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  • Java binary files writeUTF... explain specifications...

    - by user69514
    I'm studying Java on my own. One of the exercises is the following, however I do not really understand what it is asking to.... any smart java gurus out there that could explain this in more detail and simple words? Thanks Suppose that you have a binary file that contains numbers whos type is either int or double. You dont know the order of the numbers in the file, but their order is recorded in a string at the begining of the file. The string is composed of the letters i for int, and d for double, in the order of the types of the subsequent numbers. The string is written using the method writeUTF. For example the string "iddiiddd" indicated that the file contains eight values, as follows: one integer, followed by two doubles, followed by two integers, followed by three doubles. Read this binary file and create a new text file of the values written one to a line.

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  • OSCommerce checkout success page tracking

    - by Neil Bradley
    Hi there, I'm installing some tracking code into the checkout_success.php page. I need to be able to grab the coupon code/discount code name from the order, if one was used so that I can echo it out in my tracking script. I was wondering if anyone knows how to do this? I'm using this contribution of discount coupons; ot_discount_coupons.php, August 4, 2006, author: Kristen G. Thorson, ot_discount_coupon_codes version 3.0 It seems that the coupon code is not actually stored in the order_totals, but in a seperate discount_coupons_to_orders table. is there a query i can do on this table to find the matching coupon code used for this order? i tried the following but it return nothing; $coupon_query = tep_db_query("select coupons_id from discount_coupons_to_orders where orders_id = '".(int)$orders['orders_id']."' ORDER BY orders_id DESC LIMIT 1"); $coupon_id = tep_db_fetch_array($coupon_query); $couponid = $coupon_id['coupon_id']; Thank you.

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  • e-shop implementation: Status for Orders?

    - by Guillermo
    Hello Again my fellow programmers out there, I'm designing and programming from scratch a online shop. It has a Module to manage "Orders" that are recieved via the frontend. I'm needing to have a status to know whats happening with an order in s certain moment, let's say the statuses are: Pending Payment Confirmed - Awaiting shipment Shipped Cancelled My question is a simple one, but is very important to decide on the store design, and is: What would you do so store this status: Would you create a column for it in the Orders table or would you just "calculate" the status of each order depending if payments has been recieved or shipments has been made for every order? (except I suppose for a is_cancelled column) What would be the best approach to model this kind of problem? PD: I even wish in the future to have these statuses configurable buy other clientes using the same software..

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  • C# .NET MVC Call an action from another controller

    - by Brian
    I have two different objects: contracts, and task orders. My requirements specify that in order to view the Details for either object, the Url should be "http://.../Contract/Details" or "http://.../TaskOrder/Details" depending on which type. They are both very similar and the details pages are almost identical, so I made a class that can either be a contract or a task order, and has a variable "objectTypeID" that says which type it is. I wrote the action "Details" in the task order controller, but now I want to call that from the contract controller instead of recopying the code. So is there any way to have the url still say ".../Contract/Details" but call the action in the TaskOrder controller instead? I tried using TaskOrderController TOController = new TaskOrderController(); TOController.Details(id); This would have worked except that I can't use the HttpContext.Session anymore, which I used several times in the action.

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Code to apply expression tree directly to List

    - by Gamma Vega
    Is there a method call in Linq that will apply a expression tree directly on a List<V>? For instance, if I have a expression tree that is built on Order type, and i have a collection of List<Order> items on which i need to apply this expression. I am looking something similar to: class OrderListStore : IQueryable<V>, <other interfaces required to implement custom linq provider> { List<Order> orders; public Expression Expression { get { return Expression.Constant(this); } } IEnumerator<V> IEnumerable<V>.GetEnumerator() { //Here I need to have a method that will take the existing expression //and directly apply on list something like this .. Expression.Translate(orders); } } Any help in this regard is highly appreciated.

