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  • CodePlex Daily Summary for Monday, August 11, 2014

    CodePlex Daily Summary for Monday, August 11, 2014Popular ReleasesSpace Engineers Server Manager: SESM V1.15: V1.15 - Updated Quartz library - Correct a bug in the new mod managment - Added a warning if you have backup enabled on a server but no static map configuredAspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseTouchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after you install the script. First it says to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get actual version running just execute install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...babelua: 1.6.5.1: V1.6.5.1 - 2014.8.7New feature: Formatting code; Stability improvement: fix a bug that pop up error "System.Net.WebResponse EndGetResponse";New ProjectsDouDou: a little project.Dynamic MVC: Dynamically generate views from your model objects for a data centric MVC application.EasyDb - Simple Data Access: EasyDb is a simple library for data access that allows you to write less code.ExpressToAbroad: just go!!!!!Full Silverlight Web Video/Voice Conferencing: The Goal of this project is to provide complete Open Source (Voice/Video Chatting Client/Server) Modules Using SilverlightGaia: Gaia is an app for Windows plataform, Gaia is like Siri and Google Now or Betty but Gaia use only text commands.pxctest: pxctestSTACS: Career Management System for MIT by Team "STACS"StrongWorld: StrongWorld.WebSuiteXevas Tools: Xevas is a professional coders group of 'Nimbuzz'. We make all tools for worldwide users of nimbuzz at free of cost.????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ?????????

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • Getting Started with jqChart for ASP.NET Web Forms

    - by jqChart
    Official Site | Samples | Download | Documentation | Forum | Twitter Introduction jqChart takes advantages of HTML5 Canvas to deliver high performance client-side charts and graphs across browsers (IE 6+, Firefox, Chrome, Opera, Safari) and devices, including iOS and Android mobile devices. Some of the key features are: High performance rendering. Animaitons. Scrolling/Zoooming. Support for unlimited number of data series and data points. Support for unlimited number of chart axes. True DateTime Axis. Logarithmic and Reversed axis scale. Large set of chart types - Bar, Column, Pie, Line, Spline, Area, Scatter, Bubble, Radar, Polar. Financial Charts - Stock Chart and Candlestick Chart. The different chart types can be easily combined.  System Requirements Browser Support jqChart supports all major browsers: Internet Explorer - 6+ Firefox Google Chrome Opera Safari jQuery version support jQuery JavaScript framework is required. We recommend using the latest official stable version of the jQuery library. Visual Studio Support jqChart for ASP.NET does not require using Visual Studio. You can use your favourite code editor. Still, the product has been tested with several versions of Visual Studio .NET and you can find the list of supported versions below: Visual Studio 2008 Visual Studio 2010 Visual Studio 2012 ASP.NET Web Forms support Supported version - ASP.NET Web Forms 3.5, 4.0 and 4.5 Installation Download and unzip the contents of the archive to any convenient location. The package contains the following folders: [bin] - Contains the assembly DLLs of the product (JQChart.Web.dll) for WebForms 3.5, 4.0 and 4.5. This is the assembly that you can reference directly in your web project (or better yet, add it to your ToolBox and then drag & drop it from there). [js] - The javascript files of jqChart and jqRangeSlider (and the needed libraries). You need to include them in your ASPX page, in order to gain the client side functionality of the chart. The first file is "jquery-1.5.1.min.js" - this is the official jQuery library. jqChart is built upon jQuery library version 1.4.3. The second file you need is the "excanvas.js" javascript file. It is used from the versions of IE, which dosn't support canvas graphics. The third is the jqChart javascript code itself, located in "jquery.jqChart.min.js". The last one is the jqRangeSlider javascript, located in "jquery.jqRangeSlider.min.js". It is used when the chart zooming is enabled. [css] - Contains the Css files that the jqChart and the jqRangeSlider need. [samples] - Contains some examples that use the jqChart. For full list of samples plese visit - jqChart for ASP.NET Samples. [themes] - Contains the themes shipped with the products. It is used from the jqRangeSlider. Since jqRangeSlider supports jQuery UI Themeroller, any theme compatible with jQuery UI ThemeRoller will work for jqRangeSlider as well. You can download any additional themes directly from jQuery UI's ThemeRoller site available here: http://jqueryui.com/themeroller/ or reference them from Microsoft's / Google's CDN. <link rel="stylesheet" type="text/css" media="screen" href="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.21/themes/smoothness/jquery-ui.css" /> The final result you will have in an ASPX page containing jqChart would be something similar to that (assuming you have copied the [js] to the Script folder and [css] to Content folder of your ASP.NET site respectively). <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="samples_cs.Default" %> <%@ Register Assembly="JQChart.Web" Namespace="JQChart.Web.UI.WebControls" TagPrefix="jqChart" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>jqChart ASP.NET Sample</title> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqChart.css" /> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqRangeSlider.css" /> <link rel="stylesheet" type="text/css" href="~/Content/themes/smoothness/jquery-ui-1.8.21.css" /> <script src="<% = ResolveUrl("~/Scripts/jquery-1.5.1.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqRangeSlider.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqChart.min.js") %>" type="text/javascript"></script> <!--[if IE]><script lang="javascript" type="text/javascript" src="<% = ResolveUrl("~/Scripts/excanvas.js") %>"></script><![endif]--> </head> <body> <form id="form1" runat="server"> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetData" TypeName="SamplesBrowser.Models.ChartData"></asp:ObjectDataSource> <jqChart:Chart ID="Chart1" Width="500px" Height="300px" runat="server" DataSourceID="ObjectDataSource1"> <Title Text="Chart Title"></Title> <Animation Enabled="True" Duration="00:00:01" /> <Axes> <jqChart:CategoryAxis Location="Bottom" ZoomEnabled="true"> </jqChart:CategoryAxis> </Axes> <Series> <jqChart:ColumnSeries XValuesField="Label" YValuesField="Value1" Title="Column"> </jqChart:ColumnSeries> <jqChart:LineSeries XValuesField="Label" YValuesField="Value2" Title="Line"> </jqChart:LineSeries> </Series> </jqChart:Chart> </form> </body> </html>   Official Site | Samples | Download | Documentation | Forum | Twitter

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • Who could ask for more with LESS CSS? (Part 2 of 3&ndash;Setup)

