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  • Form loop db insertion + javascript altering

    - by MrStatic
    I basically need to check if there is an easier way to do this before I rewrite all the code. I have a fairly large form that I have each input named with []'s on the end so I can loop through via php for easy insertion. <input type="hidden" name="currentdate[]" value="<?php echo date('mdY'); ?>"> <td><input style="width: 50px" type="text" name="jackname[]" /></td> <td><input style="width: 20px" type="text" name="jackkey[]" /></td> <td><input style="width: 50px" type="text" name="jackbeg[]" /></td> <td><input style="width: 50px" type="text" name="jackend[]" /></td> <td><input style="width: 50px" type="text" name="jackbegveh" /></td> <td><input style="width: 50px" type="text" name="jackbegmon[]" /></td> <td><input style="width: 50px" type="text" name="jackendveh" /></td> <td><input style="width: 50px" type="text" name="jackendmon[]" /></td> <td><input style="width: 50px" type="text" name="jacktx" disabled /></td> There are quite a few more fields but you get the idea. I then use foreach ($_POST['jackname'] as $row=>$name) { $jackname = $name; $date = $_POST['currentdate'][$row]; $jackkey = $_POST['jackkey'][$row]; $jackbeg = $_POST['jackbeg'][$row]; $jackend = $_POST['jackend'][$row]; $jackbegveh = $_POST['jackbegveh'][$row]; $jackbegmon = $_POST['jackbegmon'][$row]; $jackendveh = $_POST['jackendveh'][$row]; $jackendmon = $_POST['jackendmon'][$row]; $jacktx = $_POST['jacktx'][$row]; if ($jacktx == '') { $jacktx = '0'; } if (empty($jackkey)) { echo 'Skipped empty! <br />'; } else { mysql_query("INSERT INTO `ticket_counts_jackson` VALUES('', '" . $date . "', '" . $jackname . "', '" . $jackkey . "', '" . $jackbeg . "', '" . $jackend . "', '" . $jackbegveh . "', '" . $jackbegmon . "', '" . $jackendveh . "', '" . $jackendmon . "', '" . $jacktx . "')", $mysql_link) or die(mysql_error()); echo 'Added the info the db! <br />'; } } I use the above to loop through the form and add it to the database. Now for my main question. I also want to add in some javascript to do a little math. Basically ($jackendveh - $jackbegveh) - ($jackendmon - $jackbegmon) and have that displayed in jacktx. Currently the only way I know of adding in the math calculations is to rename each input to a unique name and then rewrite my insert from 1 insert to 8 inserts.

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  • Heading div images should be displayed at a lower depth

    - by Mack
    I have a webpage where the top 25% of the page is the heading(with images in it) & the rest of the page has the content. I am trying to get the heading div to display is pictures at a lower depth as the content div because currently the heading images overflow into the content div(intentionally) & when they do they mess up the positioning of the HTML elements in the content div. My code below should make the heading div display below the content div but it doesn't. Can you help me figure out why & how to fix it? My CSS: html, body { height: 100%; width: 100%; } body { background-color: RGB(255, 255, 255); margin: 20px; text-align: center; } #outerContainer { background-color: #DCFF9A; height: 100%; width: 100%; } #header { width: 1200px; height: 25%; background-color: blue; margin-left: auto; margin-right: auto; overflow: visible; z-index: -5; } #main { display: block; width: 1200px; height: 60%; background-color: blue; margin-left: auto; margin-right: auto; z-index: 5; } #navBar { float: left; height: 800px; width: 240px; background-color: red; } #content { float: left; height: 800px; width: 760px; background-color: yellow; } #kamaleiText { float: left; } #kamaleiLogo { float: left; padding-top: 30px; background-color: green; z-index: inherit; } #kamaleiLeaves { float: right; z-index: -2; background-color: cyan; z-index: inherit; } And my HTML is the following: <body> <div id="outerContainer"> <div id="header"> <img id="kamaleiLogo" src="" alt="Pic1" height="98%" width="300px"/> <!-- Knowtice if I set the width to something smaller then everything is spaced out correctly, so these elements are not being shown below others when they should be --> <img id="kamaleiLeaves" src="" alt="Pic2" height="300px" width="300px"/> </div> <br/> <div id="main"> <div id="navBar"> </div> <div id="content"> abcdef </div> </div> </div> </body>

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  • SortCommand Event handler of DataGrid not working

    - by Nadeem
    I have created an event handler for the OnSortCommand of DataGrid: <asp:DataGrid id="dtgBatches" runat="server" Width="100%" CssClass="intTable" EnableViewState="False" DataKeyField="bat_GUID" GridLines="Horizontal" AllowSorting="True" AutoGenerateColumns="False" AllowPaging="False" > <SelectedItemStyle BackColor="#FFFF99"></SelectedItemStyle> <AlternatingItemStyle CssClass="intTableEntry"></AlternatingItemStyle> <ItemStyle CssClass="intTableEntry2"></ItemStyle> <HeaderStyle ForeColor="Black" CssClass="tableHeader"></HeaderStyle> <Columns> <asp:TemplateColumn > <HeaderStyle Width="5%"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> <ItemTemplate> <img src="../images/icons/cog.png" onclick="universalAlert('Loading...',4,false); ViewBatch('<%# DataBinder.Eval(Container.DataItem, "bat_GUID") %>')" alt="view"/> </ItemTemplate> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Name" SortExpression="bat_Name" HeaderText="<%$ Resources:AI360Resource, lnkbtn_Name %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Id" SortExpression="bat_Id" HeaderText="<%$ Resources:AI360Resource, ltxt_ID %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Date" SortExpression="bat_Date" HeaderText="<%$ Resources:AI360Resource, alt_date %>" DataFormatString="{0:d}"> <HeaderStyle HorizontalAlign="right" Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Right"></ItemStyle> </asp:BoundColumn> <asp:TemplateColumn> <HeaderStyle Width="1%"></HeaderStyle> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Close_date" SortExpression="bat_Close_date" HeaderText="<%$ Resources:AI360Resource, ltxt_closed %>" DataFormatString="{0:d}"> <HeaderStyle Width="29%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Cont_Amount" SortExpression="bat_Cont_Amount" HeaderText="<%$ Resources:AI360Resource, alt_receipts %>" DataFormatString="{0:c}"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Disb_Amount" SortExpression="bat_Disb_Amount" HeaderText="<%$ Resources:AI360Resource, alt_disb %>" DataFormatString="{0:c}"> <HeaderStyle Width="25%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> </Columns> </asp:DataGrid> And the code of handler is as below: protected void dtgBatches_SortCommand(object source, System.Web.UI.WebControls.DataGridSortCommandEventArgs e) { string strCurrentSort = dtgBatches.Attributes["SortExpr"]; string strNewSort = e.SortExpression; if ((strCurrentSort != null) && (strCurrentSort == strNewSort)) { //reverse direction strNewSort += " DESC"; } // Code to Set DataView dv dv.Sort = strNewSort; dtgBatches.DataSource = dv; dtgBatches.DataBind(); } The problem is that the handler never executes. The registartion for the handler is done as below: private void InitializeComponent() { this.dtgBatches.SortCommand += new System.Web.UI.WebControls.DataGridSortCommandEventHandler(this.dtgBatches_SortCommand); }

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  • Rogue PropertyChanged notifications from ViewModel

    - by user1886323
    The following simple program is causing me a Databinding headache. I'm new to this which is why I suspect it has a simple answer. Basically, I have two text boxes bound to the same property myString. I have not set up the ViewModel (simply a class with one property, myString) to provide any notifications to the View for when myString is changed, so even although both text boxes operate a two way binding there should be no way that the text boxes update when myString is changed, am I right? Except... In most circumstances this is true - I use the 'change value' button at the bottom of the window to change the value of myString to whatever the user types into the adjacent text box, and the two text boxes at the top, even although they are bound to myString, do not change. Fine. However, if I edit the text in TextBox1, thus changing the value of myString (although only when the text box loses focus due to the default UpdateSourceTrigger property, see reference), TextBox2 should NOT update as it shouldn't receive any updates that myString has changed. However, as soon as TextBox1 loses focus (say click inside TextBox2) TextBox2 is updated with the new value of myString. My best guess so far is that because the TextBoxes are bound to the same property, something to do with TextBox1 updating myString gives TextBox2 a notification that it has changed. Very confusing as I haven't used INotifyPropertyChanged or anything like that. To clarify, I am not asking how to fix this. I know I could just change the binding mode to a oneway option. I am wondering if anyone can come up with an explanation for this strange behaviour? ViewModel: namespace WpfApplication1 { class ViewModel { public ViewModel() { _myString = "initial message"; } private string _myString; public string myString { get { return _myString; } set { if (_myString != value) { _myString = value; } } } } } View: <Window x:Class="WpfApplication1.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:WpfApplication1" Title="MainWindow" Height="350" Width="525"> <Window.DataContext> <local:ViewModel /> </Window.DataContext> <Grid> <!-- The culprit text boxes --> <TextBox Height="23" HorizontalAlignment="Left" Margin="166,70,0,0" Name="textBox1" VerticalAlignment="Top" Width="120" Text="{Binding Path=myString, Mode=TwoWay}" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="166,120,0,0" Name="textBox2" VerticalAlignment="Top" Width="120" Text="{Binding Path=myString, Mode=TwoWay}"/> <!--The buttons allowing manual change of myString--> <Button Name="changevaluebutton" Content="change value" Click="ButtonUpdateArtist_Click" Margin="12,245,416,43" Width="75" /> <Button Content="Show value" Height="23" HorizontalAlignment="Left" Margin="12,216,0,0" Name="showvaluebutton" VerticalAlignment="Top" Width="75" Click="showvaluebutton_Click" /> <Label Content="" Height="23" HorizontalAlignment="Left" Margin="116,216,0,0" Name="showvaluebox" VerticalAlignment="Top" Width="128" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="116,245,0,0" Name="changevaluebox" VerticalAlignment="Top" Width="128" /> <!--simply some text--> <Label Content="TexBox1" Height="23" HorizontalAlignment="Left" Margin="99,70,0,0" Name="label1" VerticalAlignment="Top" Width="61" /> <Label Content="TexBox2" Height="23" HorizontalAlignment="Left" Margin="99,118,0,0" Name="label2" VerticalAlignment="Top" Width="61" /> </Grid> </Window> Code behind for view: namespace WpfApplication1 { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { ViewModel viewModel; public MainWindow() { InitializeComponent(); viewModel = (ViewModel)this.DataContext; } private void showvaluebutton_Click(object sender, RoutedEventArgs e) { showvaluebox.Content = viewModel.myString; } private void ButtonUpdateArtist_Click(object sender, RoutedEventArgs e) { viewModel.myString = changevaluebox.Text; } } }

