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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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

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

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

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

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  • Beyond Cloud Technology, Enabling A More Agile and Responsive Organization

    - by sxkumar
    This is the second part of the blog “Clouds, Clouds Everywhere But not a Drop of Rain”. In the first part,  I was sharing with you how a broad-based transformation makes cloud more than a technology initiative, I will describe in this section how it requires people (organizational) and process changes as well, and these changes are as critical as is the choice of right tools and technology. People: Most IT organizations have a fairly complex organizational structure. There are different groups, managing different pieces of the puzzle, and yet, they don't always work together. Provisioning a new application therefore may require a request to float endlessly through system administrators, DBAs and middleware admin worlds – resulting in long delays and constant finger pointing.  Cloud users expect end-to-end automation - which requires these silos to be greatly simplified, if not completely eliminated.  Most customers I talk to acknowledge this problem but are quick to admit that such a transformation is hard. As hard as it may be, I am afraid that the status quo is no longer an option. Sticking to an organizational structure that was created ages back will not only impede cloud adoption,  it also risks making the IT skills increasingly irrelevant in a world that is rapidly moving towards converged applications and infrastructure.   Process: Most IT organizations today operate with a mindset that they must fully "control" access to any and all types of IT services. This in turn leads to people clinging on to outdated manual approval processes .  While requiring approvals for scarce resources makes sense, insisting that every single request must be manually approved defeats the very purpose of cloud. Not only this causes delays, thereby at least partially negating the agility benefits, it also results in gross inefficiency. In a cloud environment, self-service access should be governed by policies, quotas that the administrators can define upfront . For a cloud initiative to be successful, IT organizations MUST be ready to empower users by giving them real control rather than insisting on brokering every single interaction between users and the cloud resources. Technology: From a technology perspective, cloud is about consolidation, standardization and automation. A consolidated and standardized infrastructure helps increase utilization and reduces cost. Additionally, it  enables a much higher degree of automation - thereby providing users the required agility while minimizing operational costs.  Obviously, automation is the key to cloud. Unfortunately it hasn’t received as much attention within enterprises as it should have.  Many organizations are just now waking up to the criticality of automation and it still often gets relegated to back burner in favor of other "high priority" projects. However, it is important to understand that without the right type and level of automation, cloud will remain a distant dream for most enterprises. This in turn makes the choice of the cloud management software extremely critical.  For a cloud management software to be effective in an enterprise environment, it must meet the following qualifications: Broad and Deep Solution It should offer a broad and deep solution to enable the kind of broad-based transformation we are talking about.  Its footprint must cover physical and virtual systems, as well as infrastructure, database and application tiers. Too many enterprises choose to equate cloud with virtualization. While virtualization is a critical component of a cloud solution, it is just a component and not the whole solution. Similarly, too many people tend to equate cloud with Infrastructure-as-a-Service (IaaS). While it is perfectly reasonable to treat IaaS as a starting point, it is important to realize that it is just the first stepping stone - and on its own it can only provide limited business benefits. It is actually the higher level services, such as (application) platform and business applications, that will bring about a more meaningful transformation to your enterprise. Run and Manage Efficiently Your Mission Critical Applications It should not only be able to run your mission critical applications, it should do so better than before.  For enterprises, applications and data are the critical business assets  As such, if you are building a cloud platform that cannot run your ERP application, it isn't truly a "enterprise cloud".  Also, be wary of  vendors who try to sell you the idea that your applications must be written in a certain way to be able to run on the cloud. That is nothing but a bogus, self-serving argument. For the cloud to be meaningful to enterprises, it should adopt to your applications - and not the other way around.  Automated, Integrated Set of Cloud Management Capabilities At the root of many of the problems plaguing enterprise IT today is complexity. A complex maze of tools and technology, coupled with archaic  processes, results in an environment which is inflexible, inefficient and simply too hard to manage. Management tool consolidation, therefore, is key to the success of your cloud as tool proliferation adds to complexity, encourages compartmentalization and defeats the very purpose that you are building the cloud for. Decision makers ought to be extra cautious about vendors trying to sell them a "suite" of disparate and loosely integrated products as a cloud solution.  An effective enterprise cloud management solution needs to provide a tightly integrated set of capabilities for all aspects of cloud lifecycle management. A simple question to ask: will your environment be more or less complex after you implement your cloud? More often than not, the answer will surprise you.  At Oracle, we have understood these challenges and have been working hard to create cloud solutions that are relevant and meaningful for enterprises.  And we have been doing it for much longer than you may think. Oracle was one of the very first enterprise software companies to make our products available on the Amazon Cloud. As far back as in 2007, we created new cloud solutions such as Cloud Database Backup that are helping customers like Amazon save millions every year.  Our cloud solution portfolio is also the broadest and most deep in the industry  - covering public, private, hybrid, Infrastructure, platform and applications clouds. It is no coincidence therefore that the Oracle Cloud today offers the most comprehensive set of public cloud services in the industry.  And to a large part, this has been made possible thanks to our years on investment in creating cloud enabling technologies. I will dedicated the third and final part of the blog “Clouds, Clouds Everywhere But not a Drop of Rain” to Oracle Cloud Technologies Building Blocks and how they mapped into our vision of Enterprise Cloud. Stay Tuned.

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  • Android: get current location from best available provider

