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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • Why do I always get this error when using 'apt-get' commands?

    - by Venki
    I am using Ubuntu 14.04(with Unity). Just today(as of the date of this post) I did a sudo apt-get update && sudo apt-get upgrade and at the end of the 'Upgrade' process I got the following error :- Setting up crossplatformui (1.0.38) ... * Stopping ACPI services... [ OK ] * Starting ACPI services... [ OK ] package libqtgui4 exist QT_VERSION = 4 make -C /lib/modules/3.13.0-27-generic/build M=/usr/local/bin/ztemtApp/zteusbserial/below2.6.27 modules make[1]: Entering directory `/usr/src/linux-headers-3.13.0-27-generic' CC [M] /usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.o /usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.c:34:28: fatal error: linux/smp_lock.h: No such file or directory #include <linux/smp_lock.h> ^ compilation terminated. make[2]: *** [/usr/local/bin/ztemtApp/zteusbserial/below2.6.27/usb-serial.o] Error 1 make[1]: *** [_module_/usr/local/bin/ztemtApp/zteusbserial/below2.6.27] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.13.0-27-generic' make: *** [modules] Error 2 dpkg: error processing package crossplatformui (--configure): subprocess installed post-installation script returned error exit status 2 Errors were encountered while processing: crossplatformui E: Sub-process /usr/bin/dpkg returned an error code (1) From then on whatever apt-get command I use(so far as I know, except apt-get update) I keep getting the above error at the end of the process. But whichever apt-get command I use does what it has to without fail.(For example I tried installing blender with sudo apt-get install blender and it installed fine though it showed the above error.) After this I even got a kernel update(from 3.13.0-27 to 3.13.0-29 via the Software Updater), but even now the issue persists. How do I solve this issue?

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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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  • Should ATI catalyst be installed for sake of openCL?

    - by G Sree Teja Simha
    I have a HP Envy 4 1025tx with Hybrid graphics. Although this is a 64bit system, I've installed 32bit Ubuntu on it for some reasons.(Hybrid graphics don't do well with 64bit Ubuntu.-"Some one on some forum") I had heating problems with the GPU but I've fixed them all with vgaswitcheroo. But now I wanted to use my Blender on my Ubuntu. To my surprise Blender didn't detect the dedicated 7670m card in my machine. I've confirmed with cat /sys/kernel/debug/vgaswitcheroo/switch Both IGD and DIS were up and running. I dont seem to have libopencl on my /usr/lib even though my synaptic manager says that I have installed it. I'm not quite sure what I've installed. It says that I've installed "ocl-icd-libopencl1". So my question is... Do I have opencl on my system? If not do I have to get propreitary ATI drivers for sake of opencl(fglrx wrecks up my unity totally on my system I need directions to fix it if this is the choice)? Should I get a 64bit Ubuntu installed on this system?

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • Unity , libgdx, or something else to develop my first game for Android?

    - by capcom
    I want to start by saying that I absolutely love Unity (even more when I team it up with Blender). I really want to start developing games for Android, but it seems like Unity poses way too many roadblocks in terms of which devices it supports (and even if it does support them, it doesn't work well on all of them). I've been looking around for alternatives, and found something called libgdx. Well, it's nothing like Unity unfortunately, but at least it seems like I may be able to reach a larger audience in the market. I'd like to start by making 2D games, but with 3D graphics (say, imported from Blender). I can do this very easily in Unity, and it seems like it should be alright with libgdx too. But I really want to know if ditching Unity is a smart idea, considering how comfortable I am with it already, and how much I like it. Finally, is libgdx something you would recommend considering my requirements/situation? BTW, I am quite familiar with Eclipse too. Many thanks. Feel free to request further details.

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • How to decode sprop-parameter-sets in a H264 SDP?

    - by Cipi
    What is the meaning of Base64 decoded bytes in sprop-parameter-sets in SDP for a h264 stream? How can I know the video size from this example? SDP example: sprop-parameter-sets=Z0IAKeNQFAe2AtwEBAaQeJEV,aM48gA== First part decoded from Base64 to Base16: 67 42 00 29 E3 50 14 07 B6 02 DC 04 04 06 90 78 91 15 Second part (comma separated): 68 CE 3C 80

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  • LINQ to XML : A query body must end with a select clause or a group clause

