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  • Body CSS Gradient that Stops and Continues as Solid Color

    - by Alfo
    Something similar to this question has been asked here - HTML/CSS Gradient that stops at a perticular height and continues further with a solid color, but as far as I can see this doesn't work when using it on the body for a background color - which is what I want to achieve. Specifically, I would like it to be light blue at the top of the page, gradient into dark blue 200px further down, and then continue in dark blue for ever. Thanks to anybody who can help, Alfo.

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Tile map collision is not working properly

    - by Sigh-AniDe
    I am having problems setting collision between my sprite and the tiles. I have only done the code for colision for moving upwards but some places on the map it moves up and some places it doesn't. Here is what I have so far: Vector2 position; private static float scalingFactor = 32; static int tileWidth = 32; static int tileHeight = 32; int[ , ] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, }; // This is in turtle.update if ( keyboardState.IsKeyDown( Keys.Up ) ) { if ( position.Y > screenHeight / 4 ) { //// current position of the turtle on the tiles int mapX = ( int )( position.X / scalingFactor ); int mapY = ( int )( position.Y / scalingFactor ) - 1; if ( isMovable( mapX , mapY , map ) ) { position.Y = position.Y - scalingFactor; } } else { MoveUp(); } } private void MoveUp() { motion.Y = -1; } public bool isMovable( int mapX , int mapY , int[ , ] map ) { if ( mapX < 0 || mapX > 19 || mapY < 0 || mapY > 20 ) { return false; } int tile = map[ mapX , mapY ]; if ( tile == 0 ) { return false; } return true; } protected override void Update( GameTime gameTime ) { turtle.Update( screenHeight , scalingFactor , map ); base.Update( gameTime ); }

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  • apache fails to connect to tomcat (Worker config?)

