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  • Want to convert whole PHP script in RUBY ON RAILS

    - by user303058
    // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • jQuery UI Calendar displays too large, would like the demo size???

    - by Phill Pafford
    So I downloaded a custom themed UI for jQuery and added the calendar control to my sight (Example: link text). In the example it shows/displays the size I would like but on my webpage it's about twice the size. why??? I do have a ton of other CSS but I don't have control over the look and feel of the page (Can't touch current CSS, MEH!!). Is there a way to get the demo look on my site? I think this is the code that jQuery UI has that might be complicating things /* Component containers ----------------------------------*/ .ui-widget { font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 1.1em; } .ui-widget input, .ui-widget select, .ui-widget textarea, .ui-widget button { font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 1em; } .ui-widget-content { border: 1px solid #B9C4CE; background: #ffffff url(../images/ui-bg_flat_75_ffffff_40x100.png) 50% 50% repeat-x; color: #616161; } .ui-widget-content a { color: #616161; } .ui-widget-header { border: 1px solid #467AA7; background: #467AA7 url(../images/ui-bg_highlight-soft_75_467AA7_1x100.png) 50% 50% repeat-x; color: #fff; font-weight: bold; } .ui-widget-header a { color: #fff; } It's part of the Custom UI CSS

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  • C# - Wait to finish before doing the next task

    - by Alex Ogden
    i have a server application with a richtextbox as the console text basically. The problem is, i have start, restart and stop buttons - But my restart button doesn't work. Heres my code for the restart button: consoletxt("RESTART", "Restarting Server..."); statuslabel1.Text = "Restarting"; statuslabel1.ForeColor = Color.Orange; statuslabel2.Text = "Restarting"; statuslabel2.ForeColor = Color.Orange; command("stop"); //The performclick just starts the server startbtn.PerformClick(); statuslabel1.Text = "Online"; statuslabel1.ForeColor = Color.DarkGreen; statuslabel2.Text = "Online"; statuslabel2.ForeColor = Color.DarkGreen; consoletxt("RESTART", "Restart completed, server online!"); However, the output is this: 2012-04-01 11:32:12 [RESTART] Restarting Server... 2012-04-01 11:32:12 [RESTART] Restart completed, server online! 2012-04-01 11:32:12 [INFO] CONSOLE: Stopping the server.. 2012-04-01 11:32:12 [INFO] Stopping server So, it says that the restart has finished in the text - but it hasn't - all it has done is stop the server. Please can sombody explain to me how to do this properly? Thanks!

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  • How to acheieve this kind of behaviour in asp.net mvc

    - by kumar
    Hello Friends,, I have this two Action result methods. public ActionResult GetStudentInfo(StudentBE s) { return PartialView("editStudent", s); } public ActionResult GenericList() { StudentBE codes = new StudentBE(); codes.lookcodes= GetStudentCodes(new string[] { "A", "B", "C, "D", "E" }); return PartialView(codes); } // Lookcodes display dropdownlist boxes in the GeneridList view.. In genericList view I hvae beginForm.. <% using (Html.BeginForm("Updatestudent", "expense", FormMethod.Post, new { @id = "id" })) { %> <% } %> so My updatestudent method is [HttpPost] public JsonResult Updatestudent(StudentBE e) { var status = common.Update(e.student); } } return Json(status.ToString()); } Here is my problem.. the GetStudentInfo Actionresult is having each student information.. in UpdateStudent method Update Method calls the DB calls for stored procedure to update each user information now to update each user I need to call GetstudentInfo each time to get student information to update..? how to call GetStudentInfo method here to get studentinformation? student informatin may be multiple that is more than one student informaton... can anybody help me out.. thanks

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  • How Are These Styles Cascading?

    - by user1569275
    Problem is viewable at this link. http://dansdemos.info/prototypes/htmlSamples/responsive/step08_megaGridForward.html The three boxes need to have green backgrounds, but another style is taking precedence. I thought styles were supposed to take precedence based on where they appear in the style sheets, with styles lower in the style sheet cascading (taking precedence) over styles higher in the style sheet. I guess that is wrong, because the style sheet for the background colors of those boxes is here: #maincontent .col { background: #ccc; background: rgba(204, 204, 204, 0.85); } #callout1 { background-color: #00B300; text-align:center; } #callout2 { background-color: #00CC00; text-align:center; } #callout3 { background-color: #00E600; text-align:center; } When the style for "#maincontent .col" is removed, the green shows up (link)http://dansdemos.info/prototypes/htmlSamples/responsive/step08_megaGridForwardGreen.html, but I thought the green should show up because it is after the gray color specified higher up. I am finding a way to get what I need, but it would really make it a lot easier if I understood why the backgrounds are gray, instead of green. Any assistance would be extremely much appreciated. Thank you.

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  • Why does applying this gradient style break my silverlight app ?

    - by Robotsushi
    I am having some issues with applying a gradient to a RadButton. I have a gradient definition in my styles resource dictionairy like so : <LinearGradientBrush x:Key="GridView_HeaderBackground" EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FF5B5B5B" Offset="1"/> <GradientStop Color="#FF868686"/> <GradientStop Color="#FF4F4F4F" Offset="0.42"/> <GradientStop Color="#FF0E0E0E" Offset="0.43"/> </LinearGradientBrush> When i apply this gradient directly to the background of a RadButton everything works. Here is the button and the template definition: Button <telerik:RadButton Margin="5,10,5,0" Click="RadButton_Click" Tag="30" Content="30 Days" Style="{StaticResource SliderButton}" Background="{StaticResource GridView_HeaderBackground}" /> Template: <!-- Style Template for Slider RadButton --> <Style x:Key="SliderButton" TargetType="telerik:RadButton"> <Setter Property="Height" Value="30" /> <Setter Property="Foreground" Value="#FFFFFF" /> <Setter Property="BorderThickness" Value="0" /> <Setter Property="Margin" Value="5,2" /> </Style> However when applying this gradient in the resource dictionary, my application will not load it simply gets to the silverlight loading screen and then never proceeds Here is the button and template which breaks my app. Button: <telerik:RadButton Margin="5,10,5,0" Click="RadButton_Click" Tag="30" Content="30 Days" Style="{StaticResource SliderButton}" /> Template: <!-- Style Template for Slider RadButton --> <Style x:Key="SliderButton" TargetType="telerik:RadButton"> <Setter Property="Background" Value="{StaticResource GridView_HeaderBackground}" /> <Setter Property="Height" Value="30" /> <Setter Property="Foreground" Value="#FFFFFF" /> <Setter Property="BorderThickness" Value="0" /> <Setter Property="Margin" Value="5,2" /> </Style> When i observe the js error console in google chrome i notice the following error is produced: "Cannot find a resource with the name/key ResourceWrapper"

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  • AS3 colorTransform over multiple frames?