    - by Josh
    Can someone guide me on to repairing the error on this query : var objApps = from item in xDoc.Descendants("VHost") where(from x in item.Descendants("Application")) select new clsApplication { ConnectionsTotal = item.Element("ConnectionsTotal").Value }; It displays a compiler error "A query body must end with a select clause or a group clause". Where am I going wrong? Would appreciate any help.. Thanks. Edit : Here is my XML(haven't closed the tags here)...I need the connectioncount values inside the Application.. - <Server> <ConnectionsCurrent>67</ConnectionsCurrent> <ConnectionsTotal>1424182</ConnectionsTotal> <ConnectionsTotalAccepted>1385091</ConnectionsTotalAccepted> <ConnectionsTotalRejected>39091</ConnectionsTotalRejected> <MessagesInBytesRate>410455.0</MessagesInBytesRate> <MessagesOutBytesRate>540146.0</MessagesOutBytesRate> - <VHost> <Name>_defaultVHost_</Name> <TimeRunning>5129615.178</TimeRunning> <ConnectionsLimit>0</ConnectionsLimit> <ConnectionsCurrent>67</ConnectionsCurrent> <ConnectionsTotal>1424182</ConnectionsTotal> <ConnectionsTotalAccepted>1385091</ConnectionsTotalAccepted> <ConnectionsTotalRejected>39091</ConnectionsTotalRejected> <MessagesInBytesRate>410455.0</MessagesInBytesRate> <MessagesOutBytesRate>540146.0</MessagesOutBytesRate> - <Application> <Name>TestApp</Name> <Status>loaded</Status> <TimeRunning>411642.953</TimeRunning> <ConnectionsCurrent>11</ConnectionsCurrent> <ConnectionsTotal>43777</ConnectionsTotal> <ConnectionsTotalAccepted>43135</ConnectionsTotalAccepted> <ConnectionsTotalRejected>642</ConnectionsTotalRejected> <MessagesInBytesRate>27876.0</MessagesInBytesRate> <MessagesOutBytesRate>175053.0</MessagesOutBytesRate>

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  • BlackBerry JDE supported devices?

    - by nuggon
    I'm developing BlackBerry applications with the JDE plugin for Eclipse (version 1.0.0.67), and I was wondering if there's a list somewhere of devices that these applications will run on. It's for commercial purposes, and we need to be able to tell our clients what the supported devices are. Perhaps I'm asking a stupid question, but I need to be sure. If you need more information than what I'm giving, please ask. Thanks.

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  • Combining charcters in mips

    - by Krewie
    Hello , i was wondering if there was anyway of combining two characters to form one character. For instance, i have the character 6 and 7 , i want to combine them and make the result 67 that is saved in a register, is there any solution to this problem ? //Thx in advance

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  • Sybase to SQLserver linkserver errors

    - by George
    I have set up a SQL link server between an SQLserver 2005 on a W2003 R2 and a SYBASE 12.5.0.2 server on a IBM AIX H70 system. I use the Sybase ODBC driver 04.20.00.67 The problem is than most of the times (there is no pattern ) when I select rows from a Sybase table I get ONLY ONE ROW without any error. Please note that there is no problem when I insert rows from SQL server to the SYBASE server I appreciate any possible solutions...

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  • Usuage Of Eclipse for BB and Android Development

    - by Rakesh
    Hello Guys,I am basically bb programmer and i used NetBeans ,BB JDE for BB development. I am partially switching over to android also.So i want to know how to use Eclipse IDE that should be compatible to Both Blackberry JDE and android SDK. What is IDE' that needs to be downloaded .I downloaded BlackBerry_JDE_PluginFull_1.0.0.67.exe. I have a doubt of adding JDE's to IDe and i want to know whether can i load the android SDK to this Eclipse IDE Version: 3.4.1 Build id: M20080911-1700 Any Ideas will be useful Regards Rakesh Shankar.P

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  • Error in jquery attribute selector and IE6-7

