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  • add_shown & add_hiding ModalPopupExtender Events

    - by Yousef_Jadallah
        In this topic, I’ll discuss the Client events we usually need while using ModalPopupExtender. The add_shown fires when the ModalPopupExtender had shown and add_hiding fires when the user cancels it by CancelControlID,note that it fires before hiding the modal. They are useful in many cases, for example may you need to set focus to specific Textbox when the user display the modal, or if you need to reset the controls values inside the Modal after it has been hidden. To declare Client event either in pageLoad javascript function or you can attach the function by Sys.Application.add_load like this: Sys.Application.add_load(modalInit); function modalInit() { var modalPopup = $find('mpeID'); modalPopup.add_hiding(onHiding); } function onHiding(sender, args) { } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   I’ll use the first way in the current example. So lets start with the illustration:   1- In this example am using simple panel which contain UserName and Password Textboxes besides submit and cancel buttons, this Panel will be used as PopupControlID in the ModalPopupExtender : <asp:Panel ID="panModal" runat="server" Height="180px" Width="300px" style="display:none" CssClass="ModalWindow"> <table width="100%" > <tr> <td> User Name </td> <td> <asp:TextBox ID="txtName" runat="server"></asp:TextBox> </td> </tr> <tr> <td> Password </td> <td> <asp:TextBox ID="txtPassword" runat="server" TextMode="Password"></asp:TextBox> </td> </tr> </table> <br /> <asp:Button ID="btnSubmit" runat="server" Text="Submit" /> <asp:Button ID="btnCancel" runat="server" Text="Cancel" /> </asp:Panel>   You can use this simple style for the Panel : <style type="text/css"> .ModalWindow { border: solid; border-width:3px; background:#f0f0f0; } </style> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   2- Create the view button (TargetControlID) as you know this contain the ID of the element that activates the modal popup: <asp:Button ID="btnView" runat="server" Text="View" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   3-Add the ModalPopupExtender ,moreover don’t forget to add the ScriptManager: <asp:ScriptManager ID="ScriptManager1" runat="server"/> <cc1:ModalPopupExtender ID="ModalPopupExtender1" runat="server" TargetControlID="btnView" PopupControlID="panModal" CancelControlID="btnCancel"/> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }     4-In the pageLoad javascript function inside add_shown event set the focus on the txtName , and inside add_hiding reset the two Textboxes. <script language="javascript" type="text/javascript"> function pageLoad() { $find('ModalPopupExtender1').add_shown(function() { alert('add_shown event fires'); $get('<%=txtName.ClientID%>').focus();   });   $find('ModalPopupExtender1').add_hiding(function() { alert('add_hiding event fires'); $get('<%=txtName.ClientID%>').value = ""; $get('<%=txtPassword.ClientID%>').value = "";   }); }   </script> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   I’ve added the two alerts just to let you show when the event fires.   Hope this simple example show you the benefit and how to use these events.

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  • Vista stuck at "Shutting down..." screen. Any way to get verbose logging?

    - by CapBBeard
    Hi all, My home machine has been running fine for about 3 years, no problems at all. Within the last couple of weeks it's had real trouble trying to shut down. It'll get so far and then just sit there at the "Shutting down..." screen for hours. I've left it overnight, I've tried in safe mode, all to no avail. These days, I just wait for the disk activity to finish up and then hold the power button to turn it off. Feels dirty as, especially because there's a RAID involved! The hardware itself is in pretty good shape and of decent spec; Core 2 Quad, 4GB RAM, 1TB RAID 1+0, so it's not quite like a 7 year old PC coming to end of life! In the last month, hardware hasn't changed except for a new monitor. Admittedly I haven't tried unplugging the monitor but I've never heard of that preventing a shutdown. I might give it a whirl later I guess, as a last resort. I've uninstalled old apps, done updates, checked the event log, looked in device manager, uninstalled all non-present devices, disabled various non-critical devices (imaging, audio etc), unplugged peripherals, stopped non-essential services, unplugged the network, disabled the network adapter entirely, ran chkdsk, verified my RAID, the list goes on. But not a single lead. I'm pretty stumped. It could be hardware, but I have no other evidence to suggest so; when the PC is running, it runs fine. Temperatures are good, gaming is smooth as always, disk performance is fine. Event log even makes it look like the shutdown was completed (gets to the point where the event log service stops). In fact, the PC doesn't appear to realise that I cut the power to it. So my question is, does anyone know if there is a way I can get some verbose output (or a log) from shutdown to give me some idea of what is causing the issue? I'm guessing it's stuck unloading some app/driver but it would be good to get some specifics! Unless anyone has any other ideas? I suspect a reinstall would resolve the issue, however I'm looking to get a new PC built in the next month or so, and the reinstall is going to be quite a big job so I'd rather just wait until then if it comes to that. Would still be nice to get this sorted in the mean time though. Cheers!

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  • BIOS unable to boot CD or Hard Drive

    - by Gabriel
    Motherboard Intel DQ35MP. HDD Caviar Green 1TB. I'm having problems with my BIOS and/or hard drive/disc drive. Came back from a trip, booted my computer, and realized that the BIOS wasn't booting anymore, just a black screen with no beep sounds. Only fans and lights on. Then I thought it might be caused by the video card, I removed it, and still no BIOS screen. Then I removed the hard drive and voila BIOS screen is back again. If the hard drive is defective then I can check that with a Rescue Disk. I inserted the CD on the Disc Tray but the computer did not respond to it, the screen freezes in black with an "E7" string at the bottom right corner just after the BIOS screen, this happens with or without discs. BIOS settings are set to default, and CD reading is on top of the boot device list. EDIT I removed the BIOS battery, rebooted the CPU, the BIOS screen showed up, and then it freezed in E7. Placed the BIOS batttery, rebooted and same thing, we are stuck with the E7 string. I uploaded a video to illustrate the problem http://www.youtube.com/watch?v=13jPdBcIrBU

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  • Prevent Windows from resizing all the apps on the desktop when switching monitors

    - by Greg Hewgill
    Short version: When moving my laptop and sleeping between using different monitors, all my open windows are crammed into the upper left corner as if they tried to fit on the laptop internal screen resolution. I plug in and switch to the external monitor before unlocking my session. Is there a way to prevent this automatic resizing? Longer version: I have a laptop that I move between two locations. I have one docking station, and the same kind of monitor configured for 1600x1200, in both locations. The internal laptop screen is awful so I don't use it. Location A: Docking station, monitor connected via DVI. Location B: No docking station, external monitor connected via VGA cable. In this location I have the laptop lid open for keyboard access but I don't use the laptop screen. When moving from Location A to Location B, the laptop wakes up from sleep, displaying the screen on the internal monitor. I switch to the external monitor display (using Fn+F8 on this laptop), and only after that do I unlock my session with my password. However, Windows has crammed all my nicely arranged windows into the upper left corner as if it were trying to fit them all on the laptop internal screen resolution. When moving from Location B to Location A, I have the laptop lid closed when using the docking station so Windows apparently concludes the screen resolution is 1600x1200 and doesn't resize any windows. The laptop is a Dell Latitude running Windows 7 Professional.

