Search Results

Search found 10077 results on 404 pages for 'color codes'.

Page 134/404 | < Previous Page | 130 131 132 133 134 135 136 137 138 139 140 141  | Next Page >

  • is there any way to get country names from iPhone APIs?

    - by chiemekailo
    Hi, I want to provide a picker to the user to select a country. I've had a look in the NSLocale docs and I can get a list of all of the country codes supported on the device, which feels like a start: Code: NSArray *codes = [[NSArray alloc] initWithArray:[NSLocale ISOCountryCodes]]; But I can't work out if there is a programatic way to convert this array into country names... Ideally this list would be localized as well, i.e. show the country name in the user's preferred language. Can anyone point me in the right direction?

    Read the article

  • 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.

    Read the article

  • Using a database with C#

    - by Mike
    I have been trying to do something that I think would be really easy but have never used C# before and am having trouble with the details. I simple want to use a sql database with Visual C# Express 2008. For testing purposes I have a datagrid on my form that can reflect changes to the db. If i use this: codesTableAdapter.Fill(dataSet1.codes); The datagrid(dataset) will fill with the info from the sql database. If i then do something like this: codesTableAdapter.InsertQuery(txtCode.Text,txtName.Text); codesTableAdapter.Fill(dataSet1.codes); codesTableAdapter.Update(dataSet1); dataSet1.AcceptChanges(); The datagrid reflects the changes but if close the program and go to the database the changes are not there. When I open the program again the changes are not there. I have a feeling this isn't too clear as my understanding here is very low so please let me know what other info is needed. Thanks

    Read the article

  • Fill data gaps without UNION

    - by Dave Jarvis
    Problem There are data gaps that need to be filled, possibly using PARTITION BY. Query Statement The select statement reads as follows: SELECT count( r.incident_id ) AS incident_tally, r.severity_cd, r.incident_typ_cd FROM report_vw r GROUP BY r.severity_cd, r.incident_typ_cd ORDER BY r.severity_cd, r.incident_typ_cd Code Tables The severity codes and incident type codes are from: severity_vw incident_type_vw Actual Result Data 36 0 ENVIRONMENT 1 1 DISASTER 27 1 ENVIRONMENT 4 2 SAFETY 1 3 SAFETY Required Result Data 36 0 ENVIRONMENT 0 0 DISASTER 0 0 SAFETY 27 1 ENVIRONMENT 0 1 DISASTER 0 1 SAFETY 0 2 ENVIRONMENT 0 2 DISASTER 4 2 SAFETY 0 3 ENVIRONMENT 0 3 DISASTER 1 3 SAFETY Any ideas how to use PARTITION BY (or JOINs) to fill in the zero counts?

    Read the article

  • PHP export to excel

    - by user1865240
    I'm having a trouble that I can't export japanese texts to excel (xls). I used the following codes: header('Content-type: application/ms-excel;charset=UTF-8'); header('Content-Disposition: attachment; filename='.$filename); header("Pragma: no-cache"); echo $contents; But in the excel file, the text changed to funny characters like this: é™?定ç‰? ã?¨ã??ã?¯ã??ã?£ã?†ã?ªã?¢å??犬ã?®ã?Œæ??ã? ’è??ã??ã?Ÿã?†ã?£ã??ã??ã??ã?? ï?? Currently, I'm using hostingmanager and I tried on the different server using the same codes and there's no problem. What could be the problem. Because of the PHP version?? Please help me. Thank you, Aino

    Read the article

  • 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?

    Read the article

  • 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!!!

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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!

    Read the article

  • 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(); } }

    Read the article

  • 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)}, };

    Read the article

  • HTML: Creating tool in HTML which enables to mark on an image

    - by A.Amidi
    I am creating an online survey-monkey for conducting a research. Participants are asked to mark the preferred places for building the parking on the map (image). In other words, participants should be able to mark on the image (map) wherever they want and subsequently I could have an access to the saved locations after survey. I am writing to know how I can provide tools for participants to draw or mark on the map by using HTML codes.