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  • How to implement paging in NHibernate with a left join query

    - by Gabe Moothart
    I have an NHibernate query that looks like this: var query = Session.CreateQuery(@" select o from Order o left join o.Products p where (o.CompanyId = :companyId) AND (p.Status = :processing) order by o.UpdatedOn desc") .SetParameter("companyId", companyId) .SetParameter("processing", Status.Processing) .SetResultTransformer(Transformers.DistinctRootEntity); var data = query.List<Order>(); I want to implement paging for this query, so I only return x rows instead of the entire result set. I know about SetMaxResults() and SetFirstResult(), but because of the left join and DistinctRootEntity, that could return less than x Orders. I tried "select distinct o" as well, but the sql that is generated for that (using the sqlserver 2008 dialect) seems to ignore the distinct for pages after the first one (I think this is the problem). What is the best way to accomplish this?

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • Regarding Multiple Tab-Class

    - by Christine
    Hi! I've problem regarding GUI with one Menu and one Order Class. I've created a variable to store how many items have been selected in the Menu Class. private int totalSelected; The var totalSelected is live updated. It can be changed anytime depending on actionPerformed() function.(Exp: totalSelected will add up all the selected items) In the Order Class, how can I access to the live update variable totalSelected in order to retrieve the live update value? When I invoke getTotalSelected() function inside the Menu Class, I will only obtain a 0 value. Thanks for your help ^^!

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • SQL Server Process Queue Race Condition

    - by William Edmondson
    I have an order queue that is accessed by multiple order processors through a stored procedure. Each processor passes in a unique ID which is used to lock the next 20 orders for its own use. The stored procedure then returns these records to the order processor to be acted upon. There are cases where multiple processors are able to retrieve the same 'OrderTable' record at which point they try to simultaneously operate on it. This ultimately results in errors being thrown later in the process. My next course of action is to allow each processor grab all available orders and just round robin the processors but I was hoping to simply make this section of code thread safe and allow the processors to grab records whenever they like. So Explicitly - Any idea why I am experiencing this race condition and how I can solve the problem. BEGIN TRAN UPDATE OrderTable WITH ( ROWLOCK ) SET ProcessorID = @PROCID WHERE OrderID IN ( SELECT TOP ( 20 ) OrderID FROM OrderTable WITH ( ROWLOCK ) WHERE ProcessorID = 0) COMMIT TRAN SELECT OrderID, ProcessorID, etc... FROM OrderTable WHERE ProcessorID = @PROCID

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  • Hibernate criteria -- alias

    - by Ignace
    Hello, I'm struggling a bit with the concept of alias in Hibernate. My situation is the following: Order @OneToMany(cascade=CascadeType.ALL,mappedBy="m_order") private Set<OrderDetail> m_details; OrderDetail @ManyToOne(cascade=CascadeType.ALL) @JoinColumn(name="product_id") private Product m_product; @ManyToOne(cascade=CascadeType.ALL) @JoinColumn(name="order_id") private Order m_order; DAO c.createAlias("m_details", "detail").createCriteria("detail.m_product").add(Expression.idEq(productId)); So I want to search every order that contains a product. However, with this query it keeps returning 0 orders and I don't really see what I'm doing wrong. Thanks!

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  • whmcs emails problem

    - by megatr0n
    I am testing out the order process for a test webhost package I have already setup in whmcs. I have it set to automatically setup product upon first payment. When the order goes completes whmcs sends out only four emails to the new customer: "Order Confirmation", "Customer Invoice", "Invoice Payment Confirmation" and "Welcome". It does not send out a "New Account Information" email, which should contain the login details for cpanel. I can successfully log into the client area but not cPanel. I checked the account from my administrator area and I see where it says active and paid also. I have tried several times to setup a test account to see if it would send the email with the cpanel login but it never sends it, though it sends all others. Reply With Quote

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  • Dynamic Linq Library Help

    - by Alon
    Hi, I have the following class: public class Item { public Dictionary<string, string> Data { get; set; } } and a list of it: List<Item> items; I need to filter and order this list dynamicly using SQL-Like strings. The catch is, that I need to order it by the Data dictionary. For example: Order By Data["lastname"] or Where Data["Name"].StartsWith("a"). I thought to use the dynamic linq library, but is there any way that my clients can write without the Data[]? For example: Name.StartsWith("abc") instead of Data["Name"].StartsWith("abc") ? Thank you.