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  • CentOS 5.7 keeps rebooting after fresh installation

    - by Wagner Maestrelli
    I have just installed CentOS 5.7 x86_64 on a new computer. The installation went on without any issues. But, after it finnished, the machine started to show an awkward behaviour: it restarts every time it tries to boot. It happens after all the services have been started. The screen just goes black and it shows an error message from the monitor: Input not supported. And then it reboots. I took a look at the logs, but I couldn't manage to find anything. Any help? Update Before doing the hardware diagnosis, as pointed out, I decided to make some tests. First, I changed the runlevel to 3, adding the 3 parameter at the end of the kernel command. Then, after logging in in text mode, I checked the xorg.conf file out for some problems regarding the screen resolution. There was nothing unexpected set. Well, if there had to be a problem with it, I couldn't start the X server at the command line, right? So, I typed startx and Gnome started! So, probably, it's not an issue with the screen resolution, I suppose. Then I selected the Log Out root... Gnome menu option and something odd happened: the screen went black, the Input not supported monitor error message was displayed and the system rebooted. Yes, the same problem I was having while trying to boot! After that, I decided to try yet another test: I removed the rhgb quiet parameters from the kernel command to see if some error would show up. Well, to my surprise, the boot went on without problems! The Gnome login screen showed up, I logged in and the session started. But then I selected the Shut Down... menu option and guess what? Same problem: black screen, same monitor error and the system rebooted. Yes, it rebooted, it did not shut down. I repeated both of the tests and the behaviours were the same. I really don't know what's going on. It seems to be an issue regarding the changing of the screen mode or something like that. Any ideas? Could this be a hardware problem? Or does it seem to be something regarding the system configuration?

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  • Ubuntu 10.04 not detecting multiple monitors