    - by ToStringTheory
    Welcome to part two in my series covering the LESS CSS language.  In the first post, I covered the two major CSS precompiled languages - LESS and SASS to a small extent, iterating over some of the features that you could expect to find in them.  In this post, I will go a little further in depth into the setup and execution of using the LESS framework. Introduction It really doesn’t take too much to get LESS working in your project.  The basic workflow will be including the necessary translator in your project, defining bundles for the LESS files, add the necessary code to your layouts.cshtml file, and finally add in all your necessary styles to the LESS files!  Lets get started… New Project Just like all great experiments in Visual Studio, start up a File > New Project, and create a new MVC 4 Web Application.  The Base Package After you have the new project spun up, use the Nuget Package Manager to install the Bundle Transformer: LESS package. This will take care of installing the main translator that we will be using for LESS code (dotless which is another Nuget package), as well as the core framework for the Bundle Transformer library.  The installation will come up with some instructions in a readme file on how to modify your web.config to handle all your *.less requests through the Bundle Transformer, which passes the translating onto dotless. Where To Put These LESS Files?! This step isn’t really a requirement, however I find that I don’t like how ASP.Net MVC just has a content directory where they store CSS, content images, css images….  In my project, I went ahead and created a new directory just for styles – LESS files, CSS files, and images that are only referenced in LESS or CSS.  Ignore the MVC directory as this was my testbed for another project I was working on at the same time.  As you can see here, I have: A top level directory for images which contains only images used in a page A top level directory for scripts A top level directory for Styles A few directories for plugins I am using (Colrizr, JQueryUI, Farbtastic) Multiple *.less files for different functions (I’ll go over these in a minute) I find that this layout offers the best separation of content types.  Bring Out Your Bundles! The next thing that we need to do is add in the necessary code for the bundling of these LESS files.  Go ahead and open your BundleConfig.cs file, usually located in the /App_Start/ folder of the project.  As you will see in a minute, instead of using the method Microsoft does in the base MVC 4 project, I change things up a bit.  Define Constants The first thing I do is define constants for each of the virtual paths that will be used in the bundler: The main reason is that I hate magic strings in my program, so the fact that you first defined a virtual path in the BundleConfig file, and then used that path in the _Layout.cshtml file really irked me. Add Bundles to the BundleCollection Next, I am going to define the bundles for my styles in my AddStyleBundles method: That is all it takes to get all of my styles in play with LESS.  The CssTransformer and NullOrderer types come from the Bundle Transformer we grabbed earlier.  If we didn’t use that package, we would have to write our own function (not too hard, but why do it if it’s been done). I use the site.less file as my main hub for LESS - I will cover that more in the next section. Add Bundles To Layout.cshtml File With the constants in the BundleConfig file, instead of having to use the same magic string I defined for the bundle virtual path, I am able to do this: Notice here that besides the RenderSection magic strings (something I am working on in another side project), all of the bundles are now based on const strings.  If I need to change the virtual path, I only have to do it in one place.  Nifty! Get Started! We are now ready to roll!  As I said in the previous section, I use the site.less file as a central hub for my styles: As seen here, I have a reset.css file which is a simple CSS reset.  Next, I have created a file for managing all my color variables – colors.less: Here, you can see some of the standards I started to use, in this case for color variables.  I define all color variables with the @col prefix.  Currently, I am going for verbose variable names. The next file imported is my font.less file that defines the typeface information for the site: Simple enough.  A couple of imports for fonts from Google, and then declaring variables for use throughout LESS.  I also set up the heading sizes, margins, etc..  You can also see my current standardization for font declaration strings – @font. Next, I pull in a mixins.less file that I grabbed from the Twitter Bootstrap library that gives some useful parameterized mixins for use such as border-radius, gradient, box-shadow, etc… The common.less file is a file that just contains items that I will be defining that can be used across all my LESS files.  Kind of like my own mixins or font-helpers: Finally I have my layout.less file that contains all of my definitions for general site layout – width, main/sidebar widths, footer layout, etc: That’s it!  For the rest of my one off definitions/corrections, I am currently putting them into the site.less file beneath my original imports Note Probably my favorite side effect of using the LESS handler/translator while bundling is that it also does a CSS checkup when rendering…  See, when your web.config is set to debug, bundling will output the url to the direct less file, not the bundle, and the http handler intercepts the call, compiles the less, and returns the result.  If there is an error in your LESS code, the CSS file can be returned empty, or may have the error output as a comment on the first couple lines. If you have the web.config set to not debug, then if there is an error in your code, you will end up with the usual ASP.Net exception page (unless you catch the exception of course), with information regarding the failure of the conversion, such as brace mismatch, undefined variable, etc…  I find it nifty. Conclusion This is really just the beginning.  LESS is very powerful and exciting!  My next post will show an actual working example of why LESS is so powerful with its functions and variables…  At least I hope it will!  As for now, if you have any questions, comments, or suggestions on my current practice, I would love to hear them!  Feel free to drop a comment or shoot me an email using the contact page.  In the mean time, I plan on posting the final post in this series tomorrow or the day after, with my side project, as well as a whole base ASP.Net MVC4 templated project with LESS added in it so that you can check out the layout I have in this post.  Until next time…

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  • installed openstack using devstack install shell script but getting 500 error when i try opening dashboard

    - by Arvind
    I followed the instructions at http://devstack.org/guides/single-machine.html to install OpenStack. I first installed Ubuntu on my Windows 7 PC using the officially supported Windows installer for Ubuntu 12.04 LTS. And after that I followed the instructions at above page to install OpenStack. As per instructions, I should be able to access the dashboard aka Horizon, at http://192.168.1.4/ (thats the IP of the PC on which I installed Ubuntu-OpenStack). However I am getting a 500 error web page when I open that. How do I resolve this error? I want to set up a dev environment for OpenStack. For your ref, the whole error message is given now-- FilterError at / /usr/bin/env: node: No such file or directory Request Method: GET Request URL: http://192.168.1.4/ Django Version: 1.4.2 Exception Type: FilterError Exception Value: /usr/bin/env: node: No such file or directory Exception Location: /usr/local/lib/python2.7/dist-packages/compressor/filters/base.py in input, line 133 Python Executable: /usr/bin/python Python Version: 2.7.3 Python Path: ['/opt/stack/horizon/openstack_dashboard/wsgi/../..', '/opt/stack/python-keystoneclient', '/opt/stack/python-novaclient', '/opt/stack/python-openstackclient', '/opt/stack/keystone', '/opt/stack/glance', '/opt/stack/python-glanceclient/setuptools_git-0.4.2-py2.7.egg', '/opt/stack/python-glanceclient', '/opt/stack/nova', '/opt/stack/horizon', '/opt/stack/cinder', '/opt/stack/python-cinderclient', '/usr/local/lib/python2.7/dist-packages', '/usr/lib/python2.7', '/usr/lib/python2.7/plat-linux2', '/usr/lib/python2.7/lib-tk', '/usr/lib/python2.7/lib-old', '/usr/lib/python2.7/lib-dynload', '/usr/lib/python2.7/dist-packages', '/usr/lib/python2.7/dist-packages/PIL', '/usr/lib/python2.7/dist-packages/gst-0.10', '/usr/lib/python2.7/dist-packages/gtk-2.0', '/usr/lib/pymodules/python2.7', '/usr/lib/python2.7/dist-packages/ubuntu-sso-client', '/usr/lib/python2.7/dist-packages/ubuntuone-client', '/usr/lib/python2.7/dist-packages/ubuntuone-control-panel', '/usr/lib/python2.7/dist-packages/ubuntuone-couch', '/usr/lib/python2.7/dist-packages/ubuntuone-storage-protocol', '/opt/stack/horizon/openstack_dashboard'] Server time: Sat, 27 Oct 2012 08:43:29 +0000 Error during template rendering In template /opt/stack/horizon/openstack_dashboard/templates/_stylesheets.html, error at line 3 /usr/bin/env: node: No such file or directory 1 {% load compress %} 2 3 {% compress css %} 4 <link href='{{ STATIC_URL }}dashboard/less/horizon.less' type='text/less' media='screen' rel='stylesheet' /> 5 {% endcompress %} 6 7 <link rel="shortcut icon" href="{{ STATIC_URL }}dashboard/img/favicon.ico"/> 8 Also, the traceback is now given below-- Environment: Request Method: GET Request URL: http://192.168.1.4/ Django Version: 1.4.2 Python Version: 2.7.3 Installed Applications: ('openstack_dashboard', 'django.contrib.contenttypes', 'django.contrib.auth', 'django.contrib.sessions', 'django.contrib.messages', 'django.contrib.staticfiles', 'django.contrib.humanize', 'compressor', 'horizon', 'openstack_dashboard.dashboards.project', 'openstack_dashboard.dashboards.admin', 'openstack_dashboard.dashboards.settings', 'openstack_auth') Installed Middleware: ('django.middleware.common.CommonMiddleware', 'django.middleware.csrf.CsrfViewMiddleware', 'django.contrib.sessions.middleware.SessionMiddleware', 'django.contrib.auth.middleware.AuthenticationMiddleware', 'django.contrib.messages.middleware.MessageMiddleware', 'horizon.middleware.HorizonMiddleware', 'django.middleware.doc.XViewMiddleware', 'django.middleware.locale.LocaleMiddleware') Template error: In template /opt/stack/horizon/openstack_dashboard/templates/_stylesheets.html, error at line 3 /usr/bin/env: node: No such file or directory 1 : {% load compress %} 2 : 3 : {% compress css %} 4 : <link href='{{ STATIC_URL }}dashboard/less/horizon.less' type='text/less' media='screen' rel='stylesheet' /> 5 : {% endcompress %} 6 : 7 : <link rel="shortcut icon" href="{{ STATIC_URL }}dashboard/img/favicon.ico"/> 8 : Traceback: File "/usr/local/lib/python2.7/dist-packages/django/core/handlers/base.py" in get_response 111. response = callback(request, *callback_args, **callback_kwargs) File "/usr/local/lib/python2.7/dist-packages/django/views/decorators/vary.py" in inner_func 36. response = func(*args, **kwargs) File "/opt/stack/horizon/openstack_dashboard/wsgi/../../openstack_dashboard/views.py" in splash 38. return shortcuts.render(request, 'splash.html', {'form': form}) File "/usr/local/lib/python2.7/dist-packages/django/shortcuts/__init__.py" in render 44. return HttpResponse(loader.render_to_string(*args, **kwargs), File "/usr/local/lib/python2.7/dist-packages/django/template/loader.py" in render_to_string 176. return t.render(context_instance) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 140. return self._render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in _render 134. return self.nodelist.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 823. bit = self.render_node(node, context) File "/usr/local/lib/python2.7/dist-packages/django/template/debug.py" in render_node 74. return node.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/loader_tags.py" in render 155. return self.render_template(self.template, context) File "/usr/local/lib/python2.7/dist-packages/django/template/loader_tags.py" in render_template 137. output = template.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 140. return self._render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in _render 134. return self.nodelist.render(context) File "/usr/local/lib/python2.7/dist-packages/django/template/base.py" in render 823. bit = self.render_node(node, context) File "/usr/local/lib/python2.7/dist-packages/django/template/debug.py" in render_node 74. return node.render(context) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render 147. return self.render_compressed(context, self.kind, self.mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render_compressed 107. rendered_output = self.render_output(compressor, mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/templatetags/compress.py" in render_output 119. return compressor.output(mode, forced=forced) File "/usr/local/lib/python2.7/dist-packages/compressor/css.py" in output 51. ret.append(subnode.output(*args, **kwargs)) File "/usr/local/lib/python2.7/dist-packages/compressor/css.py" in output 53. return super(CssCompressor, self).output(*args, **kwargs) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in output 230. content = self.filter_input(forced) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in filter_input 192. for hunk in self.hunks(forced): File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in hunks 167. precompiled, value = self.precompile(value, **options) File "/usr/local/lib/python2.7/dist-packages/compressor/base.py" in precompile 210. command=command, filename=filename).input(**kwargs) File "/usr/local/lib/python2.7/dist-packages/compressor/filters/base.py" in input 133. raise FilterError(err) Exception Type: FilterError at / Exception Value: /usr/bin/env: node: No such file or directory