    - by AP257
    Hi all, I have some Android code that needs to get the best available location QUICKLY, from GPS, network or whatever is available. Accuracy is less important than speed. Getting the best available location is surely a really standard task. Yet I can't find any code to demonstrate it. The Android location code expects you to specify criteria, register for updates, and wait - which is fine if you have detailed criteria and don't mind waiting around. But my app needs to work a bit more like the Maps app does when it first locates you - work from any available provider, and just check the location isn't wildly out of date or null. I've attempted to roll my own code to do this, but am having problems. (It's inside an IntentService where an upload happens, if that makes any difference. I've included all the code for info.) What's wrong with this code? @Override protected void onHandleIntent(Intent arg0) { testProviders(); doUpload(); } private boolean doUpload() { int j = 0; // check if we have accurate location data yet - wait up to 30 seconds while (j < 30) { if ((latString == "") || (lonString == "")) { Log.d(LOG_TAG, "latlng null"); Thread.sleep(1000); j++; } else { Log.d(LOG_TAG, "found lat " + latString + " and lon " + lonString); break; } //do the upload here anyway, with or without location data //[code removed for brevity] } public boolean testProviders() { Log.e(LOG_TAG, "testProviders"); String location_context = Context.LOCATION_SERVICE; locationmanager = (LocationManager) getSystemService(location_context); List<String> providers = locationmanager.getProviders(true); for (String provider : providers) { Log.e(LOG_TAG, "registering provider " + provider); listener = new LocationListener() { public void onLocationChanged(Location location) { // keep checking the location - until we have // what we need //if (!checkLoc(location)) { Log.e(LOG_TAG, "onLocationChanged"); locationDetermined = checkLoc(location); //} } public void onProviderDisabled(String provider) { } public void onProviderEnabled(String provider) { } public void onStatusChanged(String provider, int status, Bundle extras) { } }; locationmanager.requestLocationUpdates(provider, 0, 0, listener); } Log.e(LOG_TAG, "getting updates"); return true; } private boolean checkLoc(Location location) { float tempAccuracy = location.getAccuracy(); int locAccuracy = (int) tempAccuracy; Log.d(LOG_TAG, "locAccuracy = " + locAccuracy); if ((locAccuracy != 0) && (locAccuracy < LOCATION_ACCURACY)) { latitude = location.getLatitude(); longitude = location.getLongitude(); latString = latitude.toString(); lonString = longitude.toString(); return true; } return false; } public void removeListeners() { // Log.e(LOG_TAG, "removeListeners"); if ((locationmanager != null) && (listener != null)) { locationmanager.removeUpdates(listener); } locationmanager = null; // Log.d(LOG_TAG, "Removed " + listener.toString()); } @Override public void onDestroy() { super.onDestroy(); removeListeners(); } Unfortunately, this finds the network provider, but only ever outputs latlng null 30 times - it never seems to get a location at all. I never even get a log statement of locationChanged. It's funny, because from ddms I can see output like: NetworkLocationProvider: onCellLocationChanged [305,8580] NetworkLocationProvider: getNetworkLocation(): returning cache location with accuracy 75.0 seeming to suggest that the network provider does have some location info after all, I'm just not getting at it. Can anyone help? I think working example code would be a useful resource for the Android/StackOverflow community.

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  • UIScrollView zoomToRect not zooming to given rect (created from UITouch CGPoint)

    - by pmhart
    My application has a UIScrollView with one subview. The subview is an extended UIView which prints a PDF page to itself using layers in the drawLayer event. Zooming using the built in pinching works great. setZoomScale also works as expected. I have been struggling with the zoomToRect function. I found an example online which makes a CGRect zoomRect variable from a given CGPoint. In the touchesEnded function, if there was a double tap and they are all the way zoomed out, I want to zoom in to that PDFUIView I created as though they were pinching out with the center of the pinch where they double tapped. So assume that I pass the UITouch variable to my function which utilizes zoomToRect if they double tap. I started with the following function I found on apples site: http://developer.apple.com/iphone/library/documentation/WindowsViews/Conceptual/UIScrollView_pg/ZoomZoom/ZoomZoom.html The following is a modified version for my UIScrollView extended class: - (void)zoomToCenter:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; zoomRect.size.height = self.frame.size.height / scale; zoomRect.size.width = self.frame.size.width / scale; zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); //return zoomRect; [self zoomToRect:zoomRect animated:YES]; } When I do this, the UIScrollView seems to zoom using the bottom right edge of the zoomRect above and not the center. If I make UIView like this UIView *v = [[UIView alloc] initWithFrame:zoomRect]; [v setBackgroundColor:[UIView redColor]]; [self addSubview:v]; The red box shows up with the touch point dead in the center. Please note: I am writing this from my PC, I recall messing around with the divided by two part on my Mac, so just assume that this draws a rect with the touch point in the center. If the UIView drew off center but zoomed to the right spot it would be all good. However, what happens is when it preforms the zoomToRect it seems to use the bottom right off the zoomRect at the top left of the zoomed in results. Also, I noticed that depending on where I click on the UIScrollView, it anchors to diffrent spots. It almost seems like there is a cross down the middle and it's reflecting the points somehow as though anywhere left of the middle is a negative reflection and anywhere right of the middle is a positive reflection? This seems to complicated, shouldn't it just zoom to the rect that was drawn as the UIView was able to draw? I used a lot of research to figure out how to create a PDF that scales in high quality, so I am assuming that using the CALayer may be throwing off the coordinate system? But to the UIScrollView it should just treat it as a view with 768x985 dimensions. This is sort of advanced, please assume the code for creating the zoomRect is all good. There is something deeper with the CALayer in the UIView which is in the UIScrollView....

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  • pdfptable format problem?

    - by raj
    Hi, I am using the code below to convert Html string to PDF.I notice that at times, it does print the tables in PDF but no styles(no border, color etc..).Below is the html string: Can anyone suggest me where am I missing something? Hi userThe Message ID 56456 has been assigned to you for Edition. AUTO VERIFY FOR CONGROUP cccccccc FAILEDSSID ssss message, RPTD BY rrrrSSID ssss RLD ll message, RPTD BY rrrrSSID ssss DEV ddd message, RPTD BY rrrr Table 12 EMC9998W message format <table style="border: medium solid #00FF00; width:100%; table-layout: auto; visibility: visible;" title="EMC9998W message format"> <tr> <td> <b>Exception code</b></td> <td> <b>Meaning</b></td> <td> <b>Message format</b></td> </tr> <tr> <td > 1460 </td> <td> DYNAMIC SPARING INVOKED</td> <td> 1</td> </tr> <tr> <td > 147D REMOTE </td> <td > LINK DIRECTOR PROBLEM/FAILURE</td> <td> 2</td> </tr> </table> Where MSG FORMAT 1 EMC9998W SSID ssss message, RPTD BY rrrr MSG FORMAT 2 EMC9998W SSID ssss message, RPTD BY rrrr MSG FORMAT 3 EMC9998W SSID ssss message, RPTD BY rrrr private void HtmltoPdf(string s, Paragraph p,Document doc) { string strLine = s; byte[] byteArray = Encoding.ASCII.GetBytes(strLine); MemoryStream stream = new MemoryStream(byteArray); StreamReader reader2 = new StreamReader(stream); StringReader sr2 = new StringReader(reader2.ReadToEnd()); iTextSharp.text.html.simpleparser.HTMLWorker worker = new HTMLWorker(doc); ArrayList elementlist = HTMLWorker.ParseToList(sr2, null); Phrase ph = new Phrase(); for (int k = 0; k < elementlist.Count; ++k) { IElement ielement = (IElement)elementlist[k]; ArrayList chunks = ielement.Chunks; if (ielement.Type == Element.PTABLE) { PdfPTable pt = (PdfPTable)ielement; pt.DefaultCell.Border = 2; PdfPTable t = new PdfPTable(1);//(new float[] {1f,1f,1f}); ph.Add(t); PdfPCell pcell = new PdfPCell(new Paragraph(ph)); t.AddCell(pcell); p.Add(t); foreach (PdfPRow row in t.Rows) { } } else if (ielement.Type == Element.LIST) { } else { ph.Clear(); ph.Add((IElement)elementlist[k]); p.Add(new Paragraph(ph)); } } sr2.Close(); reader2.Close(); stream.Close(); }

