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  • Hibernate - H2 db -- Could not parse mapping document from resource

    - by user1849757
    * Each of below files are in same location * Error : SLF4J: Failed to load class "org.slf4j.impl.StaticLoggerBinder". SLF4J: Defaulting to no-operation (NOP) logger implementation SLF4J: See http://www.slf4j.org/codes.html#StaticLoggerBinder for further details. org.hibernate.InvalidMappingException: Could not parse mapping document from resource ./employee.hbm.xml at org.hibernate.cfg.Configuration.addResource(Configuration.java:616) at org.hibernate.cfg.Configuration.parseMappingElement(Configuration.java:1635) at org.hibernate.cfg.Configuration.parseSessionFactory(Configuration.java:1603) at org.hibernate.cfg.Configuration.doConfigure(Configuration.java:1582) at org.hibernate.cfg.Configuration.doConfigure(Configuration.java:1556) at org.hibernate.cfg.Configuration.configure(Configuration.java:1476) at org.hibernate.cfg.Configuration.configure(Configuration.java:1462) at com.yahoo.hibernatelearning.FirstExample.main(FirstExample.java:19) Caused by: org.hibernate.InvalidMappingException: Could not parse mapping document from input stream at org.hibernate.cfg.Configuration.addInputStream(Configuration.java:555) at org.hibernate.cfg.Configuration.addResource(Configuration.java:613) ... 7 more Caused by: org.dom4j.DocumentException: http://hibernate.sourceforge.net/%0Ahibernate-mapping-3.0.dtd Nested exception: http://hibernate.sourceforge.net/%0Ahibernate-mapping-3.0.dtd at org.dom4j.io.SAXReader.read(SAXReader.java:484) at org.hibernate.cfg.Configuration.addInputStream(Configuration.java:546) ... 8 more Exception in thread "main" java.lang.NullPointerException at com.yahoo.hibernatelearning.FirstExample.main(FirstExample.java:33) Hibernate Config: hibernate.cfg.xml <?xml version='1.0' encoding='utf-8'?> <!DOCTYPE hibernate-configuration PUBLIC "-//Hibernate/Hibernate Configuration DTD//EN" "http://hibernate.sourceforge.net/hibernate-configuration-3.0.dtd"> <hibernate-configuration> <session-factory> <property name="hibernate.connection.driver_class">org.h2.Driver</property> <property name="hibernate.connection.url">jdbc:h2:./db/repository</property> <property name="hibernate.connection.username">sa</property> <property name="hibernate.connection.password"></property> <property name="hibernate.default_schema">PUBLIC</property> <property name="hibernate.dialect">org.hibernate.dialect.H2Dialect</property> <property name="hibernate.show_sql">true</property> <property name="hibernate.hbm2ddl.auto">update</property> <!-- Mapping files --> <mapping resource="./employee.hbm.xml"/> </session-factory> </hibernate-configuration> Mapping Config: employee.hbm.xml <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/ hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.yahoo.hibernatelearning.Employee" table="employee"> <id name="empId" type="int" column="emp_id" > <generator class="native"/> </id> <property name="empName"> <column name="emp_name" /> </property> <property name="empSal"> <column name="emp_sal" /> </property> </class> </hibernate-mapping>

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • Adding a JPanel to another JPanel having TableLayout