    - by user359519
    (Flash Professional, AS3) I'm working on a custom avatar system where you can select various festures and colors. For example, I have 10 hairstyles, and a colorPicker to change the color. mc_myAvatar has 10 frames. Each frame has a movieclip of a different hairstyle (HairStyle1, HairStyle2, etc.) Here's my code: var hairColor:ColorTransform; hairColor = mc_myAvatar.hair.colorLayer.transform.colorTransform; hairColor.color = 0xCCCC00; mc_myAvatar.hair.colorLayer.transform.colorTransform = hairColor; This correctly changes the initial color. I have a "nextHair" button to advance mc_myAvatar.hair to the next frame. When I click the button, I get an error message saying that I have a null object reference. I added a trace, and mc_myAvatar.hair.colorLayer is null on frame 2. Why??? I've clearly named HairStyle2 as "colorLayer" in frame 2. I think the problem is related to me using the same name for different classes/movieclips, but I don't know how to fix the problem... I added a square movieclip below my hairStyle movieclips, named the square "colorLevel", and deleted the name from my hairStyle clips. When I click the next button, the square correctly maintains the color from frame to frame. However, having a square doesn't do me much good. :( I tried converting the hairStyle layer to a mask. Doing this, however, results in yet another "null object" error - mc_myAvatar.hair.colorLayer is null after frame 1. I even tried "spanning" my colorLevel across all frames (no keyframes), thinking that this would give me just one movieclip to work with. No luck. Same error! What's going on, here? Why am I getting these null objects, when they are clearly defined in my movieclip? I'm also open to suggestions on a better way to do multiple frames and colors.

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  • Blit SDL_Surface onto another SDL_Surface and apply a colorkey

    - by NordCoder
    I want to load an SDL_Surface into an OpenGL texture with padding (so that NPOT-POT) and apply a color key on the surface afterwards. I either end up colorkeying all pixels, regardless of their color, or not colorkey anything at all. I have tried a lot of different things, but none of them seem to work. Here's the working snippet of my code. I use a custom color class for the colorkey (range [0-1]): // Create an empty surface with the same settings as the original image SDL_Surface* paddedImage = SDL_CreateRGBSurface(image->flags, width, height, image->format->BitsPerPixel, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); // Map RGBA color to pixel format value Uint32 colorKeyPixelFormat = SDL_MapRGBA(paddedImage->format, static_cast<Uint8>(colorKey.R * 255), static_cast<Uint8>(colorKey.G * 255), static_cast<Uint8>(colorKey.B * 255), static_cast<Uint8>(colorKey.A * 255)); SDL_FillRect(paddedImage, NULL, colorKeyPixelFormat); // Blit the image onto the padded image SDL_BlitSurface(image, NULL, paddedImage, NULL); SDL_SetColorKey(paddedImage, SDL_SRCCOLORKEY, colorKeyPixelFormat); Afterwards, I generate an OpenGL texture from paddedImage using similar code to the SDL+OpenGL texture loading code found online (I'll post if necessary). This code works if I just want the texture with or without padding, and is likely not the problem. I realize that I set all pixels in paddedImage to have alpha zero which causes the first problem I mentioned, but I can't seem to figure out how to do this. Should I just loop over the pixels and set the appropriate colors to have alpha zero?

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  • Position a div relative to a top-level container?

    - by Seifeddine Dridi
    I'm trying to model an HTML document which only contains div elements positioned in absolute. For each div, properties left and top are precalculated wrt. the top-level div, but a problem occurs with nested divs since according to the CSS standard an element is positioned relative to its first ancestral element whose positioning is either relative or absolute. Does anyone know any workaround? EDIT: small code snippet that demonstrates the problem <html> <body style="background-color: #444444"> <div style="position: relative; background-color: white;"> <div style="position: absolute; background-color: red; width: 4cm; height: 3cm; top: 1cm">div 1 <div style="position: absolute; background-color: green; top: 4cm"> div 1.1</div> </div> </div> </body> </html> The green div is expected to be positioned right after the red div, instead there is a gap of 1cm in between.

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  • Why am I unable to prevent the animation queue from stacking without breaking my code?

    - by user1888886
    I am attempting to use jquery and CSS to animate the buttons of a navigation sidebar I am using to signify which button is selected when the mouse is hovered over each. Currently, my code for the CSS appears as such: #navbutton {position:relative; width:178px; height:35px; border:1px #FFF solid; z-index:+3; font-family:'Capriola', sans-serif; font-size:18px; text-align:center;} #navbutton.button {color:#77D; background-color: #F0B0D0;} #navbutton.button_hover {color:#66C; background-color: #FCF; padding:10px;} And my jquery: <script type="text/javascript"> $(document).ready(function(){ $("#sidebar div").mouseenter(buttonHover) function buttonHover(){ $(this).stop().switchClass('button','button_hover',500); } $("#sidebar div").mouseleave(button) function button(){ $(this).stop().switchClass('button_hover','button',500); } }); </script> Before I added the .stop() to each part of the animation, the animation queue would stack up for each time the mouse was moved over each button and then removed. Now that the .stop() has been applied, however, if the mouse is moved away from a button during its animation, the button will freeze and remain in its mid-animation state, unable to be fixed by being hovered over until the page is reloaded, rather than reverting to its original mouseleave state. From everything I've read, this should not be the case. Might anyone be able to tell why my animation queue becomes broken once the .stop() is applied?

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  • div on other div

    - by Gisinior
    i have: <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.1/jquery.min.js"></script> <style type="text/css"> #ONE { background-color: #888; width: 500px; height: 500px; } #TWO { background-color: blue; width: 50px; height: 50px; } #THREE { background-color: yellow; width: 200px; height: 200px; display: none; } #four { background-color: red; width: 200px; height: 200px; } </style> <script type="text/javascript"> $(document).ready( function() { $("#TWO").click( function() { $("#THREE").toggle(); }); }); </script> <div id="ONE"><div id="TWO"></div><div id="four"></div><div id="THREE"></div></div> default click for blue div how can i it make? best with transparent :)

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  • SQL Server 2008 R2 Reporting Services - The Word is But a Stage (T-SQL Tuesday #006)

