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  • How to change language/region in a YQL search.spelling/search.suggestion query?

    - by Francisco Noriega
    Hello, I'm trying to use YQL's spelling and search suggestions, but as much as I try I cant find a way to change the language/region for the query, how is this done? I want to look for spelling/suggestions in spanish/mexico ("es-MX") I'm pretty happy with the results I get for queries in English, but when looking in Spanish I get no results: select * from search.suggest where query="dolor de cabeza" <?xml version="1.0" encoding="UTF-8"?> <query xmlns:yahoo="http://www.yahooapis.com/v1/base.rng" yahoo:count="0" yahoo:created="2010-11-22T17:41:13Z" yahoo:lang="en-US"> <results/> </query> I've looked around for a way to change yahoo:lang="en-US" to yahoo:lang="es-MX" but I cant find andy documentation about it. Thanks!

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  • IIS7 Handler Mapping Migration from Sites Config to Server Config [migrated]

    - by Danomite
    We have a bunch of sites running with about 8 handler mappings in their web.config files. Unfortunately, they were getting copied site to site every time a new one was added. Now the time has come for me to get these out of all the web.config's and get them into the server's Handler Mappings. If I add the mapping to the the server while it still exists in the web.config, IIS throws an error when you browse to the site. I have a few dozen web.config's to edit here with about 10 mappings in each. Is there a way to add these mappings to the server without having to go in an edit each web.config file manually? Otherwise, every site will be down for a few minutes while I go into each file and remove the handlers. Thanks!

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Mapping Object Relationships - QuickStart with NHibernate (Part 3)

    - by BobPalmer
    For this third tutorial, we'll be introducing users new to NHibernat to basic object relationships, starting with a simple many-to-one relationship.  I decided that it would make sense to at least get the readers through some basic relationship mapping (including varieties of parent/child and many to many relationships) before diverging into UI, since most folks are looking for enough to bootstrap themsevles into using NHibernate, and this almost always means some kind of relation between their objects. You can find a link to the article at: http://docs.google.com/Doc?docid=0AUP-rKyyUMKhZGczejdxeHZfMjJmM3c3M3Bnbg&hl=en As always, comments, corrections, and suggestions are appreciated! -Bob

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  • NZ Herald/ Yahoo Daily Deals Delivered via Web Slices in IE8

    Recently I have been having a lot of fun building a competition Slice of Kevin intended in part to teach people about Web Slices in New Zealand. The competition has been very successful and has created a loyal group of users. Since launch 2 months ago we have had 26,843 users of the slice. Each of those users have spent on average 4.1 hrs each engaged inside the web slice over that time. We also reached out through social media and found that facebook worked as a perfect companion to the Web Slice...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • bump mapping with 2 normal maps

    - by DorkMonstuh
    I was wondering if its actually possible to do bump mapping with 2 normal maps... I have tried doing it this way however I get a function overload on max and dot. uniform sampler2D n_mapTex; uniform sampler2D n_mapTex2; uniform sampler2D refTex; varying mediump vec2 TexCoord; varying mediump float vTime; void main() { mediump vec4 wave = texture2D(n_mapTex, TexCoord - vTime); mediump vec4 wave2 = texture2D(n_mapTex2, TexCoord + vTime); mediump vec4 bump = mix(wave2, wave, 0.5); //this extracts the normals from the combined normal maps mediump vec4 normal = normalize(bump.xyzw * 2.0 - 1.0); //determines light position mediump vec3 lightPos = normalize(vec3(0.0, 1.0, 3.0)); mediump float diffuse = max(dot(normal, lightPos),0.0); gl_FragColor = mix(texture2D(refTex, TexCoord), bump, 0.5); }

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  • What would be the equivalent VB.NET code for this C# FluentNHibernate component mapping?

