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  • Div not expanding even with content inside

    - by Aiden Ryan
    I have a stack of divs inside of each other, all of which have an ID which specifies CSS only. But for some reason the surrounding DIV tag only expands to it's anointed height value, and not it's default auto, meaning that although the content is inside, the backing DIV is only a specific height. I need it to adjust the heigh to the size of whatever is inside of it (As there will be user submitted data being echoed out possibly in paragraphs with 500+ words.) Here is my HTML <div id="albumhold"> <div id="albumpic">Pic here</div> <div id="infohold"> <div id="albumhead">Name | Date</div> <div id="albuminfo">Information</div> </div> And the CSS for the HTML code: #albumhold { width: 920px; padding: 10px; height: auto; border: 1px solid #E1E1E1; margin-left: auto; margin-right: auto; background-color: #E1E1E1; background-image: url(../global-images/albumback.png); background-position: top center; background-repeat: repeat-x; } #albumpic { display: block; height: 110px; width: 110px; float: left; border: 1px solid #000; } #infohold { width: 800px; background-color: #CCC; float: right; height: 20px; } #albumhead { width: 800px; height: 20px; text-indent: 10px; border: 1px solid #000; color: #09F; } #albuminfo { margin-top: 5px; width: 800px; float: right; color: #09F; word-wrap:break-word; } Help is greatly appreciated.

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  • Reference string as object

    - by xintron
    I've got the following function that manipulates an element according to the data being sent (an object). function manipulateElem (elem, data) { for (var key in data) { elem[key] = data[key]; }; } manipulateElem(document.getElementById('test'), {'href': '/home/', 'style.color': '#000000'}); As you can imagine, the later (style.color) doesn't work. How would one solve this the best way?

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  • Scrolling an HTML 5 page using JQuery

    - by nikolaosk
    In this post I will show you how to use JQuery to scroll through an HTML 5 page.I had to help a friend of mine to implement this functionality and I thought it would be a good idea to write a post.I will not use any JQuery scrollbar plugin,I will just use the very popular JQuery Library. Please download the library (minified version) from http://jquery.com/download.Please find here all my posts regarding JQuery.Also have a look at my posts regarding HTML 5.In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Let me move on to the actual example.This is the sample HTML 5 page<!DOCTYPE html><html lang="en">  <head>    <title>Liverpool Legends</title>        <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >        <link rel="stylesheet" type="text/css" href="style.css">        <script type="text/javascript" src="jquery-1.8.2.min.js"> </script>     <script type="text/javascript" src="scroll.js">     </script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>        <div id="main">        <table>        <caption>Liverpool Players</caption>        <thead>            <tr>                <th>Name</th>                <th>Photo</th>                <th>Position</th>                <th>Age</th>                <th>Scroll</th>            </tr>        </thead>        <tfoot class="footnote">            <tr>                <td colspan="4">We will add more photos soon</td>            </tr>        </tfoot>    <tbody>        <tr class="maintop">        <td>Alan Hansen</td>            <td>            <figure>            <img src="images\Alan-hansen-large.jpg" alt="Alan Hansen">            <figcaption>The best Liverpool Defender <a href="http://en.wikipedia.org/wiki/Alan_Hansen">Alan Hansen</a></figcaption>            </figure>            </td>            <td>Defender</td>            <td>57</td>            <td class="top">Middle</td>        </tr>        <tr>        <td>Graeme Souness</td>            <td>            <figure>            <img src="images\graeme-souness-large.jpg" alt="Graeme Souness">            <figcaption>Souness was the captain of the successful Liverpool team of the early 1980s <a href="http://en.wikipedia.org/wiki/Graeme_Souness">Graeme Souness</a></figcaption>            </figure>            </td>            <td>MidFielder</td>            <td>59</td>        </tr>        <tr>        <td>Ian Rush</td>            <td>            <figure>            <img src="images\ian-rush-large.jpg" alt="Ian Rush">            <figcaption>The deadliest Liverpool Striker <a href="http://it.wikipedia.org/wiki/Ian_Rush">Ian Rush</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>51</td>        </tr>        <tr class="mainmiddle">        <td>John Barnes</td>            <td>            <figure>            <img src="images\john-barnes-large.jpg" alt="John Barnes">            <figcaption>The best Liverpool Defender <a href="http://en.wikipedia.org/wiki/John_Barnes_(footballer)">John Barnes</a></figcaption>            </figure>            </td>            <td>MidFielder</td>            <td>49</td>            <td class="middle">Bottom</td>        </tr>                <tr>        <td>Kenny Dalglish</td>            <td>            <figure>            <img src="images\kenny-dalglish-large.jpg" alt="Kenny Dalglish">            <figcaption>King Kenny <a href="http://en.wikipedia.org/wiki/Kenny_Dalglish">Kenny Dalglish</a></figcaption>            </figure>            </td>            <td>Midfielder</td>            <td>61</td>        </tr>        <tr>            <td>Michael Owen</td>            <td>            <figure>            <img src="images\michael-owen-large.jpg" alt="Michael Owen">            <figcaption>Michael was Liverpool's top goal scorer from 1997–2004 <a href="http://www.michaelowen.com/">Michael Owen</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>33</td>        </tr>        <tr>            <td>Robbie Fowler</td>            <td>            <figure>            <img src="images\robbie-fowler-large.jpg" alt="Robbie Fowler">            <figcaption>Fowler scored 183 goals in total for Liverpool <a href="http://en.wikipedia.org/wiki/Robbie_Fowler">Robbie Fowler</a></figcaption>            </figure>            </td>            <td>Striker</td>            <td>38</td>        </tr>        <tr class="mainbottom">            <td>Steven Gerrard</td>            <td>            <figure>            <img src="images\steven-gerrard-large.jpg" alt="Steven Gerrard">            <figcaption>Liverpool's captain <a href="http://en.wikipedia.org/wiki/Steven_Gerrard">Steven Gerrard</a></figcaption>            </figure>            </td>            <td>Midfielder</td>            <td>32</td>            <td class="bottom">Top</td>        </tr>    </tbody></table>          </div>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  The markup is very easy to follow and understand. You do not have to type all the code,simply copy and paste it.For those that you are not familiar with HTML 5, please take a closer look at the new tags/elements introduced with HTML 5.When I view the HTML 5 page with Firefox I see the following result. I have also an external stylesheet (style.css). body{background-color:#efefef;}h1{font-size:2.3em;}table { border-collapse: collapse;font-family: Futura, Arial, sans-serif; }caption { font-size: 1.2em; margin: 1em auto; }th, td {padding: .65em; }th, thead { background: #000; color: #fff; border: 1px solid #000; }tr:nth-child(odd) { background: #ccc; }tr:nth-child(even) { background: #404040; }td { border-right: 1px solid #777; }table { border: 1px solid #777;  }.top, .middle, .bottom {    cursor: pointer;    font-size: 22px;    font-weight: bold;    text-align: center;}.footnote{text-align:center;font-family:Tahoma;color:#EB7515;}a{color:#22577a;text-decoration:none;}     a:hover {color:#125949; text-decoration:none;}  footer{background-color:#505050;width:1150px;}These are just simple CSS Rules that style the various HTML 5 tags,classes. The jQuery code that makes it all possible resides inside the scroll.js file.Make sure you type everything correctly.$(document).ready(function() {                 $('.top').click(function(){                     $('html, body').animate({                         scrollTop: $(".mainmiddle").offset().top                     },4000 );                  });                 $('.middle').click(function(){                     $('html, body').animate({                         scrollTop: $(".mainbottom").offset().top                     },4000);                  });                     $('.bottom').click(function(){                     $('html, body').animate({                         scrollTop: $(".maintop").offset().top                     },4000);                  }); });  Let me explain what I am doing here.When I click on the Middle word (  $('.top').click(function(){ ) this relates to the top class that is clicked.Then we declare the elements that we want to participate in the scrolling. In this case is html,body ( $('html, body').animate).These elements will be part of the vertical scrolling.In the next line of code we simply move (navigate) to the element (class mainmiddle that is attached to a tr element.)      scrollTop: $(".mainmiddle").offset().top  Make sure you type all the code correctly and try it for yourself. I have tested this solution will all 4-5 major browsers.Hope it helps!!!