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  • get text from a certain <tr> tag

    - by WideBlade
    Is there a way to get the text in a dynamic way from a certain <tr> tag in the page? e.g. I've a page with a <tr> with the value "a1". I'd like to get only the text from this <tr> tag, and echo it into the page. is this possible? here is the HTML: <html><tr id='ieconn2' > <td><table width='100%'><tr><td valign='top'><table width='100%'><tr><td><script type="text/javascript"><!-- google_ad_client = "pub-4503439170693445"; /* 300x250, created 7/21/10 */ google_ad_slot = "7608120147"; google_ad_width = 300; google_ad_height = 250; //--> </script> <script type="text/javascript" src="http://pagead2.googlesyndication.com/pagead/show_ads.js"> </script><br>When Marshall and Lily fear they will never get pregnant, they see a specialist who can hopefully help move the process along. Meanwhile, Robin starts her new job.<br><br><b>Source: </b>CBS <br>&nbsp;</td></tr><tr><td><b>There are no foreign summaries for this episode:</b> <a href='/edit/shows/3918/episode_foreign_summary/?eid=1065002553&season=6'>Contribute</a></td></tr><tr><td><b>English Recap Available: </b> <a href='/How_I_Met_Your_Mother/episodes/1065002553?show_recap=1'>View Here</a></td></tr></table></td><td valign='top' width='250'><div align='left'> <img alt='How I Met Your Mother season 6 episode 13' src="http://images.tvrage.com/screencaps/20/3918/1065002553.jpg" width="248" border='0' > </div><div align='center'><a href='/How_I_Met_Your_Mother/episodes/1065002553?gallery=1'>6 gallery images</a></div></td></tr></table></td></tr><tr> <td background='/_layout_v3/buttons/title.jpg' height='39' width='631' align='center'> <table width='100%' cellpadding='0' cellspacing='0' style='margin: 1px 1px 1px 1px;'> <tr> <td align='left' style='cursor: pointer;' onclick="SwitchHeader('ieconn3','iehide3','26')" width='90'>&nbsp;<span style='font-size: 15px; font-weight: bold; color: black; padding-left: 8px;' id='iehide3'><img src='/_layout_v3/misc/minus.gif' width='26'></span></td> <td align='center' style='cursor: pointer;' onclick="SwitchHeader('ieconn3','iehide3','26')" ><h5 class='nospace'>Sponsored Links</h5><a name=''></a></td> <td align='left' width='90' >&nbsp;</td></tr></table></td> </tr></html> All I want to get is this text: "When Marshall and Lily fear they will never get pregnant, they see a specialist who can hopefully help move the process along. Meanwhile, Robin starts her new job. "

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  • Can draw on only half of UIView

    - by ydlee777
    Hello. I am trying to draw grid on a UIView on a UIScrollView. The width of UIView is about 1000 pixels. However, I can draw lines only about first 340 pixels of the UIView. Can anyone help me on this? The drawGrid function is - (void)drawRect:(CGRect)rect { NSInteger width = 25 * 5 * 10; NSInteger height = (10 * 2 + 10) * 12; NSInteger i; //Get the CGContext from this view CGContextRef context = UIGraphicsGetCurrentContext(); // Draw rectangle with a blue stroke color and white fill color CGContextSetRGBStrokeColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetLineWidth(context, 2.0); CGContextAddRect(context, CGRectMake(0.0, 0.0, width, height)); CGContextFillPath(context); // Draw grid with red color CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); // Set the width of the pen mark CGContextSetLineWidth(context, 0.2); for (i = 0; i < height; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); } } for (i = 0; i < width; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); } } } I am also setting up the UIScrollView and UIView as follows: - (void)viewDidLoad { [super viewDidLoad]; CGRect frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height); waveScrollView = [[WaveScrollView alloc] initWithFrame:frame]; CGRect waveframe = CGRectMake(0, 0, 25 * 5 * 10, (10 * 2 + 10) * 12); EKGWaveView *ekgWaveView = [[EKGWaveView alloc] initWithFrame:waveframe]; waveScrollView.contentSize = CGSizeMake(waveframe.size.width, waveframe.size.height); waveScrollView.maximumZoomScale = 4.0; waveScrollView.minimumZoomScale = 0.75; waveScrollView.clipsToBounds = YES; waveScrollView.aView = ekgWaveView; [waveScrollView addSubview:ekgWaveView]; waveScrollView.delegate = self; [self.view addSubview:waveScrollView]; } I appreciate any help. Thanks.

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  • multi divs centered

    - by user1319385
    I have 2 divs with 3 divs inside them, all 2 wrapped around one big div. I try and center it and its not working. Here is my code: <div stye="margin-left:auto; margin-right:auto; width: 1210px;"> <div id="left" style=" float:left; width: 606px; height: 506px;"> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; height:502px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A picture of a cool guy wearing our shirt will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; border-left:0px; height:200px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A product image will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0;border-top:0px; border-left:0px; height:300px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A tight product image will go in here.</h1></div> </div> <div id="left" style="float:left; width: 604px; height: 506px;"> <div style="top:0px; float:right; width:300px; border: 2px solid #FF0; border-left:0px; height:502px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A picture of a cool guy wearing our shirt will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; border-left:0px; height:200px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A product image will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0;border-top:0px; border-left:0px; height:300px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A tight product image will go in here.</h1></div> </div> </div>

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  • saved image in the picturebox shows no preview

    - by Nivas
    Hi iam new to C# and have loaded the image in the picture box using menustrip and have displayed some text using picturebox_Paint and label. now i tried to save the image (with image and text) using save event from the menustrip. in the saved location the file shows as no preview avaliable and when i tried to open the file it shows out of memory. can any one say where iam going worng.... my coades private void openToolStripMenuItem_Click(object sender, EventArgs e) { string file = ""; OpenFD.FileName = ""; OpenFD.Title = "open image"; OpenFD.InitialDirectory = "C"; OpenFD.Filter = "JPEG|.jpg|Bmp|.bmp|All Files|..*"; if (OpenFD.ShowDialog() == DialogResult.OK) { file = OpenFD.FileName; pictureBox1.Image = Image.FromFile(file); sz = pictureBox1.Size; a=sz.Width; b= sz.Height; } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); this.Invalidate(); y = flag.e; Application.DoEvents(); break; } } } private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Pen pen = new Pen(Color.Red, 2)) e.Graphics.DrawRectangle(pen, rect); //e.Graphics.DrawString(label1.Text, label1.Font, new // SolidBrush(label1.ForeColor), label1.Left - pictureBox1.Left, label1.Top - pictureBox1.Top); if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), label1.Bounds); } else if (label1.TextAlign == ContentAlignment.TopCenter) { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = ((float)this.Width + label1.Left) / 2 - size.Width / 2; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } else { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = (float)label1.Width - size.Width + label1.Left; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; } private void saveToolStripMenuItem_Click(object sender, EventArgs e) { SaveFileDialog SaveFD1 = new SaveFileDialog(); //string Sd_file = ""; SaveFD1.FileName = ""; SaveFD1.InitialDirectory = "C"; SaveFD1.Title = "save file Name"; SaveFD1.Filter= "JPG|.jpg|Bmp|.bmp"; if (SaveFD1.ShowDialog() != DialogResult.Cancel) { System.IO.Stream filename = (System.IO.FileStream)SaveFD1.OpenFile(); if (SaveFD1.Filter == "JPG") pictureBox1.Image.Save(SaveFD1.FileName); //pictureBox1.Image.Save (filename, System.Drawing.Imaging.ImageFormat.Jpeg); else if (SaveFD1.Filter == "Bmp") { //pictureBox1.Image.Save(filename, System.Drawing.Imaging.ImageFormat.Bmp); } filename.Close(); } }

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  • center menu within the 960 grid