    - by Will Marcouiller
    I'm a C# programmer constrained to write VB.NET code. While exploring NHibernate further for my current client, I encountered FluentNHibernate, which I find real attractive. But now, I wonder how to "translate" this C# code for component mapping into VB.NET code: Component(x => x.Address, m => { m.Map(x => x.Number); m.Map(x => x.Street); m.Map(x => x.PostCode); }); I know from here: Component(Of Client)(Function(c) c.Address, ...) what I miss is how to continue with the brackets in VB.NET, since there's no Begin End keywords or so. EDIT 1: Following Mr. JaredPar instructions, I figured that his solution might work. If we take the time to read his answer, we may notice that we both don't know what the MType is within his solution. I might have found out that the MType is: FluentNHibernate.Mapping.ComponentPart(Of TComponent) Thus, TComponent is, from my understanding, an anonymous type that I shall parameter to use. From this point of view, since I wish to map the properties of my Address object, replacing TComponent in my help method signature seems not to work. Private Sub MapAdresseHelper(Of Adresse)(ByVal a As FluentNHibernate.Mapping.ComponentPart(Of Adresse)) a.Map(Function(m) m.Number) a.Map(Function(m) m.Street).Length(50) a.Map(Function(m) m.PostCode).Length(10) End Sub The error I get is that my Address class doesn't have a property member named Street, for instance. It sees my Address type, it recognizes it, but it seems buggy somehow. I guess VBNET is poorly designed for lambda expressions and is less evolved than C# (Sorry, a bit of frustration due to the constraint of working with it and not being capable of doing things VERY easily done in C#.) Thanks!

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  • Are there white lists for Yahoo, Gmail, Hotmail and AOL?

    - by Waleed Eissa
    In my website (under development), the members can send messages to each other which are sent directly to their email, now I'm worried that some members can send spam to other members (I have a spam filter but it doesn't give 100% protection as you know), I'm worried that my domain might get blacklisted on Yahoo, Gmail, Hotmail or AOL which will cause any messages sent from my domain to end up in the spam folder, this is why I want to add the domain of my website to their whitelists (if they exist). P.S. I don't want to use private messages that members check on the site and I have my reason for this. Thanks

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  • Instant Messenger: How does gtalk/yahoo messenger populate the contact list?

    - by Owen
    Hi All, We are currently working on a small IM project which pretty much works like gtalk and yahoo messenger. We came across a problem that puzzled us how gtalk/ym populate their contact lists. Given that the user has let's say more or less 500 contacts, both IMs seem to readily load the contacts pretty fast and already sorted. Here are my questions(referring to either): Does it cache its contacts, like saving it in a file somewhere upon exit so that upon log-in it readily extracts the contacts and displays it in its contact list? Does it always request for the VCARDS upon log in? OR they have a VCARD push or whatever that simply updates the contacts' profiles (like that of their status [presence push - available, busy, etc...] )?

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  • How to Format time in Yahoo PIpes to get the minutes past..??

    - by Nok Imchen
    I fetched the tweets from twitter api using yahoo pipes. Now, twitter gives the time in this format "Thu May 27 19:56:21 +0000 2010". I want to know how many minutes have past since "Thu May 27 19:56:21 +0000 2010". How, can i format "Thu May 27 19:56:21 +0000 2010" in order to get the minutes past?? in other words, i want to subract "now" and "Thu May 27 19:56:21 +0000 2010". Then convert the result into minutes. Please help me...

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  • How do I pass a Yahoo Pipes item into a YQL query?

    - by Joe Shaw
    One common thing to want to do in the Yahoo Pipes YQL element is pass in a Pipes value to the YQL query. For example: select * from html.tostring where url='<someurl>' and xpath='//div[@id="foo"]' and you want to pass in a dynamic value for <someurl>. Let's say that it's an RSS feed item's URL called item.link. Attempting to simply replace the quoted someurl with item.link gives you this error: Invalid identifier item.link. me is the only supported identifier in this context How can I pass this value in?

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  • Using Mapping Models to migrate between Core Data Object Models