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  • Mobile Friendly Websites with CSS Media Queries

    - by dwahlin
    In a previous post the concept of CSS media queries was introduced and I discussed the fundamentals of how they can be used to target different screen sizes. I showed how they could be used to convert a 3-column wide page into a more vertical view of data that displays better on devices such as an iPhone:     In this post I'll provide an additional look at how CSS media queries can be used to mobile-enable a sample site called "Widget Masters" without having to change any server-side code or HTML code. The site that will be discussed is shown next:     This site has some of the standard items shown in most websites today including a title area, menu bar, and sections where data is displayed. Without including CSS media queries the site is readable but has to be zoomed out to see everything on a mobile device, cuts-off some of the menu items, and requires horizontal scrolling to get to additional content. The following image shows what the site looks like on an iPhone. While the site works on mobile devices it's definitely not optimized for mobile.     Let's take a look at how CSS media queries can be used to override existing styles in the site based on different screen widths. Adding CSS Media Queries into a Site The Widget Masters Website relies on standard CSS combined with HTML5 elements to provide the layout shown earlier. For example, to layout the menu bar shown at the top of the page the nav element is used as shown next. A standard div element could certainly be used as well if desired.   <nav> <ul class="clearfix"> <li><a href="#home">Home</a></li> <li><a href="#products">Products</a></li> <li><a href="#aboutus">About Us</a></li> <li><a href="#contactus">Contact Us</a></li> <li><a href="#store">Store</a></li> </ul> </nav>   This HTML is combined with the CSS shown next to add a CSS3 gradient, handle the horizontal orientation, and add some general hover effects.   nav { width: 100%; } nav ul { border-radius: 6px; height: 40px; width: 100%; margin: 0; padding: 0; background: rgb(125,126,125); /* Old browsers */ background: -moz-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* FF3.6+ */ background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(125,126,125,1)), color-stop(100%,rgba(14,14,14,1))); /* Chrome,Safari4+ */ background: -webkit-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Chrome10+,Safari5.1+ */ background: -o-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Opera 11.10+ */ background: -ms-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* IE10+ */ background: linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* W3C */ filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#7d7e7d', endColorstr='#0e0e0e',GradientType=0 ); /* IE6-9 */ } nav ul > li { list-style: none; float: left; margin: 0; padding: 0; } nav ul > li:first-child { margin-left: 8px; } nav ul > li > a { color: #ccc; text-decoration: none; line-height: 2.8em; font-size: 0.95em; font-weight: bold; padding: 8px 25px 7px 25px; font-family: Arial, Helvetica, sans-serif; } nav ul > li a:hover { background-color: rgba(0, 0, 0, 0.1); color: #fff; }   When mobile devices hit the site the layout of the menu items needs to be adjusted so that they're all visible without having to swipe left or right to get to them. This type of modification can be accomplished using CSS media queries by targeting specific screen sizes. To start, a media query can be added into the site's CSS file as shown next: @media screen and (max-width:320px) { /* CSS style overrides for this screen width go here */ } This media query targets screens that have a maximum width of 320 pixels. Additional types of queries can also be added – refer to my previous post for more details as well as resources that can be used to test media queries in different devices. In that post I emphasize (and I'll emphasize again) that CSS media queries only modify the overall layout and look and feel of a site. They don't optimize the site as far as the size of the images or content sent to the device which is important to keep in mind. To make the navigation menu more accessible on devices such as an iPhone or Android the CSS shown next can be used. This code changes the height of the menu from 40 pixels to 100%, takes off the li element floats, changes the line-height, and changes the margins.   @media screen and (max-width:320px) { nav ul { height: 100%; } nav ul > li { float: none; } nav ul > li a { line-height: 1.5em; } nav ul > li:first-child { margin-left: 0px; } /* Additional CSS overrides go here */ }   The following image shows an example of what the menu look like when run on a device with a width of 320 pixels:   Mobile devices with a maximum width of 480 pixels need different CSS styles applied since they have 160 additional pixels of width. This can be done by adding a new CSS media query into the stylesheet as shown next. Looking through the CSS you'll see that only a minimal override is added to adjust the padding of anchor tags since the menu fits by default in this screen width.   @media screen and (max-width: 480px) { nav ul > li > a { padding: 8px 10px 7px 10px; } }   Running the site on a device with 480 pixels results in the menu shown next being rendered. Notice that the space between the menu items is much smaller compared to what was shown when the main site loads in a standard browser.     In addition to modifying the menu, the 3 horizontal content sections shown earlier can be changed from a horizontal layout to a vertical layout so that they look good on a variety of smaller mobile devices and are easier to navigate by end users. The HTML5 article and section elements are used as containers for the 3 sections in the site as shown next:   <article class="clearfix"> <section id="info"> <header>Why Choose Us?</header> <br /> <img id="mainImage" src="Images/ArticleImage.png" title="Article Image" /> <p> Post emensos insuperabilis expeditionis eventus languentibus partium animis, quas periculorum varietas fregerat et laborum, nondum tubarum cessante clangore vel milite locato per stationes hibernas. </p> </section> <section id="products"> <header>Products</header> <br /> <img id="gearsImage" src="Images/Gears.png" title="Article Image" /> <p> <ul> <li>Widget 1</li> <li>Widget 2</li> <li>Widget 3</li> <li>Widget 4</li> <li>Widget 5</li> </ul> </p> </section> <section id="FAQ"> <header>FAQ</header> <br /> <img id="faqImage" src="Images/faq.png" title="Article Image" /> <p> <ul> <li>FAQ 1</li> <li>FAQ 2</li> <li>FAQ 3</li> <li>FAQ 4</li> <li>FAQ 5</li> </ul> </p> </section> </article>   To force the sections into a vertical layout for smaller mobile devices the CSS styles shown next can be added into the media queries targeting 320 pixel and 480 pixel widths. Styles to target the display size of the images in each section are also included. It's important to note that the original image is still being downloaded from the server and isn't being optimized in any way for the mobile device. It's certainly possible for the CSS to include URL information for a mobile-optimized image if desired. @media screen and (max-width:320px) { section { float: none; width: 97%; margin: 0px; padding: 5px; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } } @media screen and (max-width: 480px) { section { float: none; width: 98%; margin: 0px 0px 10px 0px; padding: 5px; } article > section:last-child { margin-right: 0px; float: none; } #bottomSection { width: 99%; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } }   The following images show the site rendered on an iPhone with the CSS media queries in place. Each of the sections now displays vertically making it much easier for the user to access them. Images inside of each section also scale appropriately to fit properly.     CSS media queries provide a great way to override default styles in a website and target devices with different resolutions. In this post you've seen how CSS media queries can be used to convert a standard browser-based site into a site that is more accessible to mobile users. Although much more can be done to optimize sites for mobile, CSS media queries provide a nice starting point if you don't have the time or resources to create mobile-specific versions of sites.

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  • Create excel files with GemBox.Spreadsheet .NET component

    - by hajan
    Generating excel files from .NET code is not always a very easy task, especially if you need to make some formatting or you want to do something very specific that requires extra coding. I’ve recently tried the GemBox Spreadsheet and I would like to share my experience with you. First of all, you can install GemBox Spreadsheet library from VS.NET 2010 Extension manager by searching in the gallery: Go in the Online Gallery tab (as in the picture bellow) and write GemBox in the Search box on top-right of the Extension Manager, so you will get the following result: Click Download on GemBox.Spreadsheet and you will be directed to product website. Click on the marked link then you will get to the following page where you have the component download link Once you download it, install the MSI file. Open the installation folder and find the Bin folder. There you have GemBox.Spreadsheet.dll in three folders each for different .NET Framework version. Now, lets move to Visual Studio.NET. 1. Create sample ASP.NET Web Application and give it a name. 2. Reference The GemBox.Spreadsheet.dll file in your project So you don’t need to search for the dll file in your disk but you can simply find it in the .NET tab in ‘Add Reference’ window and you have all three versions. I chose the version for 4.0.30319 runtime. Next, I will retrieve data from my Pubs database. I’m using Entity Framework. Here is the code (read the comments in it):             //get data from pubs database, tables: authors, titleauthor, titles             pubsEntities context = new pubsEntities();             var authorTitles = (from a in context.authors                                join tl in context.titleauthor on a.au_id equals tl.au_id                                join t in context.titles on tl.title_id equals t.title_id                                select new AuthorTitles                                {                                     Name = a.au_fname,                                     Surname = a.au_lname,                                     Title = t.title,                                     Price = t.price,                                     PubDate = t.pubdate                                }).ToList();             //using GemBox library now             ExcelFile myExcelFile = new ExcelFile();             ExcelWorksheet excWsheet = myExcelFile.Worksheets.Add("Hajan's worksheet");             excWsheet.Cells[0, 0].Value = "Pubs database Authors and Titles";             excWsheet.Cells[0, 0].Style.Borders.SetBorders(MultipleBorders.Bottom,System.Drawing.Color.Red,LineStyle.Thin);             excWsheet.Cells[0, 1].Style.Borders.SetBorders(MultipleBorders.Bottom, System.Drawing.Color.Red, LineStyle.Thin);                                      int numberOfColumns = 5; //the number of properties in the authorTitles we have             //for each column             for (int c = 0; c < numberOfColumns; c++)             {                 excWsheet.Columns[c].Width = 25 * 256; //set the width to each column                             }             //header row cells             excWsheet.Rows[2].Cells[0].Value = "Name";             excWsheet.Rows[2].Cells[1].Value = "Surname";             excWsheet.Rows[2].Cells[2].Value = "Title";             excWsheet.Rows[2].Cells[3].Value = "Price";             excWsheet.Rows[2].Cells[4].Value = "PubDate";             //bind authorTitles in the excel worksheet             int currentRow = 3;             foreach (AuthorTitles at in authorTitles)             {                 excWsheet.Rows[currentRow].Cells[0].Value = at.Name;                 excWsheet.Rows[currentRow].Cells[1].Value = at.Surname;                 excWsheet.Rows[currentRow].Cells[2].Value = at.Title;                 excWsheet.Rows[currentRow].Cells[3].Value = at.Price;                 excWsheet.Rows[currentRow].Cells[4].Value = at.PubDate;                 currentRow++;             }             //stylizing my excel file look             CellStyle style = new CellStyle(myExcelFile);             style.HorizontalAlignment = HorizontalAlignmentStyle.Left;             style.VerticalAlignment = VerticalAlignmentStyle.Center;             style.Font.Color = System.Drawing.Color.DarkRed;             style.WrapText = true;             style.Borders.SetBorders(MultipleBorders.Top                 | MultipleBorders.Left | MultipleBorders.Right                 | MultipleBorders.Bottom, System.Drawing.Color.Black,                 LineStyle.Thin);                                 //pay attention on this, we set created style on the given (firstRow, firstColumn, lastRow, lastColumn)             //in my example:             //firstRow = 2; firstColumn = 0; lastRow = authorTitles.Count+1; lastColumn = numberOfColumns-1; variable             excWsheet.Cells.GetSubrangeAbsolute(3, 0, authorTitles.Count+2, numberOfColumns-1).Style = style;             //save my excel file             myExcelFile.SaveXls(Server.MapPath(".") + @"/myFile.xls"); The AuthorTitles class: public class AuthorTitles {     public string Name { get; set; }     public string Surname { get; set; }     public string Title { get; set; }     public decimal? Price { get; set; }     public DateTime PubDate { get; set; } } The excel file will be generated in the root of your ASP.NET Web Application. The result is: There is a lot more you can do with this library. A set of good examples you have in the GemBox.Spreadsheet Samples Explorer application which comes together with the installation and you can find it by default in Start –> All Programs –> GemBox Software –> GemBox.Spreadsheet Samples Explorer. Hope this was useful for you. Best Regards, Hajan

