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  • Create Custom Speech Bubbles in Silverlight.

    - by mbcrump
    I had a reader email me the following question: “How do you create Speech Bubbles in Silverlight/WPF without adding any extra .dlls? Right off the bat, I know at least two ways to create the speech bubbles that look just like the ones in comic books. Using the Callout Shapes included with Blend 4. Using the free 3rd party control named FreeBubbles (I used this before Blend 4). Unfortunately, we cannot use either of these as they will both add extra .dll’s to the project. So why wouldn’t you want to use one of those? I can think of a few reasons: You do not want to increase the size of your .XAP by including extra .dll’s. You do not have Expression Blend or the license to the use the .dll’s. You want a custom Speech Bubble that is not included in the four “Callout” Controls with Blend. Instead of using one of these methods, we will create a Speech Bubble in Blend 4 using Path element and a TextBlock. Before we get started, lets look at the Callout Shapes included with Blend 4. Using Blend 4 you can simply drag/drop these controls onto your Silverlight application and you are ready to go. We can create all of these Speech Bubbles and even some of the modern bubbles used in recent comic books. Lets get started. Start up Expression Blend 4 and select the Pen Tool. On the Art Board, start connecting the dots like I did below. You can add a color if you wish. …keep going …complete Let’s go ahead and add some text to the Speech Bubble. Drag a TextBlock from the Panel and put it directly inside the Speech Bubble. Go ahead and set the TextAlignment to Center for the TextBlock. and give it some text. At this point, you could go ahead and create a user control if you want to reuse the Speech Bubble you created. Select both the Path and the TextBlock by clicking then while holding down CTRL and then Right Click them. Select Make Into User Control. Give it a name and then Build your project. Lets create another one using the Ellipse for the older comic book style of Speech Bubbles. Drag an Ellipse to the Artboard and give it a color. Now, grab the Pen and drag a triangle like I did below. Simply drag it over a corner of the Ellipse. Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. Lets go ahead and create a rounded rectangle one by adding a Rectangle to the Artboard. Go ahead and set the RadiuX and RadiusY to 25 to give it rounded edges. Let’s create another path and drag it right on top of our rounded rectangle like we did earlier. …looking good Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. So let’s look at what we’ve created today using the path element and TextBlock. As you can tell, it required more work but meets the requirements. This was actually fun to do and I encourage anyone that visits my blog to send in request like this.  Subscribe to my feed

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  • windows firewall broken on server 2008

    - by Chloraphil
    This evening I tried to rdp into my server 2008 box and was unable to. After poking around some I discovered that something is awry with my Windows Firewall. I did install 5 windows updates remotely earlier today but rolled those back in an attempt to see if that fixed the problem but had no luck. Symptoms: cannot rdp to machine (including from itself) cannot ping machine cannot connect to file share on machine error message when attempting to open "windows firewall with advanced security" snap-in (there was an error opening the windows firewall with advanced security snap-in ... The Windows Firewall with Advanced Security snap-in failed to load. Restart the windows firewall service on the computer that you are managing. Error code: 0x6D9. When I opened the "user-friendly" Windows Firewall it failed to load most of the gui elements, meaning, the title bar with close, minimize, and maximize buttons is present, the rest of the window has a white background with a yellow rectangle with rounded corners and a yellow triangle w/ an exclamation point is in the upper right. hope that made sense "Windows Firewall" does not appear in the list of services I ran a virus scan that found nothing. How do I fix the firewall and hopefully restore the ability to rdp? EDIT: Added at fission's request: c:\sc query mpsdrv SERVICE_NAME: mpsdrv TYPE : 1 KERNEL_DRIVER STATE : 4 RUNNING (STOPPABLE, NOT_PAUSABLE, IGNORES_SHUTDOWN) WIN32_EXIT_CODE : 0 (0x0) SERVICE_EXIT_CODE : 0 (0x0) CHECKPOINT : 0x0 WAIT_HINT : 0x0 c:\sc query mpssvc SERVICE_NAME: mpssvc TYPE : 20 WIN32_SHARE_PROCESS STATE : 1 STOPPED WIN32_EXIT_CODE : 1068 (0x42c) SERVICE_EXIT_CODE : 0 (0x0) CHECKPOINT : 0x0 WAIT_HINT : 0x0 Those two registry keys do exist: HKLM\SYSTEM\CurrentControlSet\Services\mpsdrv & HKLM\SYSTEM\CurrentControlSet\Services\MpsSvc ! The problem seems to be with the Base Filtering Engine, when I try to start it I get the following error: Windows could not start the Base Filtering Engine service on MYCOMPUTER. Error 15100: The resource loader failed to find MUI file. EDIT2: I ran sfc /scannow and i found about 100 occurrences of "[SR] Cannot repair member file"... including several related to the firewall (ex: [l:32{16}]"Firewall.cpl.mui" of Networking-MPSSVC.Resources...). One of them mentioned wordpad.exe, which I tried to open, and it failed. I found here mentions of mounting the install.wim on the install media to copy the affected files over. I am downloading the appropriate AIK and will continue tomorrow evening.

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  • Add Background Images and Themes to Windows 7 Media Center

    - by DigitalGeekery
    Are you tired of the same Windows Media Center look and feel? Today we’ll show you how change the background and apply themes to WMC. Changing the Basic Color Scheme in WMC There are a couple of very basic color scheme options built in to Windows 7 Media Center. From the WMC Start Menu, select Settings on the Tasks strip and then select General. On the General settings screen select Visual and Sound Effects.   Under Color scheme you’ll find options for Windows Media Center standard, High contrast white, and High contrast black. Simply select a color scheme and click Save before exiting.   If you have used Media Center before you are familiar with the standard blue default theme. There is also the high contrast white. And, the high contrast black. Changing the Background Image with Media Center Studio Themes and custom backgrounds need to be added with the third-party software, Media Center Studio. You can find the download link at the end of this article. You can use your own high resolution photo, or download one from the Internet. For best results, you’ll want to find an image that meets or exceeds the resolution of your monitor. Also, using a darker colored background image is ideal as it should contrast better with the lighter colored text of the start menu. Once you’ve downloaded and installed Media Center Studio (link below), open the application select the Home tab on the ribbon and make sure you are on the Themes tab below. Click New. Select Biography from the left pane and type in a name for your new theme.   Next, click on the triangle next to Images to expand the list below. You’ll want to browse to Images > Common > Background. You should see a list of PNG image files located below Background. We will want to swap out the COMMON.ANIMATED.BACKGROUND.PNG and the COMMON.BACKGROUND.PNG images. Select COMMON.ANIMATED.BACKGROUND.PNG and click on the Browse button on the right.   Browse for your photo and click Open. Your selected image will appear on the left pane. Now, do the same for the COMMON.BACKGROUND.PNG. When finished, select the Home tab on the ribbon at the top and click Save.   Now switch to the Themes tab on the ribbon and the Themes tab below. (There are two Themes tabs which can be a bit confusing). Select your theme on the right pane and click Apply. Note: You won’t see the image backgrounds displayed. Your theme will be applied to Media Center. Close out of Media Center Studio and open Windows Media Center to check out your new background.   You can load multiple backgrounds images and switch them periodically as your mood changes. You might like to find a nice background featuring your favorite movie or TV show.   Perhaps you can even find a background of your favorite sports team.   Installing Themes with Media Center Studio Theme7MC has made available a small group of Media Center Studio Theme packs that are simple to download and install. You can find the download link below. Note: Before installing a theme, turn off any extenders and close Windows Media Center. Download any (or all) of the Theme7MC theme packages to your Media Center PC. Open Media Center Studio, select the Themes tab (the one at the top) and click Import Theme.   Browse for the theme you wish to import and click Open. Select your theme from the themes pane and click Apply. Media Center Studio will proceed to apply your theme. You should then see your new theme appear under Current theme on the left theme pane. Close out of Media Center Studio. Open Media Center and enjoy your new theme. Conclusion Media Center Studio runs on Windows 7 or Vista and gives users a solution for personalizing their Media Center backgrounds. It is a Beta application, however, so it still has a few bugs. Currently, there are only a handful of themes available at Themes7MC, but what they have is pretty slick. If you’d like to further customize the look of Media Center, check out our previous article on how to customize the Media Center start menu with Media Center Studio. Downloads Media Center Studio Theme7MC Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)How To Rip a Music CD in Windows 7 Media CenterAutomatically Mount and View ISO files in Windows 7 Media CenterSchedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010 Daily Motivator (Firefox) FetchMp3 Can Download Videos & Convert Them to Mp3