    - by Kyle Monti
    I have been working on 960 grid,(http://960.gs/) and I used an old style menu i've used in the past from a few years ago and for some reason with the 960 grid, the menu is floating left and I want it centered. ul#menu { width:940px; height:61px; background: url(../images/menu_bg.png) no-repeat; list-style:none; padding-top:0; padding-left:0; margin: 0; } ul#menu li { float:left; } ul#menu li a { background: url(../images/menu_splice_color.png) no-repeat scroll top left; display:block; height:61px; position:relative; } ul#menu li a.shel { width:135px; } ul#menu li a.golf { width:84px; background-position:-135px 0px; } ul#menu li a.pro { width:119px; background-position:-219px 0px; } ul#menu li a.event { width:94px; background-position:-338px 0px; } ul#menu li a.member { width:148px; background-position:-432px 0px; } ul#menu li a.bistro { width:91px; background-position:-580px 0px; } ul#menu li a.contact { width:115px; background-position:-671px 0px; } ul#menu li a span { background: url(../images/menu_splice_color.png) no-repeat scroll bottom left; display:block; position:absolute; top:0; left:0px; height:100%; width:100%; z-index:100; } ul#menu li a.shel span { background-position:0px -61px; } ul#menu li a.golf span { background-position:-135px -61px; } ul#menu li a.pro span { background-position:-219px -61px; } ul#menu li a.events span { background-position:-338px -61px; } ul#menu li a.member span { background-position:-432px -61px; } ul#menu li a.bistro span { background-position:-580px -61px; } ul#menu li a.contact span { background-position:-672px -61px; } and my generic html markup is <div class="container_16"> <!-- Navigation Start --> <div class="grid_16"> <ul id="menu"> <li><a href="#" class="shel"><span></span></a></li> <li><a href="#" class="golf"><span></span></a></li> <li><a href="#" class="pro"><span></span></a></li> <li><a href="#" class="events"><span></span></a></li> <li><a href="#" class="member"><span></span></a></li> <li><a href="#" class="bistro"><span></span></a></li> <li><a href="#" class="contact"><span></span></a></li> </ul> </div> <div class="clear"></div> </div> And I use jquery animations to roll over the images. $(function() { $("ul#menu span").css("opacity","0"); $("ul#menu span").hover(function () { $(this).stop().animate({ opacity: 1 }, "slow"); }, function () { $(this).stop().animate({ opacity: 0 }, "slow"); }); });

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  • Building an HTML5 App with ASP.NET

    - by Stephen Walther
    I’m teaching several JavaScript and ASP.NET workshops over the next couple of months (thanks everyone!) and I thought it would be useful for my students to have a really easy to use JavaScript reference. I wanted a simple interactive JavaScript reference and I could not find one so I decided to put together one of my own. I decided to use the latest features of JavaScript, HTML5 and jQuery such as local storage, offline manifests, and jQuery templates. What could be more appropriate than building a JavaScript Reference with JavaScript? You can try out the application by visiting: http://Superexpert.com/JavaScriptReference Because the app takes advantage of several advanced features of HTML5, it won’t work with Internet Explorer 6 (but really, you should stop using that browser). I have tested it with IE 8, Chrome 8, Firefox 3.6, and Safari 5. You can download the source for the JavaScript Reference application at the end of this article. Superexpert JavaScript Reference Let me provide you with a brief walkthrough of the app. When you first open the application, you see the following lookup screen: As you type the name of something from the JavaScript language, matching results are displayed: You can click the details link for any entry to view details for an entry in a modal dialog: Alternatively, you can click on any of the tabs -- Objects, Functions, Properties, Statements, Operators, Comments, or Directives -- to filter results by type of syntax. For example, you might want to see a list of all JavaScript built-in objects: You can login to the application to make modification to the application: After you login, you can add, update, or delete entries in the reference database: HTML5 Local Storage The application takes advantage of HTML5 local storage to store all of the reference entries on the local browser. IE 8, Chrome 8, Firefox 3.6, and Safari 5 all support local storage. When you open the application for the first time, all of the reference entries are transferred to the browser. The data is stored persistently. Even if you shutdown your computer and return to the application many days later, the data does not need to be transferred again. Whenever you open the application, the app checks with the server to see if any of the entries have been updated on the server. If there have been updates, then only the updates are transferred to the browser and the updates are merged with the existing entries in local storage. After the reference database has been transferred to your browser once, only changes are transferred in the future. You get two benefits from using local storage. First, the application loads very fast and works very fast after the data has been loaded once. The application does not query the server whenever you filter or view entries. All of the data is persisted in the browser. Second, you can browse the JavaScript reference even when you are not connected to the Internet (when you are on the proverbial airplane). The JavaScript Reference works as an offline application for browsers that support offline applications (unfortunately, not IE). When using Google Chrome, you can easily view the contents of local storage by selecting Tools, Developer Tools (CTRL-SHIFT I) and selecting Storage, Local Storage: The JavaScript Reference app stores two items in local storage: entriesLastUpdated and entries. HTML5 Offline App For browsers that support HTML5 offline applications – Chrome 8 and Firefox 3.6 but not Internet Explorer – you do not need to be connected to the Internet to use the JavaScript Reference. The JavaScript Reference can execute entirely on your machine just like any other desktop application. When you first open the application with Firefox, you are presented with the following warning: Notice the notification bar that asks whether you want to accept offline content. If you click the Allow button then all of the files (generated ASPX, images, CSS, JavaScript) needed for the JavaScript Reference will be stored on your local computer. Automatic Script Minification and Combination All of the custom JavaScript files are combined and minified automatically whenever the application is built with Visual Studio. All of the custom scripts are contained in a folder named App_Scripts: When you perform a build, the combine.js and combine.debug.js files are generated. The Combine.config file contains the list of files that should be combined (importantly, it specifies the order in which the files should be combined). Here’s the contents of the Combine.config file:   <?xml version="1.0"?> <combine> <scripts> <file path="compat.js" /> <file path="storage.js" /> <file path="serverData.js" /> <file path="entriesHelper.js" /> <file path="authentication.js" /> <file path="default.js" /> </scripts> </combine>   jQuery and jQuery UI The JavaScript Reference application takes heavy advantage of jQuery and jQuery UI. In particular, the application uses jQuery templates to format and display the reference entries. Each of the separate templates is stored in a separate ASP.NET user control in a folder named Templates: The contents of the user controls (and therefore the templates) are combined in the default.aspx page: <!-- Templates --> <user:EntryTemplate runat="server" /> <user:EntryDetailsTemplate runat="server" /> <user:BrowsersTemplate runat="server" /> <user:EditEntryTemplate runat="server" /> <user:EntryDetailsCloudTemplate runat="server" /> When the default.aspx page is requested, all of the templates are retrieved in a single page. WCF Data Services The JavaScript Reference application uses WCF Data Services to retrieve and modify database data. The application exposes a server-side WCF Data Service named EntryService.svc that supports querying, adding, updating, and deleting entries. jQuery Ajax calls are made against the WCF Data Service to perform the database operations from the browser. The OData protocol makes this easy. Authentication is handled on the server with a ChangeInterceptor. Only authenticated users are allowed to update the JavaScript Reference entry database. JavaScript Unit Tests In order to build the JavaScript Reference application, I depended on JavaScript unit tests. I needed the unit tests, in particular, to write the JavaScript merge functions which merge entry change sets from the server with existing entries in browser local storage. In order for unit tests to be useful, they need to run fast. I ran my unit tests after each build. For this reason, I did not want to run the unit tests within the context of a browser. Instead, I ran the unit tests using server-side JavaScript (the Microsoft Script Control). The source code that you can download at the end of this blog entry includes a project named JavaScriptReference.UnitTests that contains all of the JavaScripts unit tests. JavaScript Integration Tests Because not every feature of an application can be tested by unit tests, the JavaScript Reference application also includes integration tests. I wrote the integration tests using Selenium RC in combination with ASP.NET Unit Tests. The Selenium tests run against all of the target browsers for the JavaScript Reference application: IE 8, Chrome 8, Firefox 3.6, and Safari 5. For example, here is the Selenium test that checks whether authenticating with a valid user name and password correctly switches the application to Admin Mode: [TestMethod] [HostType("ASP.NET")] [UrlToTest("http://localhost:26303/JavaScriptReference")] [AspNetDevelopmentServerHost(@"C:\Users\Stephen\Documents\Repos\JavaScriptReference\JavaScriptReference\JavaScriptReference", "/JavaScriptReference")] public void TestValidLogin() { // Run test for each controller foreach (var controller in this.Controllers) { var selenium = controller.Value; var browserName = controller.Key; // Open reference page. selenium.Open("http://localhost:26303/JavaScriptReference/default.aspx"); // Click login button displays login form selenium.Click("btnLogin"); Assert.IsTrue(selenium.IsVisible("loginForm"), "Login form appears after clicking btnLogin"); // Enter user name and password selenium.Type("userName", "Admin"); selenium.Type("password", "secret"); selenium.Click("btnDoLogin"); // Should set adminMode == true selenium.WaitForCondition("selenium.browserbot.getCurrentWindow().adminMode==true", "30000"); } }   The results for running the Selenium tests appear in the Test Results window just like the unit tests: The Selenium tests take much longer to execute than the unit tests. However, they provide test coverage for actual browsers. Furthermore, if you are using Visual Studio ALM, you can run the tests automatically every night as part of your standard nightly build. You can view the Selenium tests by opening the JavaScriptReference.QATests project. Summary I plan to write more detailed blog entries about this application over the next week. I want to discuss each of the features – HTML5 local storage, HTML5 offline apps, jQuery templates, automatic script combining and minification, JavaScript unit tests, Selenium tests -- in more detail. You can download the source control for the JavaScript Reference Application by clicking the following link: Download You need Visual Studio 2010 and ASP.NET 4 to build the application. Before running the JavaScript unit tests, install the Microsoft Script Control. Before running the Selenium tests, start the Selenium server by running the StartSeleniumServer.bat file located in the JavaScriptReference.QATests project.