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  • BING Search using ASP.NET and jQuery Ajax

    - by hajan
    The BING API provides extremely simple way to make search queries using BING. It provides nice way to get the search results as XML or JSON. In this blog post I will show one simple example on how to query BING and get the results as JSON in an ASP.NET website with help of jQuery’s getJSON ajax method. Basically we submit an HTTP GET request with the AppID which you can get in the BING Developer Center. To create new AppID, click here. Once you fill the form, submit it and you will get your AppID. Now, lets make this work in several steps. 1. Open VS.NET or Visual Web Developer.NET, create new sample project (or use existing one) and create new ASPX Web Form with name of your choice. 2. Add the following ASPX in your page body <body>     <form id="form1" runat="server">     <asp:TextBox ID="txtSearch" runat="server" /> <asp:Button ID="btnSearch" runat="server" Text="BING Search" />     <div id="result">          </div>     </form> </body> We have text box for search, button for firing the search event and div where we will place the results. 3. Next, I have created simple CSS style for the search result: <style type="text/css">             .item { width:600px; padding-top:10px; }             .title { background-color:#4196CE; color:White; font-size:18px;              font-family:Calibri, Verdana, Tahoma, Sans-Serif; padding:2px 2px 2px 2px; }     .title a { text-decoration:none; color:white}     .date { font-style:italic; font-size:10px; font-family:Verdana, Arial, Sans-Serif;}             .description { font-family:Verdana, Arial, Sans-Serif; padding:2px 2px 2px 2px; font-size:12px; }     .url { font-size: 10px; font-style:italic; font-weight:bold; color:Gray;}     .url a { text-decoration:none; color:gray;}     #txtSearch { width:450px; border:2px solid #4196CE; } </style> 4. The needed jQuery Scripts (v1.4.4 core jQuery and jQuery template plugin) <script src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js" type="text/javascript"></script> <script src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.min.js" type="text/javascript"></script> Note: I use jQuery Templates plugin in order to avoid foreach loop in the jQuery callback function. JQuery Templates also simplifies the code and allows us to create nice template for the end result. You can read more about jQuery Templates here. 5. Now, lets create another script tag where we will write our BING search script <script language="javascript" type="text/javascript">     $(document).ready(function () {         var bingAPIKey = "<Your-BING-AppID-KEY-HERE>";                  //the rest of the script goes here              }); </script> 6. Before we do any searching, we need to take a look at the search URL that we will call from our Ajax function BING Search URL : http://api.search.live.net/json.aspx?JsonType=callback&JsonCallback=?&AppId={appId}&query={query}&sources={sourceType} The URL in our example is as follows: http://api.search.live.net/json.aspx?JsonType=callback&JsonCallback=?&Appid=" + bingAPIKey + "&query=" + keyWords + "&sources=web Lets split it up with brief explanation on each part of the URL http://api.search.live.net/json.aspx – is the main part of the URL which is used to call when we need to retrieve json result set. JsonType=callback&JsonCallback=? – using JsonType, we can control the format of the response. For more info about this, refer here. Appid=” + bingAPIKey +” – the AppID we’ve got from the BING website, explained previously query=” + keyWords + “ – the search query keywords sources=web – the type of source. Possible source types can be found here. 7. Before we continue with writing the last part of the script, lets see what search result BING will send us back: {"SearchResponse":     {         "Version":"2.2",         "Query":             {                 "SearchTerms":"hajan selmani aspnet weblog"             },         "Web":             {                 "Total":16,                 "Offset":0,                 "Results":[                     {                         "Title":"Hajan's Blog",                         "Description":"microsoft asp.net development blog ... Create nice animation on your ASP.NET Menu control using jQuery by hajan",                         "Url":"http:\/\/weblogs.asp.net\/hajan\/",                         "CacheUrl":"http:\/\/cc.bingj.com\/cache.aspx?q=hajan+selmani+aspnet+weblog&d=4760941354158132&w=c9535fb0,d1d66baa",                         "DisplayUrl":"weblogs.asp.net\/hajan",                         "DateTime":"2011-03-03T18:24:00Z"                     },                     {                         "Title":"codeasp.net",                         "Description":"... social community for ASP.NET bloggers - we are one of                                         the largest ASP.NET blog ... 2\/5\/2011 1:41:00 AM by Hajan Selmani - Comments ...",                         "Url":"http:\/\/codeasp.net\/blogs\/hajan",                         "CacheUrl":"http:\/\/cc.bingj.com\/cache.aspx?q=hajan+selmani+aspnet+weblog&d=4826710187311653&w=5b41c930,676a37f8",                         "DisplayUrl":"codeasp.net\/blogs\/hajan",                         "DateTime":"2011-03-03T07:40:00Z"                     }                     ...                         ]             }     } }  To get to the result of the search response, the path is: SearchResponse.Web.Results, where we have array of objects returned back from BING. 8. The final part of the code that performs the search is $("#<%= btnSearch.ClientID %>").click(function (event) {     event.preventDefault();     var keyWords = $("#<%= txtSearch.ClientID %>").val();     var encodedKeyWords = encodeURIComponent(keyWords);     //alert(keyWords);     var url = "http://api.search.live.net/json.aspx?JsonType=callback&JsonCallback=?&Appid="+ bingAPIKey              + "&query=" + encodedKeyWords              + "&sources=web";     $.getJSON(url, function (data) {         $("#result").html("");         $("#bingSearchTemplate").tmpl(data.SearchResponse.Web.Results).appendTo("#result");     }); }); The search happens once we click the Search Button with id btnSearch. We get the keywords from the Text Box with id txtSearch and then we use encodeURIComponent. The encodeURIComponent is used to encode the special characters such as: , / ? : @ & = + $ #, which might be part of the search query string. Then we construct the URL and call it using HTTP GET. The callback function returns the data, where we first clear the html inside div with id result and after that we render the data.SearchResponse.Web.Results array of objects using template with id bingSearchTemplate and append the result into div with id result. 9. The bingSearchTemplate Template <script id="bingSearchTemplate" type="text/html">     <div class="item">         <div class="title"><a href="${Url}" target="_blank">${Title}</a></div>         <div class="date">${DateTime}</div>         <div class="searchresult">             <div class="description">             ${Description}             </div>             <div class="url">                 <a href="${Url}" target="_blank">${Url}</a>             </div>         </div>     </div> </script> If you paid attention on the search result structure that BING creates for us, you have seen properties like Url, Title, Description, DateTime etc. In the above defined template, you see the same wrapped into template tags. Some are combined to create hyperlinked URLs. 10. THE END RESULT   As you see, it’s quite simple to use BING API and make search queries with ASP.NET and jQuery. In addition, if you want to make instant search, replace this line: $(“#<%= btnSearch.ClientID %>”).click(function(event) {        event.preventDefault(); with $(“#<%= txtSearch.ClientID %>”).keyup(function() { This will trigger search on each key up in your keyboard, so if you use this approach, you won’t event need a search button. If it’s your first time working with BING API, it’s very recommended to read the following API Basics PDF document. Hope this was helpful blog post for you.