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • SOA Suite 11g Dynamic Payload Testing with soapUI Free Edition

    - by Greg Mally
    Overview Many web service developers use soapUI for various tests like: smoke test, unit test, and load testing because you can get a free edition that is fairly robust. However, if you need to venture into more complex testing that requires a dynamic payload, then the free edition doesn't necessarily make it easy. This feature does exist in soapUI, but for obvious reasons it is in the Pro version. In this blog I will show you how to use soapUI free edition for dynamic payloads in a simplified example. Hopefully this will open the doors for you to expand into more complex scenarios. The following assumes that you have a working knowledge of soapUI and will not go into concepts like setting up a project etc. For the basics, please review the documentation for soapUI: http://www.soapui.org/Getting-Started/. Additionally, we will be using asynchronous web services and you can review the setup for this in my blog: SOA Suite 11g Asynchronous Testing with soapUI. Features in soapUI Free Edition Relating to this Topic The soapUI test tool provides a very feature rich environment that can do many things provided you are willing to go beyond point and click. For this example, we will be leveraging just a couple features for our dynamic payload example: Test Case Properties Scripting with Groovy Basically, we will be using a property as a global variable and we will manipulate that property using a Groovy script. Setting Up Our Property Properties are available throughout soapUI and here is a snippet from the soapUI website defining the locations: Projects : for handling Project scope values, for example a subscription ID TestSuite : for handling TestSuite scoped values, can be seen as "arguments" to a TestSuite TestCases : for handling TestCase scoped values, can be seen as "arguments" to a TestCase Properties TestStep : for providing local values/state within a TestCase Local TestStep properties : several TestStep types maintain their own list of properties specific to their functionality : DataSource, DataSink, Run TestCase MockServices : for handling MockService scoped values/arguments MockResponses : for handling MockResponse scoped values Global Properties : for handling Global properties, optionally from an external source For our example, we will be defining a custom property in a TestCase called SimpleAsyncPayload. The property can be created in either the Custom Properties tab located at the bottom of the Navigator panel when the TestCase is selected in the Navigator or the Properties label in the TestCase editor: Navigator Panel TestCase Editor You will notice that I set a value of “0” for the custom property. For this simplified example, we will need to retrieve that value and manipulate it prior to making the web service request invocation. In order to accomplish this, we will need to get Groovy ;) Let's Get Groovy We will now add a new Groovy Script step to the TestCase called Manipulate Payload: TestCase Editor > Append Step > Groovy Script Once we have added the Groovy Script step to our TestCase, we can open the Groovy Script editor to add the code to: Get the current value of the property we created called SimpleAsyncPayload. Convert the value of the property to an integer. Increment the value. Store the incremented value back into the TestCase property called SimpleAsyncPayload. The script should look something like the following: Groovy Script Editor – Manipulate Payload At this point we can test the script to see if it is working by simply running the TestCase (left-click on the green triangle in the upper left-hand corner of the TestCase editor). To verify if it ran correctly, we can look at the value of the SimpleAsyncPayload property which should now be 1: TestCase Editor – Run Results All that is left to complete the TestCase is to append another step of type Test Request. The information required to append the request is a name and an operation to invoke. In this example we will use the default name and select the SimpleAsyncBPELProcessBingd -> process as the operation (any other information being requested, simply use the defaults unless you are calling an asynchronous operation then do not add any assertions). We are now in familiar ground with the Test Request editor. Depending upon the type of operation you are invoking (synchronous or asynchronous), please update the request with the necessary information (e.g., callback information for asynchronous operations). We will now tweak the Test Request payload to retrieve the value of the SimpleAsyncPayload property. The soapUI editor makes this very simple: right-click in the payload and navigate to the property (e.g., right-click > Get Data.. > TestCase: [Groovy TestCase] > Property [SimpleAsyncPayload]): Test Request Editor – Insert Property Value Your payload should now look something like the following: Test Request Editor – Inserted Property Value Just like before, we are now ready to run the TestCase. If everything goes as expected we should see a response like the following: Message Viewer – Results of TestCase Run We are now setup to be able to run a stress test where the payload will change for each request. This simple example can be expanded to include multiple payload values, complex calculations in the scripts, or whatever can be done via the soapUI scripting. Hopefully you have found this useful and happy testing to you :)

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  • Can't get LWJGL lighting to work

    - by Zarkonnen
    I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. All faces are lit up by the same amount, which changes as the pyramid rotates. Concrete example (apologies for the length): Note how all panels are always the same brightness, but the brightness varies with the pyramid's rotation. This is using lwjgl 2.8.3 on Mac OS X. package com; import com.zarkonnen.lwjgltest.Main; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.lwjgl.util.glu.*; import org.lwjgl.input.Keyboard; import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; /** * * @author penguin */ public class main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("3D Pyramid"); Display.create(); } catch (Exception e) { } initGL(); float rtri = 0.0f; Texture texture = null; try { texture = TextureLoader.getTexture("png", Main.class.getResourceAsStream("tex.png")); } catch (Exception ex) { ex.printStackTrace(); } while (!Display.isCloseRequested()) { // Draw a Triangle :D GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glRotatef(rtri, 0.0f, 1.0f, 0.0f); texture.bind(); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); Display.update(); rtri += 0.05f; // Exit-Key = ESC boolean exitPressed = Keyboard.isKeyDown(Keyboard.KEY_ESCAPE); if (exitPressed) { System.out.println("Escape was pressed!"); Display.destroy(); } } Display.destroy(); } private static void initGL() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, ((float) 800) / ((float) 600), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); float lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Ambient Light Values float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse Light Values float lightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Light Position ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One } }

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Building a Repository Pattern against an EF 5 EDMX Model - Part 1