    - by user253530
    I am trying to develop a map editor in java. My map window receives as a constructor a Map object. From that map object i am able to retrieve the Grid and every item in the grid along with other getters and setters. The problem is that even though the Mapping extends JComponent, when I place it in a panel it is not painted. I have overridden the paint method to satisfy my needs. Here is the code, maybe you could help me. public class MapTest extends JFrame implements ActionListener { private JPanel mainPanel; private JPanel mapPanel; private JPanel minimapPanel; private JPanel relationPanel; private TableLayout tableLayout; private JPanel tile; MapTest(Map map) { mainPanel = (JPanel) getContentPane(); mapPanel = new JPanel(); populateMapPanel(map); mainPanel.add(mapPanel); this.setPreferredSize(new Dimension(800, 600)); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); } private double[][] generateTableLayoutSize(int x, int y, int size) { double panelSize[][] = new double[x][y]; for (int i = 0; i < x; i++) { for (int j = 0; j < y; j++) { panelSize[i][j] = size; } } return panelSize; } private void populateMapPanel(Map map) { double[][] layoutSize = generateTableLayoutSize(map.getMapGrid().getRows(), map.getMapGrid().getColumns(), 50); tableLayout = new TableLayout(layoutSize); for(int i = 0; i < map.getMapGrid().getRows(); i++) { for(int j = 0; j < map.getMapGrid().getColumns(); j++) { tile = new JPanel(); tile.setName(String.valueOf(((Mapping)map.getMapGrid().getItem(i, j)).getCharacter())); tile.add(map.getMapItem(i, j)); String constraint = i + "," + j; mapPanel.add(tile, constraint); } } mapPanel.validate(); mapPanel.repaint(); } public void actionPerformed(ActionEvent e) { throw new UnsupportedOperationException("Not supported yet."); } } My Mapping Class public class Mapping extends JComponent implements Serializable{ private BufferedImage image; private Character character; //default public Mapping() { super(); this.image = null; this.character = '\u0000'; } //Mapping from image and char public Mapping(BufferedImage image, char character) { super(); this.image = image; this.character = character; } //Mapping from file and char public Mapping(File file, char character) { try { this.image = ImageIO.read(file); this.character = character; } catch (IOException ex) { System.out.println(ex); } } public char getCharacter() { return character; } public void setCharacter(char character) { this.character = character; } public BufferedImage getImage() { return image; } public void setImage(BufferedImage image) { this.image = image; repaint(); } @Override /*Two mappings are consider the same if -they have the same image OR -they have the same character OR -both of the above*/ public boolean equals(Object mapping) { if (this == mapping) { return true; } if (mapping instanceof Mapping) { return true; } //WARNING! equals might not work for images return (this.getImage()).equals(((Mapping) mapping).getImage()) || (this.getCharacter()) == (((Mapping) mapping).getCharacter()); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); //g.drawImage(image, 0, 0, null); g.drawImage(image, 0, 0, this.getWidth(), this.getHeight(), null); } // @Override // public Dimension getPreferredSize() { // if (image == null) { // return new Dimension(10, 10); //instead of 100,100 set any prefered dimentions // } else { // return new Dimension(100, 100);//(image.getWidth(null), image.getHeight(null)); // } // } private void readObject(java.io.ObjectInputStream in) throws IOException, ClassNotFoundException { character = (Character) in.readObject(); image = ImageIO.read(ImageIO.createImageInputStream(in)); } private void writeObject(java.io.ObjectOutputStream out) throws IOException { out.writeObject(character); ImageWriter writer = (ImageWriter) ImageIO.getImageWritersBySuffix("jpg").next(); writer.setOutput(ImageIO.createImageOutputStream(out)); ImageWriteParam param = writer.getDefaultWriteParam(); param.setCompressionMode(ImageWriteParam.MODE_EXPLICIT); param.setCompressionQuality(0.85f); writer.write(null, new IIOImage(image, null, null), param); } }

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  • How to implement multi-source XSLT mapping in 11g BPEL

    - by [email protected]
    In SOA 11g, you can create a XSLT mapper that uses multiple sources as the input. To implement a multi-source mapper, just follow the instructions below, Drag and drop a Transform Activity to a BPEL process Double-click on the Transform Activity, the Transform dialog window appears. Add source variables by clicking the Add icon and selecting the variable and part of the variable as needed. You can select multiple input variables. The first variable represents the main XML input to the XSL mapping, while additional variables that are added here are defined in the XSL mapping as input parameters. Select the target variable and its part if available. Specify the mapper file name, the default file name is xsl/Transformation_%SEQ%.xsl, where %SEQ% represents the sequence number of the mapper. Click OK, the xls file will be opened in the graphical mode. You can map the sources to the target as usual. Open the mapper source code, you will notice the variable representing the additional source payload, is defined as the input parameter in the map source spec and body<mapSources>    <source type="XSD">      <schema location="../xsd/po.xsd"/>      <rootElement name="PurchaseOrder" namespace="http://www.oracle.com/pcbpel/po"/>    </source>    <source type="XSD">      <schema location="../xsd/customer.xsd"/>      <rootElement name="Customer" namespace="http://www.oracle.com/pcbpel/Customer"/>      <param name="v_customer" />    </source>  </mapSources>...<xsl:param name="v_customer"/> Let's take a look at the BPEL source code used to execute xslt mapper. <assign name="Transform_1">            <bpelx:annotation>                <bpelx:pattern>transformation</bpelx:pattern>            </bpelx:annotation>            <copy>                <from expression="ora:doXSLTransformForDoc('xsl/Transformation_1.xsl',bpws:getVariableData('v_po'),'v_customer',bpws:getVariableData('v_customer'))"/>                <to variable="v_invoice"/>            </copy>        </assign> You will see BPEL uses ora:doXSLTransformForDoc XPath function to execute the XSLT mapper.This function returns the result of  XSLT transformation when the xslt template matching the document. The signature of this function is  ora:doXSLTransformForDoc(template,input, [paramQName, paramValue]*).Wheretemplate is the XSLT mapper nameinput is the string representation of xml input, paramQName is the parameter defined in the xslt mapper as the additional sourceparameterValue is the additional source payload. You can add more sources to the mapper at the later stage, but you have to modify the ora:doXSLTransformForDoc in the BPEL source code and make sure it passes correct parameter and its value pair that reflects the changes in the XSLT mapper.So the best practices are : create the variables before creating the mapping file, therefore you can add multiple sources when you define the transformation in the first place, which is more straightforward than adding them later on. Review ora:doXSLTransformForDoc code in the BPEL source and make sure it passes the correct parameters to the mapper.