    - by techventure
    I have a tomcat 6 with follwoing server.xml: <Connector port="8253" maxThreads="150" minSpareThreads="25" maxSpareThreads="75" enableLookups="false" redirectPort="8445" acceptCount="100" debug="0" connectionTimeout="20000" disableUploadTimeout="true" /> <Connector port="8014" protocol="AJP/1.3" redirectPort="8445" /> and in added worker.properties: # Set properties for worker4 (ajp13) worker.worker4.type=ajp13 worker.worker4.host=localhost worker.worker4.port=8014 and i put in httpd.conf: JkMount /myWebApp/* worker4 It is not working a as trying to navigate to www1.myCompany.com/myWebApp gives "Service Temporarily Unavailable". I checked in tomcat catalina.out and it says: INFO: JK: ajp13 listening on /0.0.0.0:8014 UPDATE: i put mod_jk log level to debug and below is the result: [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_set_time_fmt::jk_util.c (458): Pre-processed log time stamp format is '[%a %b %d %H:%M:%S %Y] ' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_open::jk_uri_worker_map.c (770): rule map size is 8 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_add::jk_uri_worker_map.c (720): wildchar rule '/myWebApp/*=worker4' source 'JkMount' was added [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (171): uri map dump after map open: index=0 file='(null)' reject_unsafe=0 reload=60 modified=0 checked=0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 0: size=0 nosize=0 capacity=0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 1: size=8 nosize=0 capacity=8 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (186): NEXT (1) map #3: uri=/myWebApp/* worker=worker4 context=/myWebApp/* source=JkMount type=Wildchar len=6 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_set_time_fmt::jk_util.c (458): Pre-processed log time stamp format is '[%a %b %d %H:%M:%S %Y] ' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] init_jk::mod_jk.c (3123): Setting default connection pool max size to 1 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.list' with value 'worker1,worker2,worker3,worker4' to map. [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.type' with value 'ajp13' to map. [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.host' with value 'localhost' to map. [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.port' with value '8014' to map. [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_resolve_references::jk_map.c (774): Checking for references with prefix worker. with wildcard (recursion 1) [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_shm_calculate_size::jk_shm.c (132): shared memory will contain 4 ajp workers of size 256 and 0 lb workers of size 320 with 0 members of size 320+256 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [error] init_jk::mod_jk.c (3166): Initializing shm:/var/log/httpd/mod_jk.shm.9552 errno=13. Load balancing workers will not function properly. [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'ServerRoot' -> '/etc/httpd' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.list' -> 'worker1,worker2,worker3,worker4' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.port' -> '8009' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.port' -> '8010' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.port' -> '8112' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.port' -> '8014' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] build_worker_map::jk_worker.c (242): creating worker worker4 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] wc_create_worker::jk_worker.c (146): about to create instance worker4 of ajp13 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] wc_create_worker::jk_worker.c (159): about to validate and init worker4 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_validate::jk_ajp_common.c (2512): worker worker4 contact is 'localhost:8014' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2699): setting endpoint options: [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2702): keepalive: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2706): socket timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2710): socket connect timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2714): buffer size: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2718): pool timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2722): ping timeout: 10000 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2726): connect timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2730): reply timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2734): prepost timeout: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2738): recovery options: 0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2742): retries: 2 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2746): max packet size: 8192 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_init::jk_ajp_common.c (2750): retry interval: 100 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] ajp_create_endpoint_cache::jk_ajp_common.c (2562): setting connection pool size to 1 with min 1 and acquire timeout 200 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [info] init_jk::mod_jk.c (3183): mod_jk/1.2.28 initialized [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] wc_get_worker_for_name::jk_worker.c (116): found a worker worker4 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] wc_get_name_for_type::jk_worker.c (293): Found worker type 'ajp13' [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_ext::jk_uri_worker_map.c (512): Checking extension for worker 3: worker4 of type ajp13 (2) [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (171): uri map dump after extension stripping: index=0 file='(null)' reject_unsafe=0 reload=60 modified=0 checked=0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 0: size=0 nosize=0 capacity=0 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 1: size=8 nosize=0 capacity=8 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (186): NEXT (1) map #3: uri=/myWebApp/* worker=worker4 