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • Parallax backgrounds in OpenGL ES on the iPhone

    - by Scott
    I've got basically a 2d game on the iPhone and I'm trying to set up multiple backgrounds that scroll at different speeds (known as parallax backgrounds). So my thought was to just stick the backgrounds BEHIND the foreground using different z-coordinate planes, and just make them bigger than the foreground (in size) to accommodate, so that the whole thing can be scrolled (just at a different speed). And (as far as I know) I basically implemented that. The only problem is that it seems to entirely ignore whatever z-value I give it, or rather it just zeroes all of them. I see the background (I've only tested ONE background so far, to keep it simple...so for now I just have a foreground and I want one background scrolling at a different speed), but it scrolls 1:1 with my foreground, so it obviously doesn't look right, and most of it is cut off (cause it's bigger). And I've tried various z-values for the background and various near/far clipping planes...it's always the same. I'm probably just doing one simple thing wrong, but I can't figure it out. I'm wondering if it has to do with me using only 2 coordinates in glVertexPointer for the foreground? (Of course for the background I AM passing in 3) I'll post some code: This is some initial setup: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //transparency glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); A little bit about my foreground's float array....it's interleaved. For my foreground it goes vertex x, vertex y, texture x, texture y, repeat. This all works just fine. This is my FOREGROUND rendering: glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), texes); <br> glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLvoid*)texes + 2*sizeof(GLfloat)); <br> glDrawArrays(GL_TRIANGLES, 0, indexCount / 4); BACKGROUND rendering: Same drill here except this time it goes vertex x, vertex y, vertex z, texture x, texture y, repeat. Note the z value this time. I did make sure the data in this array was correct while debugging (getting the right z values). And again, it shows up...it's just not going far back in the distance like it should. glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), b1Texes); glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), (GLvoid*)b1Texes + 3*sizeof(GLfloat)); glDrawArrays(GL_TRIANGLES, 0, b1IndexCount / 5); And to move my camera, I just do a simple glTranslatef(x, y, 0.0f); I'm not understanding what I'm doing wrong cause this seems like the most basic 3D function imaginable...things further away are smaller and don't move as fast when the camera moves. Not the case for me. Seems like it should be pretty basic and not even really be affected by my projection and all that (though I've even tried doing glFrustum just for fun, no success). Please help, I feel like it's just one dumb thing. I will post more code if necessary.

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  • Convert NSData to primitive variable with ieee-754 or twos-complement ?

    - by William GILLARD
    Hi every one. I am new programmer in Obj-C and cocoa. Im a trying to write a framework which will be used to read a binary files (Flexible Image Transport System or FITS binary files, usually used by astronomers). The binary data, that I am interested to extract, can have various formats and I get its properties by reading the header of the FITS file. Up to now, I manage to create a class to store the content of the FITS file and to isolate the header into a NSString object and the binary data into a NSData object. I also manage to write method which allow me to extract the key values from the header that are very valuable to interpret the binary data. I am now trying to convert the NSData object into a primitive array (array of double, int, short ...). But, here, I get stuck and would appreciate any help. According to the documentation I have about the FITS file, I have 5 possibilities to interpret the binary data depending on the value of the BITPIX key: BITPIX value | Data represented 8 | Char or unsigned binary int 16 | 16-bit two's complement binary integer 32 | 32-bit two's complement binary integer 64 | 64-bit two's complement binary integer -32 | IEEE single precision floating-point -64 | IEEE double precision floating-point I already write the peace of code, shown bellow, to try to convert the NSData into a primitive array. // self reefer to my FITS class which contain a NSString object // with the content of the header and a NSData object with the binary data. -(void*) GetArray { switch (BITPIX) { case 8: return [self GetArrayOfUInt]; break; case 16: return [self GetArrayOfInt]; break; case 32: return [self GetArrayOfLongInt]; break; case 64: return [self GetArrayOfLongLong]; break; case -32: return [self GetArrayOfFloat]; break; case -64: return [self GetArrayOfDouble]; break; default: return NULL; } } // then I show you the method to convert the NSData into a primitive array. // I restrict my example to the case of 'double'. Code is similar for other methods // just change double by 'unsigned int' (BITPIX 8), 'short' (BITPIX 16) // 'int' (BITPIX 32) 'long lon' (BITPIX 64), 'float' (BITPIX -32). -(double*) GetArrayOfDouble { int Nelements=[self NPIXEL]; // Metod to extract, from the header // the number of element into the array NSLog(@"TOTAL NUMBER OF ELEMENTS [%i]\n",Nelements); //CREATE THE ARRAY double (*array)[Nelements]; // Get the total number of bits in the binary data int Nbit = abs(BITPIX)*GCOUNT*(PCOUNT + Nelements); // GCOUNT and PCOUNT are defined // into the header NSLog(@"TOTAL NUMBER OF BIT [%i]\n",Nbit); int i=0; //FILL THE ARRAY double Value; for(int bit=0; bit < Nbit; bit+=sizeof(double)) { [Img getBytes:&Value range:NSMakeRange(bit,sizeof(double))]; NSLog(@"[%i]:(%u)%.8G\n",i,bit,Value); (*array)[i]=Value; i++; } return (*array); } However, the value I print in the loop are very different from the expected values (compared using official FITS software). Therefore, I think that the Obj-C double does not use the IEEE-754 convention as well as the Obj-C int are not twos-complement. I am really not familiar with this two convention (IEEE and twos-complement) and would like to know how I can do this conversion with Obj-C. In advance many thanks for any help or information.

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  • How optimize code with introspection + heavy alloc on iPhone