    - by Juan
    I am part of a year long plus project that is re-writing an existing application for a client.  We have decided to develop the project using Visual Studio 2012 and .NET 4.5.  The project will be using a number of technologies and patterns to include Entity Framework 5, WCF Services, and WPF for the client UI.This is my attempt at documenting some of the successes and failures that I will be coming across in the development of the application.In building the data access layer we have to access a database that has already been designed by a dedicated dba. The dba insists on using Stored Procedures which has made the use of EF a little more difficult.  He will not allow direct table access but we did manage to get him to allow us to use Views.  Since EF 5 does not have good support to do Code First with Stored Procedures, my option was to create a model (EDMX) against the existing database views.   I then had to go select each entity and map the Insert/Update/Delete functions to their respective stored procedure. The next step after I had completed mapping the stored procedures to the entities in the EDMX model was to figure out how to build a generic repository that would work well with Entity Framework 5.  After reading the blog posts below, I adopted much of their code with some changes to allow for the use of Ninject for dependency injection.http://www.tcscblog.com/2012/06/22/entity-framework-generic-repository/ http://www.tugberkugurlu.com/archive/generic-repository-pattern-entity-framework-asp-net-mvc-and-unit-testing-triangle IRepository.cs public interface IRepository : IDisposable where T : class { void Add(T entity); void Update(T entity, int id); T GetById(object key); IQueryable Query(Expression> predicate); IQueryable GetAll(); int SaveChanges(); int SaveChanges(bool validateEntities); } GenericRepository.cs public abstract class GenericRepository : IRepository where T : class { public abstract void Add(T entity); public abstract void Update(T entity, int id); public abstract T GetById(object key); public abstract IQueryable Query(Expression> predicate); public abstract IQueryable GetAll(); public int SaveChanges() { return SaveChanges(true); } public abstract int SaveChanges(bool validateEntities); public abstract void Dispose(); } One of the issues I ran into was trying to do an update. I kept receiving errors so I posted a question on Stack Overflow http://stackoverflow.com/questions/12585664/an-object-with-the-same-key-already-exists-in-the-objectstatemanager-the-object and came up with the following hack. If someone has a better way, please let me know. DbContextRepository.cs public class DbContextRepository : GenericRepository where T : class { protected DbContext Context; protected DbSet DbSet; public DbContextRepository(DbContext context) { if (context == null) throw new ArgumentException("context"); Context = context; DbSet = Context.Set(); } public override void Add(T entity) { if (entity == null) throw new ArgumentException("Cannot add a null entity."); DbSet.Add(entity); } public override void Update(T entity, int id) { if (entity == null) throw new ArgumentException("Cannot update a null entity."); var entry = Context.Entry(entity); if (entry.State == EntityState.Detached) { var attachedEntity = DbSet.Find(id); // Need to have access to key if (attachedEntity != null) { var attachedEntry = Context.Entry(attachedEntity); attachedEntry.CurrentValues.SetValues(entity); } else { entry.State = EntityState.Modified; // This should attach entity } } } public override T GetById(object key) { return DbSet.Find(key); } public override IQueryable Query(Expression> predicate) { return DbSet.Where(predicate); } public override IQueryable GetAll() { return Context.Set(); } public override int SaveChanges(bool validateEntities) { Context.Configuration.ValidateOnSaveEnabled = validateEntities; return Context.SaveChanges(); } #region IDisposable implementation public override void Dispose() { if (Context != null) { Context.Dispose(); GC.SuppressFinalize(this); } } #endregion IDisposable implementation } At this point I am able to start creating individual repositories that are needed and add a Unit of Work.  Stay tuned for the next installment in my path to creating a Repository Pattern against EF5.

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • Spacing differences between IE7 and Firefox/Opera/Chrome

    - by user306940
    I have an ongoing issue with the amount of vertical space of unordered lists in IE7 vs. Firefox/Chrome/Opera and I can't seem to find a solution out there. In IE7, the space is less and what I would like to see. In Firefox, Chrome, and Opera, the space between is about twice as much. I can't account for any of the spacing issues in my code or page. On my page, the code looks like this: <!--BEGIN SIDEBOX--> <div id="sidebox_new"> <div id="sidebox_top"><div id="sup">SUPPORT LINKS</div></div> <div id="sidebox_bod"> <br /> <ul> <li><a href="training.aspx">User Training</a></li><br /><br /> <li><a href="faqs.aspx">FAQ</a></li><br /><br /> <li><a href="logonasst.aspx">Logon Assist. Center</a></li><br /><br /> <li><a href="faxus.aspx">Fax Us</a></li><br /><br /> <li><a href="callus.aspx">Call Us</a></li><br /><br /> <li><a href="feedback.aspx">General Feedback</a></li> </ul> </div> <div id="sidebox_btm"></div> </div> <!--END SIDEBOX--> My CSS for this section looks like this: #sidebox_bod { width: 200px; margin: 0 30px 0 0; padding: 0; background: url('../img/supbxbod.gif'); background-repeat:repeat-y; background-position:bottom; } #sidebox_bod ul { list-style-image:url('../triangle.gif'); text-align:left; padding: 0 0 0 30px; margin: 0; } #sidebox_bod ul li a { font-size: 13px; } Any idea what I can do to try to have the vertical spacing the same across all browsers? I would prefer to have the IE7 look to try to fix this. Thanks.

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  • OpenGL Vertex Buffer Object code giving bad output.

    - by Matthew Mitchell
    Hello. My Vertex Buffer Object code is supposed to render textures nicely but instead the textures are being rendered oddly with some triangle shapes. What happens - http://godofgod.co.uk/my_files/wrong.png What is supposed to happen - http://godofgod.co.uk/my_files/right.png This function creates the VBO and sets the vertex and texture coordinate data: extern "C" GLuint create_box_vbo(GLdouble size[2]){ GLuint vbo; glGenBuffers(1,&vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); GLsizeiptr data_size = 8*sizeof(GLdouble); GLdouble vertices[] = {0,0, 0,size[1], size[0],0, size[0],size[1]}; glBufferData(GL_ARRAY_BUFFER, data_size, vertices, GL_STATIC_DRAW); data_size = 8*sizeof(GLint); GLint textcoords[] = {0,0, 0,1, 1,0, 1,1}; glBufferData(GL_ARRAY_BUFFER, data_size, textcoords, GL_STATIC_DRAW); return vbo; } Here is some relavant code from another function which is supposed to draw the textures with the VBO. glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor4d(1,1,1,a/255); glBindTexture(GL_TEXTURE_2D, texture); glTranslated(offset[0],offset[1],0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexPointer(2, GL_DOUBLE, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer (2, GL_INT, 0, 0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 1, 3); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); I would have hoped for the code to use the first three coordinates (top-left,bottom-left,top-right) and the last three (bottom-left,top-right,bottom-right) to draw the triangles with the texture data correctly in the most efficient way. I don't see why triangles should make it more efficient but apparently that's the way to go. It, of-course, fails for some reason. I am asking what is broken but also am I going about it in the right way generally? Thank you.

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  • Favorite Visual Studio keyboard remappings?

    - by hoytster
    Stack Overflow has covered favorite short-cuts and add-ins, optimizations and preferences -- great topics all. If this one has been covered, I can't find it -- so thanks in advance for the link. What are your favorite Visual Studio keyboard remappings? Mine are motivated by the fact that I'm a touch-typist. Mouse, function keys, arrow keys, Home, End -- bleh. These are commands I do all day every day, so I've remapped them to sequences I can execute without moving my hands from the home row. The command that is remapped in Tools = Customize = [Keyboard] is shown in parentheses. I'm 100% positive that there are better remappings than these, so please post yours! Please include the command; oft times, figuring it out is a challenge. -- Hoytster Running the app and operating the debugger Ctrl+Q + Ctrl+R Run the application, in debug mode (Debug.Start) Ctrl+Q + Ctrl+Q Quit (stop) the application (Debug.StopDebugging) Ctrl+T Toggle a breakpoint at the current line (Debug.ToggleBreakpoint) Ctrl+K + Ctrl+I Step Into the method (Debug.StepInto) Ctrl+K + Ctrl+O Step Out of the method (Debug.StepOut) Ctrl+N Step over the method to the Next statement (Debug.StepOver) Ctrl+K + Ctrl+C Run the code, stopping at the Cursor position (Debug.RunToCursor) Ctrl+K + Ctrl+E Set then next statement to Execute (Debug.SetNextStatement) Navigating the code Ctrl+S Move a character LEFT (Edit.CharLeft) Ctrl+D Move a character RIGHT (Edit.CharRight) Ctrl+Q + Ctrl+S Move to the LEFT END of the current line (Edit.LineStart) Ctrl+Q + Ctrl+D Move to the RIGHT END of the current line (Edit.LineEnd) Ctrl+E Move a line UP (Edit.LineUp) Ctrl+X Move a line DOWN (Edit.LineDown) Ctrl+K + Ctrl+K Toggle (add or remove) bookmark (Edit.ToggleBookmark) Ctrl+K + Ctrl+N Move to the NEXT bookmark (Edit.NextBookmark) Ctrl+K + Ctrl+P Move to the PREVIOUS bookmark (Edit.PreviousBookmark) Ctrl+Q + Ctrl+W Save all modified Windows (File.SaveAll) Ctrl+L Find the NEXT instance of the search string (Edit.FindNext) Ctrl+K + Ctrl+L Find the PREVIOUS instance of the search string (Edit.FindPrevious) Ctrl+Q + Ctrl+L Drop down the list of open files (Window.ShowEzMDIFileList) The last sequence is like clicking the downward-facing triangle in the upper-right corner of the code editor window. VS will display a list of all the open windows. You can select from the list by typing the file name; the matching file will be selected as you type. Pause for a second and resume typing, and the matching process starts over, so you can select a different file. Nice, VS Team. The key takes you to the tab for the selected file.