    - by smisner
    Host Michael Coles (blog|twitter) has selected LOB data as the topic for this month's T-SQL Tuesday, so I'll take this opportunity to post an overview of reporting with spatial data types. As part of my work with SQL Server 2008 R2 Reporting Services, I've been exploring the use of spatial data types in the new map data region. You can create a map using any of the following data sources: Map Gallery - a set of Shapefiles for the United States only that ships with Reporting Services ESRI Shapefile - a .shp file conforming to the Environmental Systems Research Institute, Inc. (ESRI) shapefile spatial data format SQL Server spatial data - a query that includes SQLGeography or SQLGeometry data types Rob Farley (blog|twitter) points out today in his T-SQL Tuesday post that using the SQL geography field is a preferable alternative to ESRI shapefiles for storing spatial data in SQL Server. So how do you get spatial data? If you don't already have a GIS application in-house, you can find a variety of sources. Here are a few to get you started: US Census Bureau Website, http://www.census.gov/geo/www/tiger/ Global Administrative Areas Spatial Database, http://biogeo.berkeley.edu/gadm/ Digital Chart of the World Data Server, http://www.maproom.psu.edu/dcw/ In a recent post by Pinal Dave (blog|twitter), you can find a link to free shapefiles for download and a tutorial for using Shape2SQL, a free tool to convert shapefiles into SQL Server data. In my post today, I'll show you how to use combine spatial data that describes boundaries with spatial data in AdventureWorks2008R2 that identifies stores locations to embed a map in a report. Preparing the spatial data First, I downloaded Shapefile data for the administrative boundaries in France and unzipped the data to a local folder. Then I used Shape2SQL to upload the data into a SQL Server database called Spatial. I'm not sure of the reason why, but I had to uncheck the option to create a spatial index to upload the data. Otherwise, the upload appeared to run successfully, but no table appeared in my database. The zip file that I downloaded contained three files, but I didn't know what was in them until I used Shape2SQL to upload the data into tables. Then I found that FRA_adm0 contains spatial data for the country of France, FRA_adm1 contains spatial data for each region, and FRA_adm2 contains spatial data for each department (a subdivision of region). Next I prepared my SQL query containing sales data for fictional stores selling Adventure Works products in France. The Person.Address table in the AdventureWorks2008R2 database (which you can download from Codeplex) contains a SpatialLocation column which I joined - along with several other tables - to the Sales.Customer and Sales.Store tables. I'll be able to superimpose this data on a map to see where these stores are located. I included the SQL script for this query (as well as the spatial data for France) in the downloadable project that I created for this post. Step 1: Using the Map Wizard to Create a Map of France You can build a map without using the wizard, but I find it's rather useful in this case. Whether you use Business Intelligence Development Studio (BIDS) or Report Builder 3.0, the map wizard is the same. I used BIDS so that I could create a project that includes all the files related to this post. To get started, I added an empty report template to the project and named it France Stores. Then I opened the Toolbox window and dragged the Map item to the report body which starts the wizard. Here are the steps to perform to create a map of France: On the Choose a source of spatial data page of the wizard, select SQL Server spatial query, and click Next. On the Choose a dataset with SQL Server spatial data page, select Add a new dataset with SQL Server spatial data. On the Choose a connection to a SQL Server spatial data source page, select New. In the Data Source Properties dialog box, on the General page, add a connecton string like this (changing your server name if necessary): Data Source=(local);Initial Catalog=Spatial Click OK and then click Next. On the Design a query page, add a query for the country shape, like this: select * from fra_adm1 Click Next. The map wizard reads the spatial data and renders it for you on the Choose spatial data and map view options page, as shown below. You have the option to add a Bing Maps layer which shows surrounding countries. Depending on the type of Bing Maps layer that you choose to add (from Road, Aerial, or Hybrid) and the zoom percentage you select, you can view city names and roads and various boundaries. To keep from cluttering my map, I'm going to omit the Bing Maps layer in this example, but I do recommend that you experiment with this feature. It's a nice integration feature. Use the + or - button to rexize the map as needed. (I used the + button to increase the size of the map until its edges were just inside the boundaries of the visible map area (which is called the viewport). You can eliminate the color scale and distance scale boxes that appear in the map area later. Select the Embed map data in this report for faster rendering. The spatial data won't be changing, so there's no need to leave it in the database. However, it does increase the size of the RDL. Click Next. On the Choose map visualization page, select Basic Map. We'll add data for visualization later. For now, we have just the outline of France to serve as the foundation layer for our map. Click Next, and then click Finish. Now click the color scale box in the lower left corner of the map, and press the Delete key to remove it. Then repeat to remove the distance scale box in the lower right corner of the map. Step 2: Add a Map Layer to an Existing Map The map data region allows you to add multiple layers. Each layer is associated with a different data set. Thus far, we have the spatial data that defines the regional boundaries in the first map layer. Now I'll add in another layer for the store locations by following these steps: If the Map Layers windows is not visible, click the report body, and then click twice anywhere on the map data region to display it. Click on the New Layer Wizard button in the Map layers window. And then we start over again with the process by choosing a spatial data source. Select SQL Server spatial query, and click Next. Select Add a new dataset with SQL Server spatial data, and click Next. Click New, add a connection string to the AdventureWorks2008R2 database, and click Next. Add a query with spatial data (like the one I included in the downloadable project), and click Next. The location data now appears as another layer on top of the regional map created earlier. Use the + button to resize the map again to fill as much of the viewport as possible without cutting off edges of the map. You might need to drag the map within the viewport to center it properly. Select Embed map data in this report, and click Next. On the Choose map visualization page, select Basic Marker Map, and click Next. On the Choose color theme and data visualization page, in the Marker drop-down list, change the marker to diamond. There's no particular reason for a diamond; I think it stands out a little better than a circle on this map. Clear the Single color map checkbox as another way to distinguish the markers from the map. You can of course create an analytical map instead, which would change the size and/or color of the markers according to criteria that you specify, such as sales volume of each store, but I'll save that exploration for another post on another day. Click Finish and then click Preview to see the rendered report. Et voilà...c'est fini. Yes, it's a very simple map at this point, but there are many other things you can do to enhance the map. I'll create a series of posts to explore the possibilities. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Using JQuery tabs in an HTML 5 page

    - by nikolaosk
    In this post I will show you how to create a simple tabbed interface using JQuery,HTML 5 and CSS.Make sure you have downloaded the latest version of JQuery (minified version) from http://jquery.com/download.Please find here all my posts regarding JQuery.Also have a look at my posts regarding HTML 5.In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Let me move on to the actual example.This is the sample HTML 5 page<!DOCTYPE html><html lang="en">  <head>    <title>Liverpool Legends</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">    <script type="text/javascript" src="jquery-1.8.2.min.js"> </script>     <script type="text/javascript" src="tabs.js"></script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>     <section id="tabs">        <ul>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#first-tab">Defenders</a></li>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#second-tab">Midfielders</a></li>            <li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=9143136#third-tab">Strikers</a></li>        </ul>   <div id="first-tab">     <h3>Liverpool Defenders</h3>     <p> The best defenders that played for Liverpool are Jamie Carragher, Sami Hyypia , Ron Yeats and Alan Hansen.</p>   </div>   <div id="second-tab">     <h3>Liverpool Midfielders</h3>     <p> The best midfielders that played for Liverpool are Kenny Dalglish, John Barnes,Ian Callaghan,Steven Gerrard and Jan Molby.        </p>   </div>   <div id="third-tab">     <h3>Liverpool Strikers</h3>     <p>The best strikers that played for Liverpool are Ian Rush,Roger Hunt,Robbie Fowler and Fernando Torres.<br/>      </p>   </div> </div></section>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  This is very simple HTML markup. I have styled this markup using CSS.The contents of the style.css file follow* {    margin: 0;    padding: 0;}header{font-family:Tahoma;font-size:1.3em;color:#505050;text-align:center;}#tabs {    font-size: 0.9em;    margin: 20px 0;}#tabs ul {    float: left;    background: #777;    width: 260px;    padding-top: 24px;}#tabs li {    margin-left: 8px;    list-style: none;}* html #tabs li {    display: inline;}#tabs li, #tabs li a {    float: left;}#tabs ul li.active {    border-top:2px red solid;    background: #15ADFF;}#tabs ul li.active a {    color: #333333;}#tabs div {    background: #15ADFF;    clear: both;    padding: 15px;    min-height: 200px;}#tabs div h3 {    margin-bottom: 12px;}#tabs div p {    line-height: 26px;}#tabs ul li a {    text-decoration: none;    padding: 8px;    color:#0b2f20;    font-weight: bold;}footer{background-color:#999;width:100%;text-align:center;font-size:1.1em;color:#002233;}There are some CSS rules that style the various elements in the HTML 5 file. These are straight-forward rules. The JQuery code lives inside the tabs.js file $(document).ready(function(){$('#tabs div').hide();$('#tabs div:first').show();$('#tabs ul li:first').addClass('active'); $('#tabs ul li a').click(function(){$('#tabs ul li').removeClass('active');$(this).parent().addClass('active');var currentTab = $(this).attr('href');$('#tabs div').hide();$(currentTab).show();return false;});}); I am using some of the most commonly used JQuery functions like hide , show, addclass , removeClass I hide and show the tabs when the tab becomes the active tab. When I view my page I get the following result Hope it helps!!!!!

