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  • How is Basic Physics applied in CS/SE?

    - by Wulf
    What basic physics principles do software engineers and/or computer scientists use to help solve specific or common problems? The first one that came to my head was creating a Physics engine for a game; physics is involved, as it requires knowledge of: Forces and Motion: Kinematics, Dynamics, Circular Motion However, I need another example, but haven't come across one that involves basic physics. Please consider the following basic physics (grade 12 level) concepts: Energy and Momentum: Work and Energy, Momentum and Collisions, Gravitational and Celestial Mechanics Electric, Gravitational & Magnetic Field: Electric Charges and Electric Field, Magnetic Fields and Electomagnetism The Wave Nature of Light: Waves and Light, Wave Effects of Light Matter-Energy Interface: Einstein’s Special Theory of Relativity, Waves, Photons and Matter, Radioactivity and Elementary Particles I will be happy with any response; Keywords for google, names of methods like raycasting, etc.

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  • SilverLight 4 - How to have Buttons to switch between view in grid

    - by cvoeller
    I‘m trying to create a page with Silver Light 4, that is similar in functionality to the main page at the Silver Light Showcase website (http://www.silverlight.net/showcase/). Essentially I want to have buttons that change the view of the data in a Grid. One view might have just an image, another might have a smaller image with a smattering of data, and the third would be all the details. I wondering if anyone has a recommendation of how to achieve this?

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  • IE8 doesnt like my jQuery

    - by danit
    Can anyone see any reason why IE8 might not run this jQuery? $("#slid").toggle( function() { $("#Silver").animate({top: "25px"}, 200); }, function() { $("#Silver").animate({top: "89px"}, 200); } ); It runs the first function but ignores the 2nd top: "89px" and ideas? Or a better way the same toggle effect can be achieveD?

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • What Counts For a DBA – Depth

    - by Louis Davidson
    SQL Server offers very simple interfaces to many of its features. Most people could open up SSMS, connect to a server, write a simple query and see the results. Even several of the core DBA tasks are deceptively straightforward. It doesn’t take a rocket scientist to perform a basic database backup or run a trace (even using the newfangled Extended Events!). However, appearances can be deceptive, and often times it is really important that a DBA understands not just the basics of how to perform a task, but why we do a task, and how that task works. As an analogy, consider a child walking into a darkened room. Most would know that they need to turn on the light, and how to do it, so they flick the switch. But what happens if light fails to shine forth. Most would immediately tell you that you need to consider changing the light bulb. So you hop in the car and take them to the local home store and instruct them to buy a replacement. Confronted with a 40 foot display of light bulbs, how will they decide which of the hundreds of types of bulbs, of different types, fittings, shapes, colors, power and efficiency ratings, is the right choice? Obviously the main lesson the child is going to learn this day is how to use their cell phone as a flashlight so they don’t have to ask for help the next time. Likewise, when the metaphorical toddlers who use your database server have issues, they will instinctively know something is wrong, and may even have some idea what caused it, but will have no depth of knowledge to figure out the right solution. That is where the DBA comes in and attempts to save the day. However, when one looks beneath the shiny UI, SQL Server has its own “40 foot display of light bulbs”, in the form of the tremendous number of tools and the often-bewildering amount of information they can present to the DBA, to help us find issues. Unfortunately, resorting to guesswork, to trying different “bulbs” over and over, hoping to stumble on the answer. This is where the right depth of knowledge goes a long way. If we need to write a SELECT statement, then knowing the syntax and where to find the data is not enough. Knowledge of indexes and query plans is essential. Without it, we might hit on a query that “works”, but we are basically still a user, not a programmer, because we have no real control over our platform. Is that level of knowledge deep enough? Probably not, since knowledge of the underlying metadata and structures would be very useful in helping us make sense of any query plan. Understanding the structure of an index makes the “key lookup” operator not sound like what you do when someone tapes your car key to the ceiling. So is even this level of understanding deep enough? Do we need to understand the memory architecture used to process the query? It might be a comforting level of knowledge, and will doubtless come in handy at some point, but is not strictly necessary in most cases. Beyond that lies (more or less) full knowledge of SQL language and the intricacies of every step the SQL Server engine takes to process our query. My personal theory is that, as a professional, our knowledge of a given task should extend, at a minimum, one level deeper than is strictly necessary to perform the task. Anything deeper can be left to the ridiculously smart, or obsessive, or both. As an example. tasked with storing an integer value between 0 and 99999999, it’s essential that I know that choosing an Integer over Decimal(8,0) will likely offer performance benefits. It is then useful that I also understand the value of adding a CHECK constraint, to make sure the values are valid to the desired range; and comforting that I know a little about the underlying processors, registers and computer math. Anything further, I leave to the likes of Joe Chang, whose recent blog post on the topic offers depth by the bucketful!  

