoff
    I've a little problem with a composite component. This component's implementation looks like: <composite:implementation> <h:outputStylesheet name="foo.css" library="bar"/> <div id="#{cc.clientId}"> <composite:insertChildren/> </div> </composite:implementation> It is included dynamically into a facelet page which include this component with JSTL core tags. The facelet page is similar to the following one. <h:panelGroup id="viewport" layout="block"> <c:if test="#{controller.object != null}"> <c:forEach items="#{controller.object.elements}" var="element"> <c:if test="#{element.type == 'type1'}"> <my:componentTypeOne id="#{element.id}"/> </c:if> <c:if test="#{element.type == 'type2'}"> <my:componentTypeTwo id="#{element.id}"/> </c:if> </c:forEach> </c:if> </h:panelGroup> So when I only render the viewport of the page the components are rendered but without the stylesheet defined within the composite component my:component. Is there any way to include the stylesheet on the fly without rendering the whole page? EDIT: extension of the example code..

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  • Javascript and rendering pauses and stays paused on scroll in the android browser

    - by user357303
    Hi. I've found some wierd behaviour related to scrolling and rendering and javascript. How to make it happen: On any webpage that is long enough to scroll on. Start to scroll pretty fast (fling the page). then release the touch. No while the page is still scrolling because of the momentum. Tap the screen to stop the scroll. This make the browser enter a wierd mode. On the nexus one it behaves like this: The updating of what's shown on the screen stops, you can still click on links and the go to where they are supposed to but what's shown on the screen stays the same. If you then scroll the screen a bit the update of the screen kicks in again and what you you where suppsed to see all the time is shown. On all phones with HTC Sense I've tried (Hero, Desire, Legend) this happens: The updating of the screen is stopped just like on the nexus one, but also the execution of any javascript is stopped. If you click on a link that takes you to another page however things return to normal again. The way I tested this was I created a page like this: http://pastebin.ca/1881620 The changeColor function simply changed the background color of 'container' to a few different colors. So before the error what happens is that when you click any link the color changes. after the error this happens: Nexus one: when you click on the links nothing happens (except the "orange link selected rounded corner box thing" is shown as if the link is clicked). Then when you scroll abit. You can see the color has changed (and equal amount of times to the number of times I clicked the link). On Sense: The links take me to google.com Has anyone else noticed this problem? Is there anyway to work around it? Thanks.

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  • PHP: problem rendering large images (error 321)

    - by JP19
    Hi ... its me again with a php problem :) Following is part of my PHP script which is rendering JPEG images. ... $tf=$requested_file; $image_type="jpeg"; header("Content-type: image/${image_type}"); $CMD="\$image=imagecreatefrom${image_type}('$tf'); image${image_type}(\$image);"; eval($CMD); exit; ... There is no syntactical error, because above code is working fine for small images, but for large images, it gives: Error 321 (net::ERR_INVALID_CHUNKED_ENCODING): Unknown error. in the browser. To be sure, I created two images using imagemagick from same source image - one resized to 10% of original and other 90%. http://mostpopularsports.net/images/misc/ttt10.jpg works http://mostpopularsports.net/images/misc/ttt90.jpg gives Error 301 in the browser. There is a related question with solution posted by OP here Error writing content through Apache. but I cannot understand how to make the fix. Can someome help me with it? I have looked at the headers in Chrome. For the first request, everything is fine. For the second request - the request headers are all garbled. Both images are jpeg (as they are created from imagemagick. But still to be sure I checked): misc/ttt10.jpg: JPEG image data, JFIF standard 1.01 misc/ttt90.jpg: JPEG image data, JFIF standard 1.01 Finally, the way I fixed is, remove the Transfer-Encoding: chunked header from the response. [This header was sent by apache only when the data was large enough]. (I had an internal proxy, so did it in the proxy script - otherwise one may need to do it in apache settings). There were some good answers and I have selected the one that helped me solve the problem best. thanks JP

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  • Custom Domain for Google App Engine and Google Apps