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  • BizTalk&ndash;Mapping repeating EDI segments using a Table Looping functoid

    - by Bill Osuch
    BizTalk’s HIPAA X12 schemas have several repeating date/time segments in them, where the XML winds up looking something like this: <DTM_StatementDate> <DTM01_DateTimeQualifier>232</DTM01_DateTimeQualifier> <DTM02_ClaimDate>20120301</DTM02_ClaimDate> </DTM_StatementDate> <DTM_StatementDate> <DTM01_DateTimeQualifier>233</DTM01_DateTimeQualifier> <DTM02_ClaimDate>20120302</DTM02_ClaimDate> </DTM_StatementDate> The corresponding EDI segments would look like this: DTM*232*20120301~ DTM*233*20120302~ The DateTimeQualifier element indicates whether it’s the start date or end date – 232 for start, 233 for end. So in this example (an X12 835) we’re saying the statement starts on 3/1/2012 and ends on 3/2/2012. When you’re mapping from some other data format, many times your start and end dates will be within the same node, like this: <StatementDates> <Begin>20120301</Begin> <End>20120302</End> </StatementDates> So how do you map from that and create two repeating segments in your destination map? You could connect both the <Begin> and <End> nodes to a looping functoid, and connect its output to <DTM_StatementDate>, then connect both <Begin> and <End> to <DTM_StatementDate> … this would give you two repeating segments, each with the correct date, but how to add the correct qualifier? The answer is the Table Looping Functoid! To test this, let’s create a simplified schema that just contains the date fields we’re mapping. First, create your input schema: And your output schema: Now create a map that uses these two schemas, and drag a Table Looping functoid onto it. The first input parameter configures the scope (or how many times the records will loop), so drag a link from the StatementDates node over to the functoid. Yes, StatementDates only appears once, so this would make it seem like it would only loop once, but you’ll see in just a minute. The second parameter in the functoid is the number of columns in the output table. We want to fill two fields, so just set this to 2. Now drag the Begin and End nodes over to the functoid. Finally, we want to add the constant values for DateTimeQualifier, so add a value of 232 and another of 233. When all your inputs are configured, it should look like this: Now we’ll configure the output table. Click on the Table Looping Grid, and configure it to look like this: Microsoft’s description of this functoid says “The Table Looping functoid repeats with the looping record it is connected to. Within each iteration, it loops once per row in the table looping grid, producing multiple output loops.” So here we will loop (# of <StatementDates> nodes) * (Rows in the table), or 2 times. Drag two Table Extractor functoids onto the map; these are what are going to pull the data we want out of the table. The first input to each of these will be the output of the TableLooping functoid, and the second input will be the row number to pull from. So the functoid connected to <DTM01_DateTimeQualifier> will look like this: Connect these two functoids to the two nodes we want to populate, and connect another output from the Table Looping functoid to the <DTM_StatementDate> record. You should have a map that looks something like this: Create some sample xml, use it as the TestMap Input Instance, and you should get a result like the XML at the top of this post. Technorati Tags: BizTalk, EDI, Mapping

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  • [Hibernate Mapping] relationship set between table and mapping table to use joins.

    - by Matthew De'Loughry
    Hi guys, I have two table a "Module" table and a "StaffModule" I'm wanting to display a list of modules by which staff are present on the staffmodule mapping table. I've tried from Module join Staffmodule sm with ID = sm.MID with no luck, I get the following error Path Expected for join! however I thought I had the correct join too allow this but obviously not can any one help StaffModule HBM <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <!-- Generated Apr 26, 2010 9:50:23 AM by Hibernate Tools 3.2.1.GA --> <hibernate-mapping> <class name="Hibernate.Staffmodule" schema="WALK" table="STAFFMODULE"> <composite-id class="Hibernate.StaffmoduleId" name="id"> <key-many-to-one name="mid" class="Hibernate.Module"> <column name="MID"/> </key-many-to-one> <key-property name="staffid" type="int"> <column name="STAFFID"/> </key-property> </composite-id> </class> </hibernate-mapping> and Module.HBM <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <!-- Generated Apr 26, 2010 9:50:23 AM by Hibernate Tools 3.2.1.GA --> <hibernate-mapping> <class name="Hibernate.Module" schema="WALK" table="MODULE"> <id name="id" type="int"> <column name="ID"/> <generator class="assigned"/> </id> <property name="modulename" type="string"> <column length="50" name="MODULENAME"/> </property> <property name="teacherid" type="int"> <column name="TEACHERID" not-null="true"/> </property> </class> hope thats enough information! and thanks in advance.