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  • Why is this OpenGL ES code slow on iPhone?

    - by f3r3nc
    I've slightly modified the iPhone SDK's GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing something wrong since it's only 400 textured triangles. const GLfloat spriteVertices[] = { 0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, 100.0f, 100.0f }; const GLshort spriteTexcoords[] = { 0,0, 1,0, 0,1, 1,1 }; - (void)setupView { glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0.0f, backingWidth, backingHeight,0.0f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glClearColor(0.3f, 0.0f, 0.0f, 1.0f); glVertexPointer(2, GL_FLOAT, 0, spriteVertices); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // sprite data is preloaded. 512x512 rgba8888 glGenTextures(1, &spriteTexture); glBindTexture(GL_TEXTURE_2D, spriteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } - (void)drawView { .. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(tx-100, ty-100,10); for (int i=0; i<200; i++) { glTranslatef(1, 1, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } .. } drawView is called every time the screen is touched or the finger on the screen is moved and tx,ty are set to the x,y coordinates where that touch happened. I've also tried using GLBuffer, when translation was pre-generated and there was only one DrawArray but gave the same performance (~4 FPS). ===EDIT=== Meanwhile I've modified this so that much smaller quads are used (sized: 34x20) and much less overlapping is done. There are ~400 quads-800 triangles spread on the whole screen. Texture size is 512x512 atlas and RGBA_8888 while the texture coordinates are in float. The code is very ugly in terms of API efficiency: there are two MatrixMode change along with two loads and two translation then a drawarrays for a triangle strip (quad). Now this produces ~45 FPS.

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  • Do you know why introducing jquery ui autocomplete for my dropdown boxes is also changing my listbox

    - by oo
    I am trying to change my comboboxes to use autocomplete so i leverage the code listed here (which worked perfectly for my dropdowns) The issue is that i also on the same page have a listbox with the following code: <%= Html.ListBox("Cars", Model.BodyParts.Select( x => new SelectListItem { Text = x.Name, Value = x.Id, Selected = Model.CarsSelected.Any(y => y.Id == x.Id) } ))%> and it appears that the jquery ui code is changing this to a autocomplete dropdown as well (as opposed to keeping it as a multi select list box) any idea how to prevent this from happening? i literally am just using the exact code on this page <script type="text/javascript"> (function($) { $.widget("ui.combobox", { _create: function() { var self = this; var select = this.element.hide(); var input = $("<input>") .insertAfter(select) .autocomplete({ source: function(request, response) { var matcher = new RegExp(request.term, "i"); response(select.children("option").map(function() { var text = $(this).text(); if (!request.term || matcher.test(text)) return { id: $(this).val(), label: text.replace(new RegExp("(?![^&;]+;)(?!<[^<>]*)(" + request.term.replace(/([\^\$\(\)\[\]\{\}\*\.\+\?\|\\])/gi, "\\$1") + ")(?![^<>]*>)(?![^&;]+;)", "gi"), "<strong>$1</strong>"), value: text }; })); }, delay: 0, select: function(e, ui) { if (!ui.item) { // remove invalid value, as it didn't match anything $(this).val(""); return false; } $(this).focus(); select.val(ui.item.id); self._trigger("selected", null, { item: select.find("[value='" + ui.item.id + "']") }); }, minLength: 0 }) .addClass("ui-widget ui-widget-content ui-corner-left"); $("<button>&nbsp;</button>") .insertAfter(input) .button({ icons: { primary: "ui-icon-triangle-1-s" }, text: false }).removeClass("ui-corner-all") .addClass("ui-corner-right ui-button-icon") .position({ my: "left center", at: "right center", of: input, offset: "-1 0" }).css("top", "") .click(function() { // close if already visible if (input.autocomplete("widget").is(":visible")) { input.autocomplete("close"); return; } // pass empty string as value to search for, displaying all results input.autocomplete("search", ""); input.focus(); }); } }); })(jQuery); $(function() { $("select").combobox(); }); </script>

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  • using CSS to center FLOATED input elements wrapped in a DIV

    - by Tim
    There's no shortage of questions and answers about centering but I've not been able to get it to work given my specific circumstances, which involve floating. I want to center a container DIV that contains three floated input elements (split-button, text, checkbox), so that when my page is resized wider, they go from this: ||.....[ ][v] [ ] [ ] label .....|| to this ||......................[ ][v] [ ] [ ] label.......................|| They float fine, but when the page is made wider, they stay to the left: ||.....[ ][v] [ ] [ ] label .......................................|| If I remove the float so that the input elements are stacked rather than side-by-side: [ ][v] [ ] [ ] label then they DO center correctly when the page is resized. SO it is the float being applied to the elements of the DIV#hbox inside the container that is messing up the centering. Is what I want to do impossible because of the way float is designed to work? Here is my DOCTYPE, and the markup does validate at w3c: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> Here is my markup: <div id="term1-container"> <div class="hbox"> <div> <button id="operator1" class="operator-split-button">equals</button> <button id="operator1drop">show all operators</button> </div> <div><input type="text" id="term1"></input></div> <div><input type="checkbox" id="meta2"></input><label for="meta2" class="tinylabel">meta</label></div> </div> </div> And here's the (not-working) CSS: #term1-container {text-align: center} .hbox {margin: 0 auto;} .hbox div {float:left; } I have also tried applying display: inline-block to the floated button, text-input, and checkbox; and even though I think it applies only to text, I've also tried applying white-space: nowrap to the #term1-container DIV, based on posts I've seen here on SO. And just to be a little more complete, here's the jQuery that creates the split-button: $(".operator-split-button").button().click( function() { alert( "foo" ); }).next().button( { text: false, icons: { primary: "ui-icon-triangle-1-s" } }).click( function(){positionOperatorsMenu();} ) })

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  • Can I use the [] operator in C++ to create virtual arrays

    - by Shane MacLaughlin
    I have a large code base, originally C ported to C++ many years ago, that is operating on a number of large arrays of spatial data. These arrays contain structs representing point and triangle entities that represent surface models. I need to refactor the code such that the specific way these entities are stored internally varies for specific scenarios. For example if the points lie on a regular flat grid, I don't need to store the X and Y coordinates, as they can be calculated on the fly, as can the triangles. Similarly, I want to take advantage of out of core tools such as STXXL for storage. The simplest way of doing this is replacing array access with put and get type functions, e.g. point[i].x = XV; becomes Point p = GetPoint(i); p.x = XV; PutPoint(i,p); As you can imagine, this is a very tedious refactor on a large code base, prone to all sorts of errors en route. What I'd like to do is write a class that mimics the array by overloading the [] operator. As the arrays already live on the heap, and move around with reallocs, the code already assumes that references into the array such as point *p = point + i; may not be used. Is this class feasible to write? For example writing the methods below in terms of the [] operator; void MyClass::PutPoint(int Index, Point p) { if (m_StorageStrategy == RegularGrid) { int xoffs,yoffs; ComputeGridFromIndex(Index,xoffs,yoffs); StoreGridPoint(xoffs,yoffs,p.z); } else m_PointArray[Index] = p; } } Point MyClass::GetPoint(int Index) { if (m_StorageStrategy == RegularGrid) { int xoffs,yoffs; ComputeGridFromIndex(Index,xoffs,yoffs); return GetGridPoint(xoffs,yoffs); // GetGridPoint returns Point } else return m_PointArray[Index]; } } My concern is that all the array classes I've seen tend to pass by reference, whereas I think I'll have to pass structs by value. I think it should work put other than performance, can anyone see any major pitfalls with this approach. n.b. the reason I have to pass by value is to get point[a].z = point[b].z + point[c].z to work correctly where the underlying storage type varies.