context=/myWebApp/* source=JkMount type=Wildchar len=6 [Wed Jun 13 18:44:26 2012] [9552:3086317328] [debug] uri_worker_map_switch::jk_uri_worker_map.c (482): Switching uri worker map from index 0 to index 1 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_set_time_fmt::jk_util.c (458): Pre-processed log time stamp format is '[%a %b %d %H:%M:%S %Y] ' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_open::jk_uri_worker_map.c (770): rule map size is 8 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_add::jk_uri_worker_map.c (720): wildchar rule '/myWebApp/*=worker4' source 'JkMount' was added [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (171): uri map dump after map open: index=0 file='(null)' reject_unsafe=0 reload=60 modified=0 checked=0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 0: size=0 nosize=0 capacity=0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 1: size=8 nosize=0 capacity=8 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (186): NEXT (1) map #0: uri=/jsp-examples/* worker=worker1 context=/jsp-examples/* source=JkMount type=Wildchar len=15 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (186): NEXT (1) map #3: uri=/myWebApp/* worker=worker4 context=/myWebApp/* source=JkMount type=Wildchar len=6 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_set_time_fmt::jk_util.c (458): Pre-processed log time stamp format is '[%a %b %d %H:%M:%S %Y] ' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] init_jk::mod_jk.c (3123): Setting default connection pool max size to 1 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.list' with value 'worker1,worker2,worker3,worker4' to map. [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.type' with value 'ajp13' to map. [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.host' with value 'localhost' to map. [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_read_property::jk_map.c (491): Adding property 'worker.worker4.port' with value '8014' to map. [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_resolve_references::jk_map.c (774): Checking for references with prefix worker. with wildcard (recursion 1) [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_shm_calculate_size::jk_shm.c (132): shared memory will contain 4 ajp workers of size 256 and 0 lb workers of size 320 with 0 members of size 320+256 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [error] init_jk::mod_jk.c (3166): Initializing shm:/var/log/httpd/mod_jk.shm.9553 errno=13. Load balancing workers will not function properly. [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'ServerRoot' -> '/etc/httpd' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.list' -> 'worker1,worker2,worker3,worker4' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker1.port' -> '8009' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker2.port' -> '8010' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker3.port' -> '8112' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.type' -> 'ajp13' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.host' -> 'localhost' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] jk_map_dump::jk_map.c (589): Dump of map: 'worker.worker4.port' -> '8014' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] build_worker_map::jk_worker.c (242): creating worker worker4 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] wc_create_worker::jk_worker.c (146): about to create instance worker4 of ajp13 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] wc_create_worker::jk_worker.c (159): about to validate and init worker4 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_validate::jk_ajp_common.c (2512): worker worker4 contact is 'localhost:8014' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2699): setting endpoint options: [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2702): keepalive: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2706): socket timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2710): socket connect timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2714): buffer size: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2718): pool timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2722): ping timeout: 10000 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2726): connect timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2730): reply timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2734): prepost timeout: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2738): recovery options: 0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2742): retries: 2 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2746): max packet size: 8192 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_init::jk_ajp_common.c (2750): retry interval: 100 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] ajp_create_endpoint_cache::jk_ajp_common.c (2562): setting connection pool size to 1 with min 1 and acquire timeout 200 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [info] init_jk::mod_jk.c (3183): mod_jk/1.2.28 initialized [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] wc_get_worker_for_name::jk_worker.c (116): found a worker worker4 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] wc_get_name_for_type::jk_worker.c (293): Found worker type 'ajp13' [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_ext::jk_uri_worker_map.c (512): Checking extension for worker 3: worker4 of type ajp13 (2) [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (171): uri map dump after extension stripping: index=0 file='(null)' reject_unsafe=0 reload=60 modified=0 checked=0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 0: size=0 nosize=0 capacity=0 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (176): generation 1: size=8 nosize=0 capacity=8 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_dump::jk_uri_worker_map.c (186): NEXT (1) map #3: uri=/myWebApp/* worker=worker4 context=/myWebApp/* source=JkMount type=Wildchar len=6 [Wed Jun 13 18:44:26 2012] [9553:3086317328] [debug] uri_worker_map_switch::jk_uri_worker_map.c (482): Switching uri worker map from index 0 to index 1 [Wed Jun 13 18:44:26 2012] [9555:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9556:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9557:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9558:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9559:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9560:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9561:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9562:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9563:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9564:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9565:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9567:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9568:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9566:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9569:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:26 2012] [9570:3086317328] [debug] jk_child_init::mod_jk.c (3068): Initialized mod_jk/1.2.28 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] map_uri_to_worker_ext::jk_uri_worker_map.c (1036): Attempting to map URI '/myWebApp/jsp/login.faces' from 8 maps [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] find_match::jk_uri_worker_map.c (850): Attempting to map context URI '/myWebApp/*=worker4' source 'JkMount' [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] find_match::jk_uri_worker_map.c (863): Found a wildchar match '/myWebApp/*=worker4' [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] jk_handler::mod_jk.c (2459): Into handler jakarta-servlet worker=worker4 r->proxyreq=0 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_get_worker_for_name::jk_worker.c (116): found a worker worker4 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_maintain::jk_worker.c (339): Maintaining worker worker1 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_maintain::jk_worker.c (339): Maintaining worker worker2 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_maintain::jk_worker.c (339): Maintaining worker worker3 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_maintain::jk_worker.c (339): Maintaining worker worker4 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] wc_get_name_for_type::jk_worker.c (293): Found worker type 'ajp13' [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] init_ws_service::mod_jk.c (977): Service protocol=HTTP/1.1 method=GET ssl=false host=(null) addr=167.184.214.6 name=www1.myCompany.com.au port=80 auth=(null) user=(null) laddr=10.215.222.78 raddr=167.184.214.6 uri=/myWebApp/jsp/login.faces [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_get_endpoint::jk_ajp_common.c (2977): acquired connection pool slot=0 after 0 retries [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_marshal_into_msgb::jk_ajp_common.c (605): ajp marshaling done [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_service::jk_ajp_common.c (2283): processing worker4 with 2 retries [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_send_request::jk_ajp_common.c (1501): (worker4) all endpoints are disconnected. [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] jk_open_socket::jk_connect.c (452): socket TCP_NODELAY set to On [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] jk_open_socket::jk_connect.c (576): trying to connect socket 18 to 127.0.0.1:8014 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] jk_open_socket::jk_connect.c (594): connect to 127.0.0.1:8014 failed (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] ajp_connect_to_endpoint::jk_ajp_common.c (922): Failed opening socket to (127.0.0.1:8014) (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [error] ajp_send_request::jk_ajp_common.c (1507): (worker4) connecting to backend failed. Tomcat is probably not started or is listening on the wrong port (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] ajp_service::jk_ajp_common.c (2447): (worker4) sending request to tomcat failed (recoverable), because of error during request sending (attempt=1) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_service::jk_ajp_common.c (2304): retry 1, sleeping for 100 ms before retrying [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_send_request::jk_ajp_common.c (1501): (worker4) all endpoints are disconnected. [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] jk_open_socket::jk_connect.c (452): socket TCP_NODELAY set to On [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] jk_open_socket::jk_connect.c (576): trying to connect socket 18 to 127.0.0.1:8014 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] jk_open_socket::jk_connect.c (594): connect to 127.0.0.1:8014 failed (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] ajp_connect_to_endpoint::jk_ajp_common.c (922): Failed opening socket to (127.0.0.1:8014) (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [error] ajp_send_request::jk_ajp_common.c (1507): (worker4) connecting to backend failed. Tomcat is probably not started or is listening on the wrong port (errno=13) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] ajp_service::jk_ajp_common.c (2447): (worker4) sending request to tomcat failed (recoverable), because of error during request sending (attempt=2) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [error] ajp_service::jk_ajp_common.c (2466): (worker4) connecting to tomcat failed. [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_reset_endpoint::jk_ajp_common.c (743): (worker4) resetting endpoint with sd = 4294967295 (socket shutdown) [Wed Jun 13 18:44:54 2012] [9555:3086317328] [debug] ajp_done::jk_ajp_common.c (2905): recycling connection pool slot=0 for worker worker4 [Wed Jun 13 18:44:54 2012] [9555:3086317328] [info] jk_handler::mod_jk.c (2615): Service error=-3 for worker=worker4 The error i get in browser is: Service Temporarily Unavailable Apache/2.2.3 (Red Hat) Server at www1.myCompany.com.au Port 80 can someone please help and explain what is going on and how it can be resolved?