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  • using a texture mesh and wireframe mesh in threejs

    - by Andy Poes
    I'm trying to draw a wireframe mesh and a textured mesh in threeJS but when I have both added to my scene the textured mesh doesn't display. Code below: I'm having trouble creating two meshes that share the same geometry where one of the materials is wireframe and the other is a texture. If one of the materials is wireframe and the other is just a color fill it works fine- but as soon as I make the second material a texture it stops working. If I comment out scene.add( wireMesh ); then the textured mesh shows up. var wireMat = new THREE.MeshBasicMaterial( { color:0x00FFFF, wireframe: true, transparent: true, overdraw:true } ); var wireMesh = new THREE.Mesh(geometry, wireMat); scene.add( wireMesh ); var texture = texture = THREE.ImageUtils.loadTexture( 'textures/world.jpg' ); var imageMat = new THREE.MeshBasicMaterial( {color:0xffffff, map: texture } ); var fillMesh = new THREE.Mesh(geometry, imageMat); scene.add( fillMesh );

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  • Cinema4D XML scene not rendering texture

    - by George Profenza
    I was playing with the Cinema 4D command line options and ran into a problem that might not be specific to the command line options. I saved a basic scene(a textured cube) in two formats: the original .c4d(binary) format and .xml(Cinema 4D XML via File Export). the .c4d file renders with the texture applied, while the .xml file renders without the texture applied. I had a look at the xml file, and there is a node that holds a reference to the image used as texture, and there is another node which seems to store the pixels in xml. When I opened the .xml document in Cinema 4D, the document did store the material with the texture, but it was not applied to the object. Am I missing something when I export to XML ? How can I export a Cinema 4D XML that can render with the texture applied ?

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • Normal maps red in OpenGL?

    - by KaiserJohaan
    I am using Assimp to import 3d models, and FreeImage to parse textures. The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse textures. http://i42.tinypic.com/289ing3.png When I open the images in a image-viewing program they do indeed show up as blue. Heres when I create the texture; OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } Here is my fragment shader. You can see I just commented out the normal-map parsing and treated the normal map texture as the diffuse texture to display it and illustrate the problem. As for the rest of the code it interacts as expected with the diffuse textures so I dont see a obvious problem there. "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Why is this? does normal-map textures need some sort of special treatment in opengl?

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • Mapping a Vertex Buffer in DirectX11

    - by judeclarke
    I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, currently right now there is a really bad flicker on this geometry. Although it is flickering, the flicker looks correct. I know it is the vertex buffer mapping because if I recreate the entire VB then it will render fine. However, as an optimization I figured I would just remap it. Does anyone know what the problem is? The length (width, size) of the vertex buffer is always the same. One might think it is double buffering, however, it would not be double buffering because it only happens when I map/unmap the buffer, so that leads me to believe that I am setting some parameters wrong on the creation or mapping. I am using DirectX11, my initialization and remap code are: Initialization code D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = vertCount * vertexTypeWidth; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; //bd.CPUAccessFlags = 0; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; mVertexType = vertexType; HRESULT hResult = device->CreateBuffer( &bd, &InitData, &m_pVertexBuffer ); // This will be S_OK if(hResult != S_OK) return false; Remap code D3D11_MAPPED_SUBRESOURCE resource; HRESULT hResult = deviceContext->Map(m_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); // This will be S_OK if(hResult != S_OK) return false; resource.pData = vertices; deviceContext->Unmap(m_pVertexBuffer, 0);

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  • BizTalk: mapping with Xslt

    - by Leonid Ganeline
    BizTalk Map Editor (Mapper) is a good editor, especially in the last 2010 version of the BizTalk. But still sometimes it cannot do the tasks easily. It is time for the Xslt code, It is time to remember that the maps are executed by the Xslt engine.  Right-click the Mapper Grid (a field between the source and target schemas) and choose Properties /Custom XSLT Path.  Input here a name of the file with Xslt code. Only this code will be executed, forget the picture in the Mapper, all those links and functoids.  Let’s see the real-life example. There are two source Addresses. One is on the top level and the second is inside the Member_Address record with MaxOccurs=* . The target address is placed inside the Locator record with MaxOccurs=*. The requirement is to map all source address to the one target address structure. The source Xml document looks like: The result Xml should be like this: Try to do this mapping with the Mapper and you will spent good amount of time and the result map would be tricky. If we use the Xslt code, the mapping will be simple and unambiguous, like this: Simple, elegant.