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  • Changelog file: YAML vs JSON vs CSV

    - by Aziz Light
    Hello everybody. I am creating a simple Changelog lib in CodeIgniter that will basically log a message everytime someone adds, deletes, changes or publish a blog post. I will log messages in files by batches of 300. So every 301st message will go in a new file. At first I wanted to write the logs to simple .log files but then I got the idea to actually style the thing and I had to seperate each "attribute" of each message (ie: the user, the message, the type of the log, etc.). So .log files are out of the question since extracting the info would be a pain. What is the most appropriate format for such a task? I already ruled out MySQL and XML because they are too heavy (especially considering that the log files won't exceed (about) 300 lines). I suggested YAML vs JSON vs CSV in the title, but is there yet a better alternative?

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  • T SQL Rotate row into columns

    - by cshah
    SQL 2005 using T-SQL, I want to rotate rows into columns. Sample script: Use TempDB Go CREATE TABLE [dbo].[CPPrinter_InkLevels]( [CPPrinter_InkLevels_ID] [int] IDENTITY(1,1) NOT NULL, [CPMeasurementGUID] [uniqueidentifier] NOT NULL, [InkName] [varchar](30) NOT NULL, [InkLevel] [decimal](6, 2) NOT NULL, CONSTRAINT [PK_CPPrinter_InkLevels] PRIMARY KEY CLUSTERED ( [CPPrinter_InkLevels_ID] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO SET IDENTITY_INSERT [dbo].[CPPrinter_InkLevels] ON INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (1, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Black', CAST(0.60 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (2, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Cyan', CAST(0.69 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (3, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Magenta', CAST(0.55 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (4, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Yellow', CAST(0.51 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (5, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Black', CAST(0.64 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (6, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Cyan', CAST(0.43 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (7, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Magenta', CAST(0.30 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (8, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Waste Tank', CAST(0.18 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (9, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Black', CAST(0.60 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (10, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Cyan', CAST(0.69 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (11, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Magenta', CAST(0.55 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (12, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Yellow', CAST(0.51 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (13, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Light Black', CAST(0.64 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (14, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Light Cyan', CAST(0.43 AS Decimal(6, 2))) Go SELECT * FROM [dbo].[CPPrinter_InkLevels] --Desired output CPMeasuremnetGUID, Ink1, Level1, Ink2, Level2, Ink3, Level3....

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  • SL 3 navigation not working!

    - by Silver Gun
    Hey Guys I converted all my existing Silverlight app UserControls to Pages so I could use the Navigation Framework. Anyway so I created a UserControl called MyFrame, which would host all the pages. In my App.xaml.cs I have the following to make sure that MyFrame is loaded when the App loads: private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new MyFrame(); } My UriMapper class resides in App.xaml and looks like the following: <navcore:UriMapper x:Key="uriMapper"> <navcore:UriMapping Uri="Login" MappedUri="Login.xaml"> </navcore:UriMapper> Within my 'MyFrame' class, I have the following <StackPanel Orientation="Horizontal"> <StackPanel Orientation="Vertical"> <HyperlinkButton Tag="Login" Content="Login" Click="HyperlinkButton_Click" /> </StackPanel> <StackPanel Orientation="Vertical"> <navigation:Frame x:Name="ContentFrame" Style="{StaticResource ContentFrameStyle}" /> </StackPanel> </StackPanel> And within the callback for my HyperlinkButton's event handler, I have the following: private void HyperlinkButton_Click(object sender, RoutedEventArgs e) { ContentFrame.Navigate(new Uri((sender as HyperlinkButton).Tag.ToString(), UriKind.Relative)); } The Login.xaml file is in my root folder (right under Project). This navigation does not seem to work! The exception I get reads like so: Navigation is only supported to relative URIs that are fragments, or begin with '/', or which contain ';component/'. Parameter name: uri The Login page does not load. There is no problem with Login.xaml as when I set this.RootVisual = new Login(); the page loads just fine. I also tried setting the NavigateUri attribute of the HyperlinkButton to "Login." No cigar. I'll appreciate any help! Thanks a lot in advance

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  • A/B testing on App Engine?