    - by mamcx
    I have a problem. I try to display a UITable that could have 2000-20000 records (typicall numbers.) I have a SQLite database similar to the Apple contacts application. I do all the tricks I know to get a smoth scroll, but I have a problem. I load the data in 50 recods blocks. Then, when the user scroll, request next 50 until finish the list. However, load that 50 records cause a notable "pause" in loading and scrolling. Everything else works fine. I cache the data, have opaque cells, draw it by code, etc... I swap the code loading the same data in dicts and have a performance boost but wonder if I could keep my object oriented aproach and improve the actual code. This is the code I think have the performance problem: -(NSArray *) loadAndFill: (NSString *)sql theClass: (Class)cls { [self openDb]; NSMutableArray *list = [NSMutableArray array]; NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; DbObject *ds; Class myClass = NSClassFromString([DbObject getTableName:cls]); FMResultSet *rs = [self load:sql]; while ([rs next]) { ds = [[myClass alloc] init]; NSDictionary *props = [ds properties]; NSString *fieldType = nil; id fieldValue; for (NSString *fieldName in [props allKeys]) { fieldType = [props objectForKey: fieldName]; fieldValue = [self ValueForField:rs Name:fieldName Type:fieldType]; [ds setValue:fieldValue forKey:fieldName]; } [list addObject :ds]; [ds release]; } [rs close]; [pool drain]; return list; } And I think the main culprit is: -(id) ValueForField: (FMResultSet *)rs Name:(NSString *)fieldName Type:(NSString *)fieldType { id fieldValue = nil; if ([fieldType isEqualToString:@"i"] || // int [fieldType isEqualToString:@"I"] || // unsigned int [fieldType isEqualToString:@"s"] || // short [fieldType isEqualToString:@"S"] || // unsigned short [fieldType isEqualToString:@"f"] || // float [fieldType isEqualToString:@"d"] ) // double { fieldValue = [NSNumber numberWithInt: [rs longForColumn:fieldName]]; } else if ([fieldType isEqualToString:@"B"]) // bool or _Bool { fieldValue = [NSNumber numberWithBool: [rs boolForColumn:fieldName]]; } else if ([fieldType isEqualToString:@"l"] || // long [fieldType isEqualToString:@"L"] || // usigned long [fieldType isEqualToString:@"q"] || // long long [fieldType isEqualToString:@"Q"] ) // unsigned long long { fieldValue = [NSNumber numberWithLong: [rs longForColumn:fieldName]]; } else if ([fieldType isEqualToString:@"c"] || // char [fieldType isEqualToString:@"C"] ) // unsigned char { fieldValue = [rs stringForColumn:fieldName]; //Is really a boolean? if ([fieldValue isEqualToString:@"0"] || [fieldValue isEqualToString:@"1"]) { fieldValue = [NSNumber numberWithInt: [fieldValue intValue]]; } } else if ([fieldType hasPrefix:@"@"] ) // Object { NSString *className = [fieldType substringWithRange:NSMakeRange(2, [fieldType length]-3)]; if ([className isEqualToString:@"NSString"]) { fieldValue = [rs stringForColumn:fieldName]; } else if ([className isEqualToString:@"NSDate"]) { NSDateFormatter* dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateFormat:@"yyyy-MM-dd'T'HH:mm:ss"]; NSString *theDate = [rs stringForColumn:fieldName]; if (theDate) { fieldValue = [dateFormatter dateFromString: theDate]; } else { fieldValue = nil; } [dateFormatter release]; } else if ([className isEqualToString:@"NSInteger"]) { fieldValue = [NSNumber numberWithInt: [rs intForColumn :fieldName]]; } else if ([className isEqualToString:@"NSDecimalNumber"]) { fieldValue = [rs stringForColumn :fieldName]; if (fieldValue) { fieldValue = [NSDecimalNumber decimalNumberWithString:[rs stringForColumn :fieldName]]; } } else if ([className isEqualToString:@"NSNumber"]) { fieldValue = [NSNumber numberWithDouble: [rs doubleForColumn:fieldName]]; } else { //Is a relationship one-to-one? if (![fieldType hasPrefix:@"NS"]) { id rel = class_createInstance(NSClassFromString(className), sizeof(unsigned)); Class theClass = [rel class]; if ([rel isKindOfClass:[DbObject class]]) { fieldValue = [rel init]; //Load the record... NSInteger Id = [rs intForColumn:[theClass relationName]]; if (Id>0) { [fieldValue release]; Db *db = [Db currentDb]; fieldValue = [db loadById: theClass theId:Id]; } } } else { NSString *error = [NSString stringWithFormat:@"Err Can't get value for field %@ of type %@", fieldName, fieldType]; NSLog(error); NSException *e = [NSException exceptionWithName:@"DBError" reason:error userInfo:nil]; @throw e; } } } return fieldValue; }

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  • C++ invalid reference problem

    - by Karol
    Hi all, I'm writing some callback implementation in C++. I have an abstract callback class, let's say: /** Abstract callback class. */ class callback { public: /** Executes the callback. */ void call() { do_call(); }; protected: /** Callback call implementation specific to derived callback. */ virtual void do_call() = 0; }; Each callback I create (accepting single-argument functions, double-argument functions...) is created as a mixin using one of the following: /** Makes the callback a single-argument callback. */ template <typename T> class singleArgumentCallback { protected: /** Callback argument. */ T arg; public: /** Constructor. */ singleArgumentCallback(T arg): arg(arg) { } }; /** Makes the callback a double-argument callback. */ template <typename T, typename V> class doubleArgumentCallback { protected: /** Callback argument 1. */ T arg1; /** Callback argument 2. */ V arg2; public: /** Constructor. */ doubleArgumentCallback(T arg1, V arg2): arg1(arg1), arg2(arg2) { } }; For example, a single-arg function callback would look like this: /** Single-arg callbacks. */ template <typename T> class singleArgFunctionCallback: public callback, protected singleArgumentCallback<T> { /** Callback. */ void (*callbackMethod)(T arg); public: /** Constructor. */ singleArgFunctionCallback(void (*callback)(T), T argument): singleArgumentCallback<T>(argument), callbackMethod(callback) { } protected: void do_call() { this->callbackMethod(this->arg); } }; For user convenience, I'd like to have a method that creates a callback without having the user think about details, so that one can call (this interface is not subject to change, unfortunately): void test3(float x) { std::cout << x << std::endl; } void test5(const std::string& s) { std::cout << s << std::endl; } make_callback(&test3, 12.0f)->call(); make_callback(&test5, "oh hai!")->call(); My current implementation of make_callback(...) is as follows: /** Creates a callback object. */ template <typename T, typename U> callback* make_callback( void (*callbackMethod)(T), U argument) { return new singleArgFunctionCallback<T>(callbackMethod, argument); } Unfortunately, when I call make_callback(&test5, "oh hai!")->call(); I get an empty string on the standard output. I believe the problem is that the reference gets out of scope after callback initialization. I tried using pointers and references, but it's impossible to have a pointer/reference to reference, so I failed. The only solution I had was to forbid substituting reference type as T (for example, T cannot be std::string&) but that's a sad solution since I have to create another singleArgCallbackAcceptingReference class accepting a function pointer with following signature: void (*callbackMethod)(T& arg); thus, my code gets duplicated 2^n times, where n is the number of arguments of a callback function. Does anybody know any workaround or has any idea how to fix it? Thanks in advance!

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  • CSS Fluid Grid Layout Problem

    - by Fuego DeBassi
    I have a max-width em based container for my layout. Within it I have many floated fixed width boxes, at 230px to be exact. At the max-width the container will expand to 90em's. This fit's 6 boxes per line perfectly. As the window sizes down and boxes are bumped to lower rows it leaves an ugly gap with the navigation above. I would like to force the container of the boxes to center them at all times. To illustrate: At full width: http://cl.ly/7393a462f44b8315aaba At smaller width: http://cl.ly/ff48a18d39c4f57c3513 How I would like smaller width to work: http://cl.ly/ae9c3fd04df515253b2d (Photoshoped) My markup looks like this: Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. My CSS, is: div#bricks { margin:0 auto; background:red; width:100%; } div.brick { background:#181c21; width:230px; margin:0 5px 10px 5px; position:relative; float:left; } div.brick img { background:#666; max-width:230px; } The #bricks is inside a #main, which looks like: div#main { margin:0 auto; padding:0 50px; position:relative; max-width:90em; } Would love some ideas!