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  • search map based on key wildcard

    - by Hugo Koopmans
    I have the following map of maps: <map:map xmlns:map="http://marklogic.com/xdmp/map" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xs="http://www.w3.org/2001/XMLSchema"> <map:entry key="101201"> <map:value> "content" </map:value> </map:entry> ... more maps ... Now I would like to search/filter the map based on the key using a wildcard. Actually I want to filter based on the first 4 characters of the key="101201" so key="1012**". Question: Give me all maps that have a key that is matching '1012*' ... Can that be done efficiently? tx for your time hugo

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  • How can I copy one map into another using std::copy?

    - by Frank
    I would like to copy the content of one std::map into another. Can I use std::copy for that? Obviously, the following code won't work: int main() { typedef std::map<int,double> Map; Map m1; m1[3] = 0.3; m1[5] = 0.5; Map m2; m2[1] = 0.1; std::copy(m1.begin(), m1.end(), m2.begin()); return 0; } Is there any way to make it work with std::copy? Thanks!

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  • Mock RequireJS define dependencies with config.map

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/18/mock-requirejs-define-dependencies-with-config.map.aspxI had a module dependency, that I’m pulling down with RequireJS that I needed to use and write tests against. In this case, I don’t care about the actual implementation of the module (it’s simple enough that I’m just avoiding some AJAX calls). EDIT: make sure you look at the bottom example after the edit before using the config.map approach. I found that there is an easier way. I did not want to change the constructor of the consumer as I had a chain of changes that would have to be made and that would have been to invasive for this task. I found a question on StackOverflow with a short, but helpful answer from “Artem Oboturov”. We can use the config.map from RequireJs to achieve this. Here is some code: A module example (“usefulModule” in Common/Modules/usefulModule.js): define([], function() { "use strict"; var testMethod = function() { ... }; // add more functionality of the module return { testMethod; } }); A consumer of usefulModule example: define([ "Commmon/Modules/usefulModule" ], function(usefulModule) { "use strict"; var consumerModule = function(){ var self = this; // add functionality of the module } }); Using config.map in the html of the test runner page (and in your Karma config –> I’m still trying to figure this out): map: {'*': { // replace usefulModule with a mock 'Common/Modules/usefulModule': '/Tests/Specs/Common/usefulModuleMock.js' } } With the new mapping, Require will load usefulModuleMock.js from Tests/Specs/Common instead of the real implementation. Some of the answers on StackOverflow mentioned Squire.js, which looked interesting, but I wasn’t ready to introduce a new library at this time. That’s all you need to be able to mock a depency in RequireJS. However, there are many good cases when you should pass it in through the constructor instead of this approach.   EDIT: After all that, here’s another, probably better way: The consumer class, updated: define([ "Commmon/Modules/usefulModule" ], function(UsefulModule) { "use strict"; var consumerModule = function(){ var self = this; self.usefulModule = new UsefulModule(); // add functionality of the module } }); Jasmine test: define([ "consumerModule", "/UnitTests/Specs/Common/Mocks/usefulModuleMock.js" ], function(consumerModule, UsefulModuleMock){ describe("when mocking out the module", function(){ it("should probably just override the property", function(){ var consumer = new consumerModule(); consumer.usefulModule = new UsefulModuleMock(); }); }); });   Thanks for letting me think out loud :-).

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Jquery gradient behavior applies to all but first URL

    - by Dustin
    I've got a page that shows my photography portfolio. I'm trying to do a jquery gradient on the text, and it's working on all but the first link. Here's the html: <h1><a href="portfolio/engagements"><span></span>engagements</a> | </h1><br> <h1><a href="portfolio/weddings"><span></span>weddings</a> | </h1> <br> <h1><a href="portfolio/bridals"><span></span>bridals</a> | </h1> <br> <h1><a href="portfolio/families"><span></span>families</a> | </h1> <br> <h1><a href="portfolio/seniors"><span></span>seniors</a> </h1> <br> And here's the jquery call: $(".jquery h1").prepend("<span></span>"); And here's the css for it: .gradient4 span { background: url(images/gradient-dark.png) repeat-x; position: absolute; bottom: -0.1em; display: inline; width: 100%; height: 29px; } The problem I'm having is that all urls but the first link (currently 'engagements'), have the gradient effect. Any ideas why the first link isn't working?

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • storing data for maps database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • libgdx - collision detection with tiled map java

    - by user2875021
    currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to stop walking through it. I created three tiled layer Background, Collision, Overhead and one Collision object layer with rectangles only. "How do I handle collisions with the object layer in the tiled map?" "Do I have to create every single rectangle that is in the object layer with Rectangle rectangle = new Rectangle() and rectangle.set(x, y, width, height)in the code?" Thank you very much in advance. Any help is greatly appreciated!

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  • jQuery update Google Map

    - by Beardy
    I am trying to update a google map v3 with jQuery and at the moment it loads the map but when .preview is clicked the map scaled to the width and height and then goes grey. $('.preview').click(function(){ var width = $('#width').val(); var height = $('#height').val(); $('#map').css({ 'width':width, 'height':height }); var mapElement = document.getElementById('map'); var updateOptions = { zoom: 6 } var map = new google.maps.Map(mapElement, updateOptions); });

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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