    - by Silver Dragon
    What would be the simplest implementation of an A/B testing system running on App engine? I'm especially keen towards performance implications of using Datastore for back-end (with looong query times), and database design.

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  • ASP.NET Client to Server communication

    - by Nelson
    Can you help me make sense of all the different ways to communicate from browser to client in ASP.NET? I have made this a community wiki so feel free to edit my post to improve it. Specifically, I'm trying to understand in which scenario to use each one by listing how each works. I'm a little fuzzy on UpdatePanel vs CallBack (with ViewState): I know UpdatePanel always returns HTML while CallBack can return JSON. Any other major differences? ...and CallBack (without ViewState) vs WebMethod. CallBack goes through most of the Page lifecycle, WebMethod doesn't. Any other major differences? IHttpHandler Custom handler for anything (page, image, etc.) Only does what you tell it to do (light server processing) Page is an implementation of IHttpHandler If you don't need what Page provides, create a custom IHttpHandler If you are using Page but overriding Render() and not generating HTML, you probably can do it with a custom IHttpHandler (e.g. writing binary data such as images) By default can use the .axd or .ashx file extensions -- both are functionally similar .ashx doesn't have any built-in endpoints, so it's preferred by convention Regular PostBack (System.Web.UI.Page : IHttpHandler) Inherits Page Full PostBack, including ViewState and HTML control values (heavy traffic) Full Page lifecycle (heavy server processing) No JavaScript required Webpage flickers/scrolls since everything is reloaded in browser Returns full page HTML (heavy traffic) UpdatePanel (Control) Control inside Page Full PostBack, including ViewState and HTML control values (heavy traffic) Full Page lifecycle (heavy server processing) Controls outside the UpdatePanel do Render(NullTextWriter) Must use ScriptManager If no client-side JavaScript, it can fall back to regular PostBack with no JavaScript (?) No flicker/scroll since it's an async call, unless it falls back to regular postback. Can be used with master pages and user controls Has built-in support for progress bar Returns HTML for controls inside UpdatePanel (medium traffic) Client CallBack (Page, System.Web.UI.ICallbackEventHandler) Inherits Page Most of Page lifecycle (heavy server processing) Takes only data you specify (light traffic) and optionally ViewState (?) (medium traffic) Client must support JavaScript and use ScriptManager No flicker/scroll since it's an async call Can be used with master pages and user controls Returns only data you specify in format you specify (e.g. JSON, XML...) (?) (light traffic) WebMethod Class implements System.Web.Service.WebService HttpContext available through this.Context Takes only data you specify (light traffic) Server only runs the called method (light server processing) Client must support JavaScript No flicker/scroll since it's an async call Can be used with master pages and user controls Returns only data you specify, typically JSON (light traffic) Can create instance of server control to render HTML and sent back as string, but events, paging in GridView, etc. won't work PageMethods Essentially a WebMethod contained in the Page class, so most of WebMethod's bullet's apply Method must be public static, therefore no Page instance accessible HttpContext available through HttpContext.Current Accessed directly by URL Page.aspx/MethodName (e.g. with XMLHttpRequest directly or with library such as jQuery) Setting ScriptManager property EnablePageMethods="True" generates a JavaScript proxy for each WebMethod Cannot be used directly in user controls with master pages and user controls Any others?

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  • What (kind of) project could I create to learn JavaScript?

    - by Aziz Light
    Hello, I started learning JavaScript a while ago. It's a fairly easy programming language considering that I learned Java in university, that I know php pretty well and that I already played around with python and ruby. The problem is that to properly learn a programming language I usually create a project. In javascript, I just don't know what kind of project I could create - that is, a project that is not web-based or related to the web browser. Can I create javascript shell scripts? Where is javascript commonly used beside the web browsers? So, can someone actually give me some ideas please?

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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • Are Symphony and CakePHP too slow to be usable?