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  • Inherited varibles are not reading correctly when using bitwise comparisons

    - by Shawn B
    Hey, I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it. MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is, that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important, is that Environs and Item should almost never be solid. Here are the relevent code samples: XMapObject: class XMapObject : public XObject { public: Uint8 MapObjectType,Location[2],MapObjectFlags; XMapObject *NextMapObject,*PrevMapObject; XMapObject(); void CreateMapObject(Uint8 MapObjectType); void SpawnMapObject(Uint8 MapObjectLocation[2]); void RemoveMapObject(); void DeleteMapObject(); void MapObjectSetLocation(Uint8 Y,Uint8 X); void MapObjectMapLink(); void MapObjectMapUnlink(); }; XEntity: class XEntity : public XMapObject { public: Uint8 Health,EntityFlags; float Speed,Time; XEntity *NextEntity,*PrevEntity; XItem *IventoryList; XEntity(); void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]); void DeleteEntity(); void EntityLink(); void EntityUnlink(); Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset); }; XEnviron: class XEnviron : public XMapObject { public: Uint8 Effect,TimeOut; void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut); }; XItem: class XItem : public XMapObject { public: void CreateItem(Uint8 Type,Uint8 Y,Uint8 X); }; And lastly, the entity move code. Only entities are capable of moving themselves. Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset) { Uint8 NewY = Location[0] + YOffset, NewX = Location[1] + XOffset; if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX)) { XTile *Tile = GetTile(NewY,NewX); if(Tile->MapList != NULL) { XMapObject *MapObject = Tile->MapList; while(MapObject != NULL) { if(MapObject->MapObjectFlags & MAPOBJECT_SOLID) { printf("solid\n"); return 0; } MapObject = MapObject->NextMapObject; } } if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING) { return 0; } this->MapObjectSetLocation(NewY,NewX); return 1; } return 0; } What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items. Any help is greatly appreciated, as this is a major bug for the small game I am working on.

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  • adv. styling list with css

    - by Ayrton
    Hi I need to style a regular html list like the following picture: as you see each each list item has a padding on the sides and a top&bottom border. When hovered the border has a width of 100% of the <ul> item. Now the problem actually is: when you give each <li> element a top & bottom border I have a border of 2 px between each element (bottom border from the first element and the top border from the second element), I don't want that however I do not know any solution for this. my html: <div id="tab_top" class="tab"> <div class="bottom"> <div class="cont"> <ul> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> <li><a href="#">Here’s a Sample Post <span class="ct">32</span></a></li> </ul> </div> </div> </div> my css: #tabs .tab div.cont ul li a{line-height:30px; height:30px; color:#3ca097; display:block; padding-left:11px; padding-right:13px; width:259px;} #tabs .tab div.cont ul li a span.ct{float:right;background:url(images/count_comments.gif) no-repeat left top; height:13px; padding-left:16px; margin-top:10px; line-height:12px;} #tabs .tab div.cont ul li a:hover{color:#fff; background-color:#6fd2c8; border-top:1px solid #7db9b2; border-bottom:1px solid #7db9b2; height:28px; line-height:28px;} #tabs .tab div.cont ul li a:hover span.ct{background-position:left bottom; color:#23665f; margin-top:9px;} I would be pleased if you can help me Yours truthfully

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  • IE positioning problems

    - by Kyle Sevenoaks
    In every browser but IE, on euroworker.no/order the little green arrow under the word "produkt" sits on top of my div container. Why in the world does this not work in IE? Thing is, it works on two pages out of four in IE but all four in other browsers. CSS for the top prgress indicator: #checkoutProgress { width: auto; padding-top: 1em; height: 30px; overflow:hidden; font-family: "Helvetica"; font-size:18px; float:left; /* margin-bottom:22px;*/ margin-left:0px; } #checkoutProgress a { padding: 10px; /*border-width: 2px; margin-right: 20px;*/ text-decoration:none; font-size: 17.26px; color:#dadada; text-transform:uppercase; } #checkoutProgress a:hover { padding: 10px; /*border-width: 2px; margin-right: 20px;*/ text-decoration:none; font-size: 17.26px; color:#818072; } /* completed steps */ #checkoutProgress a.completed { border-color: #70D66D; } /* current step */ #checkoutProgress a.active { /* border-color: #ADD8E6;*/ font-weight: bold; /*background-color: #fffccc; border-color: #ADD8E6;*/ background-image:url(../../upload/urhere_arr.png); background-position:bottom center; /*padding-left:15px;*/ color:#a3a398; } For the box: div #roundbigbox { background-image:url(../../upload/EW_p_og_L.png); background-position:top center; background-repeat:no-repeat; padding:5px; padding-top:10px; padding-bottom:0px; width:760px; height:1%; border-width:1px; border-color:#dddddd; border-radius:10px; -moz-border-radius:10px; -webkit-border-radius:10px; z-index:1; position:relative; overflow:hidden; margin:0; margin-bottom:10px; } fieldset css: fieldset.container { border: 0; } And some HTML: <fieldset class="container"> <div id="checkoutProgress" class="progressCart"> <a href="/order" class=" active" id="progressCart"><span>Produkt</span></span></a> <a href="/checkout/selectAddress" class="completed " id="progressAddress"><span>kunde info</span></a> <a href="/checkout/shipping" class="completed " id="progressShipping"><span>Leveringsmåte</span></a> <a href="/checkout/pay" class="" id="progressPayment"><span>Betaling & Fullfør</span><</a> </div> </fieldset> </div> <form action="/order... > <input type="hidden"...> <div id="roundbigbox"> <p id="pro">Produkter</p> More content </div>

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  • Managing highly repetitive code and documentation in Java