    - by user28837
    I have 2 graphics cards, the output from the lspci: 01:00.0 VGA compatible controller: ATI Technologies Inc RV770 [Radeon HD 4850] 02:00.0 VGA compatible controller: ATI Technologies Inc RV710 [Radeon HD 4350] I have one monitor connected to the 4850 and 2 connected to the 4350. However when I go into System Preferences Monitors the only monitor shown is the one connected to the 4850. Is there something I need to enable for it to be able to use the other card? How do I get this to work. Thanks. As per request: X.Org X Server 1.7.6 Release Date: 2010-03-17 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-25-server i686 Ubuntu Current Operating System: Linux jeff-desktop 2.6.32-22-generic-pae #33-Ubuntu SMP Wed Apr 28 14:57:29 UTC 2010 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-22-generic-pae root=UUID=852e1013-4ed6-40fd-a462-c29087888383 ro quiet splash Build Date: 23 April 2010 05:11:50PM xorg-server 2:1.7.6-2ubuntu7 (Bryce Harrington <[email protected]>) Current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Tue May 11 08:24:52 2010 (==) Using config file: "/etc/X11/xorg.conf" (==) Using config directory: "/usr/lib/X11/xorg.conf.d" (==) No Layout section. Using the first Screen section. (**) |-->Screen "Default Screen" (0) (**) | |-->Monitor "<default monitor>" (==) No device specified for screen "Default Screen". Using the first device section listed. (**) | |-->Device "Default Device" (==) No monitor specified for screen "Default Screen". Using a default monitor configuration. (==) Automatically adding devices (==) Automatically enabling devices (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. Entry deleted from font path. (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/75dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, /usr/share/fonts/X11/75dpi, /var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType, built-ins (==) ModulePath set to "/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. (II) Loader magic: 0x81f0e80 (II) Module ABI versions: X.Org ANSI C Emulation: 0.4 X.Org Video Driver: 6.0 X.Org XInput driver : 7.0 X.Org Server Extension : 2.0 (++) using VT number 7 (--) PCI:*(0:1:0:0) 1002:9442:174b:e104 ATI Technologies Inc RV770 [Radeon HD 4850] rev 0, Mem @ 0xc0000000/268435456, 0xfe7e0000/65536, I/O @ 0x0000a000/256, BIOS @ 0x????????/131072 (--) PCI: (0:2:0:0) 1002:954f:1462:1618 ATI Technologies Inc RV710 [Radeon HD 4350] rev 0, Mem @ 0xd0000000/268435456, 0xfe8e0000/65536, I/O @ 0x0000b000/256, BIOS @ 0x????????/131072 (WW) Open ACPI failed (/var/run/acpid.socket) (No such file or directory) (II) "extmod" will be loaded by default. (II) "dbe" will be loaded by default. (II) "glx" will be loaded. This was enabled by default and also specified in the config file. (II) "record" will be loaded by default. (II) "dri" will be loaded by default. (II) "dri2" will be loaded by default. (II) LoadModule: "glx" (II) Loading /usr/lib/xorg/extra-modules/modules/extensions/libglx.so (II) Module glx: vendor="FireGL - ATI Technologies Inc." compiled for 7.5.0, module version = 1.0.0 (II) Loading extension GLX (II) LoadModule: "extmod" (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so (II) Module extmod: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension MIT-SCREEN-SAVER (II) Loading extension XFree86-VidModeExtension (II) Loading extension XFree86-DGA (II) Loading extension DPMS (II) Loading extension XVideo (II) Loading extension XVideo-MotionCompensation (II) Loading extension X-Resource (II) LoadModule: "dbe" (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so (II) Module dbe: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension DOUBLE-BUFFER (II) LoadModule: "record" (II) Loading /usr/lib/xorg/modules/extensions/librecord.so (II) Module record: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.13.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension RECORD (II) LoadModule: "dri" (II) Loading /usr/lib/xorg/modules/extensions/libdri.so (II) Module dri: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension XFree86-DRI (II) LoadModule: "dri2" (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so (II) Module dri2: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.1.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension DRI2 (II) LoadModule: "fglrx" (II) Loading /usr/lib/xorg/extra-modules/modules/drivers/fglrx_drv.so (II) Module fglrx: vendor="FireGL - ATI Technologies Inc." compiled for 1.7.1, module version = 8.72.11 Module class: X.Org Video Driver (II) Loading sub module "fglrxdrm" (II) LoadModule: "fglrxdrm" (II) Loading /usr/lib/xorg/extra-modules/modules/linux/libfglrxdrm.so (II) Module fglrxdrm: vendor="FireGL - ATI Technologies Inc." compiled for 1.7.1, module version = 8.72.11 (II) ATI Proprietary Linux Driver Version Identifier:8.72.11 (II) ATI Proprietary Linux Driver Release Identifier: 8.723.1 (II) ATI Proprietary Linux Driver Build Date: Apr 8 2010 21:40:29 (II) Primary Device is: PCI 01@00:00:0 (WW) Falling back to old probe method for fglrx (II) Loading PCS database from /etc/ati/amdpcsdb (--) Assigning device section with no busID to primary device (WW) fglrx: No matching Device section for instance (BusID PCI:0@2:0:0) found (--) Chipset Supported AMD Graphics Processor (0x9442) found (WW) fglrx: No matching Device section for instance (BusID PCI:0@1:0:1) found (WW) fglrx: No matching Device section for instance (BusID PCI:0@2:0:1) found (**) ChipID override: 0x954F (**) Chipset Supported AMD Graphics Processor (0x954F) found (II) AMD Video driver is running on a device belonging to a group targeted for this release (II) AMD Video driver is signed (II) fglrx(0): pEnt->device->identifier=0x9428aa0 (II) pEnt->device->identifier=(nil) (II) fglrx(0): === [atiddxPreInit] === begin (II) Loading sub module "vgahw" (II) LoadModule: "vgahw" (II) Loading /usr/lib/xorg/modules/libvgahw.so (II) Module vgahw: vendor="X.Org Foundation" compiled for 1.7.6, module version = 0.1.0 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): Creating default Display subsection in Screen section "Default Screen" for depth/fbbpp 24/32 (**) fglrx(0): Depth 24, (--) framebuffer bpp 32 (II) fglrx(0): Pixel depth = 24 bits stored in 4 bytes (32 bpp pixmaps) (==) fglrx(0): Default visual is TrueColor (==) fglrx(0): RGB weight 888 (II) fglrx(0): Using 8 bits per RGB (==) fglrx(0): Buffer Tiling is ON (II) Loading sub module "fglrxdrm" (II) LoadModule: "fglrxdrm" (II) Reloading /usr/lib/xorg/extra-modules/modules/linux/libfglrxdrm.so ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 10, (OK) ukiOpenByBusid: ukiOpenMinor returns 10 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 10, (OK) ukiOpenByBusid: ukiOpenMinor returns 10 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 11, (OK) ukiOpenByBusid: ukiOpenMinor returns 11 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 (--) fglrx(0): Chipset: "ATI Radeon HD 4800 Series" (Chipset = 0x9442) (--) fglrx(0): (PciSubVendor = 0x174b, PciSubDevice = 0xe104) (==) fglrx(0): board vendor info: third party graphics adapter - NOT original ATI (--) fglrx(0): Linear framebuffer (phys) at 0xc0000000 (--) fglrx(0): MMIO registers at 0xfe7e0000 (--) fglrx(0): I/O port at 0x0000a000 (==) fglrx(0): ROM-BIOS at 0x000c0000 (II) fglrx(0): AC Adapter is used (II) fglrx(0): Primary V_BIOS segment is: 0xc000 (II) Loading sub module "vbe" (II) LoadModule: "vbe" (II) Loading /usr/lib/xorg/modules/libvbe.so (II) Module vbe: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.1.0 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): VESA BIOS detected (II) fglrx(0): VESA VBE Version 3.0 (II) fglrx(0): VESA VBE Total Mem: 16384 kB (II) fglrx(0): VESA VBE OEM: ATI ATOMBIOS (II) fglrx(0): VESA VBE OEM Software Rev: 11.13 (II) fglrx(0): VESA VBE OEM Vendor: (C) 1988-2005, ATI Technologies Inc. (II) fglrx(0): VESA VBE OEM Product: RV770 (II) fglrx(0): VESA VBE OEM Product Rev: 01.00 (II) fglrx(0): ATI Video BIOS revision 9 or later detected (--) fglrx(0): Video RAM: 524288 kByte, Type: GDDR3 (II) fglrx(0): PCIE card detected (--) fglrx(0): Using per-process page tables (PPPT) as GART. (WW) fglrx(0): board is an unknown third party board, chipset is supported (--) fglrx(0): Chipset: "ATI Radeon HD 4300/4500 Series" (Chipset = 0x954f) (--) fglrx(0): (PciSubVendor = 0x1462, PciSubDevice = 0x1618) (==) fglrx(0): board vendor info: third party graphics adapter - NOT original ATI (--) fglrx(0): Linear framebuffer (phys) at 0xd0000000 (--) fglrx(0): MMIO registers at 0xfe8e0000 (--) fglrx(0): I/O port at 0x0000b000 (==) fglrx(0): ROM-BIOS at 0x000c0000 (II) fglrx(0): AC Adapter is used (II) fglrx(0): Invalid ATI BIOS from int10, the adapter is not VGA-enabled (II) fglrx(0): ATI Video BIOS revision 9 or later detected (--) fglrx(0): Video RAM: 524288 kByte, Type: DDR2 (II) fglrx(0): PCIE card detected (--) fglrx(0): Using per-process page tables (PPPT) as GART. (WW) fglrx(0): board is an unknown third party board, chipset is supported (II) fglrx(0): Using adapter: 1:0.0. (II) fglrx(0): [FB] MC range(MCFBBase = 0xf00000000, MCFBSize = 0x20000000) (II) fglrx(0): Interrupt handler installed at IRQ 31. (II) fglrx(0): Using adapter: 2:0.0. (II) fglrx(0): [FB] MC range(MCFBBase = 0xf00000000, MCFBSize = 0x20000000) (II) fglrx(0): RandR 1.2 support is enabled! (II) fglrx(0): RandR 1.2 rotation support is enabled! (==) fglrx(0): Center Mode is disabled (II) Loading sub module "fb" (II) LoadModule: "fb" (II) Loading /usr/lib/xorg/modules/libfb.so (II) Module fb: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 ABI class: X.Org ANSI C Emulation, version 0.4 (II) Loading sub module "ddc" (II) LoadModule: "ddc" (II) Module "ddc" already built-in (II) fglrx(0): Finished Initialize PPLIB! (II) Loading sub module "ddc" (II) LoadModule: "ddc" (II) Module "ddc" already built-in (II) fglrx(0): Connected Display0: DFP on external TMDS [tmds2] (II) fglrx(0): Display0 EDID data --------------------------- (II) fglrx(0): Manufacturer: DEL Model: a038 Serial#: 810829397 (II) fglrx(0): Year: 2008 Week: 51 (II) fglrx(0): EDID Version: 1.3 (II) fglrx(0): Digital Display Input (II) fglrx(0): Max Image Size [cm]: horiz.: 53 vert.: 30 (II) fglrx(0): Gamma: 2.20 (II) fglrx(0): DPMS capabilities: StandBy Suspend Off (II) fglrx(0): Supported color encodings: RGB 4:4:4 YCrCb 4:4:4 (II) fglrx(0): Default color space is primary color space (II) fglrx(0): First detailed timing is preferred mode (II) fglrx(0): redX: 0.640 redY: 0.330 greenX: 0.300 greenY: 0.600 (II) fglrx(0): blueX: 0.150 blueY: 0.060 whiteX: 0.312 whiteY: 0.329 (II) fglrx(0): Supported established timings: (II) fglrx(0): 720x400@70Hz (II) fglrx(0): 640x480@60Hz (II) fglrx(0): 640x480@75Hz (II) fglrx(0): 800x600@60Hz (II) fglrx(0): 800x600@75Hz (II) fglrx(0): 1024x768@60Hz (II) fglrx(0): 1024x768@75Hz (II) fglrx(0): 1280x1024@75Hz (II) fglrx(0): Manufacturer's mask: 0 (II) fglrx(0): Supported standard timings: (II) fglrx(0): #0: hsize: 1152 vsize 864 refresh: 75 vid: 20337 (II) fglrx(0): #1: hsize: 1280 vsize 1024 refresh: 60 vid: 32897 (II) fglrx(0): #2: hsize: 1920 vsize 1080 refresh: 60 vid: 49361 (II) fglrx(0): Supported detailed timing: (II) fglrx(0): clock: 148.5 MHz Image Size: 531 x 298 mm (II) fglrx(0): h_active: 1920 h_sync: 2008 h_sync_end 2052 h_blank_end 2200 h_border: 0 (II) fglrx(0): v_active: 1080 v_sync: 1084 