    - by westsider
    I have a fairly simply scheme. Essentially, Run <-- Data (where a Run holds a data, e.g., Temperature, sampled from some sort of sensor). Now, it seems that sensors can have more than one measurement (e.g., Temperature and Humidity). So, a single Run could have multiple data samples. Hence, Run <-- Sample and Sample <-- Data. (And for simplicity I am leaving Run <-- Data in place, for now.) If I create a new mapping model, then things generally work - except that no new Samples are created, no relationships are established between Runs and Samples nor between Samples and Datas. I am trying to get mapping model to migrate my model but even the slightest change to the generated mapping model results in Cocoa error 134110. For example, if I take the "Sample" mapping (which has no Source) and set its Source to 'Run' (so that I can set Sample's inverse relationship 'run' appropriately) then the mapping changes its name to "RunToSample". There are two relationships handled in this mapping: data and run. The data property gets set automatically to FUNCTION($manager, "destinationInstancesForEntityMappingNamed:sourceInstances:" , "DataToData", $source.dataSet) Following this example, I set the run property to FUNCTION($manager, "destinationInstancesForEntityMappingNamed:sourceInstances:" , "RunToRun", $source) Similarly, I set the 'sample' property mapping in RunToRun to FUNCTION($manager, "destinationInstancesForEntityMappingNamed:sourceInstances:" , "RunToSample", $source) and the 'sample' property in DataToData to FUNCTION($manager, "destinationInstancesForEntityMappingNamed:sourceInstances:" , "RunToSample", $source.run) So, what, I wonder, is going wrong? I have tried various permutations, such as leaving the 'inverse' relationships unspecified. But I continue to get the same error (134110) regardless. I imagine that this is a lot easier than it seems and that I am missing some fundamental but minor piece. I have also tried subclassing NSEntityMigrationPolicy and overriding -createDestinationInstancesForSourceInstance: but these efforts have met with much the same results. Thanks in advance for any pointers or (relevant :-) advice.

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  • i want to search my database for example i want to search the word "google yahoo"

    - by user2926370
    i want to search my database for example i want to search the word "google yahoo" and when i enter that i should able to look the rows which has google and yahoo. It is not required to be in the same order and google besides yahoo. No matter wherever it is in the line and give me a simple logic to it. i can able to query that thing.something like select * from table where column like("%google%yahoo%"). I want to develop this thing in php but how can i insert %. Do i need to use if statement so that i can insert % in between the words whenever i find spaces orelse is there any other logic to do it simpler?

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  • Change default application of a URI scheme in Google Chrome

    - by KiL
    I accidentally make Pidgin the default app for Yahoo Messenger URI scheme (ymsgr://) in Google Chrome. Now, whenever I click on a Yahoo Messenger URI scheme, instead of appearing a popup chat box, nothing happens. How can I change the default app to associate with this URI scheme back to Yahoo Messenger? I found a similar problem here. But I am using Windows 7, not Ubuntu, so the solution cannot be applied in my situation.

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  • Mapping Your Customer Experience Journey

    - by Michael Hylton
    For those who attended today’s Oracle Customer Experience Summit keynote you heard from Brian Curran talk about the strategies and best practices to implement customer experience (CX) in your organization.  He spoke about how this evolving journey begins by understanding six steps to transform your business and put your customers front and center.  Here are those key six steps: What are the strategic business objectives in your company? What are your operational objectives and KPIs necessary to measure a CX project? Build an income statement and create “what if” scenarios and see how changes impact your business’ bottom line.  Explore what keeps you from getting to your own goals for your business. Define the business objectives and opportunities you want to meet? Understand the trends and accelerators in the market?  What factors are going on in the market affect that impact your business?  Social?  Mobile?  Cloud?  Just to name a few.  Many of these trends may signal a change in the way people think about your business. What approach will you take to solve these issues?  Understand who your customer is.  How do you need to adapt your business to build relevant, personalized customer experiences. What technologies can you implement to address CX?  Does technology help you solve your problem? A great way to begin your customer experience journey is a concept called journey mapping, one of the most powerful and deceptively simple tools for unlocking CX innovation at your organization. Here is where you can learn more about how you can bring this concept into your business to drive great customer experiences.

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • Fluent nHibernate and mapping IDictionary<DaysOfWeek,IDictionay<int, decimal>> how to?

    - by JS Future Software
    Hello, I have problem with making mapping of classes with propert of type Dictionary and value in it of type Dictionary too, like this: public class Class1 { public virtual int Id { get; set; } public virtual IDictionary<DayOfWeek, IDictionary<int, decimal>> Class1Dictionary { get; set; } } My mapping looks like this: Id(i => i.Id); HasMany(m => m.Class1Dictionary); This doesn't work. The important thing I want have everything in one table not in two. WHet I had maked class from this second IDictionary I heve bigger problem. But first I can try like it is now.