    - by Guillermo Vasconcelos
    Hi, I'm trying to implement a JQuery script to process some areas inside an image map. I'm using $('area[shape="poly"]') as a selector to obtain the areas I'm interested in. It is working fine in IE8 and Firefox, but it is not selecting the elements in IE6 or IE7. This is a test page that shows this problem. I don't know if this is a JQuery bug or I am doing something wrong. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> //<![CDATA[ $(document).ready(function() { var areas = $('area[shape="poly"]'); alert('areas: ' + areas.length); }); //]]> </script> <title>Test</title> </head> <body> <img id="img1" src="nothing.gif" style="width:300px; height:300px; border: 2px solid black" usemap="#map1"/> <map id="map1"> <area shape="rect" title="rectArea" coords="126,112,231,217" alt=""/> <area shape="poly" title="polyArea1" coords="274,72,262,70,251,68,240,67,228,66,217,67,206,68,194,70,183,72,181,63,192,60,204,58,216,57,228,56,240,57,252,58,264,60,276,63" alt=""/> <area shape="poly" title="polyArea2" coords="241,194,235,193,228,193,222,193,216,194,196,119,204,117,212,116,220,115,228,115,237,115,245,116,253,117,261,119" alt=""/> </map> </body> </html> This is showing 2 in IE8 and Firefox and 0 in IE6-7 Thanks, Guillermo

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  • Helicon ISAPI_REWRITE for masking folder

    - by Brian
    Hello, I would like to use the Helicon ISAPI_REWRITE module to rewrite a url: 123.45.67.89/folder to www.site.com I need to mask the IP/folder due to an IIS structure change. The reason why I don't want to get into, but it's valid based on the setup. Any help would be appreciated. Thanks.

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  • Is this an idiomatic way to pass mocks into objects?

    - by Billy ONeal
    I'm a bit confused about passing in this mock class into an implementation class. It feels wrong to have all this explicitly managed memory flying around. I'd just pass the class by value but that runs into the slicing problem. Am I missing something here? Implementation: namespace detail { struct FileApi { virtual HANDLE CreateFileW( __in LPCWSTR lpFileName, __in DWORD dwDesiredAccess, __in DWORD dwShareMode, __in_opt LPSECURITY_ATTRIBUTES lpSecurityAttributes, __in DWORD dwCreationDisposition, __in DWORD dwFlagsAndAttributes, __in_opt HANDLE hTemplateFile ) { return ::CreateFileW(lpFileName, dwDesiredAccess, dwShareMode, lpSecurityAttributes, dwCreationDisposition, dwFlagsAndAttributes, hTemplateFile); } virtual void CloseHandle(HANDLE handleToClose) { ::CloseHandle(handleToClose); } }; } class File : boost::noncopyable { HANDLE hWin32; boost::scoped_ptr<detail::FileApi> fileApi; public: File( __in LPCWSTR lpFileName, __in DWORD dwDesiredAccess, __in DWORD dwShareMode, __in_opt LPSECURITY_ATTRIBUTES lpSecurityAttributes, __in DWORD dwCreationDisposition, __in DWORD dwFlagsAndAttributes, __in_opt HANDLE hTemplateFile, __in detail::FileApi * method = new detail::FileApi() ) { fileApi.reset(method); hWin32 = fileApi->CreateFileW(lpFileName, dwDesiredAccess, dwShareMode, lpSecurityAttributes, dwCreationDisposition, dwFlagsAndAttributes, hTemplateFile); } }; namespace detail { struct FileApi { virtual HANDLE CreateFileW( __in LPCWSTR lpFileName, __in DWORD dwDesiredAccess, __in DWORD dwShareMode, __in_opt LPSECURITY_ATTRIBUTES lpSecurityAttributes, __in DWORD dwCreationDisposition, __in DWORD dwFlagsAndAttributes, __in_opt HANDLE hTemplateFile ) { return ::CreateFileW(lpFileName, dwDesiredAccess, dwShareMode, lpSecurityAttributes, dwCreationDisposition, dwFlagsAndAttributes, hTemplateFile); } virtual void CloseHandle(HANDLE handleToClose) { ::CloseHandle(handleToClose); } }; } class File : boost::noncopyable { HANDLE hWin32; boost::scoped_ptr<detail::FileApi> fileApi; public: File( __in LPCWSTR lpFileName, __in DWORD dwDesiredAccess, __in DWORD dwShareMode, __in_opt LPSECURITY_ATTRIBUTES lpSecurityAttributes, __in DWORD dwCreationDisposition, __in DWORD dwFlagsAndAttributes, __in_opt HANDLE hTemplateFile, __in detail::FileApi * method = new detail::FileApi() ) { fileApi.reset(method); hWin32 = fileApi->CreateFileW(lpFileName, dwDesiredAccess, dwShareMode, lpSecurityAttributes, dwCreationDisposition, dwFlagsAndAttributes, hTemplateFile); } ~File() { fileApi->CloseHandle(hWin32); } }; Tests: namespace detail { struct MockFileApi : public FileApi { MOCK_METHOD7(CreateFileW, HANDLE(LPCWSTR, DWORD, DWORD, LPSECURITY_ATTRIBUTES, DWORD, DWORD, HANDLE)); MOCK_METHOD1(CloseHandle, void(HANDLE)); }; } using namespace detail; using namespace testing; TEST(Test_File, OpenPassesArguments) { MockFileApi * api = new MockFileApi; EXPECT_CALL(*api, CreateFileW(Eq(L"BozoFile"), Eq(56), Eq(72), Eq(reinterpret_cast<LPSECURITY_ATTRIBUTES>(67)), Eq(98), Eq(102), Eq(reinterpret_cast<HANDLE>(98)))) .Times(1).WillOnce(Return(reinterpret_cast<HANDLE>(42))); File test(L"BozoFile", 56, 72, reinterpret_cast<LPSECURITY_ATTRIBUTES>(67), 98, 102, reinterpret_cast<HANDLE>(98), api); }