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  • SignalR Auto Disconnect when Page Changed in AngularJS

    - by Shaun
    Originally posted on: http://geekswithblogs.net/shaunxu/archive/2014/05/30/signalr-auto-disconnect-when-page-changed-in-angularjs.aspxIf we are using SignalR, the connection lifecycle was handled by itself very well. For example when we connect to SignalR service from browser through SignalR JavaScript Client the connection will be established. And if we refresh the page, close the tab or browser, or navigate to another URL then the connection will be closed automatically. This information had been well documented here. In a browser, SignalR client code that maintains a SignalR connection runs in the JavaScript context of a web page. That's why the SignalR connection has to end when you navigate from one page to another, and that's why you have multiple connections with multiple connection IDs if you connect from multiple browser windows or tabs. When the user closes a browser window or tab, or navigates to a new page or refreshes the page, the SignalR connection immediately ends because SignalR client code handles that browser event for you and calls the "Stop" method. But unfortunately this behavior doesn't work if we are using SignalR with AngularJS. AngularJS is a single page application (SPA) framework created by Google. It hijacks browser's address change event, based on the route table user defined, launch proper view and controller. Hence in AngularJS we address was changed but the web page still there. All changes of the page content are triggered by Ajax. So there's no page unload and load events. This is the reason why SignalR cannot handle disconnect correctly when works with AngularJS. If we dig into the source code of SignalR JavaScript Client source code we will find something below. It monitors the browser page "unload" and "beforeunload" event and send the "stop" message to server to terminate connection. But in AngularJS page change events were hijacked, so SignalR will not receive them and will not stop the connection. 1: // wire the stop handler for when the user leaves the page 2: _pageWindow.bind("unload", function () { 3: connection.log("Window unloading, stopping the connection."); 4:  5: connection.stop(asyncAbort); 6: }); 7:  8: if (isFirefox11OrGreater) { 9: // Firefox does not fire cross-domain XHRs in the normal unload handler on tab close. 10: // #2400 11: _pageWindow.bind("beforeunload", function () { 12: // If connection.stop() runs runs in beforeunload and fails, it will also fail 13: // in unload unless connection.stop() runs after a timeout. 14: window.setTimeout(function () { 15: connection.stop(asyncAbort); 16: }, 0); 17: }); 18: }   Problem Reproduce In the codes below I created a very simple example to demonstrate this issue. Here is the SignalR server side code. 1: public class GreetingHub : Hub 2: { 3: public override Task OnConnected() 4: { 5: Debug.WriteLine(string.Format("Connected: {0}", Context.ConnectionId)); 6: return base.OnConnected(); 7: } 8:  9: public override Task OnDisconnected() 10: { 11: Debug.WriteLine(string.Format("Disconnected: {0}", Context.ConnectionId)); 12: return base.OnDisconnected(); 13: } 14:  15: public void Hello(string user) 16: { 17: Clients.All.hello(string.Format("Hello, {0}!", user)); 18: } 19: } Below is the configuration code which hosts SignalR hub in an ASP.NET WebAPI project with IIS Express. 1: public class Startup 2: { 3: public void Configuration(IAppBuilder app) 4: { 5: app.Map("/signalr", map => 6: { 7: map.UseCors(CorsOptions.AllowAll); 8: map.RunSignalR(new HubConfiguration() 9: { 10: EnableJavaScriptProxies = false 11: }); 12: }); 13: } 14: } Since we will host AngularJS application in Node.js in another process and port, the SignalR connection will be cross domain. So I need to enable CORS above. In client side I have a Node.js file to host AngularJS application as a web server. You can use any web server you like such as IIS, Apache, etc.. Below is the "index.html" page which contains a navigation bar so that I can change the page/state. As you can see I added jQuery, AngularJS, SignalR JavaScript Client Library as well as my AngularJS entry source file "app.js". 1: <html data-ng-app="demo"> 2: <head> 3: <script type="text/javascript" src="jquery-2.1.0.js"></script> 1:  2: <script type="text/javascript" src="angular.js"> 1: </script> 2: <script type="text/javascript" src="angular-ui-router.js"> 1: </script> 2: <script type="text/javascript" src="jquery.signalR-2.0.3.js"> 1: </script> 2: <script type="text/javascript" src="app.js"></script> 4: </head> 5: <body> 6: <h1>SignalR Auto Disconnect with AngularJS by Shaun</h1> 7: <div> 8: <a href="javascript:void(0)" data-ui-sref="view1">View 1</a> | 9: <a href="javascript:void(0)" data-ui-sref="view2">View 2</a> 10: </div> 11: <div data-ui-view></div> 12: </body> 13: </html> Below is the "app.js". My SignalR logic was in the "View1" page and it will connect to server once the controller was executed. User can specify a user name and send to server, all clients that located in this page will receive the server side greeting message through SignalR. 1: 'use strict'; 2:  3: var app = angular.module('demo', ['ui.router']); 4:  5: app.config(['$stateProvider', '$locationProvider', function ($stateProvider, $locationProvider) { 6: $stateProvider.state('view1', { 7: url: '/view1', 8: templateUrl: 'view1.html', 9: controller: 'View1Ctrl' }); 10:  11: $stateProvider.state('view2', { 12: url: '/view2', 13: templateUrl: 'view2.html', 14: controller: 'View2Ctrl' }); 15:  16: $locationProvider.html5Mode(true); 17: }]); 18:  19: app.value('$', $); 20: app.value('endpoint', 'http://localhost:60448'); 21: app.value('hub', 'GreetingHub'); 22:  23: app.controller('View1Ctrl', function ($scope, $, endpoint, hub) { 24: $scope.user = ''; 25: $scope.response = ''; 26:  27: $scope.greeting = function () { 28: proxy.invoke('Hello', $scope.user) 29: .done(function () {}) 30: .fail(function (error) { 31: console.log(error); 32: }); 33: }; 34:  35: var connection = $.hubConnection(endpoint); 36: var proxy = connection.createHubProxy(hub); 37: proxy.on('hello', function (response) { 38: $scope.$apply(function () { 39: $scope.response = response; 40: }); 41: }); 42: connection.start() 43: .done(function () { 44: console.log('signlar connection established'); 45: }) 46: .fail(function (error) { 47: console.log(error); 48: }); 49: }); 50:  51: app.controller('View2Ctrl', function ($scope, $) { 52: }); When we went to View1 the server side "OnConnect" method will be invoked as below. And in any page we send the message to server, all clients will got the response. If we close one of the client, the server side "OnDisconnect" method will be invoked which is correct. But is we click "View 2" link in the page "OnDisconnect" method will not be invoked even though the content and browser address had been changed. This might cause many SignalR connections remain between the client and server. Below is what happened after I clicked "View 1" and "View 2" links four times. As you can see there are 4 live connections.   Solution Since the reason of this issue is because, AngularJS hijacks the page event that SignalR need to stop the connection, we can handle AngularJS route or state change event and stop SignalR connect manually. In the code below I moved the "connection" variant to global scope, added a handler to "$stateChangeStart" and invoked "stop" method of "connection" if its state was not "disconnected". 1: var connection; 2: app.run(['$rootScope', function ($rootScope) { 3: $rootScope.$on('$stateChangeStart', function () { 4: if (connection && connection.state && connection.state !== 4 /* disconnected */) { 5: console.log('signlar connection abort'); 6: connection.stop(); 7: } 8: }); 9: }]); Now if we refresh the page and navigated to View 1, the connection will be opened. At this state if we clicked "View 2" link the content will be changed and the SignalR connection will be closed automatically.   Summary In this post I demonstrated an issue when we are using SignalR with AngularJS. The connection cannot be closed automatically when we navigate to other page/state in AngularJS. And the solution I mentioned below is to move the SignalR connection as a global variant and close it manually when AngularJS route/state changed. You can download the full sample code here. Moving the SignalR connection as a global variant might not be a best solution. It's just for easy to demo here. In production code I suggest wrapping all SignalR operations into an AngularJS factory. Since AngularJS factory is a singleton object, we can safely put the connection variant in the factory function scope.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • New Bundling and Minification Support (ASP.NET 4.5 Series)