v_sync_end 1089 v_blanking: 1125 v_border: 0 (II) fglrx(0): Serial No: Y183D8CF0TFU (II) fglrx(0): Monitor name: DELL S2409W (II) fglrx(0): Ranges: V min: 50 V max: 76 Hz, H min: 30 H max: 83 kHz, PixClock max 170 MHz (II) fglrx(0): EDID (in hex): (II) fglrx(0): 00ffffffffffff0010ac38a055465430 (II) fglrx(0): 3312010380351e78eeee91a3544c9926 (II) fglrx(0): 0f5054a54b00714f8180d1c001010101 (II) fglrx(0): 010101010101023a801871382d40582c (II) fglrx(0): 4500132a2100001e000000ff00593138 (II) fglrx(0): 3344384346305446550a000000fc0044 (II) fglrx(0): 454c4c205332343039570a20000000fd (II) fglrx(0): 00324c1e5311000a2020202020200059 (II) fglrx(0): End of Display0 EDID data -------------------- (II) fglrx(0): Output DFP2 has no monitor section (II) fglrx(0): Output DFP_EXTTMDS has no monitor section (II) fglrx(0): Output CRT1 has no monitor section (II) fglrx(0): Output CRT2 has no monitor section (II) fglrx(0): Output DFP2 disconnected (II) fglrx(0): Output DFP_EXTTMDS connected (II) fglrx(0): Output CRT1 disconnected (II) fglrx(0): Output CRT2 disconnected (II) fglrx(0): Using exact sizes for initial modes (II) fglrx(0): Output DFP_EXTTMDS using initial mode 1920x1080 (II) fglrx(0): DPI set to (96, 96) (II) fglrx(0): Adapter ATI Radeon HD 4800 Series has 2 configurable heads and 1 displays connected. (==) fglrx(0): QBS disabled (==) fglrx(0): PseudoColor visuals disabled (II) Loading sub module "ramdac" (II) LoadModule: "ramdac" (II) Module "ramdac" already built-in (==) fglrx(0): NoAccel = NO (==) fglrx(0): NoDRI = NO (==) fglrx(0): Capabilities: 0x00000000 (==) fglrx(0): CapabilitiesEx: 0x00000000 (==) fglrx(0): OpenGL ClientDriverName: "fglrx_dri.so" (==) fglrx(0): UseFastTLS=0 (==) fglrx(0): BlockSignalsOnLock=1 (--) Depth 24 pixmap format is 32 bpp (II) Loading extension ATIFGLRXDRI (II) fglrx(0): doing swlDriScreenInit (II) fglrx(0): swlDriScreenInit for fglrx driver ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 17, (OK) ukiOpenByBusid: ukiOpenMinor returns 17 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 17, (OK) ukiOpenByBusid: ukiOpenMinor returns 17 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 (II) fglrx(0): [uki] DRM interface version 1.0 (II) fglrx(0): [uki] created "fglrx" driver at busid "PCI:1:0:0" (II) fglrx(0): [uki] added 8192 byte SAREA at 0x2000 (II) fglrx(0): [uki] mapped SAREA 0x2000 to 0xb6996000 (II) fglrx(0): [uki] framebuffer handle = 0x3000 (II) fglrx(0): [uki] added 1 reserved context for kernel (II) fglrx(0): swlDriScreenInit done (II) fglrx(0): Kernel Module Version Information: (II) fglrx(0): Name: fglrx (II) fglrx(0): Version: 8.72.11 (II) fglrx(0): Date: Apr 8 2010 (II) fglrx(0): Desc: ATI FireGL DRM kernel module (II) fglrx(0): Kernel Module version matches driver. (II) fglrx(0): Kernel Module Build Time Information: (II) fglrx(0): Build-Kernel UTS_RELEASE: 2.6.32-22-generic-pae (II) fglrx(0): Build-Kernel MODVERSIONS: yes (II) fglrx(0): Build-Kernel __SMP__: yes (II) fglrx(0): Build-Kernel PAGE_SIZE: 0x1000 (II) fglrx(0): [uki] register handle = 0x00004000 (II) fglrx(0): DRI initialization successfull! (II) fglrx(0): FBADPhys: 0xf00000000 FBMappedSize: 0x01068000 (II) fglrx(0): FBMM initialized for area (0,0)-(1920,2240) (II) fglrx(0): FBMM auto alloc for area (0,0)-(1920,1920) (front color buffer - assumption) (II) fglrx(0): Largest offscreen area available: 1920 x 320 (==) fglrx(0): Backing store disabled (II) Loading extension FGLRXEXTENSION (==) fglrx(0): DPMS enabled (II) fglrx(0): Initialized in-driver Xinerama extension (**) fglrx(0): Textured Video is enabled. (II) LoadModule: "glesx" (II) Loading /usr/lib/xorg/extra-modules/modules/glesx.so (II) Module glesx: vendor="X.Org Foundation" compiled for 1.7.1, module version = 1.0.0 (II) Loading extension GLESX (II) Loading sub module "xaa" (II) LoadModule: "xaa" (II) Loading /usr/lib/xorg/modules/libxaa.so (II) Module xaa: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.2.1 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): GLESX enableFlags = 94 (II) fglrx(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles Solid Horizontal and Vertical Lines Driver provided ScreenToScreenBitBlt replacement Driver provided FillSolidRects replacement (II) fglrx(0): GLESX is enabled (II) LoadModule: "amdxmm" (II) Loading /usr/lib/xorg/extra-modules/modules/amdxmm.so (II) Module amdxmm: vendor="X.Org Foundation" compiled for 1.7.1, module version = 1.0.0 (II) Loading extension AMDXVOPL (II) fglrx(0): UVD2 feature is available (II) fglrx(0): Enable composite support successfully (II) fglrx(0): X context handle = 0x1 (II) fglrx(0): [DRI] installation complete (==) fglrx(0): Silken mouse enabled (==) fglrx(0): Using HW cursor of display infrastructure! (II) fglrx(0): Disabling in-server RandR and enabling in-driver RandR 1.2. (--) RandR disabled (II) Found 2 VGA devices: arbiter wrapping enabled (II) Initializing built-in extension Generic Event Extension (II) Initializing built-in extension SHAPE (II) Initializing built-in extension MIT-SHM (II) Initializing built-in extension XInputExtension (II) Initializing built-in extension XTEST (II) Initializing built-in extension BIG-REQUESTS (II) Initializing built-in extension SYNC (II) Initializing built-in extension XKEYBOARD (II) Initializing built-in extension XC-MISC (II) Initializing built-in extension SECURITY (II) Initializing built-in extension XINERAMA (II) Initializing built-in extension XFIXES (II) Initializing built-in extension RENDER (II) Initializing built-in extension RANDR (II) Initializing built-in extension COMPOSITE (II) Initializing built-in extension DAMAGE ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 18, (OK) ukiOpenByBusid: ukiOpenMinor returns 18 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 18, (OK) ukiOpenByBusid: ukiOpenMinor returns 18 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 (II) AIGLX: Loaded and initialized /usr/lib/dri/fglrx_dri.so (II) GLX: Initialized DRI GL provider for screen 0 (II) fglrx(0): Enable the clock gating! (II) fglrx(0): Setting screen physical size to 507 x 285 (II) XKB: reuse xkmfile /var/lib/xkb/server-B20D7FC79C7F597315E3E501AEF10E0D866E8E92.xkm (II) config/udev: Adding input device Power Button (/dev/input/event1) (**) Power Button: Applying InputClass "evdev keyboard catchall" (II) LoadModule: "evdev" (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so (II) Module evdev: vendor="X.Org Foundation" compiled for 1.7.6, module version = 2.3.2 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 7.0 (**) Power Button: always reports core events (**) Power Button: Device: "/dev/input/event1" (II) Power Button: Found keys (II) Power Button: Configuring as keyboard (II) XINPUT: Adding extended input device "Power Button" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Power Button (/dev/input/event0) (**) Power Button: Applying InputClass "evdev keyboard catchall" (**) Power Button: always reports core events (**) Power Button: Device: "/dev/input/event0" (II) Power Button: Found keys (II) Power Button: Configuring as keyboard (II) XINPUT: Adding extended input device "Power Button" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Logitech USB-PS/2 Optical Mouse (/dev/input/event3) (**) Logitech USB-PS/2 Optical Mouse: Applying InputClass "evdev pointer catchall" (**) Logitech USB-PS/2 Optical Mouse: always reports core events (**) Logitech USB-PS/2 Optical Mouse: Device: "/dev/input/event3" (II) Logitech USB-PS/2 Optical Mouse: Found 12 mouse buttons (II) Logitech USB-PS/2 Optical Mouse: Found scroll wheel(s) (II) Logitech USB-PS/2 Optical Mouse: Found relative axes (II) Logitech USB-PS/2 Optical Mouse: Found x and y relative axes (II) Logitech USB-PS/2 Optical Mouse: Configuring as mouse (**) Logitech USB-PS/2 Optical Mouse: YAxisMapping: buttons 4 and 5 (**) Logitech USB-PS/2 Optical Mouse: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "Logitech USB-PS/2 Optical Mouse" (type: MOUSE) (II) Logitech USB-PS/2 Optical Mouse: initialized for relative axes. (II) config/udev: Adding input device Logitech USB-PS/2 Optical Mouse (/dev/input/mouse1) (II) No input driver/identifier specified (ignoring) (II) config/udev: Adding input device Logitech USB Multimedia Keyboard (/dev/input/event4) (**) Logitech USB Multimedia Keyboard: Applying InputClass "evdev keyboard catchall" (**) Logitech USB Multimedia Keyboard: always reports core events (**) Logitech USB Multimedia Keyboard: Device: "/dev/input/event4" (II) Logitech USB Multimedia Keyboard: Found keys (II) Logitech USB Multimedia Keyboard: Configuring as keyboard (II) XINPUT: Adding extended input device "Logitech USB Multimedia Keyboard" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Logitech USB Multimedia Keyboard (/dev/input/event5) (**) Logitech USB Multimedia Keyboard: Applying InputClass "evdev keyboard catchall" (**) Logitech USB Multimedia Keyboard: always reports core events (**) Logitech USB Multimedia Keyboard: Device: "/dev/input/event5" (II) Logitech USB Multimedia Keyboard: Found keys (II) Logitech USB Multimedia Keyboard: Configuring as keyboard (II) XINPUT: Adding extended input device "Logitech USB Multimedia Keyboard" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device KEYBOARD (/dev/input/event6) (**) KEYBOARD: Applying InputClass "evdev keyboard catchall" (**) KEYBOARD: always reports core events (**) KEYBOARD: Device: "/dev/input/event6" (II) KEYBOARD: Found keys (II) KEYBOARD: Configuring as keyboard (II) XINPUT: Adding extended input device "KEYBOARD" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device KEYBOARD (/dev/input/event7) (**) KEYBOARD: Applying InputClass "evdev keyboard catchall" (**) KEYBOARD: always reports core events (**) KEYBOARD: Device: "/dev/input/event7" (II) KEYBOARD: Found 14 mouse buttons (II) KEYBOARD: Found scroll wheel(s) (II) KEYBOARD: Found relative axes (II) KEYBOARD: Found keys (II) KEYBOARD: Configuring as mouse (II) KEYBOARD: Configuring as keyboard (**) KEYBOARD: YAxisMapping: buttons 4 and 5 (**) KEYBOARD: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "KEYBOARD" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (EE) KEYBOARD: failed to initialize for relative axes. (II) config/udev: Adding input device KEYBOARD (/dev/input/mouse2) (II) No input driver/identifier specified (ignoring) (II) config/udev: Adding input device Macintosh mouse button emulation (/dev/input/event2) (**) Macintosh mouse button emulation: Applying InputClass "evdev pointer catchall" (**) Macintosh mouse button emulation: always reports core events (**) Macintosh mouse button emulation: Device: "/dev/input/event2" (II) Macintosh mouse button emulation: Found 3 mouse buttons (II) Macintosh mouse button emulation: Found relative axes (II) Macintosh mouse button emulation: Found x and y relative axes (II) Macintosh mouse button emulation: Configuring as mouse (**) Macintosh mouse button emulation: YAxisMapping: buttons 4 and 5 (**) Macintosh mouse button emulation: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "Macintosh mouse button emulation" (type: MOUSE) (II) Macintosh mouse button emulation: initialized for relative axes. (II) config/udev: Adding input device Macintosh mouse button emulation (/dev/input/mouse0) (II) No input driver/identifier specified (ignoring) (II) fglrx(0): Restoring Recent Mode via PCS is not supported in RANDR 1.2 capable environments