    Read the article

  • Maintaining shared service in ASP.NET MVC Application

    - by kazimanzurrashid
    Depending on the application sometimes we have to maintain some shared service throughout our application. Let’s say you are developing a multi-blog supported blog engine where both the controller and view must know the currently visiting blog, it’s setting , user information and url generation service. In this post, I will show you how you can handle this kind of case in most convenient way. First, let see the most basic way, we can create our PostController in the following way: public class PostController : Controller { public PostController(dependencies...) { } public ActionResult Index(string blogName, int? page) { BlogInfo blog = blogSerivce.FindByName(blogName); if (blog == null) { return new NotFoundResult(); } IEnumerable<PostInfo> posts = postService.FindPublished(blog.Id, PagingCalculator.StartIndex(page, blog.PostPerPage), blog.PostPerPage); int count = postService.GetPublishedCount(blog.Id); UserInfo user = null; if (HttpContext.User.Identity.IsAuthenticated) { user = userService.FindByName(HttpContext.User.Identity.Name); } return View(new IndexViewModel(urlResolver, user, blog, posts, count, page)); } public ActionResult Archive(string blogName, int? page, ArchiveDate archiveDate) { BlogInfo blog = blogSerivce.FindByName(blogName); if (blog == null) { return new NotFoundResult(); } IEnumerable<PostInfo> posts = postService.FindArchived(blog.Id, archiveDate, PagingCalculator.StartIndex(page, blog.PostPerPage), blog.PostPerPage); int count = postService.GetArchivedCount(blog.Id, archiveDate); UserInfo user = null; if (HttpContext.User.Identity.IsAuthenticated) { user = userService.FindByName(HttpContext.User.Identity.Name); } return View(new ArchiveViewModel(urlResolver, user, blog, posts, count, page, achiveDate)); } public ActionResult Tag(string blogName, string tagSlug, int? page) { BlogInfo blog = blogSerivce.FindByName(blogName); if (blog == null) { return new NotFoundResult(); } TagInfo tag = tagService.FindBySlug(blog.Id, tagSlug); if (tag == null) { return new NotFoundResult(); } IEnumerable<PostInfo> posts = postService.FindPublishedByTag(blog.Id, tag.Id, PagingCalculator.StartIndex(page, blog.PostPerPage), blog.PostPerPage); int count = postService.GetPublishedCountByTag(tag.Id); UserInfo user = null; if (HttpContext.User.Identity.IsAuthenticated) { user = userService.FindByName(HttpContext.User.Identity.Name); } return View(new TagViewModel(urlResolver, user, blog, posts, count, page, tag)); } } As you can see the above code heavily depends upon the current blog and the blog retrieval code is duplicated in all of the action methods, once the blog is retrieved the same blog is passed in the view model. Other than the blog the view also needs the current user and url resolver to render it properly. One way to remove the duplicate blog retrieval code is to create a custom model binder which converts the blog from a blog name and use the blog a parameter in the action methods instead of the string blog name, but it only helps the first half in the above scenario, the action methods still have to pass the blog, user and url resolver etc in the view model. Now lets try to improve the the above code, first lets create a new class which would contain the shared services, lets name it as BlogContext: public class BlogContext { public BlogInfo Blog { get; set; } public UserInfo User { get; set; } public IUrlResolver UrlResolver { get; set; } } Next, we will create an interface, IContextAwareService: public interface IContextAwareService { BlogContext Context { get; set; } } The idea is, whoever needs these shared services needs to implement this interface, in our case both the controller and the view model, now we will create an action filter which will be responsible for populating the context: public class PopulateBlogContextAttribute : FilterAttribute, IActionFilter { private static string blogNameRouteParameter = "blogName"; private readonly IBlogService blogService; private readonly IUserService userService; private readonly BlogContext context; public PopulateBlogContextAttribute(IBlogService blogService, IUserService