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  • Need Help in optimizing a loop in C [migrated]

    - by WedaPashi
    I am trying to draw a Checkerboard pattern on a lcd using a GUI library called emWin. I have actually managed to draw it using the following code. But having these many loops in the program body for a single task, that too in the internal flash of the Microcontroller is not a good idea. Those who have not worked with emWin, I will try and explain a few things before we go for actual logic. GUI_REST is a structure which id define source files of emWin and I am blind to it. Rect, REct2,Rec3.. and so on till Rect10 are objects. Elements of the Rect array are {x0,y0,x1,y1}, where x0,y0 are starting locations of rectangle in X-Y plane and x1, y1 are end locations of Rectangle in x-Y plane. So, Rect={0,0,79,79} is a rectangle starts at top left of the LCD and is upto (79,79), so its a square basically. The function GUI_setBkColor(int color); sets the color of the background. The function GUI_setColor(int color); sets the color of the foreground. GUI_WHITE and DM_CHECKERBOARD_COLOR are two color values, #defineed GUI_FillRectEx(&Rect); will draw the Rectangle. The code below works fine but I want to make it smarter. GUI_RECT Rect = {0, 0, 79, 79}; GUI_RECT Rect2 = {80, 0, 159, 79}; GUI_RECT Rect3 = {160, 0, 239, 79}; GUI_RECT Rect4 = {240, 0, 319, 79}; GUI_RECT Rect5 = {320, 0, 399, 79}; GUI_RECT Rect6 = {400, 0, 479, 79}; GUI_RECT Rect7 = {480, 0, 559, 79}; GUI_RECT Rect8 = {560, 0, 639, 79}; GUI_RECT Rect9 = {640, 0, 719, 79}; GUI_RECT Rect10 = {720, 0, 799, 79}; WM_SelectWindow(Win_DM_Main); GUI_SetBkColor(GUI_BLACK); GUI_Clear(); for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } /* for(j=0,j<11;j++) { for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } Rect.x0 += 80; Rect.x1 += 80; } */ for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect2); Rect2.y0 += 80; Rect2.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect3); Rect3.y0 += 80; Rect3.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect4); Rect4.y0 += 80; Rect4.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect5); Rect5.y0 += 80; Rect5.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect6); Rect6.y0 += 80; Rect6.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect7); Rect7.y0 += 80; Rect7.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect8); Rect8.y0 += 80; Rect8.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect9); Rect9.y0 += 80; Rect9.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect10); Rect10.y0 += 80; Rect10.y1 += 80; }

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  • Why you need to learn async in .NET

    - by PSteele
    I had an opportunity to teach a quick class yesterday about what’s new in .NET 4.0.  One of the topics was the TPL (Task Parallel Library) and how it can make async programming easier.  I also stressed that this is the direction Microsoft is going with for C# 5.0 and learning the TPL will greatly benefit their understanding of the new async stuff.  We had a little time left over and I was able to show some code that uses the Async CTP to accomplish some stuff, but it wasn’t a simple demo that you could jump in to and understand so I thought I’d thrown one together and put it in a blog post. The entire solution file with all of the sample projects is located here. A Simple Example Let’s start with a super-simple example (WindowsApplication01 in the solution). I’ve got a form that displays a label and a button.  When the user clicks the button, I want to start displaying the current time for 15 seconds and then stop. What I’d like to write is this: lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); Thread.Sleep(1000); } lblTime.ForeColor = SystemColors.ControlText; (Note that I also changed the label’s color while counting – not quite an ILM-level effect, but it adds something to the demo!) As I’m sure most of my readers are aware, you can’t write WinForms code this way.  WinForms apps, by default, only have one thread running and it’s main job is to process messages from the windows message pump (for a more thorough explanation, see my Visual Studio Magazine article on multithreading in WinForms).  If you put a Thread.Sleep in the middle of that code, your UI will be locked up and unresponsive for those 15 seconds.  Not a good UX and something that needs to be fixed.  Sure, I could throw an “Application.DoEvents()” in there, but that’s hacky. The Windows Timer Then I think, “I can solve that.  I’ll use the Windows Timer to handle the timing in the background and simply notify me when the time has changed”.  Let’s see how I could accomplish this with a Windows timer (WindowsApplication02 in the solution): public partial class Form1 : Form { private readonly Timer clockTimer; private int counter;   public Form1() { InitializeComponent(); clockTimer = new Timer {Interval = 1000}; clockTimer.Tick += UpdateLabel; }   private void UpdateLabel(object sender, EventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); counter++; if (counter == 15) { clockTimer.Enabled = false; lblTime.ForeColor = SystemColors.ControlText; } }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; counter = 0; clockTimer.Start(); } } Holy cow – things got pretty complicated here.  I use the timer to fire off a Tick event every second.  Inside there, I can update the label.  Granted, I can’t use a simple for/loop and have to maintain a global counter for the number of iterations.  And my “end” code (when the loop is finished) is now buried inside the bottom of the Tick event (inside an “if” statement).  I do, however, get a responsive application that doesn’t hang or stop repainting while the 15 seconds are ticking away. But doesn’t .NET have something that makes background processing easier? The BackgroundWorker Next I try .NET’s BackgroundWorker component – it’s specifically designed to do processing in a background thread (leaving the UI thread free to process the windows message pump) and allows updates to be performed on the main UI thread (WindowsApplication03 in the solution): public partial class Form1 : Form { private readonly BackgroundWorker worker;   public Form1() { InitializeComponent(); worker = new BackgroundWorker {WorkerReportsProgress = true}; worker.DoWork += StartUpdating; worker.ProgressChanged += UpdateLabel; worker.RunWorkerCompleted += ResetLabelColor; }   private void StartUpdating(object sender, DoWorkEventArgs e) { var workerObject = (BackgroundWorker) sender; for (int x = 0; x < 15; x++) { workerObject.ReportProgress(0); Thread.Sleep(1000); } }   private void UpdateLabel(object sender, ProgressChangedEventArgs e) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); }   private void ResetLabelColor(object sender, RunWorkerCompletedEventArgs e) { lblTime.ForeColor = SystemColors.ControlText; }   private void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; worker.RunWorkerAsync(); } } Well, this got a little better (I think).  At least I now have my simple for/next loop back.  Unfortunately, I’m still dealing with event handlers spread throughout my code to co-ordinate all of this stuff in the right order. Time to look into the future. The async way Using the Async CTP, I can go back to much simpler code (WindowsApplication04 in the solution): private async void cmdStart_Click(object sender, EventArgs e) { lblTime.ForeColor = Color.Red; for (var x = 0; x < 15; x++) { lblTime.Text = DateTime.Now.ToString("HH:mm:ss"); await TaskEx.Delay(1000); } lblTime.ForeColor = SystemColors.ControlText; } This code will run just like the Timer or BackgroundWorker versions – fully responsive during the updates – yet is way easier to implement.  In fact, it’s almost a line-for-line copy of the original version of this code.  All of the async plumbing is handled by the compiler and the framework.  My code goes back to representing the “what” of what I want to do, not the “how”. I urge you to download the Async CTP.  All you need is .NET 4.0 and Visual Studio 2010 sp1 – no need to set up a virtual machine with the VS2011 beta (unless, of course, you want to dive right in to the C# 5.0 stuff!).  Starting playing around with this today and see how much easier it will be in the future to write async-enabled applications.