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  • Strange things appear on running the program

    - by FILIaS
    Hey! I'm fixing a program but I'm facing a problem and I cant really realize what's the wrong on the code. I would appreciate any help. I didnt post all the code...but i think with this part you can get an idea of it. With the following function enter() I wanna add user commands' datas to a list. eg. user give the command: "enter james bond 007 gun" 'james' is supposed to be the name, 'bond' the surname, 007 the amount and the rest is the description. I use strtok in order to 'cut' the command,then i put each name on a temp array. Then i call InsertSort in order to put the datas on a linked list but in alphabetical order depending on the surname that users give. I wanna keep the list on order and put each time the elements on the right position. /* struct for all the datas that user enters on file*/ typedef struct catalog { char short_name[50]; char surname[50]; signed int amount; char description[1000]; struct catalog *next; }catalog,*catalogPointer; catalogPointer current; catalogPointer head = NULL; void enter(void)//user command: enter <name> <surname> <amount> <description> { int n,j=2,k=0; char temp[1500]; char command[1500]; while (command[j]!=' ' && command[j]!='\0') { temp[k]=command[j]; j++; k++; } temp[k]='\0'; char *curToken = strtok(temp," "); printf("temp is:%s \n",temp); char short_name[50],surname[50],description[1000]; signed int amount; //short_name=(char *)malloc(sizeof (char *)); //surname=(char *)malloc(sizeof (char *)); //description=(char *)malloc(sizeof (char *)); //amount=(int *)malloc(sizeof (int *)); printf("\nWhat you entered for saving:\n"); for (n = 0; curToken !='\0'; ++n) { if (curToken) { strncpy(short_name, curToken, sizeof (char *)); / } printf("Short Name: %s \n",short_name); curToken = strtok(NULL," "); if (curToken) strncpy(surname, curToken, sizeof (char *)); / printf("SurName: %s \n",surname); curToken = strtok(NULL," "); if (curToken) { char *chk; amount = (int) strtol(curToken, &chk, 10); if (!isspace(*chk) && *chk != 0) fprintf(stderr,"Warning: expected integer value for amount, received %s instead\n",curToken); } printf("Amount: %d \n",amount); curToken = strtok(NULL,"\0"); if (curToken) { strncpy(description, curToken, sizeof (char *)); } printf("Description: %s \n",description); break; } if (findEntryExists(head, surname) != NULL) printf("\nAn entry for <%s %s> is already in the catalog!\nNew entry not entered.\n",short_name,surname); else { printf("\nTry to entry <%s %s %d %s> in the catalog list!\n",short_name,surname,amount,description); InsertSort(&head,short_name, surname, amount, description); printf("\n**Entry done!**\n"); } // Maintain the list in alphabetical order by surname. } /********Uses special case code for the head end********/ void SortedInsert(catalog** headRef, catalogPointer newNode,char short_name[],char surname[],signed int amount,char description[]) { strcpy(newNode->short_name, short_name); strcpy(newNode->surname, surname); newNode->amount=amount; strcpy(newNode->description, description); // Special case for the head end if (*headRef == NULL||(*headRef)->surname >= newNode->surname) { newNode->next = *headRef; *headRef = newNode; } else { // Locate the node before the point of insertion catalogPointer current = *headRef; catalogPointer temp=current->next; while ( temp!=NULL ) { if(strcmp(temp->surname,newNode->surname)<0 ) current = temp; } newNode->next = temp; temp = newNode; } } // Given a list, change it to be in sorted order (using SortedInsert()). void InsertSort(catalog** headRef,char short_name[],char surname[],signed int amount,char description[]) { catalogPointer result = NULL; // build the answer here catalogPointer current = *headRef; // iterate over the original list catalogPointer next; while (current!=NULL) { next = current->next; // tricky - note the next pointer before we change it SortedInsert(&result,current,short_name,surname,amount,description); current = next; } *headRef = result; } Running the program I get these strange things (garbage?)... Choose your selection: enter james bond 007 gun Your command is: enter james bond 007 gun temp is:james What you entered for saving: Short Name: james SurName: Amount: 0 Description: 0T?? Try to entry james 0 0T?? in the catalog list! Entry done! Also I'm facing a problem on how to use the 'malloc' on this program. Thanks in advance. . .