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  • Illegal Instruction When Programming C++ on Linux

    - by remagen
    Heyo, My program, which does exactly the same thing every time it runs (moves a point sprite into the distance) will randomly fail with the text on the terminal 'Illegal Instruction'. My googling has found people encountering this when writing assembly which makes sense because assembly throws those kinds of errors. But why would g++ be generating an illegal instruction like this? It's not like I'm compiling for Windows then running on Linux (which even then, as long as both are on x86 shouldn't AFAIK cause an Illegal Instruction). I'll post the main file below. I can't reliably reproduce the error. Although, if I make random changes (add a space here, change a constant there) that force a recompile I can get a binary which will fail with Illegal Instruction every time it is run, until I try setting a break point, which makes the illegal instruction 'dissapear'. :( #include <stdio.h> #include <stdlib.h> #include <GL/gl.h> #include <GL/glu.h> #include <SDL/SDL.h> #include "Screen.h" //Simple SDL wrapper #include "Textures.h" //Simple OpenGL texture wrapper #include "PointSprites.h" //Simple point sprites wrapper double counter = 0; /* Here goes our drawing code */ int drawGLScene() { /* These are to calculate our fps */ static GLint T0 = 0; static GLint Frames = 0; /* Move Left 1.5 Units And Into The Screen 6.0 */ glLoadIdentity(); glTranslatef(0.0f, 0.0f, -6); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glBegin( GL_POINTS ); /* Drawing Using Triangles */ glVertex3d(0.0,0.0, 0); glVertex3d(1.0,0.0, 0); glVertex3d(1.0,1.0, counter); glVertex3d(0.0,1.0, 0); glEnd( ); /* Finished Drawing The Triangle */ /* Move Right 3 Units */ /* Draw it to the screen */ SDL_GL_SwapBuffers( ); /* Gather our frames per second */ Frames++; { GLint t = SDL_GetTicks(); if (t - T0 >= 50) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; counter -= .1; } } return 1; } GLuint objectID; int main( int argc, char **argv ) { Screen screen; screen.init(); screen.resize(800,600); LoadBMP("./dist/Debug/GNU-Linux-x86/particle.bmp"); InitPointSprites(); while(true){drawGLScene();} }

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  • Update information outdated

    - by Achim Krause
    I have a warning triangle that my update information is outdated, the last update was 12 days ago. I use Ubuntu 11.10. A run of sudo apt-get update produces the following output: Ign http://ppa.launchpad.net oneiric InRelease Ign http://de.archive.ubuntu.com oneiric InRelease Ign http://de.archive.ubuntu.com oneiric-updates InRelease Ign http://de.archive.ubuntu.com oneiric-backports InRelease Ign http://security.ubuntu.com oneiric-security InRelease Ign http://extras.ubuntu.com oneiric InRelease Hit http://ppa.launchpad.net oneiric Release.gpg Get:1 http://de.archive.ubuntu.com oneiric Release.gpg [198 B] Hit http://security.ubuntu.com oneiric-security Release.gpg Get:2 http://extras.ubuntu.com oneiric Release.gpg [72 B] Hit http://ppa.launchpad.net oneiric Release Hit http://de.archive.ubuntu.com oneiric-updates Release.gpg Hit http://security.ubuntu.com oneiric-security Release Hit http://extras.ubuntu.com oneiric Release Err http://extras.ubuntu.com oneiric Release Hit http://ppa.launchpad.net oneiric/main Sources Hit http://de.archive.ubuntu.com oneiric-backports Release.gpg Hit http://security.ubuntu.com oneiric-security/main Sources Hit http://ppa.launchpad.net oneiric/main i386 Packages Ign http://ppa.launchpad.net oneiric/main TranslationIndex Ign http://linux.dropbox.com oneiric InRelease Hit http://security.ubuntu.com oneiric-security/restricted Sources Hit http://security.ubuntu.com oneiric-security/universe Sources Hit http://security.ubuntu.com oneiric-security/multiverse Sources Hit http://security.ubuntu.com oneiric-security/main i386 Packages Hit http://security.ubuntu.com oneiric-security/restricted i386 Packages Hit http://security.ubuntu.com oneiric-security/universe i386 Packages Hit http://security.ubuntu.com oneiric-security/multiverse i386 Packages Hit http://security.ubuntu.com oneiric-security/main TranslationIndex Hit http://security.ubuntu.com oneiric-security/multiverse TranslationIndex Hit http://security.ubuntu.com oneiric-security/restricted TranslationIndex Hit http://security.ubuntu.com oneiric-security/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric Release Hit http://de.archive.ubuntu.com oneiric-updates Release Ign http://de.archive.ubuntu.com oneiric Release Hit http://security.ubuntu.com oneiric-security/main Translation-en Hit http://security.ubuntu.com oneiric-security/multiverse Translation-en Hit http://linux.dropbox.com oneiric Release.gpg Hit http://security.ubuntu.com oneiric-security/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-backports Release Hit http://security.ubuntu.com oneiric-security/universe Translation-en Ign http://de.archive.ubuntu.com oneiric/main Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/restricted Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/universe Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/multiverse Sources/DiffIndex Ign http://de.archive.ubuntu.com oneiric/main i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/restricted i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/universe i386 Packages/DiffIndex Ign http://de.archive.ubuntu.com oneiric/multiverse i386 Packages/DiffIndex Hit http://linux.dropbox.com oneiric Release Get:3 http://de.archive.ubuntu.com oneiric/main TranslationIndex [3,289 B] Get:4 http://de.archive.ubuntu.com oneiric/multiverse TranslationIndex [2,265 B] Hit http://de.archive.ubuntu.com oneiric/restricted TranslationIndex Get:5 http://de.archive.ubuntu.com oneiric/universe TranslationIndex [2,640 B] Hit http://de.archive.ubuntu.com oneiric-updates/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric-updates/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/multiverse TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/restricted TranslationIndex Hit http://de.archive.ubuntu.com oneiric-updates/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/main Sources Hit http://linux.dropbox.com oneiric/main i386 Packages Ign http://ppa.launchpad.net oneiric/main Translation-en_US Ign http://ppa.launchpad.net oneiric/main Translation-en Ign http://linux.dropbox.com oneiric/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/restricted Sources Hit http://de.archive.ubuntu.com oneiric-backports/universe Sources Hit http://de.archive.ubuntu.com oneiric-backports/multiverse Sources Hit http://de.archive.ubuntu.com oneiric-backports/main i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric-backports/main TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/multiverse TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/restricted TranslationIndex Hit http://de.archive.ubuntu.com oneiric-backports/universe TranslationIndex Hit http://de.archive.ubuntu.com oneiric/main Sources Hit http://de.archive.ubuntu.com oneiric/restricted Sources Hit http://de.archive.ubuntu.com oneiric/universe Sources Hit http://de.archive.ubuntu.com oneiric/multiverse Sources Hit http://de.archive.ubuntu.com oneiric/main i386 Packages Hit http://de.archive.ubuntu.com oneiric/restricted i386 Packages Hit http://de.archive.ubuntu.com oneiric/universe i386 Packages Hit http://de.archive.ubuntu.com oneiric/multiverse i386 Packages Hit http://de.archive.ubuntu.com oneiric/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/main Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/multiverse Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-updates/universe Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/main Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/multiverse Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/restricted Translation-en Hit http://de.archive.ubuntu.com oneiric-backports/universe Translation-en Err http://de.archive.ubuntu.com oneiric-updates/main Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/restricted Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/universe Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/multiverse Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Err http://de.archive.ubuntu.com oneiric-updates/main i386 Packages 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] Ign http://linux.dropbox.com oneiric/main Translation-en_US Ign http://linux.dropbox.com oneiric/main Translation-en Fetched 273 B in 2s (91 B/s) Reading package lists... Done W: A error occurred during the signature verification. The repository is not updated and the previous index files will be used. GPG error: http://extras.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 16126D3A3E5C1192 Ubuntu Extras Archive Automatic Signing Key <[email protected]> W: GPG error: http://de.archive.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 40976EAF437D05B5 Ubuntu Archive Automatic Signing Key <[email protected]> W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/oneiric/Release W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/main/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_main_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/multiverse/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_multiverse_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric/universe/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/de.archive.ubuntu.com_ubuntu_dists_oneiric_universe_i18n_Index W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/main/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/restricted/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/universe/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/multiverse/source/Sources 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Failed to fetch http://de.archive.ubuntu.com/ubuntu/dists/oneiric-updates/main/binary-i386/Packages 416 Requested Range Not Satisfiable [IP: 141.30.13.30 80] W: Some index files failed to download. They have been ignored, or old ones used instead. There are some questions with similar problems, but no one seems to get these "Range Not Satisfiable" errors. I do not use a proxy, and the network configuration should not have changed since it worked the last time.