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  • Windows Physical Direct Memory Mapping

    - by chrisjleaf
    I'm a bit disappointed there is almost no discussion of this no matter where I look so I guess I'll have to ask. I'm writing a cross platform memory bench marking application which requires direct physical address mapping rather than virtual addressing. EDIT The solution would look something like the Linux/Unix system calls: int fd = open("/dev/mem", O_RDONLY); mmap(NULL, len, PROT_READ, MAP_SHARED, fd, PHYSICAL_ADDRESS_OFFSET); which will require the kernel to either give you a virtual page mapping to the desired physical address or return that it failed. This does require supervisor privileges but that is ok. I have seen a lot of information about shared memory and memory mapped files but all of these reside on disc and are thus not really useful when I'm trying to make a system dependent read. It is very similar to writing an IO driver although I do no need write permissions to the physical address. This site gives an example of how to do it on a driver level using the Windows Driver Kit: NT Insider: Sharing Memory between drivers and applications This solution would probably require Visual Studio which currently I do not have access to. (I have downloaded the WDK api but it complained about my use of GCC for Windows). I'm traditionally a Linux programmer so I'm hoping there might be something really simple I'm missing. Thanks in advance if you know something I don't!

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  • How can I eager-load a child collection mapped to a non-primary key in NHibernate 2.1.2?