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  • I need unusual ordering mysql results

    - by Patrick
    Im trying to order results ASCENDING from the current date this is what im using now; SELECT * FROM friends JOIN bdays ON bdays.user = friends.friendname WHERE username = $userid ORDER BY DATE_FORMAT(date, '%m %d') any ideas? example ordering by date now, sorts the birthdays starting at january what i need, is instead of starting the list at january, is starting it from the current date. So, instead of; January February March April May June July August September November December It will order them like this; April (current month/day) May June July August September November December January February March April (all the way up to yesterday)

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  • How to make linq master detail query for 0..n relationship?

    - by JK
    Given a classic DB structure of Orders has zero or more OrderLines and OrderLine has exactly one Product, how do I write a linq query to express this? The output would be OrderNumber - OrderLine - Product Name Order-1 null null // (this order has no lines) Order-2 1 Red widget I tried this query but is not getting the orders with no lines var model = (from po in Orders from line in po.OrderLines select new { OrderNumber = po.Id, OrderLine = line.LineNumber, ProductName = line.Product.ProductDescription, } ) I think that the 2nd from is limiting the query to only those that have OrderLines, but I dont know another way to express it. LINQ is very non-obvious if you ask me!

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  • .Net SvcUtil: attributes must be optional

    - by Michel van Engelen
    Hi, I'm trying to generate C# code classes with SvcUtil.exe instead of Xsd.exe. The latter is giving me some problems. Command line: SvcUtil.exe myschema.xsd /dconly /ser:XmlSerializer Several SvcUtil problems are described and solved here: http://blog.shutupandcode.net/?p=761 One problem I can't solve is this one: Error: Type 'DatafieldDescription' in namespace '' cannot be imported. Attributes must be optional and from namespace 'http://schemas.microsoft.com/2003/10/Seri alization/'. Either change the schema so that the types can map to data contract types or use ImportXmlType or use a different serializer. ' I changed <xs:attribute name="Order" use="required"> to <xs:attribute name="Order" use="optional"> and <xs:attribute name="Order"> But the error remains. Is it possible to use attributes, or do I have to delete them all (in that case, this excercition is over)?

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  • Linq Grouping by 2 keys as a one

    - by Evgeny
    Hello! I write a simple OLAP viewer for my web-site. Here are the classes (abstract example): Employee { ID; Name; Roles[]; //What Employee can do } Order { Price; Employee Manager; Employee Executive; //Maybe wrong english. The person which perform order } Employee can be Manager and Executive in the order at the same time. This means that Employee role is not fixed. I have to group orders by employees and finally get IGrouping with Employee key. So .GroupBy(el=new {el.Manager,el.Executive}) is not allowed. I considered some tricks with IEqualityComparable, but found no solution. If somrbody will help I'll be vary glad, thank you.

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  • How to use Linq to group DateTime by month and days calculation

    - by Daoming Yang
    Hi all, I have two questions: First one: I have a order list and want to group them by the created month for the reports. Each order's created datetime will be like "2010-03-13 11:17:16.000" How can I make them only group by date like "2010-03"? Note: the DateCreated is the DateTime tpye The following code is not correct. var items = orderList.GroupBy(t => t.DateCreated.Month) .Select(g => new Order() { DateCreated = g.Key }) .OrderByDescending(x => x.OrderID).ToList(); Second one: Output the full months between two dates in C# If an user choose 2010-04-08 and 2010-06-04, I want to output the 2010-04-01 and 2010-06-30. I can always get the first day and last day of the months, but I want to find out some other options Many thanks. Many thanks.