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  • The model item passed into the dictionary is of type ‘mvc.Models.ModelA’ but this dictionary require

    - by Malcolm Frexner
    I have this annoying mistake in some of my builds. There is no error in the project, because if I build again, then the problem disappears. The message only appears, when the site is deployed to a Windows 2008 Server. I first thought that it might be an issue with temporary files, but thats not the case. I deployed the build to a different web and the error still appears. The error appears on random actions of the site. Most of the time builds are ok, but each 3rd or 4th build produces runtime errors. I build using a WebdeploymentProject in release mode. Views are precompiled. It's not http://stackoverflow.com/questions/178194/in-asp-net-mvc-i-encounter-an-incorrect-type-error-when-rendering-a-page-with-the, because views have totally different names. How I can debug this problem or how I can get help for this? Here is my WebDeploymentProject <!-- Microsoft Visual Studio 2008 Web Deployment Project http://go.microsoft.com/fwlink/?LinkID=104956 --> <Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProductVersion>9.0.21022</ProductVersion> <SchemaVersion>2.0</SchemaVersion> <ProjectGuid>{E5E14CEB-0BCD-4203-9A5A-34ABA9C717EA}</ProjectGuid> <SourceWebPhysicalPath>..\B2CWeb</SourceWebPhysicalPath> <SourceWebProject>{3E632DB6-6DB3-4BD0-8CCA-12DE67165B48}|B2CWeb\B2CWeb.csproj</SourceWebProject> <SourceWebVirtualPath>/B2CWeb.csproj</SourceWebVirtualPath> <TargetFrameworkVersion>v3.5</TargetFrameworkVersion> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>true</DebugSymbols> <OutputPath>.\Debug</OutputPath> <EnableUpdateable>false</EnableUpdateable> <UseMerge>true</UseMerge> <SingleAssemblyName>B2CWeb_Build</SingleAssemblyName> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <OutputPath>..\B2CWeb_Deploy\</OutputPath> <EnableUpdateable>false</EnableUpdateable> <UseMerge>true</UseMerge> <SingleAssemblyName>B2C_Web</SingleAssemblyName> <ContentAssemblyName> </ContentAssemblyName> <DeleteAppCodeCompiledFiles>false</DeleteAppCodeCompiledFiles> </PropertyGroup> <ItemGroup> </ItemGroup> <Import Project="$(MSBuildExtensionsPath)\Microsoft\WebDeployment\v9.0\Microsoft.WebDeployment.targets" /> <!-- To modify your build process, add your task inside one of the targets below and uncomment it. Other similar extension points exist, see Microsoft.WebDeployment.targets. <Target Name="BeforeBuild"> </Target> <Target Name="BeforeMerge"> </Target> <Target Name="AfterMerge"> </Target> <Target Name="AfterBuild"> </Target> --> </Project>

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  • Loading PNGs into OpenGL performance issues - Java & JOGL much slower than C# & Tao.OpenGL

    - by Edward Cresswell
    I am noticing a large performance difference between Java & JOGL and C# & Tao.OpenGL when both loading PNGs from storage into memory, and when loading that BufferedImage (java) or Bitmap (C# - both are PNGs on hard drive) 'into' OpenGL. This difference is quite large, so I assumed I was doing something wrong, however after quite a lot of searching and trying different loading techniques I've been unable to reduce this difference. With Java I get an image loaded in 248ms and loaded into OpenGL in 728ms The same on C# takes 54ms to load the image, and 34ms to load/create texture. The image in question above is a PNG containing transparency, sized 7200x255, used for a 2D animated sprite. I realise the size is really quite ridiculous and am considering cutting up the sprite, however the large difference is still there (and confusing). On the Java side the code looks like this: BufferedImage image = ImageIO.read(new File(fileName)); texture = TextureIO.newTexture(image, false); texture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); texture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); The C# code uses: Bitmap t = new Bitmap(fileName); t.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle r = new Rectangle(0, 0, t.Width, t.Height); BitmapData bd = t.LockBits(r, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); Gl.glBindTexture(Gl.GL_TEXTURE_2D, tID); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, t.Width, t.Height, 0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bd.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); t.UnlockBits(bd); t.Dispose(); After quite a lot of testing I can only come to the conclusion that Java/JOGL is just slower here - PNG reading might not be as quick, or that I'm still doing something wrong. Thanks. Edit2: I have found that creating a new BufferedImage with format TYPE_INT_ARGB_PRE decreases OpenGL texture load time by almost half - this includes having to create the new BufferedImage, getting the Graphics2D from it and then rendering the previously loaded image to it. Edit3: Benchmark results for 5 variations. I wrote a small benchmarking tool, the following results come from loading a set of 33 pngs, most are very wide, 5 times. testStart: ImageIO.read(file) -> TextureIO.newTexture(image) result: avg = 10250ms, total = 51251 testStart: ImageIO.read(bis) -> TextureIO.newTexture(image) result: avg = 10029ms, total = 50147 testStart: ImageIO.read(file) -> TextureIO.newTexture(argbImage) result: avg = 5343ms, total = 26717 testStart: ImageIO.read(bis) -> TextureIO.newTexture(argbImage) result: avg = 5534ms, total = 27673 testStart: TextureIO.newTexture(file) result: avg = 10395ms, total = 51979 ImageIO.read(bis) refers to the technique described in James Branigan's answer below. argbImage refers to the technique described in my previous edit: img = ImageIO.read(file); argbImg = new BufferedImage(img.getWidth(), img.getHeight(), TYPE_INT_ARGB_PRE); g = argbImg.createGraphics(); g.drawImage(img, 0, 0, null); texture = TextureIO.newTexture(argbImg, false); Any more methods of loading (either images from file, or images to OpenGL) would be appreciated, I will update these benchmarks.