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  • Adding Volcanos and Options - Earthquake Locator, part 2

    - by Bobby Diaz
    Since volcanos are often associated with earthquakes, and vice versa, I decided to show recent volcanic activity on the Earthquake Locator map.  I am pulling the data from a website created for a joint project between the Smithsonian's Global Volcanism Program and the US Geological Survey's Volcano Hazards Program, found here.  They provide a Weekly Volcanic Activity Report as an RSS feed.   I started implementing this new functionality by creating a new Volcano entity in the domain model and adding the following to the EarthquakeService class (I also factored out the common reading/parsing helper methods to a separate FeedReader class that can be used by multiple domain service classes):           private static readonly string VolcanoFeedUrl =             ConfigurationManager.AppSettings["VolcanoFeedUrl"];           /// <summary>         /// Gets the volcano data for the previous week.         /// </summary>         /// <returns>A queryable collection of <see cref="Volcano"/> objects.</returns>         public IQueryable<Volcano> GetVolcanos()         {             var feed = FeedReader.Load(VolcanoFeedUrl);             var list = new List<Volcano>();               if ( feed != null )             {                 foreach ( var item in feed.Items )                 {                     var quake = CreateVolcano(item);                     if ( quake != null )                     {                         list.Add(quake);                     }                 }             }               return list.AsQueryable();         }           /// <summary>         /// Creates a <see cref="Volcano"/> object for each item in the RSS feed.         /// </summary>         /// <param name="item">The RSS item.</param>         /// <returns></returns>         private Volcano CreateVolcano(SyndicationItem item)         {             Volcano volcano = null;             string title = item.Title.Text;             string desc = item.Summary.Text;             double? latitude = null;             double? longitude = null;               FeedReader.GetGeoRssPoint(item, out latitude, out longitude);               if ( !String.IsNullOrEmpty(title) )             {                 title = title.Substring(0, title.IndexOf('-'));             }             if ( !String.IsNullOrEmpty(desc) )             {                 desc = String.Join("\n\n", desc                         .Replace("<p>", "")                         .Split(                             new string[] { "</p>" },                             StringSplitOptions.RemoveEmptyEntries)                         .Select(s => s.Trim())                         .ToArray())                         .Trim();             }               if ( latitude != null && longitude != null )             {                 volcano = new Volcano()                 {                     Id = item.Id,                     Title = title,                     Description = desc,                     Url = item.Links.Select(l => l.Uri.OriginalString).FirstOrDefault(),                     Latitude = latitude.GetValueOrDefault(),                     Longitude = longitude.GetValueOrDefault()                 };             }               return volcano;         } I then added the corresponding LoadVolcanos() method and Volcanos collection to the EarthquakeViewModel class in much the same way I did with the Earthquakes in my previous article in this series. Now that I am starting to add more information to the map, I wanted to give the user some options as to what is displayed and allowing them to choose what gets turned off.  I have updated the MainPage.xaml to look like this:   <UserControl x:Class="EarthquakeLocator.MainPage"     xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"     xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"     xmlns:d="http://schemas.microsoft.com/expression/blend/2008"     xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"     xmlns:basic="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls"     xmlns:bing="clr-namespace:Microsoft.Maps.MapControl;assembly=Microsoft.Maps.MapControl"     xmlns:vm="clr-namespace:EarthquakeLocator.ViewModel"     mc:Ignorable="d" d:DesignWidth="640" d:DesignHeight="480" >     <UserControl.Resources>         <DataTemplate x:Key="EarthquakeTemplate">             <Ellipse Fill="Red" Stroke="Black" StrokeThickness="1"                      Width="{Binding Size}" Height="{Binding Size}"                      bing:MapLayer.Position="{Binding Location}"                      bing:MapLayer.PositionOrigin="Center">                 <ToolTipService.ToolTip>                     <StackPanel>                         <TextBlock Text="{Binding Title}" FontSize="14" FontWeight="Bold" />                         <TextBlock Text="{Binding UtcTime}" />                         <TextBlock Text="{Binding LocalTime}" />                         <TextBlock Text="{Binding DepthDesc}" />                     </StackPanel>                 </ToolTipService.ToolTip>             </Ellipse>         </DataTemplate>           <DataTemplate x:Key="VolcanoTemplate">             <Polygon Fill="Gold" Stroke="Black" StrokeThickness="1" Points="0,10 5,0 10,10"                      bing:MapLayer.Position="{Binding Location}"                      bing:MapLayer.PositionOrigin="Center"                      MouseLeftButtonUp="Volcano_MouseLeftButtonUp">                 <ToolTipService.ToolTip>                     <StackPanel>                         <TextBlock Text="{Binding Title}" FontSize="14" FontWeight="Bold" />                         <TextBlock Text="Click icon for more information..." />                     </StackPanel>                 </ToolTipService.ToolTip>             </Polygon>         </DataTemplate>     </UserControl.Resources>       <UserControl.DataContext>         <vm:EarthquakeViewModel AutoLoadData="True" />     </UserControl.DataContext>       <Grid x:Name="LayoutRoot">           <bing:Map x:Name="map" CredentialsProvider="--Your-Bing-Maps-Key--"                   Center="{Binding MapCenter, Mode=TwoWay}"                   ZoomLevel="{Binding ZoomLevel, Mode=TwoWay}">               <bing:MapItemsControl ItemsSource="{Binding Earthquakes}"                                   ItemTemplate="{StaticResource EarthquakeTemplate}" />               <bing:MapItemsControl ItemsSource="{Binding Volcanos}"                                   ItemTemplate="{StaticResource VolcanoTemplate}" />         </bing:Map>           <basic:TabControl x:Name="tabs" VerticalAlignment="Bottom" MaxHeight="25" Opacity="0.7">             <basic:TabItem Margin="90,0,-90,0" MouseLeftButtonUp="TabItem_MouseLeftButtonUp">                 <basic:TabItem.Header>                     <TextBlock x:Name="txtHeader" Text="Options"                                FontSize="13" FontWeight="Bold" />                 </basic:TabItem.Header>                   <StackPanel Orientation="Horizontal">                     <TextBlock Text="Earthquakes:" FontWeight="Bold" Margin="3" />                     <StackPanel Margin="3">                         <CheckBox Content=" &lt; 4.0"                                   IsChecked="{Binding ShowLt4, Mode=TwoWay}" />                         <CheckBox Content="4.0 - 4.9"                                   IsChecked="{Binding Show4s, Mode=TwoWay}" />                         <CheckBox Content="5.0 - 5.9"                                   IsChecked="{Binding Show5s, Mode=TwoWay}" />                     </StackPanel>                       <StackPanel Margin="10,3,3,3">                         <CheckBox Content="6.0 - 6.9"                                   IsChecked="{Binding Show6s, Mode=TwoWay}" />                         <CheckBox Content="7.0 - 7.9"                                   IsChecked="{Binding Show7s, Mode=TwoWay}" />                         <CheckBox Content="8.0 +"                                   IsChecked="{Binding ShowGe8, Mode=TwoWay}" />                     </StackPanel>                       <TextBlock Text="Other:" FontWeight="Bold" Margin="50,3,3,3" />                     <StackPanel Margin="3">                         <CheckBox Content="Volcanos"                                   IsChecked="{Binding ShowVolcanos, Mode=TwoWay}" />                     </StackPanel>                 </StackPanel>               </basic:TabItem>         </basic:TabControl>       </Grid> </UserControl> Notice that I added a VolcanoTemplate that uses a triangle-shaped Polygon to represent the Volcano locations, and I also added a second <bing:MapItemsControl /> tag to the map to bind to the Volcanos collection.  The TabControl found below the map houses the options panel that will present the user with several checkboxes so they can filter the different points based on type and other properties (i.e. Magnitude).  Initially, the TabItem is collapsed to reduce it's footprint, but the screen shot below shows the options panel expanded to reveal the available settings:     I have updated the Source Code and Live Demo to include these new features.   Happy Mapping!