userService, IUrlResolver urlResolver) { Invariant.IsNotNull(blogService, "blogService"); Invariant.IsNotNull(userService, "userService"); Invariant.IsNotNull(urlResolver, "urlResolver"); this.blogService = blogService; this.userService = userService; context = new BlogContext { UrlResolver = urlResolver }; } public static string BlogNameRouteParameter { [DebuggerStepThrough] get { return blogNameRouteParameter; } [DebuggerStepThrough] set { blogNameRouteParameter = value; } } public void OnActionExecuting(ActionExecutingContext filterContext) { string blogName = (string) filterContext.Controller.ValueProvider.GetValue(BlogNameRouteParameter).ConvertTo(typeof(string), Culture.Current); if (!string.IsNullOrWhiteSpace(blogName)) { context.Blog = blogService.FindByName(blogName); } if (context.Blog == null) { filterContext.Result = new NotFoundResult(); return; } if (filterContext.HttpContext.User.Identity.IsAuthenticated) { context.User = userService.FindByName(filterContext.HttpContext.User.Identity.Name); } IContextAwareService controller = filterContext.Controller as IContextAwareService; if (controller != null) { controller.Context = context; } } public void OnActionExecuted(ActionExecutedContext filterContext) { Invariant.IsNotNull(filterContext, "filterContext"); if ((filterContext.Exception == null) || filterContext.ExceptionHandled) { IContextAwareService model = filterContext.Controller.ViewData.Model as IContextAwareService; if (model != null) { model.Context = context; } } } } As you can see we are populating the context in the OnActionExecuting, which executes just before the controllers action methods executes, so by the time our action methods executes the context is already populated, next we are are assigning the same context in the view model in OnActionExecuted method which executes just after we set the  model and return the view in our action methods. Now, lets change the view models so that it implements this interface: public class IndexViewModel : IContextAwareService { // More Codes } public class ArchiveViewModel : IContextAwareService { // More Codes } public class TagViewModel : IContextAwareService { // More Codes } and the controller: public class PostController : Controller, IContextAwareService { public PostController(dependencies...) { } public BlogContext Context { get; set; } public ActionResult Index(int? page) { IEnumerable<PostInfo> posts = postService.FindPublished(Context.Blog.Id, PagingCalculator.StartIndex(page, Context.Blog.PostPerPage), Context.Blog.PostPerPage); int count = postService.GetPublishedCount(Context.Blog.Id); return View(new IndexViewModel(posts, count, page)); } public ActionResult Archive(int? page, ArchiveDate archiveDate) { IEnumerable<PostInfo> posts = postService.FindArchived(Context.Blog.Id, archiveDate, PagingCalculator.StartIndex(page, Context.Blog.PostPerPage), Context.Blog.PostPerPage); int count = postService.GetArchivedCount(Context.Blog.Id, archiveDate); return View(new ArchiveViewModel(posts, count, page, achiveDate)); } public ActionResult Tag(string blogName, string tagSlug, int? page) { TagInfo tag = tagService.FindBySlug(Context.Blog.Id, tagSlug); if (tag == null) { return new NotFoundResult(); } IEnumerable<PostInfo> posts = postService.FindPublishedByTag(Context.Blog.Id, tag.Id, PagingCalculator.StartIndex(page, Context.Blog.PostPerPage), Context.Blog.PostPerPage); int count = postService.GetPublishedCountByTag(tag.Id); return View(new TagViewModel(posts, count, page, tag)); } } Now, the last thing where we have to glue everything, I will be using the AspNetMvcExtensibility to register the action filter (as there is no better way to inject the dependencies in action filters). public class RegisterFilters : RegisterFiltersBase { private static readonly Type controllerType = typeof(Controller); private static readonly Type contextAwareType = typeof(IContextAwareService); protected override void Register(IFilterRegistry registry) { TypeCatalog controllers = new TypeCatalogBuilder() .Add(GetType().Assembly) .Include(type => controllerType.IsAssignableFrom(type) && contextAwareType.IsAssignableFrom(type)); registry.Register<PopulateBlogContextAttribute>(controllers); } } Thoughts and Comments?