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  • Gnuplot python with 2 list

    - by devil night
    I've a python script that gives me 2 lists and another who is the reference(the time). How can I create a graphic with the representation of my first list by the time. And same question for the second list. I need them on the same graphic. list1 [12, 15, 17, 19] list2 [34, 78, 54, 67] list3 [10, 20, 30, 40] (time in minutes) How can I create a graphic in png format with these lists? Thanks

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  • mysql: can't set max_allowed_package to anything grater than 16MB

    - by sas
    I'm not sure if this is the right place to post these kind of questions, if it's not so, please (politely) let me know... :-) I need to save files greater than 16MB on a mysql database from a php site... I've already changed the c:\xampp\mysql\bin\my.cnf and set max_allowed_packet to 16 MB, and everything worked fine then I set it to 32 MB but there´s no way I can handle a file bigger than 16 MB I get the following error: 'MySQL server has gone away' (the same error I had when max_allowed_packet was set to 1MB) there must be some other setting that doesn´t allow me to handle files bigger than 16MB maybe the php client, I guess, but I don't know where to edit it this is the code I'm running when file.txt is smaller than 16.776.192 bytes long, it works fine, but if file.txt has 16.777.216 bytes i get the aforementioned error oh, and the field download.content is a longblob... $file = 'file.txt'; $file_handle = fopen( $file, 'r' ); $content = fread( $file_handle, filesize( $file ) ); fclose( $file_handle ); db_execute( 'truncate table download', true ); $sql = "insert into download( code, title, name, description, original_name, mime_type, size, content, user_insert_id, date_insert, user_update_id, date_update ) values ( 'new file', 'new file', 'sas.jpg', 'new file', '$file', 'mime', " . filesize( $file ) . ", '" . addslashes( $content ) . "', 0, " . db_char_to_sql( now_char(), 'datetime' ) . ", 0, " . db_char_to_sql( now_char(), 'datetime' ) . " )"; db_execute( $sql, true ); (the db_execute funcion just opens the connections and executes the sql stuff) running on windows XP sp2 server version: 5.0.67-community PHP Version 4.4.9 mysql client API version: 3.23.49 using: ApacheFriends XAMPP (Basispaket) version 1.6.8 that comes with + Apache 2.2.9 + MySQL 5.0.67 (Community Server) + PHP 5.2.6 + PHP 4.4.9 + PEAR + phpMyAdmin 2.11.9.2 ... this is part of the content of c:\xampp\mysql\bin\my.cnf # The MySQL server [mysqld] port= 3306 socket= "C:/xampp/mysql/mysql.sock" basedir="C:/xampp/mysql" tmpdir="C:/xampp/tmp" datadir="C:/xampp/mysql/data" skip-locking key_buffer = 16M # max_allowed_packet = 1M max_allowed_packet = 32M table_cache = 128 sort_buffer_size = 512K net_buffer_length = 8K read_buffer_size = 256K read_rnd_buffer_size = 512K myisam_sort_buffer_size = 8M

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  • Why nginx doesn't have log for mobile request which is developed under Titanium Appcelerator?

    - by Vicheanak
    I have sent a request from both iphone and android platform to nginx server nginx/0.7.67 + Phusion Passenger 2.2.15 with this code in ruby: log_format main '$remote_addr - $remote_user [$time_local] "$request" ' '$status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; but when I check on /conf/nginx.conf file I didn't see any log appears. However when I request from computer browser, I can see the log in nginx.conf file. Any one has met this problem and please give me some suggestions? Thank you.

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