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  • jQuery Templates - {Supported Tags}

    - by hajan
    I have started with Introduction to jQuery Templates, then jQuery Templates - tmpl(), template() and tmplItem() functions. In this blog we will see what supported tags are available in the jQuery Templates plugin.Template tags can be used inside template together in combination with HTML tags and plain text, which helps to iterate over JSON data. Up to now, there are several supported tags in jQuery Templates plugin: ${expr} or {{= expr}} {{each itemArray}} … {{/each}} {{if condition}} … {{else}} … {{/if}} {{html …}} {{tmpl …}} {{wrap …}} … {{/wrap}}   - ${expr} or {{= expr}} Is used for insertion of data values in the rendered template. It can evaluate fields, functions or expression. Example: <script id="attendeesTemplate" type="text/html">     <li> ${Name} {{= Surname}} </li>         </script> Either ${Name} or {{= Surname}} (with blank space between =<blankspace>Field) will work.   - {{each itemArray}} … {{/each}} each is everywhere the same "(for)each", used to loop over array or collection Example: <script id="attendeesTemplate" type="text/html">     <li>         ${Name} ${Surname}         {{if speaker}}             (<font color="red">speaks</font>)         {{else}}             (attendee)         {{/if}}                 {{each phones}}                             <br />             ${$index}: <em>${$value}</em>         {{/each}}             </li> </script> So, you see we can use ${$index} and ${$value} to get the current index and value while iterating over the item collection. Alternatively, you can add index,value on the following way: {{each(i,v) phones}}     <br />     ${i}: <em>${v}</em> {{/each}} Result would be: Here is complete working example that you can run and see the result: <html xmlns="http://www.w3.org/1999/xhtml" > <head id="Head1" runat="server">     <title>Nesting and Looping Example :: jQuery Templates</title>     <script src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js" type="text/javascript"></script>     <script src="http://ajax.aspnetcdn.com/ajax/jquery.templates/beta1/jquery.tmpl.js" type="text/javascript"></script>     <script language="javascript" type="text/javascript">         $(function () {             var attendees = [                 { Name: "Hajan", Surname: "Selmani", speaker: true, phones:[070555555, 071888999, 071222333] },                 { Name: "Someone", Surname: "Surname", phones: [070555555, 071222333] },                 { Name: "Third", Surname: "Thirdsurname", phones: [070555555, 071888999, 071222333] },             ];             $("#attendeesTemplate").tmpl(attendees).appendTo("#attendeesList");         });     </script>     <script id="attendeesTemplate" type="text/html">         <li>             ${Name} ${Surname}             {{if speaker}}                 (<font color="red">speaks</font>)             {{else}}                 (attendee)             {{/if}}                     {{each(i,v) phones}}                 <br />                 ${i}: <em>${v}</em>             {{/each}}                 </li>     </script> </head> <body>     <ol id="attendeesList"></ol>     </body> </html>   - {{if condition}} … {{else}} … {{/if}} Standard if/else statement. Of course, you can use it without the {{else}} if you have such condition to check, however closing the {{/if}} tag is required. Example: {{if speaker}}     (<font color="red">speaks</font>) {{else}}     (attendee) {{/if}} You have this same code block in the above complete example showing the 'each' cycle ;).   - {{html …}} Is used for insertion of HTML markup strings in the rendered template. Evaluates the specified field on the current data item, or the specified JavaScript function or expression. Example: - without {{html …}} <script language="javascript" type="text/javascript">   $(function () {   var attendees = [             { Name: "Hajan", Surname: "Selmani", Info: "He <font color='red'>is the speaker of today's</font> session", speaker: true },         ];   $("#myTemplate").tmpl(attendees).appendTo("#speakers"); }); </script> <script id="myTemplate" type="text/html">     ${Name} ${Surname} <br />     ${Info} </script> Result: - with {{html …}} <script language="javascript" type="text/javascript">   $(function () {   var attendees = [             { Name: "Hajan", Surname: "Selmani", Info: "He <font color='red'>is the speaker of today's</font> session", speaker: true },         ];   $("#myTemplate").tmpl(attendees).appendTo("#speakers"); }); </script> <script id="myTemplate" type="text/html">     ${Name} ${Surname} <br />     {{html Info}} </script> Result:   - {{wrap …}} It’s used for composition and incorporation of wrapped HTML. It’s similar to {{tmpl}} Example: <script id="myTmpl" type="text/html">     <div id="personInfo">     <br />     ${Name} ${Surname}     {{wrap "#myWrapper"}}         <h2>${Info}</h2>         <div>             {{if speaker}}                 (speaker)             {{else}}                 (attendee)             {{/if}}         </div>     {{/wrap}}     </div> </script> <script id="myWrapper" type="text/html">     <table><tbody>         <tr>             {{each $item.html("div")}}                 <td>                     {{html $value}}                 </td>             {{/each}}         </tr>     </tbody></table> </script> All the HTMl content inside the {{wrap}} … {{/wrap}} is available to the $item.html(filter, textOnly) method. In our example, we have defined some standard template and created wrapper which calls the other template with id myWrapper. Then using $item.html(“div”) we find the div tag and render the html value (together with the div tag) inside the <td> … </td>. So, here inside td the <div> <speaker or attendee depending of the condition> </div>  will be rendered. The HTML output from this is:   - {{tmpl …}} Used for composition as template items Example: <script id="myTemplate" type="text/html">     <div id="bookItem">         <div id="bookCover">             {{tmpl "#bookCoverTemplate"}}         </div>         <div id="bookDetails">             <div id="book">                             ${title} - ${author}             </div>             <div id="price">$${price}</div>             <div id="Details">${pages} pgs. - ${year} year</div>         </div>     </div> </script> <script id="bookCoverTemplate" type="text/html">     <img src="${image}" alt="${title} Image" /> </script> In this example, using {{tmpl “#bookCoverTemplate”}} I’m calling another template inside the first template. In the other template I’ve created template for a book cover. The rendered HTML of this is: and   So we have seen example for each of the tags that are right now available in the jQuery Templates (beta) plugin which is created by Microsoft as a contribution to the open source jQuery Project. I hope this was useful blog post for you. Regards, HajanNEXT - jQuery Templates with ASP.NET MVC

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  • Simple GET operation with JSON data in ADF Mobile