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  • Django - no module named app

    - by Koran
    Hi, I have been trying to get an application written in django working - but it is not working at all. I have been working on for some time too - and it is working on dev-server perfectly. But I am unable to put in the production env (apahce). My project name is apstat and the app name is basic. I try to access it as following Blockquote http://hostname/apstat But it shows the following error: MOD_PYTHON ERROR ProcessId: 6002 Interpreter: 'domU-12-31-39-06-DD-F4.compute-1.internal' ServerName: 'domU-12-31-39-06-DD-F4.compute-1.internal' DocumentRoot: '/home/ubuntu/server/' URI: '/apstat/' Location: '/apstat' Directory: None Filename: '/home/ubuntu/server/apstat/' PathInfo: '' Phase: 'PythonHandler' Handler: 'django.core.handlers.modpython' Traceback (most recent call last): File "/usr/lib/python2.6/dist-packages/mod_python/importer.py", line 1537, in HandlerDispatch default=default_handler, arg=req, silent=hlist.silent) File "/usr/lib/python2.6/dist-packages/mod_python/importer.py", line 1229, in _process_target result = _execute_target(config, req, object, arg) File "/usr/lib/python2.6/dist-packages/mod_python/importer.py", line 1128, in _execute_target result = object(arg) File "/usr/lib/pymodules/python2.6/django/core/handlers/modpython.py", line 228, in handler return ModPythonHandler()(req) File "/usr/lib/pymodules/python2.6/django/core/handlers/modpython.py", line 201, in __call__ response = self.get_response(request) File "/usr/lib/pymodules/python2.6/django/core/handlers/base.py", line 134, in get_response return self.handle_uncaught_exception(request, resolver, exc_info) File "/usr/lib/pymodules/python2.6/django/core/handlers/base.py", line 154, in handle_uncaught_exception return debug.technical_500_response(request, *exc_info) File "/usr/lib/pymodules/python2.6/django/views/debug.py", line 40, in technical_500_response html = reporter.get_traceback_html() File "/usr/lib/pymodules/python2.6/django/views/debug.py", line 114, in get_traceback_html return t.render(c) File "/usr/lib/pymodules/python2.6/django/template/__init__.py", line 178, in render return self.nodelist.render(context) File "/usr/lib/pymodules/python2.6/django/template/__init__.py", line 779, in render bits.append(self.render_node(node, context)) File "/usr/lib/pymodules/python2.6/django/template/debug.py", line 81, in render_node raise wrapped TemplateSyntaxError: Caught an exception while rendering: No module named basic Original Traceback (most recent call last): File "/usr/lib/pymodules/python2.6/django/template/debug.py", line 71, in render_node result = node.render(context) File "/usr/lib/pymodules/python2.6/django/template/debug.py", line 87, in render output = force_unicode(self.filter_expression.resolve(context)) File "/usr/lib/pymodules/python2.6/django/template/__init__.py", line 572, in resolve new_obj = func(obj, *arg_vals) File "/usr/lib/pymodules/python2.6/django/template/defaultfilters.py", line 687, in date return format(value, arg) File "/usr/lib/pymodules/python2.6/django/utils/dateformat.py", line 269, in format return df.format(format_string) File "/usr/lib/pymodules/python2.6/django/utils/dateformat.py", line 30, in format pieces.append(force_unicode(getattr(self, piece)())) File "/usr/lib/pymodules/python2.6/django/utils/dateformat.py", line 175, in r return self.format('D, j M Y H:i:s O') File "/usr/lib/pymodules/python2.6/django/utils/dateformat.py", line 30, in format pieces.append(force_unicode(getattr(self, piece)())) File "/usr/lib/pymodules/python2.6/django/utils/encoding.py", line 71, in force_unicode s = unicode(s) File "/usr/lib/pymodules/python2.6/django/utils/functional.py", line 201, in __unicode_cast return self.__func(*self.__args, **self.__kw) File "/usr/lib/pymodules/python2.6/django/utils/translation/__init__.py", line 62, in ugettext return real_ugettext(message) File "/usr/lib/pymodules/python2.6/django/utils/translation/trans_real.py", line 286, in ugettext return do_translate(message, 'ugettext') File "/usr/lib/pymodules/python2.6/django/utils/translation/trans_real.py", line 276, in do_translate _default = translation(settings.LANGUAGE_CODE) File "/usr/lib/pymodules/python2.6/django/utils/translation/trans_real.py", line 194, in translation default_translation = _fetch(settings.LANGUAGE_CODE) File "/usr/lib/pymodules/python2.6/django/utils/translation/trans_real.py", line 180, in _fetch app = import_module(appname) File "/usr/lib/pymodules/python2.6/django/utils/importlib.py", line 35, in import_module __import__(name) ImportError: No module named basic My settings.py is as follows: INSTALLED_APPS = ( 'django.contrib.auth', 'django.contrib.contenttypes', 'django.contrib.sessions', 'django.contrib.sites', 'apstat.basic', 'django.contrib.admin', ) If I remove the apstat.basic, it goes through, but that is not a solution. Is it something I am doing in apache? My apache - settings are - <VirtualHost *:80> ServerAdmin webmaster@localhost DocumentRoot /home/ubuntu/server/ <Directory /> Options None AllowOverride None </Directory> <Directory /home/ubuntu/server/apstat> AllowOverride None Order allow,deny allow from all </Directory> <Location "/apstat"> SetHandler python-program PythonHandler django.core.handlers.modpython SetEnv DJANGO_SETTINGS_MODULE apstat.settings PythonOption django.root /home/ubuntu/server/ PythonDebug On PythonPath "['/home/ubuntu/server/'] + sys.path" </Location> </VirtualHost> I have now sat for more than a day on this. If someone can help me out, it would be very nice.

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  • RSpec test failing looking for a new set of eyes

    - by TheDelChop
    Guys, Here my issuse: I've got two models: class User < ActiveRecord::Base # Setup accessible (or protected) attributes for your model attr_accessible :email, :username has_many :tasks end class Task < ActiveRecord::Base belongs_to :user end with this simple routes.rb file TestProj::Application.routes.draw do |map| resources :users do resources :tasks end end this schema: ActiveRecord::Schema.define(:version => 20100525021007) do create_table "tasks", :force => true do |t| t.string "name" t.integer "estimated_time" t.datetime "created_at" t.datetime "updated_at" t.integer "user_id" end create_table "users", :force => true do |t| t.string "email" t.string "password" t.string "password_confirmation" t.datetime "created_at" t.datetime "updated_at" t.string "username" end add_index "users", ["email"], :name => "index_users_on_email", :unique => true add_index "users", ["username"], :name => "index_users_on_username", :unique => true end and this controller for my tasks: class TasksController < ApplicationController before_filter :load_user def new @task = @user.tasks.new end private def load_user @user = User.find(params[:user_id]) end end Finally here is my test: require 'spec_helper' describe TasksController do before(:each) do @user = Factory(:user) @task = Factory(:task) end #GET New describe "GET New" do before(:each) do User.stub!(:find).with(@user.id.to_s).and_return(@user) @user.stub_chain(:tasks, :new).and_return(@task) end it "should return a new Task" do @user.tasks.should_receive(:new).and_return(@task) get :new, :user_id => @user.id end end end This test fails with the following output: 1) TasksController GET New should return a new Task Failure/Error: get :new, :user_id => @user.id undefined method `abstract_class?' for Object:Class # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:1234:in `class_of_active_record_descendant' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:900:in `base_class' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:655:in `reset_table_name' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:647:in `table_name' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:932:in `arel_table' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:927:in `unscoped' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/named_scope.rb:30:in `scoped' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activerecord/lib/active_record/base.rb:405:in `find' # ./app/controllers/tasks_controller.rb:15:in `load_user' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/callbacks.rb:431:in `_run__1954900289__process_action__943997142__callbacks' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/callbacks.rb:405:in `send' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/callbacks.rb:405:in `_run_process_action_callbacks' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/callbacks.rb:88:in `send' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/callbacks.rb:88:in `run_callbacks' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/abstract_controller/callbacks.rb:17:in `process_action' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/action_controller/metal/rescue.rb:8:in `process_action' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/abstract_controller/base.rb:113:in `process' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/abstract_controller/rendering.rb:39:in `sass_old_process' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/gems/haml-3.0.0.beta.3/lib/sass/plugin/rails.rb:26:in `process' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/action_controller/metal/testing.rb:12:in `process_with_new_base_test' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/action_controller/test_case.rb:390:in `process' # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/actionpack/lib/action_controller/test_case.rb:328:in `get' # ./spec/controllers/tasks_controller_spec.rb:20 # /home/chopper/.rvm/gems/ruby-1.8.7-p249@rails3/bundler/gems/rails-16a5e918a06649ffac24fd5873b875daf66212ad-master/activesupport/lib/active_support/dependencies.rb:209:in `inject' Can anybody help me understand what's going on here? It seems to be an RSpec problem since the controller action actually works, but I could be wrong. Thanks, Joe