    - by ScottGu
    This is the sixth in a series of blog posts I'm doing on ASP.NET 4.5. The next release of .NET and Visual Studio include a ton of great new features and capabilities.  With ASP.NET 4.5 you'll see a bunch of really nice improvements with both Web Forms and MVC - as well as in the core ASP.NET base foundation that both are built upon. Today’s post covers some of the work we are doing to add built-in support for bundling and minification into ASP.NET - which makes it easy to improve the performance of applications.  This feature can be used by all ASP.NET applications, including both ASP.NET MVC and ASP.NET Web Forms solutions. Basics of Bundling and Minification As more and more people use mobile devices to surf the web, it is becoming increasingly important that the websites and apps we build perform well with them. We’ve all tried loading sites on our smartphones – only to eventually give up in frustration as it loads slowly over a slow cellular network.  If your site/app loads slowly like that, you are likely losing potential customers because of bad performance.  Even with powerful desktop machines, the load time of your site and perceived performance can make an enormous customer perception. Most websites today are made up of multiple JavaScript and CSS files to separate the concerns and keep the code base tight. While this is a good practice from a coding point of view, it often has some unfortunate consequences for the overall performance of the website.  Multiple JavaScript and CSS files require multiple HTTP requests from a browser – which in turn can slow down the performance load time.  Simple Example Below I’ve opened a local website in IE9 and recorded the network traffic using IE’s built-in F12 developer tools. As shown below, the website consists of 5 CSS and 4 JavaScript files which the browser has to download. Each file is currently requested separately by the browser and returned by the server, and the process can take a significant amount of time proportional to the number of files in question. Bundling ASP.NET is adding a feature that makes it easy to “bundle” or “combine” multiple CSS and JavaScript files into fewer HTTP requests. This causes the browser to request a lot fewer files and in turn reduces the time it takes to fetch them.   Below is an updated version of the above sample that takes advantage of this new bundling functionality (making only one request for the JavaScript and one request for the CSS): The browser now has to send fewer requests to the server. The content of the individual files have been bundled/combined into the same response, but the content of the files remains the same - so the overall file size is exactly the same as before the bundling.   But notice how even on a local dev machine (where the network latency between the browser and server is minimal), the act of bundling the CSS and JavaScript files together still manages to reduce the overall page load time by almost 20%.  Over a slow network the performance improvement would be even better. Minification The next release of ASP.NET is also adding a new feature that makes it easy to reduce or “minify” the download size of the content as well.  This is a process that removes whitespace, comments and other unneeded characters from both CSS and JavaScript. The result is smaller files, which will download and load in a browser faster.  The graph below shows the performance gain we are seeing when both bundling and minification are used together: Even on my local dev box (where the network latency is minimal), we now have a 40% performance improvement from where we originally started.  On slow networks (and especially with international customers), the gains would be even more significant. Using Bundling and Minification inside ASP.NET The upcoming release of ASP.NET makes it really easy to take advantage of bundling and minification within projects and see performance gains like in the scenario above. The way it does this allows you to avoid having to run custom tools as part of your build process –  instead ASP.NET has added runtime support to perform the bundling/minification for you dynamically (caching the results to make sure perf is great).  This enables a really clean development experience and makes it super easy to start to take advantage of these new features. Let’s assume that we have a simple project that has 4 JavaScript files and 6 CSS files: Bundling and Minifying the .css files Let’s say you wanted to reference all of the stylesheets in the “Styles” folder above on a page.  Today you’d have to add multiple CSS references to get all of them – which would translate into 6 separate HTTP requests: The new bundling/minification feature now allows you to instead bundle and minify all of the .css files in the Styles folder – simply by sending a URL request to the folder (in this case “styles”) with an appended “/css” path after it.  For example:    This will cause ASP.NET to scan the directory, bundle and minify the .css files within it, and send back a single HTTP response with all of the CSS content to the browser.  You don’t need to run any tools or pre-processor to get this behavior.  This enables you to cleanly separate your CSS into separate logical .css files and maintain a very clean development experience – while not taking a performance hit at runtime for doing so.  The Visual Studio designer will also honor the new bundling/minification logic as well – so you’ll still get a WYSWIYG designer experience inside VS as well. Bundling and Minifying the JavaScript files Like the CSS approach above, if we wanted to bundle and minify all of our JavaScript into a single response we could send a URL request to the folder (in this case “scripts”) with an appended “/js” path after it:   This will cause ASP.NET to scan the directory, bundle and minify the .js files within it, and send back a single HTTP response with all of the JavaScript content to the browser.  Again – no custom tools or builds steps were required in order to get this behavior.  And it works with all browsers. Ordering of Files within a Bundle By default, when files are bundled by ASP.NET they are sorted alphabetically first, just like they are shown in Solution Explorer. Then they are automatically shifted around so that known libraries and their custom extensions such as jQuery, MooTools and Dojo are loaded before anything else. So the default order for the merged bundling of the Scripts folder as shown above will be: Jquery-1.6.2.js Jquery-ui.js Jquery.tools.js a.js By default, CSS files are also sorted alphabetically and then shifted around so that reset.css and normalize.css (if they are there) will go before any other file. So the default sorting of the bundling of the Styles folder as shown above will be: reset.css content.css forms.css globals.css menu.css styles.css The sorting is fully customizable, though, and can easily be changed to accommodate most use cases and any common naming pattern you prefer.  The goal with the out of the box experience, though, is to have smart defaults that you can just use and be successful with. Any number of directories/sub-directories supported In the example above we just had a single “Scripts” and “Styles” folder for our application.  This works for some application types (e.g. single page applications).  Often, though, you’ll want to have multiple CSS/JS bundles within your application – for example: a “common” bundle that has core JS and CSS files that all pages use, and then page specific or section specific files that are not used globally. You can use the bundling/minification support across any number of directories or sub-directories in your project – this makes it easy to structure your code so as to maximize the bunding/minification benefits.  Each directory by default can be accessed as a separate URL addressable bundle.  Bundling/Minification Extensibility ASP.NET’s bundling and minification support is built with extensibility in mind and every part of the process can be extended or replaced. Custom Rules In addition to enabling the out of the box - directory-based - bundling approach, ASP.NET also supports the ability to register custom bundles using a new programmatic API we are exposing.  The below code demonstrates how you can register a “customscript” bundle using code within an application’s Global.asax class.  The API allows you to add/remove/filter files that go into the bundle on a very granular level:     The above custom bundle can then be referenced anywhere within the application using the below <script> reference:     Custom Processing You can also override the default CSS and JavaScript bundles to support your own custom processing of the bundled files (for example: custom minification rules, support for Saas, LESS or Coffeescript syntax, etc). In the example below we are indicating that we want to replace the built-in minification transforms with a custom MyJsTransform and MyCssTransform class. They both subclass the CSS and JavaScript minifier respectively and can add extra functionality:     The end result of this extensibility is that you can plug-into the bundling/minification logic at a deep level and do some pretty cool things with it. 2 Minute Video of Bundling and Minification in Action Mads Kristensen has a great 90 second video that shows off using the new Bundling and Minification feature.  You can watch the 90 second video here. Summary The new bundling and minification support within the next release of ASP.NET will make it easier to build fast web applications.  It is really easy to use, and doesn’t require major changes to your existing dev workflow.  It is also supports a rich extensibility API that enables you to customize it however you want. You can easily take advantage of this new support within ASP.NET MVC, ASP.NET Web Forms and ASP.NET Web Pages based applications. Hope this helps, Scott P.S. In addition to blogging, I use Twitter to-do quick posts and share links. My Twitter handle is: @scottgu

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  • guvcview recording video and audio out of synchronisation in Ubuntu 10.10