    - by polygenelubricants
    Highly repetitive code is generally a bad thing, and there are design patterns that can help minimize this. However, sometimes it's simply inevitable due to the constraints of the language itself. Take the following example from java.util.Arrays: /** * Assigns the specified long value to each element of the specified * range of the specified array of longs. The range to be filled * extends from index <tt>fromIndex</tt>, inclusive, to index * <tt>toIndex</tt>, exclusive. (If <tt>fromIndex==toIndex</tt>, the * range to be filled is empty.) * * @param a the array to be filled * @param fromIndex the index of the first element (inclusive) to be * filled with the specified value * @param toIndex the index of the last element (exclusive) to be * filled with the specified value * @param val the value to be stored in all elements of the array * @throws IllegalArgumentException if <tt>fromIndex &gt; toIndex</tt> * @throws ArrayIndexOutOfBoundsException if <tt>fromIndex &lt; 0</tt> or * <tt>toIndex &gt; a.length</tt> */ public static void fill(long[] a, int fromIndex, int toIndex, long val) { rangeCheck(a.length, fromIndex, toIndex); for (int i=fromIndex; i<toIndex; i++) a[i] = val; } The above snippet appears in the source code 8 times, with very little variation in the documentation/method signature but exactly the same method body, one for each of the root array types int[], short[], char[], byte[], boolean[], double[], float[], and Object[]. I believe that unless one resorts to reflection (which is an entirely different subject in itself), this repetition is inevitable. I understand that as a utility class, such high concentration of repetitive Java code is highly atypical, but even with the best practice, repetition does happen! Refactoring doesn't always work because it's not always possible (the obvious case is when the repetition is in the documentation). Obviously maintaining this source code is a nightmare. A slight typo in the documentation, or a minor bug in the implementation, is multiplied by however many repetitions was made. In fact, the best example happens to involve this exact class: Google Research Blog - Extra, Extra - Read All About It: Nearly All Binary Searches and Mergesorts are Broken (by Joshua Bloch, Software Engineer) The bug is a surprisingly subtle one, occurring in what many thought to be just a simple and straightforward algorithm. // int mid =(low + high) / 2; // the bug int mid = (low + high) >>> 1; // the fix The above line appears 11 times in the source code! So my questions are: How are these kinds of repetitive Java code/documentation handled in practice? How are they developed, maintained, and tested? Do you start with "the original", and make it as mature as possible, and then copy and paste as necessary and hope you didn't make a mistake? And if you did make a mistake in the original, then just fix it everywhere, unless you're comfortable with deleting the copies and repeating the whole replication process? And you apply this same process for the testing code as well? Would Java benefit from some sort of limited-use source code preprocessing for this kind of thing? Perhaps Sun has their own preprocessor to help write, maintain, document and test these kind of repetitive library code? A comment requested another example, so I pulled this one from Google Collections: com.google.common.base.Predicates lines 276-310 (AndPredicate) vs lines 312-346 (OrPredicate). The source for these two classes are identical, except for: AndPredicate vs OrPredicate (each appears 5 times in its class) "And(" vs Or(" (in the respective toString() methods) #and vs #or (in the @see Javadoc comments) true vs false (in apply; ! can be rewritten out of the expression) -1 /* all bits on */ vs 0 /* all bits off */ in hashCode() &= vs |= in hashCode()

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  • CSS not working in ASP.NET

    - by Tux
    Hi, I have created a simple page in HTML which works fine. But when I import that to ASP.NET, the page design clutters up. Here is my Site.Master <%@ Master Language="C#" AutoEventWireup="true" CodeBehind="Site.master.cs" Inherits="Elite.WUI.Site" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title></title> <link rel="stylesheet" type="text/css" href="styles.css" /> </head> <body> <form id="form1" runat="server"> <asp:ContentPlaceHolder ID="headerCPH" runat="server"> <div id="header"> <h1>WUI</h1> </div> <hr /> </asp:ContentPlaceHolder> <asp:ContentPlaceHolder ID="navigationCPH" runat="server"> <div id="navigation"> <ul> <li>Home</li> <li>Users</li> <li>Campaigns</li> <li>Settings</li> </ul> </div> </asp:ContentPlaceHolder> <asp:ContentPlaceHolder ID="contentCPH" runat="server"> </asp:ContentPlaceHolder> </form> </body> </html> my stylesheet styles.css #navigation { float: left; border: 1pt solid; } #navigation ul { list-style-type: none; padding: 5 5 5 5; margin: 0; } #content { margin-left: 9%; border: 1pt solid; padding-left: 5; } and the actual page derived from master page <%@ Page Title="" Language="C#" MasterPageFile="~/Site.Master" AutoEventWireup="true" CodeBehind="ABC.aspx.cs" Inherits="Elite.WUI.ABC" %> <asp:Content ID="Content3" ContentPlaceHolderID="contentCPH" runat="server"> <div id="content"> <p>Test content</p> </div> </asp:Content> Here is how it is displayed in Firefox (ver 3.6) As you can see that the border, list-style-type properties are working but margin isn't working. Can anyone tell me what am I doing wrong? I have tested it in Google Chrome but same issue. While the HTML and CSS works fine when there is no ASP.NET i.e. simple .html file.

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  • jQuery dynamic field classes not being assigned as desired.

    - by Simon
    Hello, I'm working on a fancy login page with 4 unique states attributed through classes for each field (normal, focus, active-on, active-off). Normal is the default style. Focus is the focus style when nothing is typed. Active-on is the focus style when something has been typed. Active-off is for field that have user text in them, but are not focused right now. Here's a demo to help you understand what I'm doing: http://www.controlstack.com/login My JS is working almost correctly (thanks to some folks on this site), except in 2 cases: If I enter something in the username field, then tab over to the password field, it does not add the ".focus" class to the password field. If I blur out of the username field, then focus back on it, enter a few characters, then delete them, it does not add the ".focus" field. Here's my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" dir="ltr"> <head> <title>Login</title> <style> input.field {height: 39px; width: 194px; background: url(login-fields.png) no-repeat; overflow: hidden; border: none; outline: none; float: left; margin-right: 7px;} input.field#username {padding: 0 12px;} input.field#username.focus {background-position: 0 -39px;} input.field#username.active-on {background-position: 0 -78px;} input.field#username.active-off {background-position: 0 -117px;} input.field#password {background-position: -218px 0; padding: 0 12px;} input.field#password.focus {background-position: -218px -39px;} input.field#password.active-on {background-position: -218px -78px;} input.field#password.active-off {background-position: -218px -117px;} input.field#go {background-position: -436px 0; width: 88px; margin: 0; cursor: pointer;} </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { loginField = $('.field'); firstField = $('.field.first'); firstField.focus(); loginField.focus(function(){ loginVal1 = loginField.val(); if (!loginVal1){ $(this).removeClass('active-off').addClass('focus'); } else { $(this).removeClass('active-off').addClass('active-on'); } }); loginField.live('keydown', function(){ $(this).addClass('active-on').removeClass('active-off'); }).live('keyup', function(){ $(this).toggleClass('active-on', $(this).val() != ''); }) loginField.blur(function(){ loginVal2 = loginField.val(); if (!loginVal2){ $(this).removeClass('focus').removeClass('active-on'); $(this).val(''); } else { $(this).removeClass('focus').removeClass('active-on').addClass('active-off'); } }); }); </script> </head> <body> <h1>Login to your account</h1> <form method="post" action="/"> <fieldset> <input type="text" class="field first focus" id="username" /> <input type="text" class="field" id="password" /> <input type="submit" value="" class="field" id="go" alt="login" title="login" /> </fieldset> </form> </body> </html> Your help is much appreciated!