    - by David Rubin
    Hi, I have two objects with a many-to-many relationship between them, as follows: public class LeftHandSide { public LeftHandSide() { Name = String.Empty; Rights = new HashSet<RightHandSide>(); } public int Id { get; set; } public string Name { get; set; } public ICollection<RightHandSide> Rights { get; set; } } public class RightHandSide { public RightHandSide() { OtherProp = String.Empty; Lefts = new HashSet<LeftHandSide>(); } public int Id { get; set; } public string OtherProp { get; set; } public ICollection<LeftHandSide> Lefts { get; set; } } and I'm using a legacy database, so my mappings look like: Notice that LeftHandSide and RightHandSide are associated by a different column than RightHandSide's primary key. <class name="LeftHandSide" table="[dbo].[lefts]" lazy="false"> <id name="Id" column="ID" unsaved-value="0"> <generator class="identity" /> </id> <property name="Name" not-null="true" /> <set name="Rights" table="[dbo].[lefts2rights]"> <key column="leftId" /> <!-- THIS IS THE IMPORTANT BIT: I MUST USE PROPERTY-REF --> <many-to-many class="RightHandSide" column="rightProp" property-ref="OtherProp" /> </set> </class> <class name="RightHandSide" table="[dbo].[rights]" lazy="false"> <id name="Id" column="id" unsaved-value="0"> <generator class="identity" /> </id> <property name="OtherProp" column="otherProp" /> <set name="Lefts" table="[dbo].[lefts2rights]"> <!-- THIS IS THE IMPORTANT BIT: I MUST USE PROPERTY-REF --> <key column="rightProp" property-ref="OtherProp" /> <many-to-many class="LeftHandSide" column="leftId" /> </set> </class> The problem comes when I go to do a query: LeftHandSide lhs = _session.CreateCriteria<LeftHandSide>() .Add(Expression.IdEq(13)) .UniqueResult<LeftHandSide>(); works just fine. But LeftHandSide lhs = _session.CreateCriteria<LeftHandSide>() .Add(Expression.IdEq(13)) .SetFetchMode("Rights", FetchMode.Join) .UniqueResult<LeftHandSide>(); throws an exception (see below). Interestingly, RightHandSide rhs = _session.CreateCriteria<RightHandSide>() .Add(Expression.IdEq(127)) .SetFetchMode("Lefts", FetchMode.Join) .UniqueResult<RightHandSide>(); seems to be perfectly fine as well. NHibernate.Exceptions.GenericADOException Message: Error performing LoadByUniqueKey[SQL: SQL not available] Source: NHibernate StackTrace: c:\opt\nhibernate\2.1.2\source\src\NHibernate\Type\EntityType.cs(563,0): at NHibernate.Type.EntityType.LoadByUniqueKey(String entityName, String uniqueKeyPropertyName, Object key, ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Type\EntityType.cs(428,0): at NHibernate.Type.EntityType.ResolveIdentifier(Object value, ISessionImplementor session, Object owner) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Type\EntityType.cs(300,0): at NHibernate.Type.EntityType.NullSafeGet(IDataReader rs, String[] names, ISessionImplementor session, Object owner) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Persister\Collection\AbstractCollectionPersister.cs(695,0): at NHibernate.Persister.Collection.AbstractCollectionPersister.ReadElement(IDataReader rs, Object owner, String[] aliases, ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Collection\Generic\PersistentGenericSet.cs(54,0): at NHibernate.Collection.Generic.PersistentGenericSet`1.ReadFrom(IDataReader rs, ICollectionPersister role, ICollectionAliases descriptor, Object owner) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(706,0): at NHibernate.Loader.Loader.ReadCollectionElement(Object optionalOwner, Object optionalKey, ICollectionPersister persister, ICollectionAliases descriptor, IDataReader rs, ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(385,0): at NHibernate.Loader.Loader.ReadCollectionElements(Object[] row, IDataReader resultSet, ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(326,0): at NHibernate.Loader.Loader.GetRowFromResultSet(IDataReader resultSet, ISessionImplementor session, QueryParameters queryParameters, LockMode[] lockModeArray, EntityKey optionalObjectKey, IList hydratedObjects, EntityKey[] keys, Boolean returnProxies) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(453,0): at NHibernate.Loader.Loader.DoQuery(ISessionImplementor session, QueryParameters queryParameters, Boolean returnProxies) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(236,0): at NHibernate.Loader.Loader.DoQueryAndInitializeNonLazyCollections(ISessionImplementor session, QueryParameters queryParameters, Boolean returnProxies) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(1649,0): at NHibernate.Loader.Loader.DoList(ISessionImplementor session, QueryParameters queryParameters) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(1568,0): at NHibernate.Loader.Loader.ListIgnoreQueryCache(ISessionImplementor session, QueryParameters queryParameters) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Loader.cs(1562,0): at NHibernate.Loader.Loader.List(ISessionImplementor session, QueryParameters queryParameters, ISet`1 querySpaces, IType[] resultTypes) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Loader\Criteria\CriteriaLoader.cs(73,0): at NHibernate.Loader.Criteria.CriteriaLoader.List(ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Impl\SessionImpl.cs(1936,0): at NHibernate.Impl.SessionImpl.List(CriteriaImpl criteria, IList results) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Impl\CriteriaImpl.cs(246,0): at NHibernate.Impl.CriteriaImpl.List(IList results) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Impl\CriteriaImpl.cs(237,0): at NHibernate.Impl.CriteriaImpl.List() c:\opt\nhibernate\2.1.2\source\src\NHibernate\Impl\CriteriaImpl.cs(398,0): at NHibernate.Impl.CriteriaImpl.UniqueResult() c:\opt\nhibernate\2.1.2\source\src\NHibernate\Impl\CriteriaImpl.cs(263,0): at NHibernate.Impl.CriteriaImpl.UniqueResult[T]() D:\proj\CMS3\branches\nh_auth\DomainModel2Tests\Authorization\TempTests.cs(46,0): at CMS.DomainModel.Authorization.TempTests.Test1() Inner Exception System.Collections.Generic.KeyNotFoundException Message: The given key was not present in the dictionary. Source: mscorlib StackTrace: at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Persister\Entity\AbstractEntityPersister.cs(2047,0): at NHibernate.Persister.Entity.AbstractEntityPersister.GetAppropriateUniqueKeyLoader(String propertyName, IDictionary`2 enabledFilters) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Persister\Entity\AbstractEntityPersister.cs(2037,0): at NHibernate.Persister.Entity.AbstractEntityPersister.LoadByUniqueKey(String propertyName, Object uniqueKey, ISessionImplementor session) c:\opt\nhibernate\2.1.2\source\src\NHibernate\Type\EntityType.cs(552,0): at NHibernate.Type.EntityType.LoadByUniqueKey(String entityName, String uniqueKeyPropertyName, Object key, ISessionImplementor session) I'm using NHibernate 2.1.2 and I've been debugging into the NHibernate source, but I'm coming up empty. Any suggestions? Thanks so much!

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  • relational data from xml

    - by Beta033
    Our problem is this, we have a relational database to store objects in tables. As any relational database could, several of these tables have multiple foreign keys pointing to other tables (all pretty normal stuff) We've been trying to identify a solution to allow export of this relational data, ideally, only 1 of the objects in the model, to some sort of file (xml, text, ??). So it wouldn't be simple enough to just export 1 table as data stored in other tables would contribute to the complete model of the object. Something like the following picture: Toward this, i've written a routine to export the structure by following the foreign key paths which exports something similar to the following. <Tables> <TableA PK="1", val1, val2, val3> <TableC PK="1", FK_A="1", Val1, val2, val3> <TableC PK="2", FK_A="1", val1, val2, val3> <TableB PK="1", FK_A="1", FK_C="1", val1, val2, val3> <TableB PK="2", FK_A="1", FK_C="2", val1, val2, val3> <TableD PK="1", FK_B="1", FK_C="1", val1> <TableD PK="2", FK_B="2", FK_C="1", val1> </Tables> However, given this structure, it cannot be placed into a heirarchial format (ie D2 is a child of C1 and B2; and B2 is a child of C2) Which in turn, makes my life very difficult when trying to identify a methodology to reimport (and reKey) these objects. Has anybody done anything like this? how do you do it? are there tools or documentation on how this is best accomplished? Thanks for your help.