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • A Simple Collapsible Menu with jQuery

    - by Vincent Maverick Durano
    In this post I'll demonstrate how to make a simple collapsible menu using jQuery. To get started let's go ahead and fire up Visual Studio and create a new WebForm.  Now let's build our menu by adding some div, p and anchor tags. Since I'm using a masterpage then the ASPX mark-up should look something like this:   1: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 2: <div id="Menu"> 3: <p>CARS</p> 4: <div class="section"> 5: <a href="#">Car 1</a> 6: <a href="#">Car 2</a> 7: <a href="#">Car 3</a> 8: <a href="#">Car 4</a> 9: </div> 10: <p>BIKES</p> 11: <div class="section"> 12: <a href="#">Bike 1</a> 13: <a href="#">Bike 2</a> 14: <a href="#">Bike 3</a> 15: <a href="#">Bike 4</a> 16: <a href="#">Bike 5</a> 17: <a href="#">Bike 6</a> 18: <a href="#">Bike 7</a> 19: <a href="#">Bike 8</a> 20: </div> 21: <p>COMPUTERS</p> 22: <div class="section"> 23: <a href="#">Computer 1</a> 24: <a href="#">Computer 2</a> 25: <a href="#">Computer 3</a> 26: <a href="#">Computer 4</a> 27: </div> 28: <p>OTHERS</p> 29: <div class="section"> 30: <a href="#">Other 1</a> 31: <a href="#">Other 2</a> 32: <a href="#">Other 3</a> 33: <a href="#">Other 4</a> 34: </div> 35: </div> 36: </asp:Content>   As you can see there's nothing fancy about the mark up above.. Now lets go ahead create a simple CSS to set the look and feel our our Menu. Just for for the simplicity of this demo, add the following CSS below under the <head> section of the page or if you are using master page then add it a the content head. Here's the CSS below:   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <style type="text/css"> 3: #Menu{ 4: width:300px; 5: } 6: #Menu > p{ 7: background-color:#104D9E; 8: color:#F5F7FA; 9: margin:0; 10: padding:0; 11: border-bottom-style: solid; 12: border-bottom-width: medium; 13: border-bottom-color:#000000; 14: cursor:pointer; 15: } 16: #Menu .section{ 17: padding-left:5px; 18: background-color:#C0D9FA; 19: } 20: a{ 21: display:block; 22: color:#0A0A07; 23: } 24: </style> 25: </asp:Content>   Now let's add the collapsible effects on our menu using jQuery. To start using jQuery then register the following script at the very top of the <head> section of the page or if you are using master page then add it the very top of  the content head section.   <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js" ></script>   As you can see I'm using Google AJAX API CDN to host the jQuery file. You can also download the jQuery here and host it in your server if you'd like. Okay here's the the jQuery script below for adding the collapsible effects:   1: <script type="text/javascript"> 2: $(function () { 3: $("a").mouseover(function () { $(this).addClass("highlightRow"); }) 4: .mouseout(function () { $(this).removeClass("highlightRow"); }); 5:   6: $(".section").hide(); 7: $("#Menu > p").click(function () { 8: $(this).next().slideToggle("Slow"); 9: }); 10: }); 11: </script>   Okay to give you a little bit of explaination, at line 3.. what it does is it looks for all the "<a>" anchor elements on the page and attach the mouseover and mouseout event. On mouseover, the highlightRow css class is added to <a> element and on mouse out we remove the css class to revert the style to its default look. at line 6 we will hide all the elements that has a class name set as "section" and if you look at the mark up above it is refering to the <div> elements right after each <p> element. At line 7.. what it does is it looks for a <p> element that is a direct child of the element that has an ID of "Menu" and then attach the click event to toggle the visibilty of the section. Here's how it looks in the page: On Initial Load: After Clicking the Section Header:   That's it! I hope someone find this post usefu!   Technorati Tags: ASP.NET,JQuery,Master Page,JavaScript

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • half or quarter black screen in android