    - by PadmajaBhat
    Usecase: This sample uses a RESTful service which contains a GET method that fetches employee details for an employee with given employee ID along with other methods. The data is fetched in JSON format. This RESTful service is then invoked via ADF Mobile and the JSON data thus obtained is parsed and rendered in mobile in a table. Prerequisite: Download JDev build JDEVADF_11.1.2.4.0_GENERIC_130421.1600.6436.1 or higher with mobile support.  Steps: Run EmployeeService.java in JSONService.zip. This is a simple service with a method, getEmpById(id) that takes employee ID as parameter and produces employee details in JSON format. Copy the target URL generated on running this service. The target URL will be as shown below: http://127.0.0.1:7101/JSONService-Project1-context-root/jersey/project1 Now, let us invoke this service in our mobile application. For this, create an ADF Mobile application.  Name the application JSON_SearchByEmpID and finish the wizard. Now, let us create a connection to our service. To do this, we create a URL Connection. Invoke new gallery wizard on ApplicationController project.  Select URL Connection option. In the Create URL Connection window, enter connection name as ‘conn’. For URL endpoint, supply the URL you copied earlier on running the service. Remember to use your system IP instead of localhost. Test the connection and click OK. At this point, a connection to the REST service has been created. Since JSON data is not supported directly in WSDC wizard, we need to invoke the operation through Java code using RestServiceAdapter. For this, in the ApplicationController project, create a Java class called ‘EmployeeDC’. We will be creating DC from this class. Add the following code to the newly created class to invoke the getEmpById method. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 public Employee fetchEmpDetails(){ RestServiceAdapter restServiceAdapter = Model.createRestServiceAdapter(); restServiceAdapter.clearRequestProperties(); restServiceAdapter.setConnectionName("conn"); //URL connection created with this name restServiceAdapter.setRequestType(RestServiceAdapter.REQUEST_TYPE_GET); restServiceAdapter.addRequestProperty("Content-Type", "application/json"); restServiceAdapter.addRequestProperty("Accept", "application/json; charset=UTF-8"); restServiceAdapter.setRetryLimit(0); restServiceAdapter.setRequestURI("/getById/"+inputEmpID); String response = ""; JSONBeanSerializationHelper jsonHelper = new JSONBeanSerializationHelper(); try { response = restServiceAdapter.send(""); //Invoke the GET operation System.out.println("Response received!"); Employee responseObject = (Employee) jsonHelper.fromJSON(Employee.class, response); return responseObject; } catch (Exception e) { } return null; } Here, in lines 2 to 9, we create the RestServiceAdapter and set various properties required to invoke the web service. At line 4, we are pointing to the connection ‘conn’ created previously. Since we want to invoke getEmpById method of the service, which is defined by the URL http://IP:7101/REST_Sanity_JSON-Project1-context-root/resources/project1/getById/{id} we are updating the request URI to point to this URI at line 9. inputEmpID is a variable that will hold the value input by the user for employee ID. This we will be creating in a while. As the method we are invoking is a GET operation and consumes json data, these properties are being set in lines 5 through 7. Finally, we are sending the request in line 13. In line 15, we use jsonHelper.fromJSON to convert received JSON data to a Java object. The required Java objects' structure is defined in class Employee.java whose structure is provided later. Since the response from our service is a simple response consisting of attributes like employee Id, name, design etc, we will just return this parsed response (line 16) and use it to create DC. As mentioned previously, we would like the user to input the employee ID for which he/she wants to perform search. So, in the same class, define a variable inputEmpID which will hold the value input by the user. Generate accessors for this variable. Lastly, we need to create Employee class. Employee class will define how we want to structure the JSON object received from the service. To design the Employee class, run the services’ method in the browser or via analyzer using path parameter as 1. This will give you the output JSON structure. Ours is a simple service that returns a JSONObject with a set of data. Hence, Employee class will just contain this set of data defined with the proper data types. Create Employee.java in the same project as EmployeeDC.java and write the below code: package application; import oracle.adfmf.java.beans.PropertyChangeListener; import oracle.adfmf.java.beans.PropertyChangeSupport; public class Employee { private String dept; private String desig; private int id; private String name; private int salary; private PropertyChangeSupport propertyChangeSupport = new PropertyChangeSupport(this); public void setDept(String dept) {         String oldDept = this.dept; this.dept = dept; propertyChangeSupport.firePropertyChange("dept", oldDept, dept); } public String getDept() { return dept; } public void setDesig(String desig) { String oldDesig = this.desig; this.desig = desig; propertyChangeSupport.firePropertyChange("desig", oldDesig, desig); } public String getDesig() { return desig; } public void setId(int id) { int oldId = this.id; this.id = id; propertyChangeSupport.firePropertyChange("id", oldId, id); } public int getId() { return id; } public void setName(String name) { String oldName = this.name; this.name = name; propertyChangeSupport.firePropertyChange("name", oldName, name); } public String getName() { return name; } public void setSalary(int salary) { int oldSalary = this.salary; this.salary = salary; propertyChangeSupport.firePropertyChange("salary", oldSalary, salary); } public int getSalary() { return salary; } public void addPropertyChangeListener(PropertyChangeListener l) { propertyChangeSupport.addPropertyChangeListener(l); } public void removePropertyChangeListener(PropertyChangeListener l) { propertyChangeSupport.removePropertyChangeListener(l);     } } Now, let us create a DC out of EmployeeDC.java.  DC as shown below is created. Now, you can design the mobile page as usual and invoke the operation of the service. To design the page, go to ViewController project and locate adfmf-feature.xml. Create a new feature called ‘SearchFeature’ by clicking the plus icon. Go the content tab and add an amx page. Call it SearchPage.amx. Call it SearchPage.amx. Remove primary and secondary buttons as we don’t need them and rename the header. Drag and drop inputEmpID from the DC palette onto Panel Page in the structure pane as input text with label. Next, drop fetchEmpDetails method as an ADF button. For a change, let us display the output in a table component instead of the usual form. However, you will notice that if you drag and drop Employee onto the structure pane, there is no option for ADF Mobile Table. Hence, we will need to create the table on our own. To do this, let us first drop Employee as an ADF Read -Only form. This step is needed to get the required bindings. We will be deleting this form in a while. Now, from the Component palette, search for ‘Table Layout’. Drag and drop this below the command button.  Within the tablelayout, insert ‘Row Layout’ and ‘Cell Format’ components. Final table structure should be as shown below. Here, we have also defined some inline styling to render the UI in a nice manner. <amx:tableLayout id="tl1" borderWidth="2" halign="center" inlineStyle="vertical-align:middle;" width="100%" cellPadding="10"> <amx:rowLayout id="rl1" > <amx:cellFormat id="cf1" width="30%"> <amx:outputText value="#{bindings.dept.hints.label}" id="ot7" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf2"> <amx:outputText value="#{bindings.dept.inputValue}" id="ot8" /> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl2"> <amx:cellFormat id="cf3" width="30%"> <amx:outputText value="#{bindings.desig.hints.label}" id="ot9" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf4" > <amx:outputText value="#{bindings.desig.inputValue}" id="ot10"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl3"> <amx:cellFormat id="cf5" width="30%"> <amx:outputText value="#{bindings.id.hints.label}" id="ot11" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf6" > <amx:outputText value="#{bindings.id.inputValue}" id="ot12"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl4"> <amx:cellFormat id="cf7" width="30%"> <amx:outputText value="#{bindings.name.hints.label}" id="ot13" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf8"> <amx:outputText value="#{bindings.name.inputValue}" id="ot14"/> </amx:cellFormat> </amx:rowLayout> <amx:rowLayout id="rl5"> <amx:cellFormat id="cf9" width="30%"> <amx:outputText value="#{bindings.salary.hints.label}" id="ot15" inlineStyle="color:rgb(0,148,231);"/> </amx:cellFormat> <amx:cellFormat id="cf10"> <amx:outputText value="#{bindings.salary.inputValue}" id="ot16"/> </amx:cellFormat> </amx:rowLayout>     </amx:tableLayout> The values used in the output text of the table come from the bindings obtained from the ADF Form created earlier. As we have used the bindings and don’t need the form anymore, let us delete the form.  One last thing before we deploy. When user changes employee ID, we want to clear the table contents. For this we associate a value change listener with the input text box. Click New in the resulting dialog to create a managed bean. Next, we create a method within the managed bean. For this, click on the New button associated with method. Call the method ‘empIDChange’. Open myClass.java and write the below code in empIDChange(). public void empIDChange(ValueChangeEvent valueChangeEvent) { // Add event code here... //Resetting the values to blank values when employee id changes AdfELContext adfELContext = AdfmfJavaUtilities.getAdfELContext(); ValueExpression ve = AdfmfJavaUtilities.getValueExpression("#{bindings.dept.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.desig.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.id.inputValue}", int.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.name.inputValue}", String.class); ve.setValue(adfELContext, ""); ve = AdfmfJavaUtilities.getValueExpression("#{bindings.salary.inputValue}", int.class); ve.setValue(adfELContext, ""); } That’s it. Deploy the application to android emulator or device. Some snippets from the app.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • java - unwanted object overwriting

    - by gosling
    Hello everyone! I'm trying to make a program that solves the logic wheels puzzle. I construct the root node and I try to produce the different child-nodes that are produced by making different moves of the wheels. The problem is that while I try to produce the children, the root node is overwrited,and everything is messed-up and I really don't know why. Here you can find the puzzle logic wheels. I represent the wheels as 3x3 arrays. Here is the code that implements the moves: public Node turn_right(Node aNode, int which_wheel) { Node newNode = new Node(aNode.getYellow_wheel(),aNode.getBlue_wheel(),aNode.getGreen_wheel()); int[][] yellow = new int[3][3]; int[][] blue = new int[3][3]; int[][] green = new int[3][3]; if(which_wheel==0) //turn yellow wheel of this node to right { yellow[1][0] = newNode.getYellow_wheel()[0][0]; yellow[2][0] = newNode.getYellow_wheel()[1][0]; yellow[2][1] = newNode.getYellow_wheel()[2][0]; yellow[2][2] = newNode.getYellow_wheel()[2][1]; yellow[1][2] = newNode.getYellow_wheel()[2][2]; yellow[0][2] = newNode.getYellow_wheel()[1][2]; yellow[0][1] = newNode.getYellow_wheel()[0][2]; yellow[0][0] = newNode.getYellow_wheel()[0][1]; blue = newNode.getBlue_wheel(); blue[1][0] = newNode.getYellow_wheel()[1][2]; blue[2][0] = newNode.getYellow_wheel()[2][2]; green = newNode.getGreen_wheel(); } else if(which_wheel == 1)// turn blue wheel of this node to right { blue[1][0] = newNode.getBlue_wheel()[0][0]; blue[2][0] = newNode.getBlue_wheel()[1][0]; blue[2][1] = newNode.getBlue_wheel()[2][0]; blue[2][2] = newNode.getBlue_wheel()[2][1]; blue[1][2] = newNode.getBlue_wheel()[2][2]; blue[0][2] = newNode.getBlue_wheel()[1][2]; blue[0][1] = newNode.getBlue_wheel()[0][2]; blue[0][0] = newNode.getBlue_wheel()[0][1]; yellow = newNode.getYellow_wheel(); yellow[0][2] = newNode.getBlue_wheel()[0][0]; yellow[1][2] = newNode.getBlue_wheel()[1][0]; green = newNode.getGreen_wheel(); green[1][0] = newNode.getBlue_wheel()[1][2]; green[2][0] = newNode.getBlue_wheel()[2][2]; } else if (which_wheel == 2)//turn green wheel of this node to right { green[0][0] = newNode.getGreen_wheel()[0][1]; green[0][1] = newNode.getGreen_wheel()[0][2]; green[0][2] = newNode.getGreen_wheel()[1][2]; green[1][2] = newNode.getGreen_wheel()[2][2]; green[2][2] = newNode.getGreen_wheel()[2][1]; green[2][1] = newNode.getGreen_wheel()[2][0]; green[2][0] = newNode.getGreen_wheel()[1][0]; green[1][0] = newNode.getGreen_wheel()[0][0]; yellow = newNode.getYellow_wheel(); blue = newNode.getBlue_wheel(); blue[0][2] = newNode.getGreen_wheel()[0][0]; blue[1][2] = newNode.getGreen_wheel()[1][0]; } newNode= new Node(yellow,blue,green); return newNode; } There is another function, like this one that does the oposite:it turns the wheels to left. My problem is that I do not want object's aNode tables to be overwritten. Thank you very much.