    - by SIJAR
    I finally got Guvcview, a great software for Logitech webcam and it does all the stuff that one wants out of it. But I'm not satisfy with the video recording, video and audio out of synchronisation also video seems to be in slow motion. Please help so that I can tweak in and get a good video recording with the webcam. Below is the log of Guvcview ------------------------------------------------------------------------------- guvcview 1.4.1 video_device: /dev/video0 vid_sleep: 0 cap_meth: 1 resolution: 640 x 480 windowsize: 1024 x 715 vert pane: 578 spin behavior: 0 mode: mjpg fps: 1/25 Display Fps: 0 bpp: 0 hwaccel: 1 avi_format: 4 sound: 1 sound Device: 4 sound samp rate: 0 sound Channels: 0 Sound delay: 0 nanosec Sound Format: 85 Pan Step: 2 degrees Tilt Step: 2 degrees Video Filter Flags: 0 image inc: 0 profile(default):/home/sijar/default.gpfl starting portaudio... bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started language catalog= dir:/usr/share/locale type:UTF-8 lang:en_US.utf8 cat:guvcview.mo mjpg: setting format to 1196444237 capture method = 1 video device: /dev/video0 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! /dev/video0 - device 1 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! Init. UVC Camera (046d:0825) (location: usb-0000:00:1d.7-5) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 176 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 432, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 544, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 640, height = 360 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, ... repeats a couple of times ... vid:046d pid:0825 driver:uvcvideo Adding control for Pan (relative) UVCIOC_CTRL_ADD - Error: Operation not permitted checking format: 1196444237 VIDIOC_G_COMP:: Invalid argument compression control not supported fps is set to 1/25 drawing controls control[0]: 0x980900 Brightness, 0:255:1, default 128 control[0]: 0x980901 Contrast, 0:255:1, default 32 control[0]: 0x980902 Saturation, 0:255:1, default 32 control[0]: 0x98090c White Balance Temperature, Auto, 0:1:1, default 1 control[0]: 0x980913 Gain, 0:255:1, default 0 control[0]: 0x980918 Power Line Frequency, 0:2:1, default 2 control[0]: 0x98091a White Balance Temperature, 0:10000:10, default 4000 control[0]: 0x98091b Sharpness, 0:255:1, default 24 control[0]: 0x98091c Backlight Compensation, 0:1:1, default 1 control[0]: 0x9a0901 Exposure, Auto, 0:3:1, default 3 control[0]: 0x9a0902 Exposure (Absolute), 1:10000:1, default 166 control[0]: 0x9a0903 Exposure, Auto Priority, 0:1:1, default 0 resolutions of format(2) = 19 frame rates of 1º resolution=6 Def. Res: 0 numb. fps:6 --------------------------------------- device #0 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 (hw:0,0) Host API = ALSA Max inputs = 2, Max outputs = 2 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #1 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC ADC (hw:0,1) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #2 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC2 ADC (hw:0,2) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #3 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - ADC2 (hw:0,3) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #4 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - IEC958 (hw:0,4) Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #5 Name = USB Device 0x46d:0x825: USB Audio (hw:1,0) Host API = ALSA Max inputs = 1, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #6 Name = front Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.012 Def. high input latency = -1.000 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #7 Name = iec958 Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #8 Name = spdif Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #9 Name = pulse Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #10 Name = dmix Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.043 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #11 [ Default Input, Default Output ] Name = default Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 ---------------------------------------------- SampleRate:0 Channels:0 Video driver: x11 A window manager is available VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25371756K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cbd8b0]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cbd8b0]profile Baseline, level 3.0 [libx264 @ 0x8cbd8b0]non-strictly-monotonic PTS shift sound by -9 ms shift sound by -9 ms shift sound by -9 ms AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... AUDIO: droping audio data (/home/sijar/Videos/Webcam) 25371748K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... Cap Video toggled: 0 Shuting Down IO Thread AUDIO: droping audio data stop= 4426644744000 start=4416533023000 VIDEO: 146 frames in 10111.000000 ms = 14.439719 fps Stoping audio stream Closing audio stream... close avi Last message repeated 145 times [libx264 @ 0x8cbd8b0]frame I:2 Avg QP:14.10 size: 24492 [libx264 @ 0x8cbd8b0]frame P:103 Avg QP:16.06 size: 20715 [libx264 @ 0x8cbd8b0]mb I I16..4: 48.4% 0.0% 51.6% [libx264 @ 0x8cbd8b0]mb P I16..4: 57.5% 0.0% 0.0% P16..4: 40.2% 0.0% 0.0% 0.0% 0.0% skip: 2.3% [libx264 @ 0x8cbd8b0]final ratefactor: 62.05 [libx264 @ 0x8cbd8b0]coded y,uvDC,uvAC intra: 79.7% 92.2% 68.4% inter: 62.4% 87.5% 48.0% [libx264 @ 0x8cbd8b0]i16 v,h,dc,p: 23% 17% 41% 19% [libx264 @ 0x8cbd8b0]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 30% 24% 26% 2% 5% 3% 3% 3% 4% [libx264 @ 0x8cbd8b0]i8c dc,h,v,p: 53% 20% 23% 4% [libx264 @ 0x8cbd8b0]ref P L0: 63.0% 37.0% [libx264 @ 0x8cbd8b0]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25379744K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cfba20]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cfba20]profile Baseline, level 3.0 [libx264 @ 0x8cfba20]non-strictly-monotonic PTS shift sound by -236 ms shift sound by -236 ms shift sound by -236 ms (/home/sijar/Videos/Webcam) 25377044K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25373408K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25370696K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25367680K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25364052K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25360312K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25356628K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25352908K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25349316K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25345552K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25341828K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25338092K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25334412K bytes free on a total of 39908968K (used: 36 %) treshold=51200K Cap Video toggled: 0 Shuting Down IO Thread stop= 4708817235000 start=4578624714000 VIDEO: 1604 frames in 130192.000000 ms = 12.320265 fps Stoping audio stream Closing audio stream... close avi Last message repeated 1603 times [libx264 @ 0x8cfba20]frame I:16 Avg QP:14.78 size: 42627 [libx264 @ 0x8cfba20]frame P:1547 Avg QP:16.44 size: 28599 [libx264 @ 0x8cfba20]mb I I16..4: 21.6% 0.0% 78.4% [libx264 @ 0x8cfba20]mb P I16..4: 28.1% 0.0% 0.0% P16..4: 70.5% 0.0% 0.0% 0.0% 0.0% skip: 1.4% [libx264 @ 0x8cfba20]final ratefactor: 88.17 [libx264 @ 0x8cfba20]coded y,uvDC,uvAC intra: 74.4% 95.8% 83.2% inter: 75.2% 94.6% 69.2% [libx264 @ 0x8cfba20]i16 v,h,dc,p: 27% 17% 40% 16% [libx264 @ 0x8cfba20]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 25% 25% 21% 3% 6% 4% 5% 4% 7% [libx264 @ 0x8cfba20]i8c dc,h,v,p: 61% 18% 18% 4% [libx264 @ 0x8cfba20]ref P L0: 64.0% 36.0% [libx264 @ 0x8cfba20]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Shuting Down Thread Thread terminated... cleaning Thread allocations: 100% SDL Quit Video Thread finished write /home/sijar/.guvcviewrc OK free audio mutex closed v4l2 strutures free controls free controls - vidState cleaned allocations - 100% Closing portaudio ...OK Closing GTK... OK

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • trying to validate user input in php

    - by user225269
    I'm trying to validate user input in php. This code will check if the values are null or not. If it is null, this will require the user to input the values that are null. When all the text boxes in the html form that came before this. This code will show the submit button, and that submit button will save the inputted data into the mysql database. But the problem is that the value that is saved is zero zero and zero, what might be the cause of this? <html> <head> <title>Admission Information Sheet</title> <meta http-equiv="Content-Type" content="text/html; Western (ISO-8859-1)"> <meta name="author" content=" "> <title> <style> input { font-size: 16px;} </style> <?php include('header.php'); ?> <div id="main_content"> </div> <?php include('footer.php'); ?> <table border="1" width="900" border="0" align="left" cellpadding="0" cellspacing="1" bgcolor="#CCCCCC"> <tr> <form name="form1.1" method="POST" action="aisaction.php"> <?php $NURSE = $_POST[nurse]; $TELNUM = $_POST[telnum]; $HOSPNUM = $_POST[hnum]; $ROOMNUM = $_POST[rnum]; $LASTNAME = $_POST[lname]; $FIRSTNAME = $_POST[fname]; $MIDNAME = $_POST[mname]; $AD = $_POST[ad]; $ADATE = $_POST[adate]; $ADTIME = $_POST[adtime]; $CSTAT = $_POST[cs]; $AGE = $_POST[age]; $BDAY = $_POST[bday]; $SEX = $_POST[sex]; ?> <td> <table width="100%" border="0" cellpadding="2" cellspacing="1" bgcolor="#FFFFFF"> <tr> <td colspan="12" style="background:#9ACD32; color:white; border:white 1px solid; text-align: center"><strong><font size="3">ADMISSION INFORMATION SHEET</strong></td> </tr> <tr> </td><br> <td width="54"><font size="3">Hospital #</td> <td width="3">:</td> <td width="168"><input type="display" name="hnum" disabled="true" value= "<?php print "$HOSPNUM";?>"><br> <font color="red"> <?php if(empty($HOSPNUM)) print "* Hospital Number required!<br>"; ?> </td> <td width="41"><font size="3">Room #</td> <td width="3">:</td> <td width="168"><input type="display" name="rnum" disabled="true" value= "<?php print "$ROOMNUM";?>"><br> <font color="red"> <?php if(empty($ROOMNUM)) print "* Room Number required!<br>"; ?> </td> <td width="67"><font size="3">Admission Date</td> <td width="3">:</td> <td width="168"><input type="display" name="adate" disabled="true" value= "<?php print "$ADATE";?>"><br> <font color="red"> <?php if(empty($ADATE)) print "* Admission Date required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Last Name</td> <td>:</td> <td><input type="display" name="lname" disabled="true" value= "<?php print "$LASTNAME";?>"><br> <font color="red"> <?php if(empty($LASTNAME)) print "* Last Name required!<br>"; ?> </td> <td><font size="3">First Name</td> <td>:</td> <td><input type="display" name="fname" disabled="true" value= "<?php print "$FIRSTNAME";?>"><br> <font color="red"> <?php if(empty($FIRSTNAME)) print "* First Name required!<br>"; ?> </td> <td><font size="3">Middle Name</td> <td>:</td> <td><input type="display" name="mname" disabled="true" value= "<?php print "$MIDNAME";?>"><br> <font color="red"> <?php if(empty($MIDNAME)) print "* Middle Name required!<br>"; ?> </td> <td><font size="3">Admit time</td> <td>:</td> <td><input type="display" name="mname" disabled="true" value= "<?php print "$ADTIME";?>"><br> <font color="red"> <?php if(empty($ADTIME)) print "* Adtime required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Civil Status</td> <td>:</td> <td><input type="display" name="cs" disabled="true" value= "<?php print "$CSTAT";?>"><br> <font color="red"> <?php if(empty($CSTAT)) print "* Civil Status required!<br>"; ?> </td> <td><font size="3">Age</td> <td>:</td> <td><input type="display" name="age" disabled="true" value= "<?php print "$AGE";?>"><br> <font color="red"> <?php if(empty($AGE)) print "* Age required!<br>"; ?> </td> <td><font size="3">Birthday</td> <td>:</td> <td><input type="display" name="bday" disabled="true" value= "<?php print "$BDAY";?>"><br> <font color="red"> <?php if(empty($BDAY)) print "* Birthday required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Address</td> <td>:</td> <td><input type="display" name="address" disabled="true" value= "<?php print "$AD";?>"><br> <font color="red"> <?php if(empty($AD)) print "* Address required!<br>"; ?> </td> <td><font size="3">Telephone #</td> <td>:</td> <td><input type="display" name="telnum" disabled="true" value= "<?php print "$TELNUM";?>"></td> <td width="23"><font size="3">Sex</td> <td width="3">:</td> <td width="174"><input type="display" name="sex" disabled="true" value= "<?php print "$SEX";?>"><br> <font color="red"> <?php if(empty($SEX)) print "* Gender required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Pls. Check</td> <td>:</td> <td><input name="stats1" type="checkbox" id="SSS" value="SSS">SSS</td> <td><font size="3"></td> <td>:</td> <td><input name="stats1" type="checkbox" id="nonmed" value="NonMedicare">Non Medicare</td> <td><font size="3"></td> <td>:</td> <td><input name="stats1" type="checkbox" id="sh" value="stockholder">Stockholder</td> </tr> <tr> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="gsis" value="GSIS">GSIS</td> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="senior" value="seniorcitizen">Senior-Citizen</td> <tr> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="dep" value="dependent">Dependent</td> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="emp" value="employee">Employee</td> </tr> <tr> <td><font size="3">Attending Nurse</td> <td>:</td> <td><input type="display" name="nurse" disabled="true" value= "<?php print "$NURSE";?>"><br> <font color="red"> <?php if(empty($NURSE)) print "* Admitting/Attending Nurse required!<br>"; ?> </td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td><input type="button" value="Back" onClick="history.go(-1);return true;"> <?php $val1 = $_POST['NURSE']; if($_POST['NURSE'] !="") { ?> <form action="aisaction.php" method="POST" target="_window"> <input type="hidden" name="submit" value="yes"> <input type="submit" value="submit"> </form> <?php } ?> </td> </td> </tr> </table> </td> </form> </tr> </table> </head> </html>