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  • OpenGL FrameBuffer Objects weird behavior

    - by Ben Jones
    My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm for each shadow mapped pass is: render the scene to a FBO connected to a depth array texture from the POV of each light render the scene from the viewpoint and use vertex/frag shaders to compare the depths When I run my algorithm this way: render from point to FBO render from point to screen glutSwapBuffers() The normal vectors in the screen pass appear to be incorrect (inverted possibly). I'm pretty sure that's the issue because my diffuse lighting calculation is incorrect, but the material colors are correct, and the shadows appear in the correct places. So, it seems like the only thing that could be the culprit is the normals. However if I do render from point to FBO render from point to Screen glutSwapBuffers() //wrong here render from point to Screen glutSwapBuffers() the second pass is correct. I assume there's a problem with my framebuffer calls. Can anyone see what the problem is from the log below? Its from a bugle trace grepped for 'buffer' with a few edits to make it a little more clear. Thanks! [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfeb90 - { 1 }) [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfebac - { 2 }) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glDrawBuffer(GL_NONE) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) //start render to FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 2, 0) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 3, 0) [INFO] trace.call: glDrawBuffer(GL_COLOR_ATTACHMENT0) //bind to the FBO attached to a depth tex array for shadows [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the FBO I want the shadow mapped image rendered to [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //draw geometry //draw to screen pass //again shadow mapping FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the screen [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //finished, swap buffers [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //INCORRECT OUTPUT //second try at render to screen: [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) draw geometry [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //correct output

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  • hiding menu on click

    - by rupesh
    Hi all I am using NullField() in one of my screen so that the default focus should not be on any of the button . but when i am clicking on the screen where no field is there , menu screen is being displayed. i dont want that menu screen to be poped up tough it should open when i click menu button. Thanks alot

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  • Any thoughts on how to create a true 'punch-out' area in a Sprite?

    - by rhtx
    I've been working on this for awhile, now. You might also call it a 'reverse mask', or an 'inverse mask'. Basically, I'm creating a view window within a display object. I need to allow objects on the stage that are under the window to be able to interact with the mouse. This is similar to a WPF question: http://stackoverflow.com/questions/740994/use-wpf-object-to-punch-hole-in-another, which has a much shorter write-up. I've got a Class called PunchOutShield, which creates a Sprite that covers the stage (or over some desired area). The Sprite's Graphics object is filled using the color and transparency of Flex's modal screen. The result is a screen that looks like the screen which appears behind a modal PopUp. PunchOutShield has a method called punch, which takes two arguments - the first is a Shape object, which defines the shape of the punch-through area; the second is a Point object, which indicates where to position the punch-through area. It took some experimenting, but I found that I can successfully create a punch-out area (i.e. - the modal screen does not display within the bounds of the given Shape). To do this, I set cacheAsBitmap to true on the Sprite that is used to create the modal screen, and also on the Shape object, which is added to the modal screen Sprite's displayList. If I set the blend mode of the Shape to ERASE, a completely transparent area is created in the modal screen. So far, great. The problem is that Shape does not subclass InteractiveObject, so there is no way to set mouseEnabled = false on it. And so, it prevents interaction between the mouse and any objects that are visible through the punch-out area. On top of that, InteractiveObject isn't available to look at, so I can't see if there is a way to borrow what it's doing to provide the mouseEnabled functionality and apply it to a subclass of Shape. I've tried using another Sprite object, rather than a Shape object, but the blending doesn't work out correctly. I'm not sure why there is a difference, but the Shape object seems to somehow combine with the parenting Sprite, allowing the ERASE blendMode to effect the desired punch-out visual appearance. It wouldn't be the end of the world if I had to draw up the screen with a series of rectangles so that the punch-out area was just simply not drawn, but that approach won't work if the punch-out area is complex. Or round. Any thoughts on this approach, or on an alternative approach?

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  • iPhone - nested views & controllers

    - by codemonkey
    Is it possible to have a single iPhone screen with its view loaded from a xib by that screen's UIViewController, but then another UIView within that screen with content loaded from a separate xib file? If so, is it possible to have that nested view's events handled by a separate custom UIViewController subclass from the rest of the screen? If both of these things are possible, are they also advisable?