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Rails, gmail: howto get plain/text from body

    - by atmorell
    Hello, I am loading am email with IMAP and parsing it with mail. This works very well, however the mail.body.decoded field contains a lot of formatting. How do I dig out the plain/txt body of the email - ignore attachements, formatting etc. It works fine if I try with an email without html. source = imap.uid_fetch(uid, ['RFC822']).first.attr['RFC822'] mail = Mail.new(source) This body content looks like this: Mail::Body:0x7f36ed468270 @epilogue="", @boundary="_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_", @encoding="7bit", @raw_source="--_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: multipart/alternative;\r\n\tboundary=\"_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\"\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/plain; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell. .\r\n+45 7020 0160\r\n+45 2152 0015\r\n[cid:[email protected]]\r\nhttp://www..dk\r\n\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/html; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\n<html>headheadbody style3D"word-wrap: break-word; -webkit-nbsp-mode:=\r\n space; -webkit-line-break: after-white-space; ">dasdsasda<br><div apple-co=\r\nntent-edited=3D"true">\r\n<span class=3D"Apple-style-span" style=3D"border-collapse: separate; color:=\r\n rgb(0, 0, 0); font-family: Helvetica; font-size: medium; font-style: norma=\r\nl; font-variant: normal; font-weight: normal; letter-spacing: normal; line-=\r\nheight: normal; orphans: 2; text-align: auto; text-indent: 0px; text-transf=\r\norm: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-borde=\r\nr-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-te=\r\nxt-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-tex=\r\nt-stroke-width: 0px; "><span class=3D"Apple-style-span" style=3D"font-famil=\r\ny: Calibri, sans-serif; font-size: 15px; "><span class=3D"Apple-style-span"=\r\n style=3D"border-collapse: separate; color: rgb(0, 0, 0); font-family: Helv=\r\netica; font-size: medium; font-style: normal; font-variant: normal; font-we=\r\night: normal; letter-spacing: normal; line-height: normal; orphans: 2; text=\r\n-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-sp=\r\nacing: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical=\r\n-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-=\r\nadjust: auto; -webkit-text-stroke-width: 0px; "><span class=3D"Apple-style-=\r\nspan" style=3D"font-family: Calibri, sans-serif; font-size: 15px; "><div st=\r\nyle=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-=\r\nleft: 0cm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=\r\n=3D"Apple-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" s=\r\nize=3D"3"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br =\r\nclass=3D"Apple-interchange-newline"><br></span></font></div><div style=3D"m=\r\nargin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-left: 0c=\r\nm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=3D"Appl=\r\ne-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" size=3D"3=\r\n"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br></span><=\r\n/font></div><div style=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom=\r\n: 0.0001pt; margin-left: 0cm; font-size: 11pt; font-family: Calibri, sans-s=\r\nerif; "><span style=3D"font-size: 10pt; font-family: 'Times New Roman', ser=\r\nif; color: navy; ">Med venlig hilsen / Med V=E4nlig H=E4lsning / Best Regar=\r\nds&nbsp;<br>firm<br>Asbj=F8rn Toke Morell... This is the ony relevant from information from the body: 'ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell' Any ideas?

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • plot negative and positive values in same Y-axis in coreplot ios

    - by user3774439
    I have an issue in converting axis labels to int or float values. This is my Y-Axis. It contains temperature values contains -50, 33, 117, 200. CPTXYAxis *y = axisSet.yAxis; y.labelingPolicy = CPTAxisLabelingPolicyNone; y.orthogonalCoordinateDecimal = CPTDecimalFromUnsignedInteger(1); y.majorGridLineStyle = majorGridLineStyle; y.minorGridLineStyle = minorGridLineStyle; y.minorTicksPerInterval = 0.0; y.labelOffset = 0.0; y.title = @""; y.titleOffset = 0.0; NSMutableSet *yLabels = [NSMutableSet setWithCapacity:4]; NSMutableSet *yLocations = [NSMutableSet setWithCapacity:4]; NSArray *yAxisLabels = [NSArray arrayWithObjects:@"-50", @"33", @"117", @"200", nil]; NSNumberFormatter * nFormatter = [[NSNumberFormatter alloc] init]; [nFormatter setNumberStyle:NSNumberFormatterDecimalStyle]; for ( NSUInteger i = 0; i < [yAxisLabels count]; i++ ) { NSLog(@"%@",[yAxisLabels objectAtIndex:i]); CPTAxisLabel *label = [[CPTAxisLabel alloc] initWithText:[NSString stringWithFormat:@"%@",[yAxisLabels objectAtIndex:i]] textStyle:axisTextStyle]; label.tickLocation = CPTDecimalFromUnsignedInteger(i); label.offset = y.majorTickLength; if (label) { [yLabels addObject:label]; [yLocations addObject:[NSDecimalNumber numberWithUnsignedInteger:i]]; } label = nil; } y.axisLabels = yLabels; y.majorTickLocations = yLocations; y.labelFormatter = nFormatter; Now, my issue is.. I am getting data from the BLE device as temperature values as strings like 50, 60.3, etc... Now I want plot these values from BLE device with the Y-axis values. i am unable convert these Y-axis labels to temperature values. Could you please help me guys...I have tried many time still no luck. Please help me UPDATE:: This is the way I am creating scatterplot: -(void)createScatterPlotsWithIdentifier:(NSString *)identifier color:(CPTColor *)color forGraph:(CPTGraph *)graph forXYPlotSpace:(CPTXYPlotSpace *)plotSpace{ CPTScatterPlot *scatterPlot = [[CPTScatterPlot alloc] init]; scatterPlot.dataSource = self; scatterPlot.identifier = identifier; //Plot a graph with in the plotspace [plotSpace scaleToFitPlots:[NSArray arrayWithObjects:scatterPlot, nil]]; plotSpace.xRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromUnsignedInteger(0) length:CPTDecimalFromUnsignedInteger(30)]; plotSpace.yRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromUnsignedInteger(-50) length:CPTDecimalFromUnsignedInteger(250)]; CPTMutablePlotRange *xRange = [[self getCoreplotSpace].xRange mutableCopy]; [xRange expandRangeByFactor:CPTDecimalFromCGFloat(-1)]; [self getCoreplotSpace].xRange = xRange; CPTMutableLineStyle *scatterLineStyle = [scatterPlot.dataLineStyle mutableCopy]; scatterLineStyle.lineWidth = 1; scatterLineStyle.lineColor = color; scatterPlot.dataLineStyle = scatterLineStyle; CPTMutableLineStyle *scatterSymbolLineStyle = [CPTMutableLineStyle lineStyle]; scatterSymbolLineStyle.lineColor = color; CPTPlotSymbol *scatterSymbol = [CPTPlotSymbol ellipsePlotSymbol]; scatterSymbol.fill = [CPTFill fillWithColor:color]; scatterSymbol.lineStyle = scatterSymbolLineStyle; scatterSymbol.size = CGSizeMake(2.0f, 2.0f); scatterPlot.plotSymbol = scatterSymbol; [graph addPlot:scatterPlot toPlotSpace:plotSpace]; } Configuring the Y-axis like this: NSMutableSet *yLabels = [NSMutableSet setWithCapacity:4]; NSMutableSet *yLocations = [NSMutableSet setWithCapacity:4]; NSArray *yAxisLabels = [NSArray arrayWithObjects:@"-50", @"33", @"117", @"200", nil]; NSArray *customTickLocations = [NSArray arrayWithObjects:[NSDecimalNumber numberWithUnsignedInt:-50], [NSDecimalNumber numberWithInt:33], [NSDecimalNumber numberWithInt:117], [NSDecimalNumber numberWithInt:200],nil]; for ( NSUInteger i = 0; i < [yAxisLabels count]; i++ ) { NSLog(@"%@",[yAxisLabels objectAtIndex:i]); CPTAxisLabel *label = [[CPTAxisLabel alloc] initWithText:[NSString stringWithFormat:@"%@",[yAxisLabels objectAtIndex:i]] textStyle:axisTextStyle]; label.tickLocation = CPTDecimalFromInteger([[customTickLocations objectAtIndex:i] integerValue]); label.offset = y.majorTickLength; if (label) { [yLabels addObject:label]; [yLocations addObject:[NSString stringWithFormat:@"%d",[[customTickLocations objectAtIndex:i] integerValue]]]; } label = nil; } y.axisLabels = yLabels; y.majorTickLocations = [NSSet setWithArray:customTickLocations]; Eric, I set the range as you said in CreateSctterPlot method. But In horizontal line on graph are not coming. Could you please help me what I am wrong. Thanks

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • how to run/compile java code from JTextArea at Runtime? ----urgent!!! college project