    - by Mike McKeown
    I have an android activity that when I launch sometimes (about 1 in 4 times) it only draws quarter or half the screen before showing it. When I change the orientation or press a button the screen draws properly. I'm just using TextViews, Buttons, Fonts - no drawing or anything like that. All of my code for initialising is in the onCreate(). In this method I'm loading a text file, of about 40 lines long, and also getting a shared preference. Could this cause a delay so that it can't draw the intent? Thanks in advance if anyone has seen anything similar. EDIT - I tried commenting out the loading of the word list, but it didn't fix the problem. Here is the activity <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mainRelativeLayout" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="@drawable/blue_abstract_background" > <RelativeLayout android:id="@+id/relativeScore" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal" > <TextView android:id="@+id/ScoreLabel" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_centerVertical="true" android:padding="10dip" android:text="SCORE:" android:textSize="18dp" /> /> <TextView android:id="@+id/ScoreText" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerVertical="true" android:layout_toRightOf="@id/ScoreLabel" android:padding="5dip" android:text="0" android:textSize="18dp" /> <TextView android:id="@+id/GameTimerText" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:layout_centerVertical="true" android:layout_marginLeft="5dp" android:layout_marginRight="5dp" android:minWidth="25dp" android:text="0" android:textSize="18dp" /> <TextView android:id="@+id/GameTimerLabel" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerVertical="true" android:layout_toLeftOf="@id/GameTimerText" android:padding="10dip" android:text="TIMER:" android:textSize="18dp" /> /> </RelativeLayout> <RelativeLayout android:id="@+id/relativeHighScore" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_below="@id/relativeScore" > <TextView android:id="@+id/HighScoreLabel" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:padding="10dip" android:text="HIGH SCORE:" android:textSize="16dp" /> <TextView android:id="@+id/HighScoreText" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_toRightOf="@id/HighScoreLabel" android:padding="10dip" android:text="0" android:textSize="16dp" /> </RelativeLayout> <LinearLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_alignParentLeft="true" android:layout_below="@+id/relativeHighScore" android:orientation="vertical" > <LinearLayout android:id="@+id/linearMissing" android:layout_width="fill_parent" android:layout_height="80dp" android:layout_gravity="center" android:orientation="vertical" > <View android:layout_width="match_parent" android:layout_height="2dp" android:background="@color/yellow_text" /> <TextView android:id="@+id/MissingWordText" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_gravity="center_horizontal" android:layout_marginTop="25dp" android:text="MSSNG WRD" android:textSize="22dp" android:typeface="normal" /> </LinearLayout> <View android:layout_width="match_parent" android:layout_height="2dp" android:background="@color/yellow_text" /> <TableLayout android:id="@+id/buttonsTableLayout" android:layout_width="fill_parent" android:layout_height="wrap_content" > <TableRow android:id="@+id/tableRow3" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal" android:paddingTop="5dp" > <Button android:id="@+id/aVowelButton" android:layout_width="66dp" android:layout_height="66dp" android:layout_gravity="center_horizontal" android:layout_marginBottom="10dp" android:layout_marginRight="5dp" android:background="@drawable/blue_vowel_button" android:text="@string/a" android:textColor="@color/yellow_text" android:textSize="30dp" /> <Button android:id="@+id/eVowelButton" android:layout_width="66dp" android:layout_height="66dp" android:layout_gravity="center_horizontal" android:layout_marginBottom="10dp" android:layout_marginRight="5dp" android:background="@drawable/blue_vowel_button" android:text="@string/e" android:textColor="@color/yellow_text" android:textSize="30dp" /> </TableRow> <TableRow android:id="@+id/tableRow4" android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="center_horizontal" > <Button android:id="@+id/iVowelButton" android:layout_width="66dp" android:layout_height="66dp" android:layout_gravity="center_horizontal" android:layout_margin="5dp" android:background="@drawable/blue_vowel_buttoni" android:text="@string/i" android:textColor="@color/yellow_text" android:textSize="30dp" /> <Button android:id="@+id/oVowelButton" android:layout_width="66dp" android:layout_height="66dp" android:layout_gravity="center_horizontal" android:layout_margin="5dp" android:background="@drawable/blue_vowel_button" android:text="@string/o" android:textColor="@color/yellow_text" android:textSize="30dp" /> <Button android:id="@+id/uVowelButton" android:layout_width="66dp" android:layout_height="66dp" android:layout_gravity="center_horizontal" android:layout_margin="5dp" android:background="@drawable/blue_vowel_button" android:text="@string/u" android:textColor="@color/yellow_text" android:textSize="30dp" /> </TableRow> </TableLayout> <TextView android:id="@+id/TimeToStartText" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:textSize="24dp" /> <Button android:id="@+id/startButton" style="@style/yellowShadowText" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center_horizontal" android:layout_marginTop="10dp" android:background="@drawable/blue_button_menu" android:gravity="center" android:padding="10dip" android:text="START!" android:textSize="28dp" /> </LinearLayout> </RelativeLayout> And the OnCreate() and a few methods: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); isNewWord = true; m_gameScore = 0; m_category = getCategoryFromExtras(); // loadWordList(m_category); initialiseTextViewField(); loadHighScoreAndDifficulty(); setFonts(); setButtons(); setStartButton(); enableDisableButtons(false); } private void loadHighScoreAndDifficulty() { //setting preferences SharedPreferences prefs = this.getSharedPreferences(m_category, Context.MODE_PRIVATE); int score = prefs.getInt(m_category, 0); //0 is the default value m_highScore = score; m_highScoreText.setText(String.valueOf(m_highScore)); prefs = this.getSharedPreferences(DIFFICULTY, Context.MODE_PRIVATE); m_difficulty = prefs.getString(DIFFICULTY, NRML_DIFFICULTY); } private void initialiseTextViewField() { m_startButton = (Button) findViewById(R.id.startButton); m_missingWordText = (TextView) findViewById(R.id.MissingWordText); m_gameScoreText = (TextView) findViewById(R.id.ScoreText); m_gameScoreLabel = (TextView) findViewById(R.id.ScoreLabel); m_gameTimerText = (TextView) findViewById(R.id.GameTimerText); m_gameTimerLabel = (TextView) findViewById(R.id.GameTimerLabel); m_timeToStartText = (TextView) findViewById(R.id.TimeToStartText); m_highScoreLabel = (TextView) findViewById(R.id.HighScoreLabel); m_highScoreText = (TextView) findViewById(R.id.HighScoreText); } private String getCategoryFromExtras() { String category = ""; Bundle extras = getIntent().getExtras(); if (extras != null) { category = extras.getString("category"); } return category; } private void enableDisableButtons(boolean enable) { Button button = (Button) findViewById(R.id.aVowelButton); button.setEnabled(enable); button = (Button) findViewById(R.id.eVowelButton); button.setEnabled(enable); button = (Button) findViewById(R.id.iVowelButton); button.setEnabled(enable); button = (Button) findViewById(R.id.oVowelButton); button.setEnabled(enable); button = (Button) findViewById(R.id.uVowelButton); button.setEnabled(enable); } private void setStartButton() { m_startButton.setOnClickListener(new View.OnClickListener() { public void onClick(View view) { m_gameScore = 0; updateScore(); m_startButton.setVisibility(View.GONE); m_timeToStartText.setVisibility(View.VISIBLE); startPreTimer(); } }); }

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • JQuery Hover li Show div which sits outside li structure