    - by Aziz Light
    Until now, I have always said that CakePHP is too bloated and slow. I don't really know that, I just saw "some" benchmarks. What I really want to know, is that if those two frameworks (Symfony and CakePHP) are too slow to be usable in a way that the user will get frustrated. I already know that those frameworks are slower than other alternatives, but that's not the question. I ask the question because I want to create a project management web application and I still hesitate between a couple frameworks. I've had some trouble learning Zend, but imho I haven't tried hard enough. So in conclusion, in addition to the first question above, I would like to ask another question: If I want to create a project management tool (which is a pretty big project), which of the following should you suggest, considering the developement time, the speed of the resulting application, and the robustness of the final product: Symphony CakePHP Zend Framework Also I should mention that I don't know any of those frameworks, and that I want to learn one of them (at least).

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  • How much information does pdb files contain? (C# / .NET)

    - by Silver Dragon
    Is is wise to redistribute the pdb files along with a commercial application? Occasionally, I'm using the stack trace to get a more detailed error reporting logs from the deployed applications; can this functionality be achieved without relying to those files? Also, how much hints of the original source code does these files contain? Would it be easier to reverse-engineer my application using it?

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  • Django: ordering by backward related field property

    - by Silver Light
    Hello! I have two models related one-to-many: a Post and a Comment: class Post(models.Model): title = models.CharField(max_length=200); content = models.TextField(); class Comment(models.Model): post = models.ForeignKey('Post'); body = models.TextField(); date_added = models.DateTimeField(); I want to get a list of posts, ordered by the date of the latest comment. If I would write a custom SQL query it would look like this: SELECT `posts`.`*`, MAX(`comments`.`date_added`) AS `date_of_lat_comment` FROM `posts`, `comments` WHERE `posts`.`id` = `comments`.`post_id` GROUP BY `posts`.`id` ORDER BY `date_of_lat_comment` DESC How can I do same thing using django ORM?

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  • Capture link clickthrough events from Javascript

    - by Silver Dragon
    In order to track the overall user clickstream, I'd like to fire a javascript event, if the user right-clicks, and select "Open in new Tab" (or middle-clicks in most browsers) on a link. Most of these links are linking outside of my site, and I'd like to interfere with overall browser experience (such as: status bar, etc) as little as possible. What options are there to solve this?

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  • Django: Get remote IP address inside settings.py

    - by Silver Light
    Hello! I want to enable debug (DEBUG = True) For my Django project only if it runs on localhost. How can I get user IP address inside settings.py? I would like something like this to work: #Debugging only on localhost if user_ip = '127.0.0.1': DEBUG = True else: DEBUG = False How do I put user IP address in user_ip variable inside settings.py file?

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  • Django: Paginator + raw SQL query

    - by Silver Light
    Hello! I'm using Django Paginator everywhere on my website and even wrote a special template tag, to make it more convenient. But now I got to a state, where I need to make a complex custom raw SQL query, that without a LIMIT will return about 100K records. How can I use Django Pagintor with custom query? Simplified example of my problem: My model: class PersonManager(models.Manager): def complicated_list(self): from django.db import connection #Real query is much more complex cursor.execute("""SELECT * FROM `myapp_person`"""); result_list = [] for row in cursor.fetchall(): result_list.append(row[0]); return result_list class Person(models.Model): name = models.CharField(max_length=255); surname = models.CharField(max_length=255); age = models.IntegerField(); objects = PersonManager(); The way I use pagintation with Django ORM: all_objects = Person.objects.all(); paginator = Paginator(all_objects, 10); try: page = int(request.GET.get('page', '1')) except ValueError: page = 1 try: persons = paginator.page(page) except (EmptyPage, InvalidPage): persons = paginator.page(paginator.num_pages) This way, Django get very smart, and adds LIMIT to a query when executing it. But when I use custom manager: all_objects = Person.objects.complicated_list(); all data is selected, and only then python list is sliced, which is VERY slow. How can I make my custom manager behave similar like built in one?

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  • Can Android OS be programmed to interface with a external device via the mini-USB port?

    - by user322865
    Basic example, if I bought a chipset with a light socket and bulb soldered to the chipset; then put a USB cable with the mini-USB plug on the end to get plugged into the android phone. Can I write a Java application to turn on/off the light, get the status of the light(on/off) and maybe power a super-small led/bulb with power from the phone itself? Any insight at all would be greatly appreciated. Thank you

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