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  • Internet Explorer 8 Standards Mode Results In Broken Blank Page

    - by Agent_9191
    I'm running into a weird issue that I'm struggling to figure out what's causing the page to break. I have an internal website that's still under development (thus no link to the page) that works great in Firefox and Internet Explorer 8 in IE 7 Standards mode. But when I force it to IE 8 Standards mode the page will only display the title text in the browser tab and an otherwise completely blank page. It seems so broken that the blank page doesn't even have a context menu. The page generally looks like this: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="IE=8" http-equiv="X-UA-Compatible" /> <title>Page Title</title> <link rel="shortcut icon" href="/Images/favicon.ico" type="image/x-icon" /> <link href="/Style/main.less" rel="stylesheet" type="text/css" /> </head> <body> ... </body> </html> You may notice the .less extension for the stylesheet. This is an ASP.NET MVC application and I'm making use of DotLess. I have the HttpHandler hooked up for it in the web.config. Of course there's some additional info on the page, but (in theory) it shouldn't be causing this issue. I've run the CSS and the HTML through the W3C validators and both have come back as completely valid. I'm trying the arduous task of removing/re-adding elements until it displays, but any insight into what could cause this would help. EDIT: it appears to be something related to the DotLess stylesheet. The resulting CSS is valid according to the W3C CSS validator. EDIT 2: Digging further, and making use of IE's Developer Tools to control the styles, it appears that IE is reading a single statement twice even though it only occurs once in the output. Here's the output of the Less file: a, abbr, acronym, address, applet, b, big, caption, center, cite, code, dd, dfn, div, dl, dt, em, fieldset, font, form, html, i, iframe, img, kbd, label, legend, li, object, pre, s, samp, small, span, strike, strong, sub, sup, tbody, td, tfoot, th, thead, tr, tt, u, var { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; } blockquote, q { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; quotes: none; } body { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; line-height: 1; width: 100%; background: #efebde; min-width: 600px; } del { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: line-through; } h1 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 2em; margin: .8em 0 .2em 0; padding: 0; } h2 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.8em; margin: .8em 0 .2em 0; padding: 0; } h3 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.6em; margin: .8em 0 .2em 0; padding: 0; } h4 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.4em; } h5 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.2em; } h6 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1em; } ins { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: none; } ol, ul { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; list-style: none; } p { border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; margin: .4em 0 .8em 0; padding: 0; } table { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; border-collapse: collapse; border-spacing: 0; } blockquote:before, blockquote:after, q:before, q:after { content: none; } :focus { outline: 0; } .bold { font-weight: bold; } .systemFont { font-family: Arial; } .labelled { font-style: italic; } .groovedBorder { border-color: #adaa9c; border-style: groove; border-width: medium; } #header, #footer { clear: both; float: left; width: 100%; } #header p, #header h1, #header h2 { padding: .4em 15px 0 15px; margin: 0; } #header ul { clear: left; float: left; width: 100%; list-style: none; margin: 10px 0 0 0; padding: 0; } #header ul li { display: inline; list-style: none; margin: 0; padding: 0; } #header ul li a { background: #eeeeee; display: block; float: left; left: 15px; line-height: 1.3em; margin: 0 0 0 1px; padding: 3px 10px; position: relative; text-align: center; text-decoration: none; } #header ul li a span { display: block; } #header ul li a:hover { background: #336699; } #header ul li a.active, #header ul li a.active:hover { background: black; font-weight: bold; } #header #logindisplay { float: right; padding-top: .5em; padding-bottom: .5em; padding-right: 1em; padding-left: 1em; } #title h1 { font-family: Arial; font-style: italic; font-size: 175%; text-align: center; margin-top: 1%; } .col1 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; min-height: 350px; float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .col1 div.logo { text-align: center; } .col3 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; float: left; overflow: hidden; position: relative; } #layoutdims { clear: both; background: #eeeeee; margin: 0; padding: 6px 15px !important; text-align: right; } #company { padding-left: 10px; padding-top: 10px; margin: 0; } #company span { display: block; padding-left: 1em; } #version { padding-right: 1em; padding-top: 1em; text-align: center; } #menu li { padding: 6px; border-color: #adaa9c; border-style: groove; border-width: medium; min-width: 108px; } #menu li a.ciApp { text-decoration: none; font-size: 112.5%; font-weight: bold; font-family: Arial; color: black; } #menu li a.ciApp span { vertical-align: top; } .welcomemessage { font-size: 60.95%; } .newFeatures { overflow-y: scroll; max-height: 300px; } #newsfeed div .newsLabel { color: red; font-size: 60.95%; font-style: italic; } /************************************************************************************** This statement appears twice in Developer Tools. Disabling one disables both. Disabling it also causes the page to render. Turning it on and the page disappears again **************************************************************************************/ #newsfeed div .newFeatures { margin-left: 1em; margin-right: 1em; font-size: 60.95%; } /************************************************************************************** **************************************************************************************/ .colmask { clear: both; float: left; position: relative; overflow: hidden; width: 100%; } .colright, .colmid, .colleft { float: left; position: relative; width: 100%; } .col2 { float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .threecol .colmid { right: 33%; } .threecol .colleft { right: 34%; } .threecol .col1 { width: 33%; left: 100%; } .threecol .col2 { width: 32%; left: 34%; } .threecol .col3 { width: 32%; left: 68.5%; } Notice the #newsfeed div .newFeatures identifier near the end. I don't know what's causing that as it's only appearing once in the output stream. Here's an image of it too: EDIT 3: It appears that even though it duplicates that particular selector, if I change the font-size to a whole number like 61% instead of the current 60.95% (that specific to defaultly match the existing desktop app as closely as possible) it works fine. So something specific to IE duplicating that selector block and the font-size being a percentage specific to two decimal places appears to kill IE8 Standards mode completely.

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • IIS 7.0 informational HTTP status codes