    - by Dave_Stott
    Hi everyone I'm currently trying to create a "mega" dropout menu using JQuery but have encountered an issue I'm yet to be able to resolve. At the moment I have the following HTML structure: <div id="TopNav" class="grid_16"> <ul class="cmsListMenuUL level0" id="TopNavMenu"> <li class="cmsListMenuLIcmsListMenuLI highlightedLI" id="TopNavMenu_Home"><a href="/"> <span class="text">Home</span></a></li> <li class="cmsListMenuLIfirst" id="TopNavMenu_0_1"><a href="/Key-Sectors.aspx" class="cmsListMenuLink"> <span class="text">Key Sectors</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_2"><a href="/Global-Brands.aspx" class="cmsListMenuLink"> <span class="text">Global Brands</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_3"><a href="/News---Features.aspx" class="cmsListMenuLink"> <span class="text">News &amp; Features</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_4"><a href="/Videos.aspx" class="cmsListMenuLink"> <span class="text">Videos</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_5"><a href="/Events.aspx" class="cmsListMenuLink"> <span class="text">Events</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_6"><a href="/Key-Cities.aspx" class="cmsListMenuLink"> <span class="text">Key Cities</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_7"><a href="/Doing-Business-in-Yorkshire.aspx" class="cmsListMenuLink"><span class="text">Doing Business in Yorkshire</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_8"><a href="/How-We-Can-Help.aspx" class="cmsListMenuLink"> <span class="text">How We Can Help</span></a></li> <li class="cmsListMenuLI" id="TopNavMenu_0_9"><a href="/Contact-Us.aspx" class="cmsListMenuLink"> <span class="text">Contact Us</span></a></li> </ul> </div> <div class="sectorsDropped"> <div class="floatLeft leftColumn"> <div class="parentItem" style="border-color: #0064BE;"> <a href="/Key-Sectors/Advanced-Engineering---Materials.aspx" class="parentItemContent"> Advanced Engineering &amp; Materials</a><div class="childItem"> <a href="/Key-Sectors/Advanced-Engineering---Materials/Nuclear.aspx">- Nuclear</a></div> <div class="childItem"> <a href="/Key-Sectors/Advanced-Engineering---Materials/Logistics---Infrastructure.aspx"> - Logistics &amp; Infrastructure</a></div> </div> <div class="parentItem" style="border-color: #FFB611;"> <a href="/Key-Sectors/Chemicals.aspx" class="parentItemContent">Chemicals</a></div> <div class="parentItem" style="border-color: #B7CC0B;"> <a href="/Key-Sectors/Environmental-Technologies.aspx" class="parentItemContent">Environmental Technologies</a><div class="childItem"> <a href="/Key-Sectors/Environmental-Technologies/Offshore-Wind.aspx">- Offshore Wind</a></div> <div class="childItem"> <a href="/Key-Sectors/Environmental-Technologies/Carbon-Capture---Storage.aspx">- Carbon Capture &amp; Storage</a></div> <div class="childItem"> <a href="/Key-Sectors/Environmental-Technologies/Tidal-Power.aspx">- Tidal Power</a></div> <div class="childItem"> <a href="/Key-Sectors/Environmental-Technologies/Biomass.aspx">- Biomass</a></div> </div> </div> <div class="floatLeft rightColumn"> <div class="parentItem" style="border-color: #AC26AA;"> <a href="/Key-Sectors/Digital---New-Media.aspx" class="parentItemContent">Digital &amp; New Media</a></div> <div class="parentItem" style="border-color: #e1477e;"> <a href="/Key-Sectors/Food---Drink.aspx" class="parentItemContent">Food &amp; Drink</a></div> <div class="parentItem" style="border-color: #00c5b5;"> <a href="/Key-Sectors/Healthcare-Technologies.aspx" class="parentItemContent">Healthcare Technologies</a><div class="childItem"> <a href="/Key-Sectors/Healthcare-Technologies/Biotechnology.aspx">- Biotechnology</a></div> <div class="childItem"> <a href="/Key-Sectors/Healthcare-Technologies/Pharmaceuticals.aspx">- Pharmaceuticals</a></div> <div class="childItem"> <a href="/Key-Sectors/Healthcare-Technologies/Medical-Devices.aspx">- Medical Devices</a></div> </div> <div class="parentItem" style="border-color: #AC1A2F;"> <a href="/Key-Sectors/Financial---Professional.aspx" class="parentItemContent">Financial &amp; Professional</a></div> </div> </div> In normal circumstances the div containing the "mega" menu options would sit inside the li item that fires the show/hide but this is currently not possible as the ul list of navigation links is rendered using a 3rd party piece of software which does not provide an equivalent of an OnItemDataBound event for me to be able to inject the div into the item Does anyone know of a way, using JQuery, of showing the div but maintain the display of the div as the mouse focus leaves the li that originaly displayed the div and actually enters the div? I'm currently using the following JQuery which displays the div correctly but as the mouse focus enters the div the div then disappears as the mouse focus from the li has now moved: $(document).ready(function() { function addMega(){ $(".sectorsDropped").toggle("fast"); } function removeMega(){ $(".sectorsDropped").toggle("fast"); } var megaConfig = { interval: 500, sensitivity: 4, over: addMega, timeout: 500, out: removeMega }; $("#TopNavMenu_0_1").hoverIntent(megaConfig) }); Thanks Dave

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  • WPF, how can I optimize lines and circles drawing ?

    - by Aurélien Ribon
    Hello ! I am developping an application where I need to draw a graph on the screen. For this purpose, I use a Canvas and I put Controls on it. An example of such a draw as shown in the app can be found here : http://free0.hiboox.com/images/1610/d82e0b7cc3521071ede601d3542c7bc5.png It works fine for simple graphs, but I also want to be able to draw very large graphs (hundreds of nodes). And when I try to draw a very large graph, it takes a LOT of time to render. My problem is that the code is not optimized at all, I just wanted it to work. Until now, I have a Canvas on the one hand, and multiple Controls on the other hands. Actually, circles and lines are listed in collections, and for each item of these collections, I use a ControlTemplate, defining a red circle, a black circle, a line, etc. Here is an example, the definition of a graph circle : <!-- STYLE : DISPLAY DATA NODE --> <Style TargetType="{x:Type flow.elements:DisplayNode}"> <Setter Property="Canvas.Left" Value="{Binding X, RelativeSource={RelativeSource Self}}" /> <Setter Property="Canvas.Top" Value="{Binding Y, RelativeSource={RelativeSource Self}}" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type flow.elements:DisplayNode}"> <!--TEMPLATE--> <Grid x:Name="grid" Margin="-30,-30,0,0"> <Ellipse x:Name="selectionEllipse" StrokeThickness="0" Width="60" Height="60" Opacity="0" IsHitTestVisible="False"> <Ellipse.Fill> <RadialGradientBrush> <GradientStop Color="Black" Offset="0.398" /> <GradientStop Offset="1" /> </RadialGradientBrush> </Ellipse.Fill> </Ellipse> <Ellipse Stroke="Black" Width="30" Height="30" x:Name="ellipse"> <Ellipse.Fill> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="0" Color="White" /> <GradientStop Offset="1.5" Color="LightGray" /> </LinearGradientBrush> </Ellipse.Fill> </Ellipse> <TextBlock x:Name="tblock" Text="{Binding NodeName, RelativeSource={RelativeSource Mode=TemplatedParent}}" Foreground="Black" VerticalAlignment="Center" HorizontalAlignment="Center" FontSize="10.667" /> </Grid> <!--TRIGGERS--> <ControlTemplate.Triggers> <!--DATAINPUT--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="NODETYPE" /> <Condition Property="NodeType" Value="DATAINPUT" /> </MultiTrigger.Conditions> <Setter TargetName="tblock" Property="Foreground" Value="White" /> <Setter TargetName="ellipse" Property="Fill"> <Setter.Value> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="-0.5" Color="White" /> <GradientStop Offset="1" Color="Black" /> </LinearGradientBrush> </Setter.Value> </Setter> </MultiTrigger> <!--DATAOUTPUT--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="NODETYPE" /> <Condition Property="NodeType" Value="DATAOUTPUT" /> </MultiTrigger.Conditions> <Setter TargetName="tblock" Property="Foreground" Value="White" /> <Setter TargetName="ellipse" Property="Fill"> <Setter.Value> <LinearGradientBrush EndPoint="0,1"> <GradientStop Offset="-0.5" Color="White" /> <GradientStop Offset="1" Color="Black" /> </LinearGradientBrush> </Setter.Value> </Setter> </MultiTrigger> ....... THERE IS A TOTAL OF 7 MULTITRIGGERS ....... </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> Also, the lines are drawn using the Line Control. <!-- STYLE : DISPLAY LINK --> <Style TargetType="{x:Type flow.elements:DisplayLink}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type flow.elements:DisplayLink}"> <!--TEMPLATE--> <Line X1="{Binding X1, RelativeSource={RelativeSource TemplatedParent}}" X2="{Binding X2, RelativeSource={RelativeSource TemplatedParent}}" Y1="{Binding Y1, RelativeSource={RelativeSource TemplatedParent}}" Y2="{Binding Y2, RelativeSource={RelativeSource TemplatedParent}}" Stroke="Gray" StrokeThickness="2" x:Name="line" /> <!--TRIGGERS--> <ControlTemplate.Triggers> <!--BRANCH : ASSERTION--> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="SkinMode" Value="BRANCHTYPE" /> <Condition Property="BranchType" Value="ASSERTION" /> </MultiTrigger.Conditions> <Setter TargetName="line" Property="Stroke" Value="#E0E0E0" /> </MultiTrigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> So, I need your advices. How can I drastically improve the rendering performances ? Should I define each MultiTrigger circle rendering possibility in its own ControlTemplate instead ? Is there a better line drawing technique ? Should I open a DrawingContext and draw everything in one control, instead of having hundreds of controls ?