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  • Samplegrabber works fine on AVI/MPEG files but choppy with WMV

    - by jomtois
    I have been using the latest version of the WPFMediaKit. What I am trying to do is write a sample application that will use the Samplegrabber to capture the video frames of video files so I can have them as individual Bitmaps. So far, I have had good luck with the following code when constructing and rendering my graph. However, when I use this code to play back a .wmv video file, when the samplegrabber is attached, it will play back jumpy or choppy. If I comment out the line where I add the samplegrabber filter, it works fine. Again, it works with the samplegrabber correctly with AVI/MPEG, etc. protected virtual void OpenSource() { FrameCount = 0; /* Make sure we clean up any remaining mess */ FreeResources(); if (m_sourceUri == null) return; string fileSource = m_sourceUri.OriginalString; if (string.IsNullOrEmpty(fileSource)) return; try { /* Creates the GraphBuilder COM object */ m_graph = new FilterGraphNoThread() as IGraphBuilder; if (m_graph == null) throw new Exception("Could not create a graph"); /* Add our prefered audio renderer */ InsertAudioRenderer(AudioRenderer); var filterGraph = m_graph as IFilterGraph2; if (filterGraph == null) throw new Exception("Could not QueryInterface for the IFilterGraph2"); IBaseFilter renderer = CreateVideoMixingRenderer9(m_graph, 1); IBaseFilter sourceFilter; /* Have DirectShow find the correct source filter for the Uri */ var hr = filterGraph.AddSourceFilter(fileSource, fileSource, out sourceFilter); DsError.ThrowExceptionForHR(hr); /* We will want to enum all the pins on the source filter */ IEnumPins pinEnum; hr = sourceFilter.EnumPins(out pinEnum); DsError.ThrowExceptionForHR(hr); IntPtr fetched = IntPtr.Zero; IPin[] pins = { null }; /* Counter for how many pins successfully rendered */ int pinsRendered = 0; m_sampleGrabber = (ISampleGrabber)new SampleGrabber(); SetupSampleGrabber(m_sampleGrabber); hr = m_graph.AddFilter(m_sampleGrabber as IBaseFilter, "SampleGrabber"); DsError.ThrowExceptionForHR(hr); /* Loop over each pin of the source filter */ while (pinEnum.Next(pins.Length, pins, fetched) == 0) { if (filterGraph.RenderEx(pins[0], AMRenderExFlags.RenderToExistingRenderers, IntPtr.Zero) >= 0) pinsRendered++; Marshal.ReleaseComObject(pins[0]); } Marshal.ReleaseComObject(pinEnum); Marshal.ReleaseComObject(sourceFilter); if (pinsRendered == 0) throw new Exception("Could not render any streams from the source Uri"); /* Configure the graph in the base class */ SetupFilterGraph(m_graph); HasVideo = true; /* Sets the NaturalVideoWidth/Height */ //SetNativePixelSizes(renderer); } catch (Exception ex) { /* This exection will happen usually if the media does * not exist or could not open due to not having the * proper filters installed */ FreeResources(); /* Fire our failed event */ InvokeMediaFailed(new MediaFailedEventArgs(ex.Message, ex)); } InvokeMediaOpened(); } And: private void SetupSampleGrabber(ISampleGrabber sampleGrabber) { FrameCount = 0; var mediaType = new AMMediaType { majorType = MediaType.Video, subType = MediaSubType.RGB24, formatType = FormatType.VideoInfo }; int hr = sampleGrabber.SetMediaType(mediaType); DsUtils.FreeAMMediaType(mediaType); DsError.ThrowExceptionForHR(hr); hr = sampleGrabber.SetCallback(this, 0); DsError.ThrowExceptionForHR(hr); } I have read a few things saying the the .wmv or .asf formats are asynchronous or something. I have attempted inserting a WMAsfReader to decode which works, but once it goes to the VMR9 it gives the same behavior. Also, I have gotten it to work correctly when I comment out the IBaseFilter renderer = CreateVideoMixingRenderer9(m_graph, 1); line and have filterGraph.Render(pins[0]); -- the only drawback is that now it renders in an Activemovie widow of its own instead of my control, however the samplegrabber functions correctly and without any skipping. So I am thinking the bug is in the VMR9 / samplegrabbing somewhere. Any help? I am new to this.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • Preloading Winforms using a Stack and Hidden Form

    - by msarchet
    I am currently working on a project where we have a couple very control heavy user controls that are being used inside a MDI Controller. This is a Line of Business app and it is very data driven. The problem that we were facing was the aforementioned controls would load very very slowly, we dipped our toes into the waters of multi-threading for the control loading but that was not a solution for a plethora of reasons. Our solution to increasing the performance of the controls ended up being to 'pre-load' the forms onto a hidden window, create a stack of the existing forms, and pop off of the stack as the user requested a form. Now the current issue that I'm seeing that will arise as we push this 'fix' out to our testers, and the ultimately our users is this: Currently the 'hidden' window that contains the preloaded forms is visible in task manager, and can be shut down thus causing all of the controls to be lost. Then you have to create them on the fly losing the performance increase. Secondly, when the user uses up the stack we lose the performance increase (current solution to this is discussed below). For the first problem, is there a way to hide this window from task manager, perhaps by creating a parent form that encapsulates both the main form for the program and the hidden form? Our current solution to the second problem is to have an inactivity timer that when it fires checks the stacks for the forms, and loads a new form onto the stack if it isn't full. However this still has the potential of causing a hang in the UI while it creates the forms. A possible solutions for this would be to put 'used' forms back onto the stack, but I feel like there may be a better way. EDIT: For control design clarification From the comments I have realized there is a lack of clarity on what exactly the control is doing. Here is a detailed explanation of one of the controls. I have defined for this control loading time as the time it takes from when a user performs an action that would open a control, until the time a control is accessible to be edited. The control is for entering Prescriptions for a patient in the system, it has about 5 tabbed groups with a total of about 180 controls. The user selects to open a new Prescription control from inside the main program, this control is loaded into the MDI Child area of the Main Form (which is a DevExpress Ribbon Control). From the time the user clicks New (or loads an existing record) until the control is visible. The list of actions that happens in the program is this: The stack is checked for the existence of a control. If the control exists it is popped off of the stack. The control is rendered on screen. This is what takes 2 seconds The control then is populated with a blank object, or with existing data. The control is ready to use. The average percentage of loading time, across about 10 different machines, with different hardware the control rendering takes about 85 - 95 percent of the control loading time. Without using the stack the control takes about 2 seconds to load, with the stack it takes about .8 seconds, this second time is acceptable. I have looked at Henry's link and I had previously already implemented the applicable suggestions. Again I re-iterate my question as What is the best method to move controls to and from the stack with as little UI interruption as possible?