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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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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Execution plan warnings–The final chapter

    - by Dave Ballantyne
    In my previous posts (here and here), I showed examples of some of the execution plan warnings that have been added to SQL Server 2012.  There is one other warning that is of interest to me : “Unmatched Indexes”. Firstly, how do I know this is the final one ?  The plan is an XML document, right ? So that means that it can have an accompanying XSD.  As an XSD is a schema definition, we can poke around inside it to find interesting things that *could* be in the final XML file. The showplan schema is stored in the folder Microsoft SQL Server\110\Tools\Binn\schemas\sqlserver\2004\07\showplan and by comparing schemas over releases you can get a really good idea of any new functionality that has been added. Here is the section of the Sql Server 2012 showplan schema that has been interesting me so far : <xsd:complexType name="AffectingConvertWarningType"> <xsd:annotation> <xsd:documentation>Warning information for plan-affecting type conversion</xsd:documentation> </xsd:annotation> <xsd:sequence> <!-- Additional information may go here when available --> </xsd:sequence> <xsd:attribute name="ConvertIssue" use="required"> <xsd:simpleType> <xsd:restriction base="xsd:string"> <xsd:enumeration value="Cardinality Estimate" /> <xsd:enumeration value="Seek Plan" /> <!-- to be extended here --> </xsd:restriction> </xsd:simpleType> </xsd:attribute> <xsd:attribute name="Expression" type ="xsd:string" use="required" /></xsd:complexType><xsd:complexType name="WarningsType"> <xsd:annotation> <xsd:documentation>List of all possible iterator or query specific warnings (e.g. hash spilling, no join predicate)</xsd:documentation> </xsd:annotation> <xsd:choice minOccurs="1" maxOccurs="unbounded"> <xsd:element name="ColumnsWithNoStatistics" type="shp:ColumnReferenceListType" minOccurs="0" maxOccurs="1" /> <xsd:element name="SpillToTempDb" type="shp:SpillToTempDbType" minOccurs="0" maxOccurs="unbounded" /> <xsd:element name="Wait" type="shp:WaitWarningType" minOccurs="0" maxOccurs="unbounded" /> <xsd:element name="PlanAffectingConvert" type="shp:AffectingConvertWarningType" minOccurs="0" maxOccurs="unbounded" /> </xsd:choice> <xsd:attribute name="NoJoinPredicate" type="xsd:boolean" use="optional" /> <xsd:attribute name="SpatialGuess" type="xsd:boolean" use="optional" /> <xsd:attribute name="UnmatchedIndexes" type="xsd:boolean" use="optional" /> <xsd:attribute name="FullUpdateForOnlineIndexBuild" type="xsd:boolean" use="optional" /></xsd:complexType> I especially like the “to be extended here” comment,  high hopes that we will see more of these in the future.   So “Unmatched Indexes” was a warning that I couldn’t get and many thanks must go to Fabiano Amorim (b|t) for showing me the way.   Filtered indexes were introduced in Sql Server 2008 and are really useful if you only need to index only a portion of the data within a table.  However,  if your SQL code uses a variable as a predicate on the filtered data that matches the filtered condition, then the filtered index cannot be used as, naturally,  the value in the variable may ( and probably will ) change and therefore will need to read data outside the index.  As an aside,  you could use option(recompile) here , in which case the optimizer will build a plan specific to the variable values and use the filtered index,  but that can bring about other problems.   To demonstrate this warning, we need to generate some test data :   DROP TABLE #TestTab1GOCREATE TABLE #TestTab1 (Col1 Int not null, Col2 Char(7500) not null, Quantity Int not null)GOINSERT INTO #TestTab1 VALUES (1,1,1),(1,2,5),(1,2,10),(1,3,20), (2,1,101),(2,2,105),(2,2,110),(2,3,120)GO and then add a filtered index CREATE INDEX ixFilter ON #TestTab1 (Col1)WHERE Quantity = 122 Now if we execute SELECT COUNT(*) FROM #TestTab1 WHERE Quantity = 122 We will see the filtered index being scanned But if we parameterize the query DECLARE @i INT = 122SELECT COUNT(*) FROM #TestTab1 WHERE Quantity = @i The plan is very different a table scan, as the value of the variable used in the predicate can change at run time, and also we see the familiar warning triangle. If we now look at the properties pane, we will see two pieces of information “Warnings” and “UnmatchedIndexes”. So, handily, we are being told which filtered index is not being used due to parameterization.