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  • Programmatically get screenshot of page

    - by Ender
    I'm writing a specialized crawler and parser for internal use and I require the ability to take a screenshot of a web page in order to check what colours are being used throughout. The program will take in around ten web addresses and will save them as a bitmap image, from there I plan to use LockBits in order to create a list of the five most used colours within the image. To my knowledge it's the easiest way to get the colours used within a web page but if there is an easier way to do it please chime in with your suggestions. Anyway, I was going to use this program until I saw the price tag. I'm also fairly new to C#, having only used it for a few months. Can anyone provide me with a solution to my problem of taking a screenshot of a web page in order to extract the colour scheme?

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  • Is testability alone justification for dependency injection?

    - by fearofawhackplanet
    The advantages of DI, as far as I am aware, are: Reduced Dependencies More Reusable Code More Testable Code More Readable Code Say I have a repository, OrderRepository, which acts as a repository for an Order object generated through a Linq to Sql dbml. I can't make my orders repository generic as it performs mapping between the Linq Order entity and my own Order POCO domain class. Since the OrderRepository by necessity is dependent on a specific Linq to Sql DataContext, parameter passing of the DataContext can't really be said to make the code reuseable or reduce dependencies in any meaningful way. It also makes the code harder to read, as to instantiate the repository I now need to write new OrdersRepository(new MyLinqDataContext()) which additionally is contrary to the main purpose of the repository, that being to abstract/hide the existence of the DataContext from consuming code. So in general I think this would be a pretty horrible design, but it would give the benefit of facilitating unit testing. Is this enough justification? Or is there a third way? I'd be very interested in hearing opinions.

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  • Sql Paging/Sorting - Efficent method with dynamic sort?

    - by dmose
    I'm trying to implement this style of paging: http://www.4guysfromrolla.com/webtech/042606-1.shtml CREATE PROCEDURE [dbo].[usp_PageResults_NAI] ( @startRowIndex int, @maximumRows int ) AS DECLARE @first_id int, @startRow int -- A check can be added to make sure @startRowIndex isn't > count(1) -- from employees before doing any actual work unless it is guaranteed -- the caller won't do that -- Get the first employeeID for our page of records SET ROWCOUNT @startRowIndex SELECT @first_id = employeeID FROM employees ORDER BY employeeid -- Now, set the row count to MaximumRows and get -- all records >= @first_id SET ROWCOUNT @maximumRows SELECT e.*, d.name as DepartmentName FROM employees e INNER JOIN Departments D ON e.DepartmentID = d.DepartmentID WHERE employeeid >= @first_id ORDER BY e.EmployeeID SET ROWCOUNT 0 GO This method works great, however, is it possible to use this method and have dynamic field sorting? If we change this to SELECT e.*, d.name as DepartmentName FROM employees e INNER JOIN Departments D ON e.DepartmentID = d.DepartmentID WHERE employeeid >= @first_id ORDER BY e.FirstName DESC It breaks the sorting... Is there any way to combine this method of paging with the ability to sort on different fields?

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  • complex mysql query problem

    - by Scarface
    Hey guys I have a query that selects data and organizes but not in the correct order. What I want to do is select all the comments for a user in that week and sort it by each topic, then sort the cluster by the latest timestamp of each comment in their respective cluster. My current query selects the right data, but in seemingly random order. Does anyone have any ideas? select * from ( SELECT topic.topic_title, topic.topic_id FROM comments JOIN topic ON topic.topic_id=comments.topic_id WHERE comments.user='$user' AND comments.timestamp>$week order by comments.timestamp desc) derived_table group by topic_id

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  • CodeIgniter based e-shop, shipping and gift address design problem

    - by alexander
    While building an ecommerce platform I have run into design problems. I'm working with the built-in CodeIgniter's cart class. It stores all the cart information in session. Let say that cart has already been filled with products and user clicks checkout. When should I store order in database? Just after that click or after several steps of gathering information and stoing it in session? How to deal with additional features like different shipping methods? Should I add it to the basket first and get additional (gift address) to session? I dont want to store it in database because of the relation between gift address and order is needed and since I dont know what's the ID of the order. I'm puzzled :) Additionally I think its crucial to keep cart aware of shipping methods and additional bought services (by selecting gift address there is an extra fee) because the cart content is just like an reciept? In brief, what is the best practice to process checkout?

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