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  • Inconsistent Loading Times for GeoRSS Overlay Between Firefox and IE

    - by Mark Fruhling
    I have a very simple page built to display a map and overlay a line based on points in a GeoRSS XML file. Here is the publicly accessible file. http://68.178.230.189/georssimport.html Firefox is loading in about 5 secs, which is expected because there are a lot of points to map, but IE (6 & 7) is taking upwards of 45 secs to a minute. What can I do to diagnose what is going on? What is a tool that will show me what is going on? (i.e. Firebug for IE) Thanks, Mark

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  • How do I map to a parent or child in the same table with NHibernate?

    - by adolfojp
    Lets suppose that I have a Category table with a column that holds the id of a parent or child category from the same table. This design would allow me to have unlimited levels of Categories, or unlimited levels in a thread, for example. How can I map this relationship with NHibernate? Are there any disadvantages or warnings that I should take into consideration when doing this?

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  • XNA Alpha Blending to make part of a texture transparent

    - by David
    What I am trying to do is use alpha blending in XNA to make part of a drawn texture transparent. So for instance, I clear the screen to some color, lets say Blue. Then I draw a texture that is red. Finally I draw a texture that is just a radial gradient from completely transparent in the center to completely black at the edge. What I want is the Red texture drawn earlier to be transparent in the same places as the radial gradient texture. So you should be able to see the blue back ground through the red texture. I thought that this would work. GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.None); spriteBatch.Draw(bg, new Vector2(0, 0), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteBlendMode.None); GraphicsDevice.RenderState.AlphaBlendEnable = true; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero; GraphicsDevice.RenderState.SourceBlend = Blend.Zero; GraphicsDevice.RenderState.DestinationBlend = Blend.One; GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; spriteBatch.Draw(circle, new Vector2(0, 0), Color.White); spriteBatch.End(); GraphicsDevice.RenderState.AlphaBlendEnable = false; But it just seems to ignore all my RenderState settings. I also tried setting the SpriteBlendMode to AlphaBlend. It blends the textures, but that is not the effect I want. Any help would be appreciated.

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  • Are there mapping utilities out there that will let me import geo position data (lat/long) and plot the points on a map?

    - by GregH
    I have a data file with a bunch of lat/long positions. Is there any mapping software out there (google maps, etc) that will allow me to import the positions from the file and plot them on a map? I would be this can be done through google maps but I'm not sure how to do it. I just want something that I can use quickly with a minimal amount of programming to do. I don't need to annotate anything. Just view where the points are on the map. I'm just wondering if there is something already available out there to import into google maps.

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  • Hibernate many-to-many mapping not saved in pivot table

    - by vincent
    I having problems saving many to many relationships to a pivot table. The way the pojos are created is unfortunately a pretty long process which spans over a couple of different threads which work on the (to this point un-saved) object until it is finally persisted. I associate the related objects to one another right after they are created and when debugging I can see the List of related object populated with their respective objects. So basically all is fine to this point. When I persist the object everything get saved except the relations in the pivot table. mapping files: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping package="com.thebeansgroup.jwinston.plugin.orm.hibernate.object"> <class name="ShowObject" table="show_object"> <id name="id"> <generator class="native" /> </id> <property name="name" /> <set cascade="all" inverse="true" name="venues" table="venue_show"> <key column="show_id"/> <many-to-many class="VenueObject"/> </set> </class> </hibernate-mapping> and the other <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping package="com.thebeansgroup.jwinston.plugin.orm.hibernate.object"> <class name="VenueObject" table="venue_object"> <id name="id"> <generator class="native"/> </id> <property name="name"/> <property name="latitude" type="integer"/> <property name="longitude" type="integer"/> <set cascade="all" inverse="true" name="shows" table="venue_show"> <key column="venue_id"/> <many-to-many class="ShowObject"/> </set> </class> </hibernate-mapping> pojos: public class ShowObject extends OrmObject { private Long id; private String name; private Set venues; public ShowObject() { } public Long getId() { return id; } public void setId(Long id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } public Set getVenues() { return venues; } public void setVenues(Set venues) { this.venues = venues; } } and the other: public class VenueObject extends OrmObject { private Long id; private String name; private int latitude; private int longitude; private Set shows = new HashSet(); public VenueObject() { } @Id @GeneratedValue(strategy = GenerationType.AUTO) public Long getId() { return id; } public void setId(Long id) { this.id = id; } public int getLatitude() { return latitude; } public void setLatitude(int latitude) { this.latitude = latitude; } public int getLongitude() { return longitude; } public void setLongitude(int longitude) { this.longitude = longitude; } public String getName() { return name; } public void setName(String name) { this.name = name; } public Set getShows() { return shows; } public void setShows(Set shows) { this.shows = shows; } } Might the problem be related to the lack of annotations?