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  • compiling openss7

    - by deddihp
    hello, i got an error while compiling openss7. Do you know what happen ? Thanks.... gcc -DHAVE_CONFIG_H -I. -I. -I. -DLFS=1 -imacros ./config.h -imacros ./include/sys/config.h -I. -I./include -I./include -nostdinc -iwithprefix include -DLINUX -D__KERNEL__ -I/usr/src/linux-headers-lbm-2.6.28-11-generic -I/lib/modules/2.6.28-11-generic/build/include -Iinclude2 -I/lib/modules/2.6.28-11-generic/build/include -I/lib/modules/2.6.28-11-generic/build/arch/x86/include -include /lib/modules/2.6.28-11-generic/build/include/linux/autoconf.h -Iubuntu/include -I/lib/modules/2.6.28-11-generic/build/ubuntu/include -I/lib/modules/2.6.28-11-generic/build/arch/x86/include/asm/mach-default '-DKBUILD_STR(s)=#s' '-DKBUILD_BASENAME=KBUILD_STR('`echo libLfS_specfs_a-specfs.o | sed -e 's,lib.*_a-,,;s,\.o,,;s,-,_,g'`')' -DMODULE -D__NO_VERSION__ -DEXPORT_SYMTAB -Wall -Wundef -Wstrict-prototypes -Wno-trigraphs -fno-strict-aliasing -fno-common -Werror-implicit-function-declaration -O2 -m32 -msoft-float -mregparm=3 -freg-struct-return -mpreferred-stack-boundary=2 -march=i586 -mtune=generic -Wa,-mtune=generic32 -pipe -Wno-sign-compare -fno-asynchronous-unwind-tables -mno-sse -mno-mmx -mno-sse2 -mno-3dnow -fno-stack-protector -fno-omit-frame-pointer -fno-optimize-sibling-calls -Wdeclaration-after-statement -Wno-pointer-sign -fwrapv -ffreestanding -c -o libLfS_specfs_a-specfs.o `test -f 'src/kernel/specfs.c' || echo './'`src/kernel/specfs.c In file included from src/kernel/specfs.c:123: src/kernel/strspecfs.c: In function ‘specfs_init_cache’: src/kernel/strspecfs.c:1406: warning: passing argument 5 of ‘kmem_cache_create’ from incompatible pointer type src/kernel/strspecfs.c:1406: error: too many arguments to function ‘kmem_cache_create’ In file included from src/kernel/specfs.c:126: src/kernel/strlookup.c: In function ‘cdev_lookup’: src/kernel/strlookup.c:508: warning: format not a string literal and no format arguments src/kernel/strlookup.c:514: warning: format not a string literal and no format arguments src/kernel/strlookup.c:521: warning: format not a string literal and no format arguments src/kernel/strlookup.c: In function ‘cdrv_lookup’: src/kernel/strlookup.c:562: warning: format not a string literal and no format arguments src/kernel/strlookup.c: In function ‘fmod_lookup’: src/kernel/strlookup.c:604: warning: format not a string literal and no format arguments src/kernel/strlookup.c: In function ‘cdev_search’: src/kernel/strlookup.c:709: warning: format not a string literal and no format arguments src/kernel/strlookup.c:716: warning: format not a string literal and no format arguments src/kernel/strlookup.c: In function ‘fmod_search’: src/kernel/strlookup.c:768: warning: format not a string literal and no format arguments src/kernel/strlookup.c: In function ‘cmin_search’: src/kernel/strlookup.c:823: warning: format not a string literal and no format arguments src/kernel/strlookup.c:830: warning: format not a string literal and no format arguments src/kernel/strlookup.c:840: warning: format not a string literal and no format arguments src/kernel/strlookup.c:848: warning: format not a string literal and no format arguments In file included from src/kernel/specfs.c:129: src/kernel/strattach.c: In function ‘check_mnt’: src/kernel/strattach.c:131: error: ‘struct vfsmount’ has no member named ‘mnt_namespace’ src/kernel/strattach.c:131: error: ‘struct task_struct’ has no member named ‘namespace’ src/kernel/strattach.c: In function ‘do_fattach’: src/kernel/strattach.c:200: error: ‘struct nameidata’ has no member named ‘dentry’ src/kernel/strattach.c:200: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:200: error: ‘struct nameidata’ has no member named ‘dentry’ src/kernel/strattach.c:203: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:208: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:208: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:208: error: ‘struct nameidata’ has no member named ‘dentry’ src/kernel/strattach.c:226: error: implicit declaration of function ‘path_release’ src/kernel/strattach.c: In function ‘do_fdetach’: src/kernel/strattach.c:253: error: ‘struct nameidata’ has no member named ‘dentry’ src/kernel/strattach.c:253: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:255: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:257: error: ‘struct nameidata’ has no member named ‘dentry’ src/kernel/strattach.c:262: error: ‘struct nameidata’ has no member named ‘mnt’ src/kernel/strattach.c:265: error: ‘struct nameidata’ has no member named ‘mnt’ In file included from src/kernel/specfs.c:132: src/kernel/strpipe.c: In function ‘do_spipe’: src/kernel/strpipe.c:372: warning: assignment discards qualifiers from pointer target type make[4]: *** [libLfS_specfs_a-specfs.o] Error 1 make[4]: Leaving directory `/home/deddihp/dev/source/openss7-0.9.2.G/streams-0.9.2.4' make[3]: *** [all-recursive] Error 1 make[3]: Leaving directory `/home/deddihp/dev/source/openss7-0.9.2.G/streams-0.9.2.4' make[2]: *** [all] Error 2 make[2]: Leaving directory `/home/deddihp/dev/source/openss7-0.9.2.G/streams-0.9.2.4' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/deddihp/dev/source/openss7-0.9.2.G' make: *** [all] Error 2

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  • Animated background image in a hidden <div> doesn't load or loads not animated