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  • Plan Operator Tuesday round-up

    - by Rob Farley
    Eighteen posts for T-SQL Tuesday #43 this month, discussing Plan Operators. I put them together and made the following clickable plan. It’s 1000px wide, so I hope you have a monitor wide enough. Let me explain this plan for you (people’s names are the links to the articles on their blogs – the same links as in the plan above). It was clearly a SELECT statement. Wayne Sheffield (@dbawayne) wrote about that, so we start with a SELECT physical operator, leveraging the logical operator Wayne Sheffield. The SELECT operator calls the Paul White operator, discussed by Jason Brimhall (@sqlrnnr) in his post. The Paul White operator is quite remarkable, and can consume three streams of data. Let’s look at those streams. The first pulls data from a Table Scan – Boris Hristov (@borishristov)’s post – using parallel threads (Bradley Ball – @sqlballs) that pull the data eagerly through a Table Spool (Oliver Asmus – @oliverasmus). A scalar operation is also performed on it, thanks to Jeffrey Verheul (@devjef)’s Compute Scalar operator. The second stream of data applies Evil (I figured that must mean a procedural TVF, but could’ve been anything), courtesy of Jason Strate (@stratesql). It performs this Evil on the merging of parallel streams (Steve Jones – @way0utwest), which suck data out of a Switch (Paul White – @sql_kiwi). This Switch operator is consuming data from up to four lookups, thanks to Kalen Delaney (@sqlqueen), Rick Krueger (@dataogre), Mickey Stuewe (@sqlmickey) and Kathi Kellenberger (@auntkathi). Unfortunately Kathi’s name is a bit long and has been truncated, just like in real plans. The last stream performs a join of two others via a Nested Loop (Matan Yungman – @matanyungman). One pulls data from a Spool (my post – @rob_farley) populated from a Table Scan (Jon Morisi). The other applies a catchall operator (the catchall is because Tamera Clark (@tameraclark) didn’t specify any particular operator, and a catchall is what gets shown when SSMS doesn’t know what to show. Surprisingly, it’s showing the yellow one, which is about cursors. Hopefully that’s not what Tamera planned, but anyway...) to the output from an Index Seek operator (Sebastian Meine – @sqlity). Lastly, I think everyone put in 110% effort, so that’s what all the operators cost. That didn’t leave anything for me, unfortunately, but that’s okay. Also, because he decided to use the Paul White operator, Jason Brimhall gets 0%, and his 110% was given to Paul’s Switch operator post. I hope you’ve enjoyed this T-SQL Tuesday, and have learned something extra about Plan Operators. Keep your eye out for next month’s one by watching the Twitter Hashtag #tsql2sday, and why not contribute a post to the party? Big thanks to Adam Machanic as usual for starting all this. @rob_farley

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  • Consolidation in Exadata

    - by Luis Moreno Campos
    View imageIf you are wondering how can you consolidate different databases inside an Exadata solution, then you can do one or both of the following:- Register and Come to this event: Oracle Enterprise Cloud Summit (10th February 2011)- Read about Oracle's Private Cloud Database Consolitation strategy here.If you are reading this after the event has taken place check out these docs:- White Paper about Instance Caging- Oracle Database Resource Manager technical white paperLMC

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  • Exporting Master Data from Master Data Services

    This white paper describes how to export master data from Microsoft SQL Server Master Data Services (MDS) using a subscription view, and how to import the master data into an external system using SQL Server Integration Services (SSIS). The white paper provides a step-by-step sample for creating a subscription view and an SSIS package. 12 essential tools for database professionalsThe SQL Developer Bundle contains 12 tools designed with the SQL Server developer and DBA in mind. Try it now.

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  • Consolidating Oracle E-Business Suite R12 on Oracle's SPARC SuperCluster

    - by Giri Mandalika
    An Optimized Solution for Oracle E-Business Suite (EBS) R12 12.1.3 is now available on oracle.com.     The Oracle Optimized Solution for Oracle E-Business Suite This solution was centered around the engineered system, SPARC SuperCluster T4-4. Check the business and technical white papers along with a bunch of relevant useful resources online at the above optimized solution page for EBS. What is an Optimized Solution? Oracle's Optimized Solutions are designed, tested and fully documented architectures that are tuned for optimal performance and availability. Optimized solutions are NOT pre-packaged, fully tuned, ready-to-install software bundles that can be downloaded and installed. An optimized solution is usually a well documented architecture that was thoroughly tested on a target platform. The technical white paper details the deployed application architecture along with various observations from installing the application on target platform to its behavior and performance in highly available and scalable configurations. Oracle E-Business Suite R12 Use Case Multiple E-Business Suite R12 12.1.3 application modules were tested in this optimized solution -- Financials (online - oracle forms & web requests), Order Management (online - oracle forms & web req uests) and HRMS (online - web requests & payroll batch). The solution will be updated with additional application modules, when they are available. Oracle Solaris Cluster is responsible for the high availability portion of the solution. Performance Data For the sake of completeness, test results were also documented in the optimized solution white paper. Those test results are mainly for educational purposes only. They give good sense of application behavior under the circumstances the application was tested. Since the major focus of the optimized solution is around highly available and scalable configurations, the application was configured to me et those criteria. Hence the documented test results are not directly comparable to any other E-Business Suite performance test results published by any vendor including Oracle. Such an attempt may lead to skewed, incorrect conclusions. Questions & Requests Feel free to direct your questions to the author of the white papers. If you are a potential customer who would like to test a specific E-Business Suite application module on any non-engineered syste m such as SPARC T4-X or engineered system such as SPARC SuperCluster, contact Oracle Solution Center.

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  • How can I convince IE to honor my explicit instructions to make a table column X pixels wide? [migrated]

    - by AnthonyWJones
    Please consider this small but complete chunk of HTML: <!DOCTYPE html > <html> <head> <title>Test</title> <style type="text/css"> span {overflow:hidden; white-space:nowrap; } td {overflow:hidden; text-overflow:ellipsis} </style> </head> <body> <table cellspacing="0" > <tbody> <tr> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 1</span></td> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 2</span></td> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 3</span></td> </tr> </tbody> </table> </body> </html> If you render the above in Chrome you'll see the effect I'm looking for. However render it in IE8 or 9 the width and/or max-width is ignored. So my question is how do get IE to simply let me specify the width of a cell explicitly? BTW, I've tried various combinations of table-layout:fixed and using colgroup with cols and all sorts, nothing I've tried convinces IE to what I'm clearly asking it to explicitly do? If I had any hair before starting this I wouldn't have any left by now.

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  • Chrome OS is missing or damaged

    - by Ken
    My Google Chrome CR-48 started flaking out/rebooting and finally this message.  This post solved the problem quite easily. http://cr-48.wikispaces.com/Reseat+SSD+Cable Two hints: 1) you need to pull off the rubber feet to get at some screws. 2) the real problem is the little white clip under the cable.  Don’t worry about reseating anything, Just push the cable back on and the little white clip back up to snap in place and hold the cable.

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  • Updated Master Data Services Documentation and Resources

    - by mattande
    (This post was contributed by Reagan Templin, Lead Technical Writer for the MDS Team) With the release of SQL Server 2008 R2, it’s a great time to check out the updated documentation and resources for the release, and for SQL Server 2008 R2 Master Data Services ("MDS") in particular. As you saw in the last post ( New White Papers Available ), there are some great white papers available on MSDN to get you going with MDS. Below you’ll find more information about other updated and newly published content....(read more)

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  • USB 3.0 controller is not recognized by Ubuntu 12.04

    - by BlueWanderer
    I have a Thinkpad E430 notebook, and the intel's USB 3.0 controller can not be recognized by Ubuntu 12.04. The LED on my USB-HDD is white instead of blue (And in Windows 7, it is blue when connected to USB 3.0 port, and is white when connected to 2.0). And the transfer speed is around 25MB/s instead of 65MB/s in Windows 7. I'm not familiar with Linux systems, so I've no clue about what's going wrong. I've searched the web, but got no solution.