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • How to create mapping for a List<SomeNativeType> in FluentNhibernate ?

    - by Mahesh Velaga
    Hi all, I am trying to create a mapping file for the following Model using Fluent NHibernate. But, I am not sure of how to do the mapping for the List in the mapping file. public class MyClass { public virtual Guid Id { get; set; } public virtual string Name { get; set; } public virtual List<string> MagicStrings { get; set; } } public class EnvironmentMapping : ClassMap<Models.Environment> { public EnvironmentMapping() { Id(x => x.Id); Map(x => x.Name); //HasMany(x => string) What should this be ? } } Help in this regard is much appreciated. Thanks!

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  • How can I map "insert='false' update='false'" on a composite-id key-property which is also used in a one-to-many FK?

    - by Gweebz
    I am working on a legacy code base with an existing DB schema. The existing code uses SQL and PL/SQL to execute queries on the DB. We have been tasked with making a small part of the project database-engine agnostic (at first, change everything eventually). We have chosen to use Hibernate 3.3.2.GA and "*.hbm.xml" mapping files (as opposed to annotations). Unfortunately, it is not feasible to change the existing schema because we cannot regress any legacy features. The problem I am encountering is when I am trying to map a uni-directional, one-to-many relationship where the FK is also part of a composite PK. Here are the classes and mapping file... CompanyEntity.java public class CompanyEntity { private Integer id; private Set<CompanyNameEntity> names; ... } CompanyNameEntity.java public class CompanyNameEntity implements Serializable { private Integer id; private String languageId; private String name; ... } CompanyNameEntity.hbm.xml <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://www.jboss.org/dtd/hibernate/hibernate-mapping-3.0.dtd"> <hibernate-mapping package="com.example"> <class name="com.example.CompanyEntity" table="COMPANY"> <id name="id" column="COMPANY_ID"/> <set name="names" table="COMPANY_NAME" cascade="all-delete-orphan" fetch="join" batch-size="1" lazy="false"> <key column="COMPANY_ID"/> <one-to-many entity-name="vendorName"/> </set> </class> <class entity-name="companyName" name="com.example.CompanyNameEntity" table="COMPANY_NAME"> <composite-id> <key-property name="id" column="COMPANY_ID"/> <key-property name="languageId" column="LANGUAGE_ID"/> </composite-id> <property name="name" column="NAME" length="255"/> </class> </hibernate-mapping> This code works just fine for SELECT and INSERT of a Company with names. I encountered a problem when I tried to update and existing record. I received a BatchUpdateException and after looking through the SQL logs I saw Hibernate was trying to do something stupid... update COMPANY_NAME set COMPANY_ID=null where COMPANY_ID=? Hibernate was trying to dis-associate child records before updating them. The problem is that this field is part of the PK and not-nullable. I found the quick solution to make Hibernate not do this is to add "not-null='true'" to the "key" element in the parent mapping. SO now may mapping looks like this... CompanyNameEntity.hbm.xml <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://www.jboss.org/dtd/hibernate/hibernate-mapping-3.0.dtd"> <hibernate-mapping package="com.example"> <class name="com.example.CompanyEntity" table="COMPANY"> <id name="id" column="COMPANY_ID"/> <set name="names" table="COMPANY_NAME" cascade="all-delete-orphan" fetch="join" batch-size="1" lazy="false"> <key column="COMPANY_ID" not-null="true"/> <one-to-many entity-name="vendorName"/> </set> </class> <class entity-name="companyName" name="com.example.CompanyNameEntity" table="COMPANY_NAME"> <composite-id> <key-property name="id" column="COMPANY_ID"/> <key-property name="languageId" column="LANGUAGE_ID"/> </composite-id> <property name="name" column="NAME" length="255"/> </class> </hibernate-mapping> This mapping gives the exception... org.hibernate.MappingException: Repeated column in mapping for entity: companyName column: COMPANY_ID (should be mapped with insert="false" update="false") My problem now is that I have tryed to add these attributes to the key-property element but that is not supported by the DTD. I have also tryed changing it to a key-many-to-one element but that didn't work either. So... How can I map "insert='false' update='false'" on a composite-id key-property which is also used in a one-to-many FK?

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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