    - by Samir R. Bhogayta
    1xx - Informational These HTTP status codes indicate a provisional response. The client computer receives one or more 1xx responses before the client computer receives a regular response. IIS 7.0 uses the following informational HTTP status codes: 100 - Continue. 101 - Switching protocols. 2xx - Success These HTTP status codes indicate that the server successfully accepted the request. IIS 7.0 uses the following success HTTP status codes: 200 - OK. The client request has succeeded. 201 - Created. 202 - Accepted. 203 - Nonauthoritative information. 204 - No content. 205 - Reset content. 206 - Partial content. 3xx - Redirection These HTTP status codes indicate that the client browser must take more action to fulfill the request. For example, the client browser may have to request a different page on the server. Or, the client browser may have to repeat the request by using a proxy server. IIS 7.0 uses the following redirection HTTP status codes: 301 - Moved permanently. 302 - Object moved. 304 - Not modified. 307 - Temporary redirect. 4xx - Client error These HTTP status codes indicate that an error occurred and that the client browser appears to be at fault. For example, the client browser may have requested a page that does not exist. Or, the client browser may not have provided valid authentication information. IIS 7.0 uses the following client error HTTP status codes: 400 - Bad request. The request could not be understood by the server due to malformed syntax. The client should not repeat the request without modifications. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 400 error: 400.1 - Invalid Destination Header. 400.2 - Invalid Depth Header. 400.3 - Invalid If Header. 400.4 - Invalid Overwrite Header. 400.5 - Invalid Translate Header. 400.6 - Invalid Request Body. 400.7 - Invalid Content Length. 400.8 - Invalid Timeout. 400.9 - Invalid Lock Token. 401 - Access denied. IIS 7.0 defines several HTTP status codes that indicate a more specific cause of a 401 error. The following specific HTTP status codes are displayed in the client browser but are not displayed in the IIS log: 401.1 - Logon failed. 401.2 - Logon failed due to server configuration. 401.3 - Unauthorized due to ACL on resource. 401.4 - Authorization failed by filter. 401.5 - Authorization failed by ISAPI/CGI application. 403 - Forbidden. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 403 error: 403.1 - Execute access forbidden. 403.2 - Read access forbidden. 403.3 - Write access forbidden. 403.4 - SSL required. 403.5 - SSL 128 required. 403.6 - IP address rejected. 403.7 - Client certificate required. 403.8 - Site access denied. 403.9 - Forbidden: Too many clients are trying to connect to the Web server. 403.10 - Forbidden: Web server is configured to deny Execute access. 403.11 - Forbidden: Password has been changed. 403.12 - Mapper denied access. 403.13 - Client certificate revoked. 403.14 - Directory listing denied. 403.15 - Forbidden: Client access licenses have exceeded limits on the Web server. 403.16 - Client certificate is untrusted or invalid. 403.17 - Client certificate has expired or is not yet valid. 403.18 - Cannot execute requested URL in the current application pool. 403.19 - Cannot execute CGI applications for the client in this application pool. 403.20 - Forbidden: Passport logon failed. 403.21 - Forbidden: Source access denied. 403.22 - Forbidden: Infinite depth is denied. 404 - Not found. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 404 error: 404.0 - Not found. 404.1 - Site Not Found. 404.2 - ISAPI or CGI restriction. 404.3 - MIME type restriction. 404.4 - No handler configured. 404.5 - Denied by request filtering configuration. 404.6 - Verb denied. 404.7 - File extension denied. 404.8 - Hidden namespace. 404.9 - File attribute hidden. 404.10 - Request header too long. 404.11 - Request contains double escape sequence. 404.12 - Request contains high-bit characters. 404.13 - Content length too large. 404.14 - Request URL too long. 404.15 - Query string too long. 404.16 - DAV request sent to the static file handler. 404.17 - Dynamic content mapped to the static file handler via a wildcard MIME mapping. 404.18 - Querystring sequence denied. 404.19 - Denied by filtering rule. 405 - Method Not Allowed. 406 - Client browser does not accept the MIME type of the requested page. 408 - Request timed out. 412 - Precondition failed. 5xx - Server error These HTTP status codes indicate that the server cannot complete the request because the server encounters an error. IIS 7.0 uses the following server error HTTP status codes: 500 - Internal server error. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 500 error: 500.0 - Module or ISAPI error occurred. 500.11 - Application is shutting down on the Web server. 500.12 - Application is busy restarting on the Web server. 500.13 - Web server is too busy. 500.15 - Direct requests for Global.asax are not allowed. 500.19 - Configuration data is invalid. 500.21 - Module not recognized. 500.22 - An ASP.NET httpModules configuration does not apply in Managed Pipeline mode. 500.23 - An ASP.NET httpHandlers configuration does not apply in Managed Pipeline mode. 500.24 - An ASP.NET impersonation configuration does not apply in Managed Pipeline mode. 500.50 - A rewrite error occurred during RQ_BEGIN_REQUEST notification handling. A configuration or inbound rule execution error occurred. Note Here is where the distributed rules configuration is read for both inbound and outbound rules. 500.51 - A rewrite error occurred during GL_PRE_BEGIN_REQUEST notification handling. A global configuration or global rule execution error occurred. Note Here is where the global rules configuration is read. 500.52 - A rewrite error occurred during RQ_SEND_RESPONSE notification handling. An outbound rule execution occurred. 500.53 - A rewrite error occurred during RQ_RELEASE_REQUEST_STATE notification handling. An outbound rule execution error occurred. The rule is configured to be executed before the output user cache gets updated. 500.100 - Internal ASP error. 501 - Header values specify a configuration that is not implemented. 502 - Web server received an invalid response while acting as a gateway or proxy. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 502 error: 502.1 - CGI application timeout. 502.2 - Bad gateway. 503 - Service unavailable. IIS 7.0 defines the following HTTP status codes that indicate a more specific cause of a 503 error: 503.0 - Application pool unavailable. 503.2 - Concurrent request limit exceeded.

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  • Windows LiveID "Couldn't sign you out" error at sign-out

    - by Jason
    I'm implementing LiveID authentication on my website. I've done it before, but not on this particular platform, MojoPortal. The sign-in works properly, but when I attempt to sign-out, I get the error message quoted below. My browser is not blocking cookies. I get the same message when logging in to and out of, say, MSDN with a LiveID too now. I can't figure out if there's something about my site's programming that is interfering with the sign-out process of LiveID (since I believe that all (recent?) websites get sent a sign-out command) OR if live.com is just having issues lately and this is a coincidence. Couldn't sign you out We couldn't sign you out because your browser is blocking cookies. To sign out, close all of your browser windows. To keep this from happening again, change your browser's settings to allow cookies. If you don't know how to do that, see your browser's help.

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  • The Challenge with HTML5 – In Pictures

    - by dwahlin
    I love working with Web technologies and am looking forward to the new functionality that HTML5 will ultimately bring to the table (some of which can be used today). Having been through the div versus layer battle back in the IE4 and Netscape 4 days I think we’re headed down that road again as a result of browsers implementing features differently. I’ve been spending a lot of time researching and playing around with HTML5 samples and features (mainly because we’re already seeing demand for training on HTML5) and there’s a lot of great stuff there that will truly revolutionize web applications as we know them. However, browsers just aren’t there yet and many people outside of the development world don’t really feel a need to upgrade their browser if it’s working reasonably well (Mom and Dad come to mind) so it’s going to be awhile. There’s a nice test site at http://www.HTML5Test.com that runs through different HTML5 features and scores how well they’re supported. They don’t test for everything and are very clear about that on the site: “The HTML5 test score is only an indication of how well your browser supports the upcoming HTML5 standard and related specifications. It does not try to test all of the new features offered by HTML5, nor does it try to test the functionality of each feature it does detect. Despite these shortcomings we hope that by quantifying the level of support users and web developers will get an idea of how hard the browser manufacturers work on improving their browsers and the web as a development platform. The score is calculated by testing for the many new features of HTML5. Each feature is worth one or more points. Apart from the main HTML5 specification and other specifications created the W3C HTML Working Group, this test also awards points for supporting related drafts and specifications. Some of these specifications were initially part of HTML5, but are now further developed by other W3C working groups. WebGL is also part of this test despite not being developed by the W3C, because it extends the HTML5 canvas element with a 3d context. The test also awards bonus points for supporting audio and video codecs and supporting SVG or MathML embedding in a plain HTML document. These test do not count towards the total score because HTML5 does not specify any required audio or video codec. Also SVG and MathML are not required by HTML5, the specification only specifies rules for how such content should be embedded inside a plain HTML file. Please be aware that the specifications that are being tested are still in development and could change before receiving an official status. In the future new tests will be added for the pieces of the specification that are currently still missing. The maximum number of points that can be scored is 300 at this moment, but this is a moving goalpost.” It looks like their tests haven’t been updated since June, but the numbers are pretty scary as a developer because it means I’m going to have to do a lot of browser sniffing before assuming a particular feature is available to use. Not that much different from what we do today as far as browser sniffing you say? I’d have to disagree since HTML5 takes it to a whole new level. In today’s world we have script libraries such as jQuery (my personal favorite), Prototype, script.aculo.us, YUI Library, MooTools, etc. that handle the heavy lifting for us. Until those libraries handle all of the key HTML5 features available it’s going to be a challenge. Certain features such as Canvas are supported fairly well across most of the major browsers while other features such as audio and video are hit or miss depending upon what codec you want to use. Run the tests yourself to see what passes and what fails for different browsers. You can also view the HTML5 Test Suite Conformance Results at http://test.w3.org/html/tests/reporting/report.htm (a work in progress). The table below lists the scores that the HTML5Test site returned for different browsers I have installed on my desktop PC and laptop. A specific list of tests run and features supported are given when you go to the site. Note that I went ahead and tested the IE9 beta and it didn’t do nearly as good as I expected it would, but it’s not officially out yet so I expect that number will change a lot. Am I opposed to HTML5 as a result of these tests? Of course not - I’m actually really excited about what it offers.  However, I’m trying to be realistic and feel it'll definitely add a new level of headache to the Web application development process having been through something like this many years ago. On the flipside, developers that are able to target a specific browser (typically Intranet apps) or master the cross-browser issues are going to release some pretty sweet applications. Check out http://html5gallery.com/ for a look at some of the more cutting-edge sites out there that use HTML5. Also check out the http://www.beautyoftheweb.com site that Microsoft put together to showcase IE9. Chrome 8 Safari 5 for Windows     Opera 10 Firefox 3.6     Internet Explorer 9 Beta (Note that it’s still beta) Internet Explorer 8

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  • Infragistics Webgrid (Datagrid) dynamic adjusting columns

    - by mattgcon
    I want to explain this as best as I can. I have a Webgrid with a certain amount of columns. What I want is for the columns to adjust to the size of the largest string within each column, where the total of all width of columns does not exceed the width of the webgrid. At the same time however if the width of all columns is less than the width of the webgrid I want each column to adjust proportionately so that the total of columns widths equal the width of the webgrid. Can anyone help me with this logic?

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  • jqgrid won't sort

    - by Ohana
    hi, i have a jqgrid to display data, however it won't sort, i followed the examples provided by jqgrid, did i miss anything? jQuery("#list-table").jqGrid({ url:'data/getJSONFile.php?set='+setName+'&list='+listName, datatype: "json", colNames:['id', 'title','author','publisher'], colModel:[ {name:'id',index:'id',width:55, sortable:true}, {name:'title',index:'title',width:150,sorttype:'string'}, {name:'author',index:'author', width:150}, {name:'publisher', index:'publisher', width:200} ], rowNum:10, //autowidth:true, width: 800, rowList:[10,20,30], pager:jQuery('#pager1'), sortname:'id', viewrecords: true, sortorder: "desc", caption:"books list" }); jQuery("#list-table").jqGrid('navGrid', '#pager1',{edit:false, add:false,del:false});

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