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  • New: Deploying Highly Available Monitoring Infrastructure using Oracle Enterprise Manager Cloud Control 12c and Oracle Database Appliance

    - by uwes
    Recently (May 2014) the Solution-in-a-box: Deploying Highly Available Monitoring Infrastructure using Oracle Enterprise Manager Cloud Control 12c and Oracle Database Appliance white paper was published on OTN.This white paper outlines the steps to deploy Oracle Enterprise Manager Cloud Control 12c on the highly available Oracle Database Appliance platform. By reading this document, you will learn more about the process of planning, installing and deploying Oracle Enterprise Manager Cloud Control 12c Release 3 Plug - in Update 1 (12.1.0.3) on Oracle Database Appliance Virtualized Platform.

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  • USB 3.0 controller is not recognized

    - by BlueWanderer
    I have a Thinkpad E430 notebook, and the intel's USB 3.0 controller can not be recognized by Ubuntu 12.04. The LED on my USB-HDD is white instead of blue (And in Windows 7, it is blue when connected to USB 3.0 port, and is white when connected to 2.0). And the transfer speed is around 25MB/s instead of 65MB/s in Windows 7. I'm not familiar with Linux systems, so I've no clue about what's going wrong. I've searched the web, but got no solution.

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  • Mobile Friendly Websites with CSS Media Queries

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

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  • The HTG Guide to Using a Bluetooth Keyboard with Your Android Device

    - by Matt Klein
    Android devices aren’t usually associated with physical keyboards. But, since Google is now bundling their QuickOffice app with the newly-released Kit-Kat, it appears inevitable that at least some Android tablets (particularly 10-inch models) will take on more productivity roles. In recent years, physical keyboards have been rendered obsolete by swipe style input methods such as Swype and Google Keyboard. Physical keyboards tend to make phones thick and plump, and that won’t fly today when thin (and even flexible and curved) is in vogue. So, you’ll be hard-pressed to find smartphone manufacturers launching new models with physical keyboards, thus rendering sliders to a past chapter in mobile phone evolution. It makes sense to ditch the clunky keyboard phone in favor of a lighter, thinner model. You’re going to carry around in your pocket or purse all day, why have that extra bulk and weight? That said, there is sound logic behind pairing tablets with keyboards. Microsoft continues to plod forward with its Surface models, and while critics continue to lavish praise on the iPad, its functionality is obviously enhanced and extended when you add a physical keyboard. Apple even has an entire page devoted specifically to iPad-compatible keyboards. But an Android tablet and a keyboard? Does such a thing even exist? They do actually. There are docking keyboards and keyboard/case combinations, there’s the Asus Transformer family, Logitech markets a Windows 8 keyboard that speaks “Android”, and these are just to name a few. So we know that keyboard products that are designed to work with Android exist, but what about an everyday Bluetooth keyboard you might use with Windows or OS X? How-To Geek wanted look at how viable it is to use such a keyboard with Android. We conducted some research and examined some lists of Android keyboard shortcuts. Most of what we found was long outdated. Many of the shortcuts don’t even apply anymore, while others just didn’t work. Regardless, after a little experimentation and a dash of customization, it turns out using a keyboard with Android is kind of fun, and who knows, maybe it will catch on. Setting things up Setting up a Bluetooth keyboard with Android is very easy. First, you’ll need a Bluetooth keyboard and of course an Android device, preferably running version 4.1 (Jelly Bean) or higher. For our test, we paired a second-generation Google Nexus 7 running Android 4.3 with a Samsung Series 7 keyboard. In Android, enable Bluetooth if it isn’t already on. We’d like to note that if you don’t normally use Bluetooth accessories and peripherals with your Android device (or any device really), it’s best practice to leave Bluetooth off because, like GPS, it drains the device’s battery more quickly. To enable Bluetooth, simply go to “Settings” -> “Bluetooth” and tap the slider button to “On”. To set up the keyboard, make sure it is on and then tap “Bluetooth” in the Android settings. On the resulting screen, your Android device should automatically search for and hopefully find your keyboard. If you don’t get it right the first time, simply turn the keyboard on again and then tap “Search for Devices” to try again. If it still doesn’t work, make sure you have fresh batteries and the keyboard isn’t paired to another device. If it is, you will need to unpair it before it will work with your Android device (consult your keyboard manufacturer’s documentation or Google if you don’t know how to do this). When Android finds your keyboard, select it under “Available Devices” … … and you should be prompted to type in a code: If successful, you will see that device is now “Connected” and you’re ready to go. If you want to test things out, try pressing the “Windows” key (“Apple” or “Command”) + ESC, and you will be whisked to your Home screen. So, what can you do? Traditional Mac and Windows users know there’s usually a keyboard shortcut for just about everything (and if there isn’t, there’s all kinds of ways to remap keys to do a variety of commands, tasks, and functions). So where does Android fall in terms of baked-in keyboard commands? There answer to that is kind of enough, but not too much. There are definitely established combos you can use to get around, but they aren’t clear and there doesn’t appear to be any one authority on what they are. Still, there is enough keyboard functionality in Android to make it a viable option, if only for those times when you need to get something done (long e-mail or important document) and an on-screen keyboard simply won’t do. It’s important to remember that Android is, and likely always will be a touch-first interface. That said, it does make some concessions to physical keyboards. In other words, you can get around Android fairly well without having to lift your hands off the keys, but you will still have to tap the screen regularly, unless you add a mouse. For example, you can wake your device by tapping a key rather than pressing its power button. However, if your device is slide or pattern-locked, then you’ll have to use the touchscreen to unlock it – a password or PIN however, works seamlessly with a keyboard – other things like widgets and app controls and features, have to be tapped. You get the idea. Keyboard shortcuts and navigation As we said, baked-in keyboard shortcut combos aren’t necessarily abundant nor apparent. The one thing you can always do is search. Any time you want to Google something, start typing from the Home screen and the search screen will automatically open and begin displaying results. Other than that, here is what we were able to figure out: ESC = go back CTRL + ESC = menu CTRL + ALT + DEL = restart (no questions asked) ALT + SPACE = search page (say “OK Google” to voice search) ALT + TAB (ALT + SHIFT + TAB) = switch tasks Also, if you have designated volume function keys, those will probably work too. There’s also some dedicated app shortcuts like calculator, Gmail, and a few others: CMD + A = calculator CMD + C = contacts CMD + E = e-mail CMD + G = Gmail CMD + L = Calendar CMD + P = Play Music CMD + Y = YouTube Overall, it’s not a long comprehensive list and there’s no dedicated keyboard combos for the full array of Google’s products. Granted, it’s hard to imagine getting a lot of mileage out of a keyboard with Maps but with something like Keep, you could type out long, detailed lists on your tablet, and then view them on your smartphone when you go out shopping. You can also use the arrow keys to navigate your Home screen over shortcuts and open the app drawer. When something on the screen is selected, it will be highlighted in blue. Press “Enter” to open your selection. Additionally, if an app has its own set of shortcuts, e.g. Gmail has quite a few unique shortcuts to it, as does Chrome, some – though not many – will work in Android (not for YouTube though). Also, many “universal” shortcuts such as Copy (CTRL + C), Cut (CTRL + X), Paste (CTRL + V), and Select All (CTRL + A) work where needed – such as in instant messaging, e-mail, social media apps, etc. Creating custom application shortcuts What about custom shortcuts? When we were researching this article, we were under the impression that it was possible to assign keyboard combinations to specific apps, such as you could do on older Android versions such as Gingerbread. This no long seems to be the case and nowhere in “Settings” could we find a way to assign hotkey combos to any of our favorite, oft-used apps or functions. If you do want custom keyboard shortcuts, what can you do? Luckily, there’s an app on Google Play that allows you to, among other things, create custom app shortcuts. It is called External Keyboard Helper (EKH) and while there is a free demo version, the pay version is only a few bucks. We decided to give EKH a whirl and through a little experimentation and finally reading the developer’s how-to, we found we could map custom keyboard combos to just about anything. To do this, first open the application and you’ll see the main app screen. Don’t worry about choosing a custom layout or anything like that, you want to go straight to the “Advanced settings”: In the “Advanced settings” select “Application shortcuts” to continue: You can have up to 16 custom application shortcuts. We are going to create a custom shortcut to the Facebook app. We choose “A0”, and from the resulting list, Facebook. You can do this for any number of apps, services, and settings. As you can now see, the Facebook app has now been linked to application-zero (A0): Go back to the “Advanced settings” and choose “Customize keyboard mappings”: You will be prompted to create a custom keyboard layout so we choose “Custom 1”: When you choose to create a custom layout, you can do a great many more things with your keyboard. For example, many keyboards have predefined function (Fn) keys, which you can map to your tablet’s brightness controls, toggle WiFi on/off, and much more. A word of advice, the application automatically remaps certain keys when you create a custom layout. This might mess up some existing keyboard combos. If you simply want to add some functionality to your keyboard, you can go ahead and delete EKH’s default changes and start your custom layout from scratch. To create a new combo, select “Add new key mapping”: For our new shortcut, we are going to assign the Facebook app to open when we key in “ALT + F”. To do this, we press the “F” key while in the “Scancode” field and we see it returns a value of “33”. If we wanted to use a different key, we can press “Change” and scan another key’s numerical value. We now want to assign the “ALT” key to application “A0”, previously designated as the Facebook app. In the “AltGr” field, we enter “A0” and then “Save” our custom combo. And now we see our new application shortcut. Now, as long as we’re using our custom layout, every time we press “ALT + F”, the Facebook app will launch: External Keyboard Helper extends far beyond simple application shortcuts and if you are looking for deeper keyboard customization options, you should definitely check it out. Among other things, EKH also supports dozens of languages, allows you to quickly switch between layouts using a key or combo, add up to 16 custom text shortcuts, and much more! It can be had on Google Play for $2.53 for the full version, but you can try the demo version for free. More extensive documentation on how to use the app is also available. Android? Keyboard? Sure, why not? Unlike traditional desktop operating systems, you don’t need a physical keyboard and mouse to use a mobile operating system. You can buy an iPad or Nexus 10 or Galaxy Note, and never need another accessory or peripheral – they work as intended right out of the box. It’s even possible you can write the next great American novel on one these devices, though that might require a lot of practice and patience. That said, using a keyboard with Android is kind of fun. It’s not revelatory but it does elevate the experience. You don’t even need to add customizations (though they are nice) because there are enough existing keyboard shortcuts in Android to make it usable. Plus, when it comes to inputting text such as in an editor or terminal application, we fully advocate big, physical keyboards. Bottom line, if you’re looking for a way to enhance your Android tablet, give a keyboard a chance. Do you use your Android device for productivity? Is a physical keyboard an important part of your setup? Do you have any shortcuts that we missed? Sound off in the comments and let us know what you think.     