    - by Lokesh Kumar
    I have a JInternalFrame painted with a BufferedImage and contained in the JDesktopPane of a JFrame.I also have a JTextArea where i want to write some java code (function) that takes the current JInternalFrame's painted BufferedImage as an input and after doing some manipulation on this input it returns another manipulated BufferedImage that paints the JInternalFrame with new manipulated Image again!!. Manipulation java code of JTextArea:- public BufferedImage customOperation(BufferedImage CurrentInputImg) { Color colOld; Color colNew; BufferedImage manipulated=new BufferedImage(CurrentInputImg.getWidth(),CurrentInputImg.getHeight(),BufferedImage.TYPE_INT_ARGB); //make all Red pixels of current image black for(int i=0;i< CurrentInputImg.getWidth();i++) { for(int j=0;j< CurrentInputImg.getHeight(),j++) { colOld=new Color(CurrentInputImg.getRGB(i,j)); colNew=new Color(0,colOld.getGreen(),colOld.getBlue(),colOld.getAlpha()); manipulated.setRGB(i,j,colNew.getRGB()); } } return manipulated; } so,how can i run/compile this JTextArea java code at runtime and get a new manipulated image for painting on JInternalFrame???????   Here is my Main class: (This class is not actual one but i have created it for u for basic interfacing containing JTextArea,JInternalFrame,Apply Button) import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; import javax.swing.JInternalFrame; import javax.swing.JDesktopPane; import java.awt.image.*; import javax.imageio.*; import java.io.*; import java.io.File; import java.util.*; class MyCustomOperationSystem extends JFrame **{** public JInternalFrame ImageFrame; public BufferedImage CurrenFrameImage; public MyCustomOperationSystem() **{** setTitle("My Custom Image Operations"); setSize((int)Toolkit.getDefaultToolkit().getScreenSize().getWidth(),(int)Toolkit.getDefaultToolkit().getScreenSize().getHeight()); JDesktopPane desktop=new JDesktopPane(); desktop.setPreferredSize(new Dimension((int)Toolkit.getDefaultToolkit().getScreenSize().getWidth(),(int)Toolkit.getDefaultToolkit().getScreenSize().getHeight())); try{ CurrenFrameImage=ImageIO.read(new File("c:/Lokesh.png")); }catch(Exception exp) { System.out.println("Error in Loading Image"); } ImageFrame=new JInternalFrame("Image Frame",true,true,false,true); ImageFrame.setMinimumSize(new Dimension(CurrenFrameImage.getWidth()+10,CurrenFrameImage.getHeight()+10)); ImageFrame.getContentPane().add(CreateImagePanel()); ImageFrame.setLayer(1); ImageFrame.setLocation(100,100); ImageFrame.setVisible(true); desktop.setOpaque(true); desktop.setBackground(Color.darkGray); desktop.add(ImageFrame); this.getContentPane().setLayout(new BorderLayout()); this.getContentPane().add("Center",desktop); this.getContentPane().add("South",ControlPanel()); pack(); setVisible(true); **}** public JPanel CreateImagePanel(){ JPanel tempPanel=new JPanel(){ public void paintComponent(Graphics g) { g.drawImage(CurrenFrameImage,0,0,this); } }; tempPanel.setPreferredSize(new Dimension(CurrenFrameImage.getWidth(),CurrenFrameImage.getHeight())); return tempPanel; } public JPanel ControlPanel(){ JPanel controlPan=new JPanel(new FlowLayout(FlowLayout.LEFT)); JButton customOP=new JButton("Custom Operation"); customOP.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent evnt){ JFrame CodeFrame=new JFrame("Write your Code Here"); JTextArea codeArea=new JTextArea("Your Java Code Here",100,70); JScrollPane codeScrollPan=new JScrollPane(codeArea,ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS, ScrollPaneConstants.HORIZONTAL_SCROLLBAR_ALWAYS); CodeFrame.add(codeScrollPan); CodeFrame.setVisible(true); } }); JButton Apply=new JButton("Apply Code"); Apply.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent event){ // What should I do!!! Here!!!!!!!!!!!!!!! } }); controlPan.add(customOP); controlPan.add(Apply); return controlPan; } public static void main(String s[]) { new MyCustomOperationSystem(); } } Note: in above class JInternalFrame (ImageFrame) is not visible even i have declared it visible. so, ImageFrame is not visible while compiling and running above class. U have to identify this problem before running it.

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  • php send a file attachment inbuild script

    - by abhi
    hello iam new to php please let me know is any script or link for ( php script to send mail with file multiple attachments) and the html form also to how to connect this form or any inbuilt script so that i can upload to my server. i already try in many ways by coping the codes and pasting them and changing there path but still it get many errors so please let me know if there inbuilt script easily upload to my server <?php if($_GET['name']== '' || $_GET['email']=='' || $_GET['email']=='' || $_GET['Message']=='' ) { ?> <form action="check3.php" method="get" name="frmPhone"> <fieldset> <legend style="color:#000">Contact </legend> <table width="100%"> <tr> <td width="29%"> <label for="name" <?php if(isset($_GET['Submit']) && $_GET['name']=='') echo "style='color:red'"; ?>>Name* </label> </td> <td width="71%"> <input id="name" name="name" type="text" style="width:50%" value=" <?php echo $_GET['name']; ?>"/> </td> </tr> <tr> <td> <label for=" email" <?php if(isset($_GET['Submit']) && $_GET['email']=='') echo "style='color:red'"; ?>>Email* </label> </td> <td> <input id="email" name="email" type="text" style="width:50%" value=" <?php echo $_GET['email']; ?>"/> </td> </tr> </table> </fieldset> <fieldset> <legend style="color:#000">Inquiry </legend> <table width="100%"> <tr> <td width="41%" valign="top"> <label for="Message" <?php if(isset($_GET['Submit']) && $_GET['Message']=='') echo "style='color:red'"; ?>>Message*</label> </td> <td width="59%"> <textarea name="Message" rows="5" style="width:90%" id="Message"> <?php echo $_GET['Message']; ?> </textarea> </td><div align="center">Photo <input name="photo" type="file" size="35" /> </div></td> </tr> <tr> <input name="Submit" type="submit" value="Submit" /> </form> </td> </td> </form> </tr> <?php } else { $to = '[email protected]'; $subject = 'Customer Information'; $message = ' Name: '.$_GET['name'].' Email Address: '.$_GET['email'].' Message: '.$_GET['Message']; $headers = 'From:'.$_GET['email']; mail($to, $subject, $message, $headers); $connection=mysql_connect("db2173.perfora.net", "dbo311409166", "malani2002") or die(mysql_error()); $query = mysql_query("INSERT INTO `feedback` ( `name` , `email` , `Message` , `photo` ) VALUES ('".$_GET['name']."', '".$_GET['email']."', '".$_GET['Message']."')"); define ("MAX_SIZE","75"); if(isset($_FILES['photo']['name']) && $_FILES['photo']['name']<>"") { $typ = $_FILES['photo']['type']; if($typ == "image/g if" || $typ == "image/png" || $typ == "image/jpeg" || $typ == "image/pg if" || $typ == "image/ppng" || $typ =="image/JPEG") { $uploaddir = "contacts/"; $uploadimages = $uploaddir.basename($_FILES['photo']['name']); if(move_uploaded_file($_FILES['photo']['tmp_name'], $uploadimages)) { echo "File successfully copied"; $sql="INSERT INTO contacts (Photo, Beschrijving) VALUES ('$uploadimages', '$_POST[images]')"; if (!mysql_query($sql,$con)) { die('Error: ' . mysql_error()); mysql_close($con); } } else {echo "Copy unsuccessful"; } } else { echo "Incorrect file type"; } } else { echo "No file selected"; } echo "Thank you! "; } ?> thanks and regards abhi

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  • Javascript stockticker : not showing data on php page