    - by Kevin
    I have set up and configured Google App Engine and Google Apps to use my custom domain with a cname 'www'. I have configured my DNS (via fasthosts.co.uk) with the cname and pointed it to ghs.google.com. I can access the website using the google app engine domain at capel-y-crwys.appspot.com but I can't access it via my custom domain www.capelycrwys.org.uk. I have allowed several days for propagation of the DNS etc. The really strange this is I can access the app via my custom domain when I use the web browser on my Android mobile phone. I can't access the app via my custom domain from my home internet connection, my work internet connection or a friends internet connection. I tried a few online web proxies and I can access the app via the custom domain. I posted this question on the google forums code.google.com/appengine/forum/?place=topic%2Fgoogle-appengine%2FfUP-G_0FKE4%2Fdiscussion and a commentor has said he could access the app via the custom domain. So why can't I access it direct via my home internet connection etc? I've tried loads of google searching and even found a similar sounding post here on serverfault serverfault.com/questions/208461/custom-domain-name-server-not-found-google-app-engine-and-google-apps but it doesn't have an answer that helps me.

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

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

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  • dojo.require() prevents Firefox from rendering the page

    - by Eduard Wirch
    Im experiencing strange behavior with Firefox and Dojo. I have a html page with these lines in the <head> section: ... <script type="text/javascript" src="dojo.js" djconfig="parseOnLoad: true, locale: 'de'"></script> <script type="text/javascript"> dojo.require("dojo.number"); </script> ... Sometimes the page loads normally. But sometimes it won't. Firefox will fetch the whole html page but not render it. I see only a gray window. After some experiments I figured out that the rendering problem has something to do with the load time of the html. Firefox starts evaluating the html page while loading it. If the page takes too long to load the above javascript will be executed BEFORE the html finishes loading. If this happens I'll get the gray window. Advising Firefox to show me the source code of the page will display the correct complete html code. BUT: if I save the page to disk (File-Save Page As...) the html code will be truncated and the above part will look like this: ... <script type="text/javascript" src="dojo.js" djconfig="parseOnLoad: true, locale: 'de'"></script> <script type="text/javascript"> dojo.require("dojo.number"); </script></head><body></body></html> This explains why I get to see a gray area. But why does this code appear there? I assume the require() method of Dojo does something "evil". But I can't figure out what. There is no write.document("</head><body></body></html>"); in the Dojo code. I checked for it. The problem would be fixed, if I'd place the dojo.require("dojo.number"); statement in the window.load event: <script type="text/javascript"> window.load=function() { dojo.require("dojo.number"); } </script> But I'm curious why this happens. Is there a Javasctript function which forces Firefox to stop evaluating the page? Does Dojo do somethig "bad"? Can anyone explain this behavior to me? EDIT: Dojo 1.3.1, no JS errors or warnings.

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  • IE8 rendering of local-files is wrong

    - by Eric
    It appears that IE8 is not rendering properly a local file: Consider this simple webpage: http://sayang.free.fr/ie8render.html (html code below) extracted from a w3c tutorial on opacity. Save it locally and display it again: the local file has no opacity! That's very annoying, especially when one wants to design complex pages on prototypes placed in local files. Do you have a solution to that ? <html> <head> <title>IE8 Local File</title> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" /> <meta http-equiv="pragma" content="no-cache" /> <meta http-equiv="cache-control" content="no-cache" /> <meta http-equiv="expires" content="-1" /> <style type="text/css"> div.background { width: 500px; height: 250px; background: url(http://www.w3schools.com/css/klematis.jpg) repeat; border: 2px solid black; } div.transbox { width: 400px; height: 180px; margin: 30px 50px; background-color: #ffffff; border: 1px solid black; /* for IE */ filter:alpha(opacity=60); /* CSS3 standard */ opacity:0.6; } div.transbox p { margin: 30px 40px; font-weight: bold; color: #000000; } </style> </head> <body> <h2>Save this file locally and open it to see the difference</h2> <div class="background"> <div class="transbox"> <p>This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box. This is some text that is placed in the transparent box.</p> </div> </div> </body> </html>

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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  • Grails, app-engine, jpa - beginner having trouble with grails generate-all

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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  • Grails, app-engine, jpa - TargetInvocationException

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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