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Getting Started with Boxee

    - by DigitalGeekery
    Boxee is a free Media PC application that runs on Windows, Mac, and Ubuntu Linux. With Boxee, you can integrate online video, music and pictures, with your own local media and social networking. Today we are going to take a closer look at Boxee and some of it’s features. Note: We used Windows 7 for this tutorial. Your experience on a Mac or Ubuntu Linux build may vary slightly. Hardware Requirements x86 (Intel/AMD processor) based system running at 1.0GHz or greater 512MB system memory (RAM) or more Video card capable of OpenGL 1.4, Direct X 9.0 Software Requirements Mac OS X 10.4+ (Intel based processor) Ubuntu Linux 9.04+ x86 only Windows XP / Vista / 7 (64 bit in Vista or 7) Installing Boxee Before downloading and installing Boxee, you’ll need to register for a free account. (See link below) Once your account is registered and verified, you’ll be able to log in and download the application. Installation is pretty straightforward…just take the defaults. Boxee will open in full screen mode and you’ll be prompted to login with your username and password. Before you login, you may want to take a moment to click on the “Guide” icon and learn a bit about navigating in Boxee. Some basic keyboard navigation is as follows. Move right, left, up, & down with the arrow keys. Hit “Enter” to make a selection, the forward slash key “\” to toggle between full screen and windowed mode, and “Esc” to go back to the previous screen. For Playback, the volume is controlled by plus & minus (+/-) keys, you can Play / Pause using the spacebar, and skip using the arrow keys. Boxee will also work with any infrared remote. If you have an iPhone or iPod Touch you can download software to enable them as a Boxee remote. If you’re using a mouse and keyboard, hover over the username and password boxes to enter your login credentials. If using a a remote, click your OK button and enter credentials with the on screen keyboard. Click “Done” when finished.   When you are ready to login, enter your credentials and click “Login.” On first login, you’ll be prompted to calibrate your screen. If you choose “Skip” you can always calibrate your screen later under Settings > Appearance > Screen. When Boxee opens, you’ll be greeted by the Home screen. To the left will be your Feeds. This will be any recommended content from friends on Boxee, and social networks such as Facebook and Twitter. Although, when you first login, it will mainly be info from the Boxee staff. You’ll have “Featured” content in the center and your Queue on the right. You’ll also have the Menu along the top.   Pop Up Menu The Pop Menu can be accessed by hitting the “Esc” key, or back on your remote. Depending on where you are located in Boxee, you may have to hit it a few time to “back out” to the Pop Up menu. From the Pop Up Menu, you can easily access any of the resources, settings, and favorites. Queue The Queue is your playlist of TV shows, movies, or Internet videos you wish to watch. When you find an offering you’d like to watch, select it and then click “Add to Queue.” The selected item will be added to your Queue and can be accessed at any time from the Menu. TV Show Library The TV Show library can contain files from your local hard drive or streaming content from the Web. Boxee pulls content from a variety of online locations such as Hulu and TV network sites. Click on the show to see which specific episodes are currently available. To search for your favorite shows, click on the yellow arrow to the left, or navigate to the left with your keyboard or remote. Enter your selection into the search box. My Apps By default, the “My Apps” section includes a list of the most popular apps, such as Netflix, Pandora, YouTube, and others. You can remove Apps from “My Apps,” or add new Apps from the Apps Library.   To access all the available Apps, click on the left arrow button, or click on the yellow arrow at the left, then select “App Library.” Choose an App from the Library and click it to open… … and then select “Add to My Apps.” Or, you can click start to play the App if you don’t wish to Add it to your “My Apps.”   Music, Pictures, and Movies Boxee will scan your PC for movies, pictures, and music. You can choose to scan specific folders by clicking on “Scan Media Folders…” … or from the Pop Up Menu, selecting Settings > Media, and then browsing for your media.   Conclusion Boxee to be a great way to integrate your local media with online streaming content. It can be run as an application on your home PC, or as a stand alone media PC. It should also be noted, however, that your access to online content will vary depending on your country. If you are a Windows Media Center user and and want to add the additional features of Boxee, check out our article on integrating Boxee with Windows 7 Media Center. Download Boxee Similar Articles Productive Geek Tips Integrate Boxee with Media Center in Windows 7Disable Fast User Switching on Windows XPOops! Sorry About the Feed ErrorsDisplay a list of Started Services from the Command Line (Windows)Feedburner to Google: Worst Transition Ever. TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Discover New Bundled Feeds in Google Reader Play Music in Chrome by Simply Dragging a File 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox)

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

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

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