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Conflict between Change Control and ASL Mapping

    - by Jie Chen
    Yesterday I got one strange report that on Agile 9.3.1.2, adding a Supplier into Item's Supplier tab will always remove all the data from Item.PageTwo.MultiList01 field which is assigned to a User Group list. The detailed problem description is like below. In JavaClient, MultiList01 attribute on Parts class's PageTwo tab is enabled and assigned with User Group list. On WebClient, user created a new Part and assign MultiList01 with two UserGroups: "Global User Group Test1" and "Personal Group_Test1". Then go to Suppliers tab to add three Suppliers. Switch back to Part's TitleBlock, will see MultiList01 loses the User Group data. To confirm if MultiList01 really loses the data or it saves with other wrong data, I need to check the database and find strange data that MultiList01 saves wrong data ",7976911,7976907,7976959,", which are exactly the ID of these three Suppliers. Then I can suspect the Supplier attribute on Suppliers tab must be mapped to MultiList01. However when I check Supplier in JavaClient, the "ASL mapped to" is blank. More interesting thing is the database clearly shows Supplier attribute (Base ID =2000004219) is mapped to 2090, which is PageTwo.MultiList01 Base ID. Till now, we can get a conclusion that Supplier data is really mapped to MultiList01, though we assign MultiList01 to User Group list and Supplier does not set "ASL mapped to". It must be another function which overrides "ASL mapped to" visibility in JavaClient with high priority. That is the "Change Controlled" function. We immediately see "ASL mapped to" with value "MultiList01" when we disable Change Controlled for Multilist01 If one attribute is Change Controlled, Supplier data cannot be mapped to this attribute theoretically because Supplier could be dynamically modified by users, not by Changes. In real situation of Agile 9.3.1.2, it could be a Code Defect. We can imagine the scenario customer met. He setup Parts.PageTwo.Multilist01 assigned with Supplier list, then in Parts.Suppliers.Supplier attribute, he set "ASL mapped to" to "Multilist01". Later company business is changed, so he set Multilist01 with Change Controlled and re-assign with User Group list. He forgot to remove "ASL mapped to" before he did modifications to Multilist01. Finally we know the solution, it depends on real business. If still need to mapping Supplier to Parts.PageTwo attribute, should modify "ASL mapped to" to other one attribute which already has assigned with Suppliers list. If do not need "ASL mapped to" function, should delete the data from database level. We cannot do it from JavaClient UI. delete propertytable where id in (select p.id from propertytable p, nodetable n where p.parentid =n.id and n.inherit=2000004219 and propertyid=794)

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  • Bump mapping Problem GLSL

    - by jmfel1926
    I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall when the light goes to the one side or the other as seen in the picture below: The light is on the right side so the shading on the wall should be the other way. I have provided the shaders to help find the issue (I do not have much experience with shaders). Shaders: varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; attribute vec3 tangent; attribute vec3 binormal; uniform vec3 lightpos; uniform mat4 cameraMat; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); position = vec3(gl_ModelViewMatrix * gl_Vertex); lightvec = vec3(cameraMat * vec4(lightpos,1.0)) - position ; vec3 eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex); viewVec = normalize(-eyeVec); } uniform sampler2D colormap; uniform sampler2D normalmap; varying vec3 viewVec; varying vec3 position; varying vec3 lightvec; vec3 vv; uniform float diffuset; uniform float specularterm; uniform float ambientterm; void main() { vv=viewVec; vec3 normals = normalize(texture2D(normalmap,gl_TexCoord[0].st).rgb * 2.0 - 1.0); normals.y = -normals.y; //normals = (normals * gl_NormalMatrix).xyz ; vec3 distance = lightvec; float dist_number =length(distance); float final_dist_number = 2.0/pow(dist_number,diffuset); vec3 light_dir=normalize(lightvec); vec3 Halfvector = normalize(light_dir+vv); float angle=max(dot(Halfvector,normals),0.0); angle= pow(angle,specularterm); vec3 specular=vec3(angle,angle,angle); float diffuseterm=max(dot(light_dir,normals),0.0); vec3 diffuse = diffuseterm * texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 ambient = ambientterm *texture2D(colormap,gl_TexCoord[0].st).rgb; vec3 diffusefinal = diffuse * final_dist_number; vec3 finalcolor=diffusefinal+specular+ambient; gl_FragColor = vec4(finalcolor, 1.0); }

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