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  • Symfony sfDoctrineGuard plugin sfGuardUser module

    - by Joe Mc
    When using sfDoctrineGuard plugin, it automatically generates the backend administration functionality where I can edit users of the system and assign them permissions. So I visit http://.../backend_dev.php/sf_guard_user/:id/edit where I am presented with the user's information including the available permissions to select. By default the permissions are shown as a multiple select box, HTML follows: <select name="sf_guard_user[permissions_list][]" multiple="multiple" id="sf_guard_user_permissions_list"> <option value="1">Permission1</option> <option value="2">Permission2</option> <option value="3">Permission3</option> <option value="4">Permission4</option> </select> What I would prefer is a list of checkboxes. So I searched around and found that if I add the option "expanded" set to true to the following code: 'permissions_list' => new sfWidgetFormDoctrineChoice(array('multiple' => true, 'model' => 'sfGuardPermission', 'expanded' => true,)), The code is part of this file: lib/form/doctrine/sfDoctrineGuardPlugin/base/BasesfGuardUserForm.class.php. I don't think I should've edited this file (potential for changes to be overwritten should sfDoctrineGuard ever be re-installed) but couldn't think of another way to make it work. The generated HTML is as follows: <ul class="checkbox_list"> <li><input name="sf_guard_user[permissions_list][]" type="checkbox" value="1" id="sf_guard_user_permissions_list_1" />&nbsp;<label for="sf_guard_user_permissions_list_1">Permission1</label></li> <li><input name="sf_guard_user[permissions_list][]" type="checkbox" value="2" id="sf_guard_user_permissions_list_2" />&nbsp;<label for="sf_guard_user_permissions_list_2">Permission2</label></li> <li><input name="sf_guard_user[permissions_list][]" type="checkbox" value="3" id="sf_guard_user_permissions_list_3" />&nbsp;<label for="sf_guard_user_permissions_list_3">Permission3</label></li> <li><input name="sf_guard_user[permissions_list][]" type="checkbox" value="4" id="sf_guard_user_permissions_list_4" />&nbsp;<label for="sf_guard_user_permissions_list_4">Permission4</label></li> </ul> What I need to do now is split up the permissions based on their prefix. For example if I had permissions named user_action1, user_action2, file_action1, file_action2, they would display like: User checkbox (custom label) Action One checkbox Action Two File checkbox (custom label) Action One checkbox Action Two but have no idea where to start with this. It would be easy if there was a template to edit but since I'm dealing with the Forms framework it is my understanding that the templates are generated on the fly - I can see them in my symonfy cache folder. How would I go about this? I started writing my own sfWidgetFormDoctrineChoicePermission class that extends the same class as sfWidgetFormDoctrineChoice but am struggling to edit the rendering functions correctly for the desired output. Is this the correct way to go about this work? I also need to integrate my sfGuardUserProfile model into the edit user page (same as above), I read somwhere that editing the generator.yml file for the sfGuardUser plugin module and simply adding the field names from the sfGuardUserProfile table would make it work, but sadly it doesn't. Any help with any of my queries would be appreciated. Thanks

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  • Problem with Freetype and OpenGL

    - by Morgan
    Hey, i'm having a weird issue with drawing text in openGL loaded with the Freetype 2 library. Here is a screenshot of what I'm seeing. http://img203.imageshack.us/img203/3316/freetypeweird.png Here are my code bits for loading and rendering my text. class Font { Font(const String& filename) { if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) { cout << "UH OH!" << endl; } FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72); } Glyph* GetGlyph(const unsigned char ch) { if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER)) cout << "OUCH" << endl; FT_Glyph glyph; if(FT_Get_Glyph( mFace->glyph, &glyph )) cout << "OUCH" << endl; FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph; Glyph* thisGlyph = new Glyph; thisGlyph->buffer = bitmap_glyph->bitmap.buffer; thisGlyph->width = bitmap_glyph->bitmap.width; thisGlyph->height = bitmap_glyph->bitmap.rows; return thisGlyph; } }; The relevant glyph information (width, height, buffer) is stored in the following struct struct Glyph { GLubyte* buffer; Uint width; Uint height; }; And finally, to render it, I have this class called RenderFont. class RenderFont { RenderFont(Font* font) { mTextureIds = new GLuint[128]; mFirstDisplayListId=glGenLists(128); glGenTextures( 128, mTextureIds ); for(unsigned char i=0;i<128;i++) { MakeDisplayList(font, i); } } void MakeDisplayList(Font* font, unsigned char ch) { Glyph* glyph = font->GetGlyph(ch); glBindTexture( GL_TEXTURE_2D, mTextureIds[ch]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glyph->width, glyph->height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, glyph->buffer); glNewList(mFirstDisplayListId+ch,GL_COMPILE); glBindTexture(GL_TEXTURE_2D, mTextureIds[ch]); glBegin(GL_QUADS); glTexCoord2d(0,1); glVertex2f(0,glyph->height); glTexCoord2d(0,0); glVertex2f(0,0); glTexCoord2d(1,0); glVertex2f(glyph->width,0); glTexCoord2d(1,1); glVertex2f(glyph->width,glyph->height); glEnd(); glTranslatef(16, 0, 0); glEndList(); } void Draw(const String& text, Uint size, const TransformComponent* transform, const Color32* color) { glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTranslatef(100, 250, 0.0f); glListBase(mFirstDisplayListId); glCallLists(text.length(), GL_UNSIGNED_BYTE, text.c_str()); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glLoadIdentity(); } private: GLuint mFirstDisplayListId; GLuint* mTextureIds; }; Can anybody see anything weird going on here that would cause the garbled text? It's strange because if I change the font size, or the DPI, then some of the letters that display correctly become garbled, and other letters that were garbled before then display correctly.

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  • How do I send an email with embedded images AND regular attachments in JavaMail?

    - by Chris
    Hi, I'd like to know how to build an SMTP multipart message in the correct order so that it will render correctly on the iPhone mail client (rendering correctly in GMail). I'm using Javamail to build up an email containing the following parts: A body part with content type "text/html; UTF-8" An embedded image attachment. A file attachment I am sending the mail via GMail SMTP (via SSL) and the mail is sent and rendered correctly using a GMail account, however, the mail does not render correctly on the iPhone mail client. On the iPhone mail client, the image is rendered before the "Before Image" text when it should be rendered afterwards. After the "Before Image" text there is an icon with a question mark (I assume it means it couldn't find the referenced CID). I'm not sure if this is a limitation of the iPhone mail client or a bug in my mail sending code (I strongly assume the latter). I think that perhaps the headers on my parts might by incorrect or perhaps I am providing the multiparts in the wrong order. I include the text of the received mail as output by gmail (which renders the file correc Message-ID: <[email protected]> Subject: =?UTF-8?Q?Test_from_=E3=82=AF=E3=83=AA=E3=82=B9?= MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----=_Part_0_20870565.1274154021755" ------=_Part_0_20870565.1274154021755 Content-Type: application/octet-stream Content-Transfer-Encoding: base64 Content-ID: <20100518124021763_368238_0> iVBORw0K ----- TRIMMED FOR CONCISENESS 6p1VVy4alAAAAABJRU5ErkJggg== ------=_Part_0_20870565.1274154021755 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: 7bit <html><head><title>Employees Favourite Foods</title> <style> body { font: normal 8pt arial; } th { font: bold 8pt arial; white-space: nowrap; } td { font: normal 8pt arial; white-space: nowrap; } </style></head><body> Before Image<br><img src="cid:20100518124021763_368238_0"> After Image<br><table border="0"> <tr> <th colspan="4">Employees Favourite Foods</th> </tr> <tr> <th align="left">Name</th><th align="left">Age</th><th align="left">Tel.No</th><th align="left">Fav.Food</th> </tr> <tr style="background-color:#e0e0e0"> <td>Chris</td><td>34</td><td>555-123-4567</td><td>Pancakes</td> </tr> </table></body></html> ------=_Part_0_20870565.1274154021755 Content-Type: text/plain; charset=us-ascii; name=textfile.txt Content-Transfer-Encoding: 7bit Content-Disposition: attachment; filename=textfile.txt This is a textfile with numbers counting from one to ten beneath this line: one two three four five six seven eight nine ten(no trailing carriage return) ------=_Part_0_20870565.1274154021755-- Even if you can't assist me with this, I would appreciate it if any members of the forum could forward me a (non-personal) mail that includes inline images (not external hyperlinked images though). I just need to find a working sample then I can move past this. Thanks, Chris.