    - by Guanche
    Hello, I have spent the whole day trying to make a script which on "submit" hides the form and shows hidden with animated progress bar. The problem is that Internet Explorer doesn't show animated gif images in hidden divs. The images are static. I visited many websites and found a script which uses: document.getElementById(id).style.backgroundImage = 'url(/images/load.gif)'; Finally, my script works in Internet Explorer, Firefox, Opera but... Google Chrome doesn't display the image at all. I see only div text. After many tests I discovered the following: the only way to see the background image in Google Chrome is to include the same image somewhere in the page (outside of hidden div) with 1px dimensions: <img src="/images/load.gif" width="1" heigh="1" /> This did the trick but... after this dirty solution Microsoft Explorer for some reason shows the image as static again. So, my question is: is there any way how to force Gogle Chrome to show the image? Thanks. This is my script: <script language="JavaScript" type="text/javascript"> function ver (id, elementId){ if (document.getElementById('espera').style.visibility == "visible") { return false; }else{ var esplit = document.forms[0]['userfile'].value.split("."); ext = esplit[esplit.length-1]; if (document.forms[0]['userfile'].value == '') { alert('Please select a file'); return false; }else{ if ((ext.toLowerCase() == 'jpg')) { document.getElementById(id).style.position = 'absolute'; document.getElementById(id).style.display = 'inline'; document.getElementById(id).style.visibility = "visible"; document.getElementById(id).style.backgroundImage = 'url(/images/load.gif)'; document.getElementById(id).style.height = "100px"; document.getElementById(id).style.backgroundColor = '#f3f3f3'; document.getElementById(id).style.backgroundRepeat = "no-repeat"; document.getElementById(id).style.backgroundPosition = "50% 50%"; var element; if (document.all) element = document.all[elementId]; else if (document.getElementById) element = document.getElementById(elementId); if (element && element.style) element.style.display = 'none'; return true; }else{ alert('This is not a jpg file'); return false; } } } } </script> <div id="frmDiv"> <form enctype="multipart/form-data" action="/upload.php" method="post" name="upload3" onsubmit="return ver('espera','frmDiv');"> <input type="hidden" name="max_file_size" value="4194304" /> <table border="0" cellspacing="1" cellpadding="2" width="100%"> <tr bgcolor="#f5f5f5"> <td>File (jpg)</td> <td> <input type="file" name="userfile" class="upf" /></td></tr> <tr bgcolor="#f5f5f5"> <td>&nbsp;</td> <td> <input class="upf2" type="submit" name="add" value="Upload" /> </td></tr></table></form> </div> <div id="espera" style="display:none;text-align:center;float:left;width:753px;">&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br /> &nbsp;<br />Please wait...<br />&nbsp; </div>

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  • .animate question/help

    - by Josh
    So, I've built this navigation bar so far and I'm curious if it's even possible to achieve what I'm thinking. Currently, when you hover over each of the links they drop down (padding is increased). Now, what I'm curious in doing is if you hover over say "test1", test2-4 also drop with it but in the padding that has been created from the drop down, "test1" information shows up. Allowing the user to click or read whatever information is in there. Also, if the user would like to, they can move their mouse to test2 and everything would animate (opacity, this I can do I think) to whatever is in the test2 field, test3 doing the same and so on. I haven't had much success with this, I've created a completely separate panel before, but that didn't exactly work or I wasn't doing it correctly. Here is what I've been working on, ANY help would be appreciated! Thanks! <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript"> $(function() { $("#nav li > a").hover(function() { $(this).stop().animate({paddingTop: "100px"}, 100); }, function() { $(this).stop().animate({paddingTop: "10px"}, 200); }); }); </script> <style type="text/css"> #nav { position: absolute; top: 0; left: 60px; padding: 0; margin: 0; list-style: none; } #nav li { display: inline; } #nav li a { float: left; display: block; color: #555; text-decoration: none; padding: 10px 30px; background-color: #d1d1d1; border-top: none; } </style> </head> <body> <div id="wrap"> <ul id="nav"> <li><a href="">test1</a></li> <li><a href="">test2</a></li> <li><a href="">test3</a></li> <li><a href="">test4</a></li> </ul> </div> </body> </html>

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  • Inherited variables are not reading correctly when using bitwise comparisons

    - by Shawn B
    Hey, I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it. MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important is that Environs and Item should almost never be solid. Here are the relevent code samples: XMapObject: class XMapObject : public XObject { public: Uint8 MapObjectType,Location[2],MapObjectFlags; XMapObject *NextMapObject,*PrevMapObject; XMapObject(); void CreateMapObject(Uint8 MapObjectType); void SpawnMapObject(Uint8 MapObjectLocation[2]); void RemoveMapObject(); void DeleteMapObject(); void MapObjectSetLocation(Uint8 Y,Uint8 X); void MapObjectMapLink(); void MapObjectMapUnlink(); }; XEntity: class XEntity : public XMapObject { public: Uint8 Health,EntityFlags; float Speed,Time; XEntity *NextEntity,*PrevEntity; XItem *IventoryList; XEntity(); void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]); void DeleteEntity(); void EntityLink(); void EntityUnlink(); Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset); }; XEnviron: class XEnviron : public XMapObject { public: Uint8 Effect,TimeOut; void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut); }; XItem: class XItem : public XMapObject { public: void CreateItem(Uint8 Type,Uint8 Y,Uint8 X); }; And lastly, the entity move code. Only entities are capable of moving themselves. Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset) { Uint8 NewY = Location[0] + YOffset, NewX = Location[1] + XOffset; if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX)) { XTile *Tile = GetTile(NewY,NewX); if(Tile->MapList != NULL) { XMapObject *MapObject = Tile->MapList; while(MapObject != NULL) { if(MapObject->MapObjectFlags & MAPOBJECT_SOLID) { printf("solid\n"); return 0; } MapObject = MapObject->NextMapObject; } } if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING) { return 0; } this->MapObjectSetLocation(NewY,NewX); return 1; } return 0; } What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items. Any help is greatly appreciated, as this is a major bug for the small game I am working on.

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  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

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  • copying link id to an input field

    - by zurna
    The code works fine when links are images. But I have a problem when there are flash movies. Another page opens with undefined in the address bar when it needs to copy the link id to imagesID input box. <script type="text/javascript"> var $input = $("#imagesID"); // <-- your input field $('a.thumb').click(function() { var value = $input.val(); var id = $(this).attr('id'); if (value.match(id)) { value = value.replace(id + ';', ''); } else { value += id + ';'; } $input.val(value); }); </script> <ul class="thumbs"> <li> <a class="thumb" id="62"> <img src="/FLPM/media/images/2A9L1V2X_sm.jpg" alt="Dock" id="62" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=62" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="61"> <img src="/FLPM/media/images/0E7Q9Z0C_sm.jpg" alt="Desert Landscape" id="61" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=61" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="60"> <img src="/FLPM/media/images/8R5D7M8O_sm.jpg" alt="Creek" id="60" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=60" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="59"> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://active.macromedia.com/flash4/cabs/swflash.cab#version=4,0,0,0" id="59" width="150" height="100" style="float:left; border:5px solid #CCCCCC; margin:5px 10px 10px 0;"> <param name="scale" value="exactfit"> <param name="AllowScriptAccess" value="always" /> <embed name="name" src="http://www.refinethetaste.com/FLPM/media/flashes/7P4A6K7M.swf" quality="high" scale="exactfit" width="150" height="100" type="application/x-shockwave-flash" AllowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi? P1_Prod_Version=ShockwaveFlash"> </embed> </object> </a> <br /> <a href="?Process=&IMAGEID=59" class="thumb"><span class="floatLeft">DELETE</span></a> </li> </ul>

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