    - by developer
    iam not getting any javascript errors , code is getting rendered properly only, but still server not displaying data on the page. please check the code below . <style type="text/css"> #marqueeborder { color: #cccccc; background-color: #EEF3E2; font-family:"Lucida Console", Monaco, monospace; position:relative; height:20px; overflow:hidden; font-size: 0.7em; } #marqueecontent { position:absolute; left:0px; line-height:20px; white-space:nowrap; } .stockbox { margin:0 10px; } .stockbox a { color: #cccccc; text-decoration : underline; } </style> </head> <body> <div id="marqueeborder" onmouseover="pxptick=0" onmouseout="pxptick=scrollspeed"> <div id="marqueecontent"> <?php // Original script by Walter Heitman Jr, first published on http://techblog.shanock.com // List your stocks here, separated by commas, no spaces, in the order you want them displayed: $stocks = "idt,iye,mill,pwer,spy,f,msft,x,sbux,sne,ge,dow,t"; // Function to copy a stock quote CSV from Yahoo to the local cache. CSV contains symbol, price, and change function upsfile($stock) { copy("http://finance.yahoo.com/d/quotes.csv?s=$stock&f=sl1c1&e=.csv","stockcache/".$stock.".csv"); } foreach ( explode(",", $stocks) as $stock ) { // Where the stock quote info file should be... $local_file = "stockcache/".$stock.".csv"; // ...if it exists. If not, download it. if (!file_exists($local_file)) { upsfile($stock); } // Else,If it's out-of-date by 15 mins (900 seconds) or more, update it. elseif (filemtime($local_file) <= (time() - 900)) { upsfile($stock); } // Open the file, load our values into an array... $local_file = fopen ("stockcache/".$stock.".csv","r"); $stock_info = fgetcsv ($local_file, 1000, ","); // ...format, and output them. I made the symbols into links to Yahoo's stock pages. echo "<span class=\"stockbox\"><a href=\"http://finance.yahoo.com/q?s=".$stock_info[0]."\">".$stock_info[0]."</a> ".sprintf("%.2f",$stock_info[1])." <span style=\""; // Green prices for up, red for down if ($stock_info[2]>=0) { echo "color: #009900;\">&uarr;"; } elseif ($stock_info[2]<0) { echo "color: #ff0000;\">&darr;"; } echo sprintf("%.2f",abs($stock_info[2]))."</span></span>\n"; // Done! fclose($local_file); } ?> <span class="stockbox" style="font-size:0.6em">Quotes from <a href="http://finance.yahoo.com/">Yahoo Finance</a></span> </div> </div> </body> <script type="text/javascript"> // Original script by Walter Heitman Jr, first published on http://techblog.shanock.com // Set an initial scroll speed. This equates to the number of pixels shifted per tick var scrollspeed=2; var pxptick=scrollspeed; var marqueediv=''; var contentwidth=""; var marqueewidth = ""; function startmarquee(){ alert("hi"); // Make a shortcut referencing our div with the content we want to scroll marqueediv=document.getElementById("marqueecontent"); //alert("marqueediv"+marqueediv); alert("hi"+marqueediv.innerHTML); // Get the total width of our available scroll area marqueewidth=document.getElementById("marqueeborder").offsetWidth; alert("marqueewidth"+marqueewidth); // Get the width of the content we want to scroll contentwidth=marqueediv.offsetWidth; alert("contentwidth"+contentwidth); // Start the ticker at 50 milliseconds per tick, adjust this to suit your preferences // Be warned, setting this lower has heavy impact on client-side CPU usage. Be gentle. var lefttime=setInterval("scrollmarquee()",50); alert("lefttime"+lefttime); } function scrollmarquee(){ // Check position of the div, then shift it left by the set amount of pixels. if (parseInt(marqueediv.style.left)>(contentwidth*(-1))) marqueediv.style.left=parseInt(marqueediv.style.left)-pxptick+"px"; //alert("hikkk"+marqueediv.innerHTML);} // If it's at the end, move it back to the right. else{ alert("marqueewidth"+marqueewidth); marqueediv.style.left=parseInt(marqueewidth)+"px"; } } window.onload=startmarquee; </script> </html> Below is the server displayed page. I have updated with screenshot with your suggestion, i made change in html too, to check what is showing by child dev

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • sequential mandelbrot image creation

    - by visanio_learner
    can anyone tell me what is wrong in this code? i am getting an error in the main function, when i am calling the 'file_write' method function inside the main function, it says 'y' is not declared in this scope, but actually it was an argument that i have passed it in the method function earlier. is it a serious error? #include <stdio.h> #include <stdlib.h> #include <time.h> unsigned int width = 1500; unsigned int height = 1500; unsigned int max_iterations = 30000; unsigned int **color = NULL; double threshold = 4; double min_re = -2.0; double max_re = 1.0; double min_im = -1.2; double max_im = min_im+(max_re-min_re)*height/width; double x_factor = (max_re-min_re)/(width-1); double y_factor = (max_im-min_im)/(height-1); int file_write(int x, int y, double min_re, double max_im, double x_factor, double y_factor) { FILE *fractal = fopen("mandelbrot_imageSequential.ppm","w+"); if(fractal != NULL) { fprintf(fractal,"P6\n"); fprintf(fractal,"# %s\n", "Mandelbrot_imageSequential.ppm"); fprintf(fractal,"%d %d\n", height, width); fprintf(fractal,"255\n"); unsigned int R = 0, G = 0, B = 0; for(unsigned y = 0; y < height; ++y) { double c_im = max_im - y*y_factor; for(unsigned x = 0; x < width; ++x) { double c_re = min_re + x*x_factor; double Z_re = c_re, Z_im = c_im; bool image_inside = true; R = 0, G = 0, B = 0; for(unsigned n=0; n<max_iterations; ++n) { double Z_re2 = Z_re*Z_re, Z_im2 = Z_im*Z_im; if(Z_re2 + Z_im2 > threshold) { image_inside = false; G = n; if(G == 10) { G = 25, R = 10, B = 5; } break; } Z_im = 2 * Z_re * Z_im + c_im; Z_re = Z_re2 - Z_im2 + c_re; } if(image_inside) { putc(R, fractal); putc(G, fractal); putc(B, fractal); } else { putc(R, fractal); putc(G, fractal); putc(B, fractal); } } } fclose(fractal); return 0; } } int main(int argc, char *argv[]) { if(argc != 9) { printf("There is an error in the input given.\n"); return 0; } else { height = atoi(argv[1]); width = atoi(argv[2]); max_iterations = atoi(argv[3]); min_re = atof(argv[4]); max_re = atof(argv[5]); min_im = atof(argv[6]); max_im = atof(argv[7]); threshold = atoi(argv[8]); } color = (unsigned int**)malloc(height*sizeof(unsigned int*)); printf("height = %d\twidth = %d\tmaximum_iterations = %d\tminimum_x-value = %.2f\tmaximum_x-value = %.2f\tminimum_y-value = %.2f\tmaximum_y-value = %.2f\tthreshold_value = %.2f\t\n",height,width,max_iterations,min_re,max_re,min_im,max_im,threshold); int x; for(x = 0; x < height; x++) { color[x] = (unsigned int*)malloc(width*sizeof(unsigned int)); } time_t ts,te; time(&ts); file_write(x,y,min_re,max_im,x_factor,y_factor); time(&te); double diff = difftime(te,ts); printf("Total Time elapsed: %f\n",diff); for(x = 0; x < height; x++) { free(color[x]); } free(color); return 0; }

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  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4 (Round 2)

    - by charmaine
    (I have asked this before but I dont think I was direct enough with my question and therefore it did not get resolved so here goes again!) I am working through a book called Foundation Actionscript 3.0 Animation, making things move. I am now on Chapter 9 - Collision Detection. On two lines of my code I get the 1135 error, letting me know that I have an incorrect number of arguments. I have highlighted the two areas in which this occurs with asterisks: package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); ***centerBall = new Ball(100, 0xcccccc);*** addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { ***var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);*** ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } private function move(ball:Ball):void { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } I think this is due to the non-existance of a Ball.as, when reading the tutorial I assumed it meant that I had to create a movie clip of a ball on stage and then export it for actionscript with the class name being Ball, however when flicking back through the book I saw that a Ball.as already existed, stating that I may need to use this again later on in the book, this read: package { import flash.display.Sprite; public class Ball extends Sprite { private var radius:Number; private var color:uint; public var vx:Number=0; public var vy:Number=0; public function Ball(radius:Number=40, color:uint=0xff0000) { this.radius=radius; this.color=color; init(); } public function init():void { graphics.beginFill(color); graphics.drawCircle(0, 0, radius); graphics.endFill(); } } } This managed to stop all the errors appearing however, it did not transmit any of the effects from Bubbles.as it just braught a Red Ball on the center of the stage. How would I alter this code in order to work in favour of Bubbles.as? Please Help! Thanks!

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  • Access violation reading location 0x00184000.

    - by numerical25
    having troubles with the following line HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); it appears the CreateBuffer method is having troubles reading &mVB. mVB is defined in box.h and looks like this ID3D10Buffer* mVB; Below is the code it its entirety. this is all files that mVB is in. //Box.cpp #include "Box.h" #include "Vertex.h" #include <vector> Box::Box() : mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0) { } Box::~Box() { ReleaseCOM(mVB); ReleaseCOM(mIB); } float Box::getHeight(float x, float z)const { return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z)); } void Box::init(ID3D10Device* device, float m, float n, float dx) { md3dDevice = device; mNumVertices = m*n; mNumFaces = 12; float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; std::vector<Vertex> vertices(mNumVertices); for(DWORD i = 0; i < m; ++i) { float z = halfDepth - (i * dx); for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + (j* dx); float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); if(y < -10.0f) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if (y < 12.0f) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if (y < 20.0f) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); //create the index buffer std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i*1)*n+j; indices[k+3] = (i*1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i*1)*n+j+1; k+= 6; } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } void Box::Draw() { UINT stride = sizeof(Vertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0); } //Box.h #ifndef _BOX_H #define _BOX_H #include "d3dUtil.h" Box.h class Box { public: Box(); ~Box(); void init(ID3D10Device* device, float m, float n, float dx); void Draw(); float getHeight(float x, float z)const; private: DWORD mNumVertices; DWORD mNumFaces; ID3D10Device* md3dDevice; ID3D10Buffer* mVB; ID3D10Buffer* mIB; }; #endif Thanks again for the help

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