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  • Uncaught TypeError: Object #<an Object> has no method 'fullCalendar'

    - by Lalit
    Hi, I have embed the fullcalender control in my asp.net mvc application. It is running fine locally. but when I uploads it to my domain server (third party) it showing me This Error: Uncaught TypeError: Object # has no method 'fullCalendar' in crome console (debugger). and not rendering the control. ** EDITED: My HTML code is this ** <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage" % Index <% var serializer = new System.Web.Script.Serialization.JavaScriptSerializer(); % < style type='text/css' body { margin-top: 40px; text-align: center; font-size: 14px; font-family: "Lucida Grande",Helvetica,Arial,Verdana,sans-serif; } #calendar { width: 900px; margin: 0 auto; } < script type="text/javascript" $(document).ready(function() { var date = new Date(); var d = date.getDate(); var m = date.getMonth(); var y = date.getFullYear(); var officerid = document.getElementById('officerid').value; url = "/TasksToOfficer/Calender/" + officerid; var currenteventIden = <%= serializer.Serialize( ViewData["iden"] ) %> var calendar = $('#calendar').fullCalendar({ header: { left: 'prev,next today', center: 'title', right: 'month,agendaWeek,agendaDay', border: 0 }, eventClick: function(event, element) { var title = prompt('Event Title:', event.title, { buttons: { Ok: true, Cancel: false} }); var iden = event.id; if (title) { var st = event.start; var ed = event.end; var aldy = event.allDay; var dt = event.date; event.title = title; calendar.fullCalendar('updateEvent',event); var date = new Date(st); var NextMonth = date.getMonth() + 1; var dateString = (date.getDate()) + '/' + NextMonth + '/' + date.getFullYear(); var QueryStringForEdit=null; QueryStringForEdit="officerid=" + officerid + "&description=" + title + "&date=" + dateString + "&IsForUpdate=true&iden=" + iden; if (officerid) { $.ajax( { type: "POST", url: "/TasksToOfficer/Create", data: QueryStringForEdit, success: function(result) { if (result.success) $("#feedback input").attr("value", ""); // clear all the input fields on success }, error: function(req, status, error) { } }); } } }, selectable: true, selectHelper: true, select: function(start, end, allDay) { var title = prompt('Event Title:', { buttons: { Ok: true, Cancel: false } } ); if (title) { calendar.fullCalendar('renderEvent', { title: title, start: start, end: end, allDay: allDay }, false); // This is false , because do not show same event on same date after render from server side. var date = new Date(start); var NextMonth = date.getMonth() + 1; // Reason: it is bacause of month array it starts from 0 var dateString = (date.getDate()) + '/' + NextMonth + '/' + date.getFullYear(); if (officerid) { $.ajax({ type: "POST", url: "/TasksToOfficer/Create", data: "officerid=" + officerid + "&description=" + title + "&date=" + dateString + "&IsForUpdate=false", success: function(result) { if (result.success) $("#feedback input").attr("value", ""); //$("#feedback_status").slideDown(250).text(result.message); }, error: function(req, status, error) { } }); } } calendar.fullCalendar('unselect'); }, editable: true, events: url }); }); //--------------------------------------------------------------------------// </script > <h2> Index</h2> <div id="calendar"> </div> <input id="officerid" type="hidden" value="<%=ViewData["officerid"].ToString()%>" />

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  • How to read URDU from url and show it to your mobile using java Me

    - by Basit
    HI, Hope you all will be fine. Actually I m facing a problem. Actually i am using Google translation API. What my application does it connect to CGI-script, i pass value to it using GET then the CGI script connect to Google API, Translate the mesage from english to Urdu and then i retreive it.Here is the code [Java] import java.io.*; import javax.microedition.io.*; import javax.microedition.lcdui.*; import javax.microedition.midlet.*; /** * An example MIDlet to invoke a CGI script (GET method). */ public class InvokeCgiMidlet1 extends MIDlet { private Display display; String url = "http://xxx.xxx.xx.xxx/cgi-bin/api/GT/GT_Send_Msg.cgi?message=my%20name%20is%20basit"; public InvokeCgiMidlet1() { display = Display.getDisplay(this); } /** * Initialization. Invoked when we activate the MIDlet. */ public void startApp() { try { getGrade(url); } catch (IOException e) { System.out.println("IOException " + e); e.printStackTrace(); } } /** * Pause, discontinue .... */ public void pauseApp() { } /** * Destroy must cleanup everything. */ public void destroyApp(boolean unconditional) { } /** * Retrieve a grade.... */ void getGrade(String url) throws IOException { HttpConnection c = null; InputStream is = null; OutputStream os = null; StringBuffer b = new StringBuffer(); TextBox t = null; String response; try { c = (HttpConnection)Connector.open(url, Connector.READ_WRITE); c.setRequestMethod(HttpConnection.GET); c.setRequestProperty("User-Agent","Profile/MIDP-1.0 Confirguration/CLDC-1.0"); c.setRequestProperty("Content-Type","application/x-www-form-urlencoded"); c.setRequestProperty("User-Agent","Profile/MIDP-2.0 Configuration/CLDC-1.1"); c.setRequestProperty("Accept-Charset","UTF-8;q=0.7,*;q=0.7"); c.setRequestProperty("Accept-Encoding","gzip, deflate"); c.setRequestProperty("Accept","text/xml,application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5"); c.setRequestProperty("Content-Language", "en-EN"); os = c.openOutputStream(); Reader r = new InputStreamReader(c.openDataInputStream(), "UTF-8"); int ch; while ((ch = r.read()) != -1) { b.append((char) ch ); //System.out.println((char)ch + "->" + ch + "->" + ch); } t = new TextBox("Final Grades", b.reverse().toString(), 1024, 0); } finally { if(is!= null) { is.close(); } if(os != null) { os.close(); } if(c != null) { c.close(); } } display.setCurrent(t); } } [/Java] The problem is as i told you that the translated text is in Urdu. So when it appear on screen each character is separate like this. ? ?? ? ? ?? . Because i read character by character I want it to appear in proper form like this ??????? So how can i do this. Is there font rendering required. If yes then how can i do it or any other method please hep me. Thanks

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  • Need help looping through text file in Objective-C and looping through multidimensional array of dat

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a text file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my text file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method to call level based on separator? -(void)renderLevel:(NSString) levelNumber; e.g. Text file example? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • css problem lining up some icons...

    - by Ronedog
    I'm having a problem lining up some icons and am new enough to css that I'm not exactly sure how to explain this. So I've attached a picture of what the out put is rendering like. I've also included what the css and html code is. Hopefully someone can help point me in the right direction to help fix this. I want the "edit", "archive", "delete" icons to all line up in the right side exactly the same as the first row in the picture. Here is the html: <ul id="nav"> <li>California <div class="portf_edit"> <span> <img src="../images/edit.png"> </span> </div> <div class="portf_archive"> <span> <img src="../images/archive.png"> </span> </div> <div class="portf_delete"> <span> <img src="../images/delete.png"> </span> </div> </li> <li>Hyrum <div class="portf_edit"> <span> <img src="../images/edit.png"> </span> </div> <div class="portf_archive"> <span> <img src="../images/archive.png"> </span> </div> <div class="portf_delete"> <span> <img src="../images/delete.png"> </span> </div> </li> Here is the css: li { list-style-type:none; vertical-align: bottom; list-style-image: none; left:0px; text-align:left; } ul { list-style-type: none; vertical-align: bottom; list-style-image: none; left:0px; } ul#nav{ margin-left:0; padding-left:0px; text-indent:15px; } .portf_edit{ float:right; position: relative; right:50px; display:block; } .portf_archive{ float:right; position: relative; right:-5px; display:block; } .portf_delete{ float:right; position: relative; right: -60px; display:block; } Here's what is being output: Any ideas where to start? Thanks.