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  • Oddly placed CSS

    - by user3682473
    I want my news content to be completely centered (including image and text), but instead, it's oddly placed to the right like this: http://prntscr.com/3o7tjc I tried most ways to fix it and i can't find it... um.. here is the HTML part: <div id="mainContentContainer"> <div id="mainContent"> <div class="postTitle"> test </div> <div class="posterInfo"> <img width="40%" class="profilePic" src="/site/uploads/avatars/f3780c97491dd9f62f0dd7b1b8bb090a0b9e87d0.png"> <p>Posted by: <a class="postedBy" href="#">test</a></p> </div> <div class="postContent"> <div class="postImageContainer" align="center"> <img class="postImage" src="../uploads/img/test"> </div> <div class="post"> <p>test</p> </div> Comments have been disabled for this post.</div> </div> <div id="sidebar"> Welcome, Admin<br><a href="logout.php">Logout</a><br></div> </div> </div> annnd, here is CSS. body { margin: 0px; background-color: #6C9DDF; background-image:url("/assets/img/background.png"); background-repeat: no-repeat; } .hq { position:relative; top:40px; width:1300px; height:100%; left:1%; } #logo { position:absolute; width:40%; height:30%; right:30%; z-index: 100; } #homebtn, #playbtn, #newsbtn, #helpbtn { background: url(/assets/img/menubtns.png) no-repeat; } #homebtn { background-image: url("/assets/img/home.png"); background-repeat:no-repeat; background-size: 75%; width: 204px; height: 184px; position: absolute; top: 318px; left: 353px; } #homebtn:hover { background-image: url("/assets/img/home-rollover.png"); } #playbtn { background-image: url("/assets/img/play.png"); background-repeat:no-repeat; background-size: 100%; width: 200px; height: 230px; position: absolute; top: 240px; left: 480px; } #playbtn:hover { background-image: url("/assets/img/play-rollover.png"); } #newsbtn { background-image: url("/assets/img/news.png"); background-repeat:no-repeat; background-size: 100%; width: 290px; height: 290px; position: absolute; top: 210px; left: 650px; } #newsbtn:hover { background-image: url("/assets/img/news-rollover.png"); } #helpbtn { background-image: url("/assets/img/help.png"); background-repeat:no-repeat; background-size: 100%; width: 330px; height: 380px; position: absolute; top: 180px; left: 930px; } #helpbtn:hover { background-image: url("/assets/img/help-rollover.png"); } #mainContentContainer { border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 8px solid #000000; background-color: #FFE12F; position: relative; width: 1200px; top: 60px; left: 8%; padding: 50px; overflow: hidden; height: 100%; position: relative } #mainContent { position: relative; border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; background-color: #ffffff; height: 100%; padding: 20px; float: left; width: 900px; } #sidebar { position: relative; border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; background-color: #ffffff; height: 100%; padding: 20px; float: right; width: 200px; } .postTitle { font-size: 40px; font-weight: bold; color: #515151; text-align: center; } .text { text-align: center; } .title { text-decoration: none; color: #515151; } .title:visited { text-decoration: none; color: #515151; } .title:hover { text-decoration: underline; } .postedBy { text-decoration: none; } .posterInfo { float: left; padding: 5px; } .postContent { overflow: hidden; } .postImageContainer { padding: 5px; } .postImage { width: 100%; position:relative; } .profilePic { border-radius: 30px 30px 30px 30px; -moz-border-radius: 30px 30px 30px 30px; -webkit-border-radius: 30px 30px 30px 30px; border: 0px solid #000000; } .registerFormWrapper { float: left; width: 50%; } .commentFormContainer { margin-top: 45px; } .commentContent { border-radius: 30px; overflow: auto; resize: none; padding: 10px; outline: none; } .commentBTN { background: url("../img/comment.png"); width: 269px; height: 260px; border: none; position: relative; top: -50px; cursor: pointer; text-indent: -999px; } .commentBTN:hover { background: url("../img/commentHover.png"); } .ToonName { font-weight: bold; font-size: 20px; } .ToonNameInput { border-radius: 30px; padding: 5px; outline: none; } .commentBTNS { outline: none; } .commentFormInputContainer { width: 60%; float: left; } .registerInput { border-radius: 30px; padding: 5px; outline: none; } .loginInput { border-radius: 30px; padding: 5px; outline: none; } .inputLabel { display: inline-block; float: left; width: 200px; font-size: 20px; font-weight: bold; } I tried changing most possible combinations, and it didnt work exactly... Here is the fiddle - http://jsfiddle.net/2EYYC/

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  • Epson Stylus C84 Won't Print

    - by Chris
    The printer won't print with empty color cartridges. I want to print only black ink. From what I've read so far the Epson Stylus C84 won't print like this because it uses a little bit of color in even when you print only in black to prevent the ink heads from drying out. Is there ANY way that I can bypass this?

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  • Why does remote desktop connection flash from one PC but not others?

    - by Randy Orrison
    I have 20 PCs (Windows XP) in remote locations connecting to the same server (Windows Server 2003) using Remote Desktop over a VPN. On just one of the PCs the remote desktop screen flashes (redraws) multiple times after connecting, the others don't. The screen resolution is the same: local is 800x600 32bit; RDP file is set to full screen, 256 color; remote when connected is 800x600 8bit color. Any suggestions what the problem might be, or what to investigate next?

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