    Read the article

  • Another Marketing Conference, part two – the afternoon

    - by Roger Hart
    In my previous post, I’ve covered the morning sessions at AMC2012. Here’s the rest of the write-up. I’ve skipped Charles Nixon’s session which was a blend of funky futurism and professional development advice, but you can see his slides here. I’ve also skipped the Google presentation, as it was a little thin on insight. 6 – Brand ambassadors: Getting universal buy in across the organisation, Vanessa Northam Slides are here This was the strongest enforcement of the idea that brand and campaign values need to be delivered throughout the organization if they’re going to work. Vanessa runs internal communications at e-on, and shared her experience of using internal comms to align an organization and thereby get the most out of a campaign. She views the purpose of internal comms as: “…to help leaders, to communicate the purpose and future of an organization, and support change.” This (and culture) primes front line staff, which creates customer experience and spreads brand. You ensure a whole organization knows what’s going on with both internal and external comms. If everybody is aligned and informed, if everybody can clearly articulate your brand and campaign goals, then you can turn everybody into an advocate. Alignment is a powerful tool for delivering a consistent experience and message. The pathological counter example is the one in which a marketing message goes out, which creates inbound customer contacts that front line contact staff haven’t been briefed to handle. The NatWest campaign was again mentioned in this context. The good example was e-on’s cheaper tariff campaign. Building a groundswell of internal excitement, and even running an internal launch meant everyone could contribute to a good customer experience. They found that meter readers were excited – not a group they’d considered as obvious in providing customer experience. But they were a group that has a lot of face-to-face contact with customers, and often were asked questions they may not have been briefed to answer. Being able to communicate a simple new message made it easier for them, and also let them become a sales and marketing asset to the organization. 7 – Goodbye Internet, Hello Outernet: the rise and rise of augmented reality, Matt Mills I wasn’t going to write this up, because it was essentially a sales demo for Aurasma. But the technology does merit some discussion. Basically, it replaces QR codes with visual recognition, and provides a simple-looking back end for attaching content. It’s quite sexy. But here’s my beef with it: QR codes had a clear visual language – when you saw one you knew what it was and what to do with it. They were clunky, but they had the “getting started” problem solved out of the box once you knew what you were looking at. However, they fail because QR code reading isn’t native to the platform. You needed an app, which meant you needed to know to download one. Consequentially, you can’t use QR codes with and ubiquity, or depend on them. This means marketers, content providers, etc, never pushed them, and they remained and awkward oddity, a minority sport. Aurasma half solves problem two, and re-introduces problem one, making it potentially half as useful as a QR code. It’s free, and you can apparently build it into your own apps. Add to that the likelihood of it becoming native to the platform if it takes off, and it may have legs. I guess we’ll see. 8 – We all need to code, Helen Mayor Great title – good point. If there was anybody in the room who didn’t at least know basic HTML, and if Helen’s presentation inspired them to learn, that’s fantastic. However, this was a half hour sales pitch for a basic coding training course. Beyond advocating coding skills it contained no useful content. Marketers may also like to consider some of these resources if they’re looking to learn code: Code Academy – free interactive tutorials Treehouse – learn web design, web dev, or app dev WebPlatform.org – tutorials and documentation for web tech  11 – Understanding our inner creativity, Margaret Boden This session was the most theoretical and probably least actionable of the day. It also held my attention utterly. Margaret spoke fluently, fascinatingly, without slides, on the subject of types of creativity and how they work. It was splendid. Yes, it raised a wry smile whenever she spoke of “the content of advertisements” and gave an example from 1970s TV ads, but even without the attempt to meet the conference’s theme this would have been thoroughly engaging. There are, Margaret suggested, three types of creativity: Combinatorial creativity The most common form, and consisting of synthesising ideas from existing and familiar concepts and tropes. Exploratory creativity Less common, this involves exploring the limits and quirks of a particular constraint or style. Transformational creativity This is uncommon, and arises from finding a way to do something that the existing rules would hold to be impossible. In essence, this involves breaking one of the constraints that exploratory creativity is composed from. Combinatorial creativity, she suggested, is particularly important for attaching favourable ideas to existing things. As such is it probably worth developing for marketing. Exploratory creativity may then come into play in something like developing and optimising an idea or campaign that now has momentum. Transformational creativity exists at the edges of this exploration. She suggested that products may often be transformational, but that marketing seemed unlikely to in her experience. This made me wonder about Listerine. Crucially, transformational creativity is characterised by there being some element of continuity with the strictures of previous thinking. Once it has happened, there may be  move from a revolutionary instance into an explored style. Again, from a marketing perspective, this seems to chime well with the thinking in Youngme Moon’s book: Different Talking about the birth of Modernism is visual art, Margaret pointed out that transformational creativity has historically risked a backlash, demanding what is essentially an education of the market. This is best accomplished by referring back to the continuities with the past in order to make the new familiar. Thoughts The afternoon is harder to sum up than the morning. It felt less concrete, and was troubled by a short run of poor presentations in the middle. Mainly, I found myself wrestling with the internal comms issue. It’s one of those things that seems astonishingly obvious in hindsight, but any campaign – particularly any large one – is doomed if the people involved can’t believe in it. We’ve run things here that haven’t gone so well, of course we have; who hasn’t? I’m not going to air any laundry, but people not being informed (much less aligned) feels like a common factor. It’s tough though. Managing and anticipating information needs across an organization of any size can’t be easy. Even the simple things like ensuring sales and support departments know what’s in a product release, and what messages go with it are easy to botch. The thing I like about framing this as a brand and campaign advocacy problem is that it makes it likely to get addressed. Better is always sexier than less-worse. Any technical communicator who’s ever felt crowded out by a content strategist or marketing copywriter  knows this – increasing revenue gets a seat at the table far more readily than reducing support costs, even if the financial impact is identical. So that’s it from AMC. The big thought-provokers were social buying behaviour and eliciting behaviour change, and the value of internal communications in ensuring successful campaigns and continuity of customer experience. I’ll be chewing over that for a while, and I’d definitely return next year.      

    Read the article

  • Harmonizing Character Encoding Between Imported Data and MySQL

    MySQL's Latin-1 default encoding combined with MySQL 4.1.12's (or greater) UTF8 encoding allows the maximum number of characters codes, however incoming data with different character encoding can still present problems. Rob Gravelle shows you how to avoid problems before a lot of work is required to undo the damage.

    Read the article

  • Harmonizing Character Encoding Between Imported Data and MySQL

    MySQL's Latin-1 default encoding combined with MySQL 4.1.12's (or greater) UTF8 encoding allows the maximum number of characters codes, however incoming data with different character encoding can still present problems. Rob Gravelle shows you how to avoid problems before a lot of work is required to undo the damage.

    Read the article

  • 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?

    Read the article

  • Is there any open source code analyzer for java which I can adopt my software metrics algorithm on it?

    - by daneshkohan
    I am doing my masters dissertation and I have conducted a software metrics. I need to adopt my metrics on an open source tool. I have found PMD and check style on sourceforge.net but there is not adequate explanation about their codes. However, I couldn't to find their source code to customize them. I will be appreciated, if you introduce one open source tool for java which I can customize it's code.

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

< Previous Page | 130 131 132 133 134 135 136 137 138 139 140 141  | Next Page >