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  • Vista/7: How to get glass color?

    - by Ian Boyd
    How do you use DwmGetColorizationColor? The documentation says it returns two values: a 32-bit 0xAARRGGBB containing the color used for glass composition a boolean parameter that is true "if the color is an opaque blend" (whatever that means) Here's a color that i like, a nice puke green: You can notice the color is greeny, and the translucent title bar (against a white background) shows the snot color very clearly: i try to get the color from Windows: DwmGetColorizationColor(dwCcolorization, bIsOpaqueBlend); And i get dwColorization: 0x0D0A0F04 bIsOpaqueBlend: false According to the documentation this value is of the format AARRGGBB, and so contains: AA: 0x0D (13) RR: 0x0A (10) GG: 0x0F (15) BB: 0x04 (4) This supposedly means that the color is (10, 15, 4), with an opacity of ~5.1%. But if you actually look at this RGB value, it's nowhere near my desired snot green. Here is (10, 15, 4) with zero opacity (the original color), and (10,15,4) with 5% opacity against a white/checkerboard background: So the question is: How to get glass color in Windows Vista/7? i tried using DwmGetColorizationColor, but that doesn't work very well. A person with same problem, but a nicer shiny picture to attract you squirrels: So, it boils down to – DwmGetColorizationColor is completely unusable for applications attempting to apply the current color onto an opaque surface. i love this guy's screenshots much better than mine. Using his screenshots as a template, i made up a few more sparklies: For the last two screenshots, the alpha blended chip is a true partially transparent PNG, blending to your browser's background. Cool! (i'm such a geek) Edit 2: Had to arrange them in rainbow color. (i'm such a geek) Edit 3: Well now i of course have to add Yellow. Undocumented/Unsupported/Fragile Workarounds There is an undocumented export from DwmApi.dll at entry point 137, which we'll call DwmGetColorizationParameters: HRESULT GetColorizationParameters_Undocumented(out DWMCOLORIZATIONPARAMS params); struct DWMCOLORIZATIONPARAMS { public UInt32 ColorizationColor; public UInt32 ColorizationAfterglow; public UInt32 ColorizationColorBalance; public UInt32 ColorizationAfterglowBalance; public UInt32 ColorizationBlurBalance; public UInt32 ColorizationGlassReflectionIntensity; public UInt32 ColorizationOpaqueBlend; } We're interested in the first parameter: ColorizationColor. We can also read the value out of the registry: HKEY_CURRENT_USER\Software\Microsoft\Windows\DWM ColorizationColor: REG_DWORD = 0x6614A600 So you pick your poison of creating appcompat issues. You can rely on an undocumented API (which is bad, bad, bad, and can go away at any time) use an undocumented registry key (which is also bad, and can go away at any time) See also Is there a list of valid parameter combinations for GetThemeColor / Visual Styles API How does Windows change Aero Glass color? DWM - Colorization Color Handling Using DWMGetColorizationColor Retrieving Aero Glass base color for opaque surface rendering i've been wanting to ask this question for over a year now. i always knew that it's impossible to answer, and that the only way to get anyone to actually pay attention is to have colorful screenshots; developers are attracted to shiny things. But on the downside it means i had to put all kinds of work into making the lures.

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  • Order of parts in SMTP multipart messages

    - by Chris
    Hi, I'd like to know how to build an SMTP multipart message in the correct order so that it will render correctly on the iPhone mail client (rendering correctly in GMail). I'm using Javamail to build up an email containing the following parts: A body part with content type "text/html; UTF-8" An embedded image attachment. A file attachment I am sending the mail via GMail SMTP (via SSL) and the mail is sent and rendered correctly using a GMail account, however, the mail does not render correctly on the iPhone mail client. On the iPhone mail client, the image is rendered before the "Before Image" text when it should be rendered afterwards. After the "Before Image" text there is an icon with a question mark (I assume it means it couldn't find the referenced CID). I'm not sure if this is a limitation of the iPhone mail client or a bug in my mail sending code (I strongly assume the latter). I think that perhaps the headers on my parts might by incorrect or perhaps I am providing the multiparts in the wrong order. I include the text of the received mail as output by gmail (which renders the file correc Message-ID: <[email protected]> Subject: =?UTF-8?Q?Test_from_=E3=82=AF=E3=83=AA=E3=82=B9?= MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----=_Part_0_20870565.1274154021755" ------=_Part_0_20870565.1274154021755 Content-Type: application/octet-stream Content-Transfer-Encoding: base64 Content-ID: <20100518124021763_368238_0> iVBORw0K ----- TRIMMED FOR CONCISENESS 6p1VVy4alAAAAABJRU5ErkJggg== ------=_Part_0_20870565.1274154021755 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: 7bit <html><head><title>Employees Favourite Foods</title> <style> body { font: normal 8pt arial; } th { font: bold 8pt arial; white-space: nowrap; } td { font: normal 8pt arial; white-space: nowrap; } </style></head><body> Before Image<br><img src="cid:20100518124021763_368238_0"> After Image<br><table border="0"> <tr> <th colspan="4">Employees Favourite Foods</th> </tr> <tr> <th align="left">Name</th><th align="left">Age</th><th align="left">Tel.No</th><th align="left">Fav.Food</th> </tr> <tr style="background-color:#e0e0e0"> <td>Chris</td><td>34</td><td>555-123-4567</td><td>Pancakes</td> </tr> </table></body></html> ------=_Part_0_20870565.1274154021755 Content-Type: text/plain; charset=us-ascii; name=textfile.txt Content-Transfer-Encoding: 7bit Content-Disposition: attachment; filename=textfile.txt This is a textfile with numbers counting from one to ten beneath this line: one two three four five six seven eight nine ten(no trailing carriage return) ------=_Part_0_20870565.1274154021755-- Even if you can't assist me with this, I would appreciate it if any members of the forum could forward me a (non-personal) mail that includes inline images (not external hyperlinked images though). I just need to find a working sample then I can move past this. Thanks, Chris.

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  • opengl, Black lines in-between tiles

    - by MiJyn
    When its translated in an integral value (1,2,3, etc....), there are no black lines in-between the tiles, it looks fine. But when it's translated to a non-integral (1.1, 1.5, 1.67), there are small blackish lines between each tile (I'm imagining that it's due to subpixel rendering, right?) ... and it doesn't look pretty =P So... what should I do? This is my image-loading code, by the way: bool Image::load_opengl() { this->id = 0; glGenTextures(1, &this->id); this->bind(); // Parameters... TODO: Should we change this? glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, this->size.x, this->size.y, 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*) FreeImage_GetBits(this->data)); this->unbind(); return true; } I've also tried using: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); and: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Here is my image drawing code: void Image::draw(Pos pos, CROP crop, SCALE scale) { if (!this->loaded || this->id == 0) { return; } // Start position & size Pos s_p; Pos s_s; // End size Pos e_s; if (crop.active) { s_p = crop.pos / this->size; s_s = crop.size / this->size; //debug("%f %f", s_s.x, s_s.y); s_s = s_s + s_p; s_s.clamp(1); //debug("%f %f", s_s.x, s_s.y); } else { s_s = 1; } if (scale.active) { e_s = scale.size; } else if (crop.active) { e_s = crop.size; } else { e_s = this->size; } // FIXME: Is this okay? s_p.y = 1 - s_p.y; s_s.y = 1 - s_s.y; // TODO: Make this use VAO/VBO's!! glPushMatrix(); glTranslate(pos.x, pos.y, 0); this->bind(); glBegin(GL_QUADS); glTexCoord2(s_p.x, s_p.y); glVertex2(0, 0); glTexCoord2(s_s.x, s_p.y); glVertex2(e_s.x, 0); glTexCoord2(s_s.x, s_s.y); glVertex2(e_s.x, e_s.y); glTexCoord2(s_p.x, s_s.y); glVertex2(0, e_s.y); glEnd(); this->unbind(); glPopMatrix(); } OpenGL Initialization code: void game__gl_init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, config.window.size.x, config.window.size.y, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } Screenshots of the issue:

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