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • Upgrading from TFS 2010 RC to TFS 2010 RTM done

    - by Martin Hinshelwood
    Today is the big day, with the Launch of Visual Studio 2010 already done in Asia, and rolling around the world towards us, we are getting ready for the RTM (Released). We have had TFS 2010 in Production for nearly 6 months and have had only minimal problems. Update 12th April 2010  – Added Scott Hanselman’s tweet about the MSDN download release time. SSW was the first company in the world outside of Microsoft to deploy Visual Studio 2010 Team Foundation Server to production, not once, but twice. I am hoping to make it 3 in a row, but with all the hype around the new version, and with it being a production release and not just a go-live, I think there will be a lot of competition. Developers: MSDN will be updated with #vs2010 downloads and details at 10am PST *today*! @shanselman - Scott Hanselman Same as before, we need to Uninstall 2010 RC and install 2010 RTM. The installer will take care of all the complexity of actually upgrading any schema changes. If you are upgrading from TFS 2008 to TFS2010 you can follow our Rules To Better TFS 2010 Migration and read my post on our successes.   We run TFS 2010 in a Hyper-V virtual environment, so we have the advantage of running a snapshot as well as taking a DB backup. Done - Snapshot the hyper-v server Microsoft does not support taking a snapshot of a running server, for very good reason, and Brian Harry wrote a post after my last upgrade with the reason why you should never snapshot a running server. Done - Uninstall Visual Studio Team Explorer 2010 RC You will need to uninstall all of the Visual Studio 2010 RC client bits that you have on the server. Done - Uninstall TFS 2010 RC Done - Install TFS 2010 RTM Done - Configure TFS 2010 RTM Pick the Upgrade option and point it at your existing “tfs_Configuration” database to load all of the existing settings Done - Upgrade the SharePoint Extensions Upgrade Build Servers (Pending) Test the server The back out plan, and you should always have one, is to restore the snapshot. Upgrading to Team Foundation Server 2010 – Done The first thing you need to do is off the TFS server and then log into the Hyper-v server and create a snapshot. Figure: Make sure you turn the server off and delete all old snapshots before you take a new one I noticed that the snapshot that was taken before the Beta 2 to RC upgrade was still there. You should really delete old snapshots before you create a new one, but in this case the SysAdmin (who is currently tucked up in bed) asked me not to. I guess he is worried about a developer messing up his server Turn your server on and wait for it to boot in anticipation of all the nice shiny RTM’ness that is coming next. The upgrade procedure for TFS2010 is to uninstal the old version and install the new one. Figure: Remove Visual Studio 2010 Team Foundation Server RC from the system.   Figure: Most of the heavy lifting is done by the Uninstaller, but make sure you have removed any of the client bits first. Specifically Visual Studio 2010 or Team Explorer 2010.  Once the uninstall is complete, this took around 5 minutes for me, you can begin the install of the RTM. Running the 64 bit OS will allow the application to use more than 2GB RAM, which while not common may be of use in heavy load situations. Figure: It is always recommended to install the 64bit version of a server application where possible. I do not think it is likely, with SharePoint 2010 and Exchange 2010  and even Windows Server 2008 R2 being 64 bit only, I do not think there will be another release of a server app that is 32bit. You then need to choose what it is you want to install. This depends on how you are running TFS and on how many servers. In our case we run TFS and the Team Foundation Build Service (controller only) on out TFS server along with Analysis services and Reporting Services. But our SharePoint server lives elsewhere. Figure: This always confuses people, but in reality it makes sense. Don’t install what you do not need. Every extra you install has an impact of performance. If you are integrating with SharePoint you will need to run this install on every Front end server in your farm and don’t forget to upgrade your Build servers and proxy servers later. Figure: Selecting only Team Foundation Server (TFS) and Team Foundation Build Services (TFBS)   It is worth noting that if you have a lot of builds kicking off, and hence a lot of get operations against your TFS server, you can use a proxy server to cache the source control on another server in between your TFS server and your build servers. Figure: Installing Microsoft .NET Framework 4 takes the most time. Figure: Now run Windows Update, and SSW Diagnostic to make sure all your bits and bobs are up to date. Note: SSW Diagnostic will check your Power Tools, Add-on’s, Check in Policies and other bits as well. Configure Team Foundation Server 2010 – Done Now you can configure the server. If you have no key you will need to pick “Install a Trial Licence”, but it is only £500, or free with a MSDN subscription. Anyway, if you pick Trial you get 90 days to get your key. Figure: You can pick trial and add your key later using the TFS Server Admin. Here is where the real choices happen. We are doing an Upgrade from a previous version, so I will pick Upgrade the same as all you folks that are using the RC or TFS 2008. Figure: The upgrade wizard takes your existing 2010 or 2008 databases and upgraded them to the release.   Once you have entered your database server name you can click “List available databases” and it will show what it can upgrade. Figure: Select your database from the list and at this point, make sure you have a valid backup. At this point you have not made ANY changes to the databases. At this point the configuration wizard will load configuration from your existing database if you have one. If you are upgrading TFS 2008 refer to Rules To Better TFS 2010 Migration. Mostly during the wizard the default values will suffice, but depending on the configuration you want you can pick different options. Figure: Set the application tier account and Authentication method to use. We use NTLM to keep things simple as we host our TFS server externally for our remote developers.  Figure: Setting your TFS server URL’s to be the remote URL’s allows the reports to be accessed without using VPN. Very handy for those remote developers. Figure: Detected the existing Warehouse no problem. Figure: Again we love green ticks. It gives us a warm fuzzy feeling. Figure: The username for connecting to Reporting services should be a domain account (if you are on a domain that is). Figure: Setup the SharePoint integration to connect to your external SharePoint server. You can take the option to connect later.   You then need to run all of your readiness checks. These check can save your life! it will check all of the settings that you have entered as well as checking all the external services are configures and running properly. There are two reasons that TFS 2010 is so easy and painless to install where previous version were not. Microsoft changes the install to two steps, Install and configuration. The second reason is that they have pulled out all of the stops in making the install run all the checks necessary to make sure that once you start the install that it will complete. if you find any errors I recommend that you report them on http://connect.microsoft.com so everyone can benefit from your misery.   Figure: Now we have everything setup the configuration wizard can do its work.  Figure: Took a while on the “Web site” stage for some point, but zipped though after that.  Figure: last wee bit. TFS Needs to do a little tinkering with the data to complete the upgrade. Figure: All upgraded. I am not worried about the yellow triangle as SharePoint was being a little silly Exception Message: TF254021: The account name or password that you specified is not valid. (type TfsAdminException) Exception Stack Trace:    at Microsoft.TeamFoundation.Management.Controls.WizardCommon.AccountSelectionControl.TestLogon(String connectionString)    at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument) [Info   @16:10:16.307] Benign exception caught as part of verify: Exception Message: TF255329: The following site could not be accessed: http://projects.ssw.com.au/. The server that you specified did not return the expected response. Either you have not installed the Team Foundation Server Extensions for SharePoint Products on this server, or a firewall is blocking access to the specified site or the SharePoint Central Administration site. For more information, see the Microsoft Web site (http://go.microsoft.com/fwlink/?LinkId=161206). (type TeamFoundationServerException) Exception Stack Trace:    at Microsoft.TeamFoundation.Client.SharePoint.WssUtilities.VerifyTeamFoundationSharePointExtensions(ICredentials credentials, Uri url)    at Microsoft.TeamFoundation.Admin.VerifySharePointSitesUrl.Verify() Inner Exception Details: Exception Message: TF249064: The following Web service returned an response that is not valid: http://projects.ssw.com.au/_vti_bin/TeamFoundationIntegrationService.asmx. This Web service is used for the Team Foundation Server Extensions for SharePoint Products. Either the extensions are not installed, the request resulted in HTML being returned, or there is a problem with the URL. Verify that the following URL points to a valid SharePoint Web application and that the application is available: http://projects.ssw.com.au. If the URL is correct and the Web application is operating normally, verify that a firewall is not blocking access to the Web application. (type TeamFoundationServerInvalidResponseException) Exception Data Dictionary: ResponseStatusCode = InternalServerError I’ll look at SharePoint after, probably the SharePoint box just needs a restart or a kick If there is a problem with SharePoint it will come out in testing, But I will definatly be passing this on to Microsoft.   Upgrading the SharePoint connector to TFS 2010 You will need to upgrade the Extensions for SharePoint Products and Technologies on all of your SharePoint farm front end servers. To do this uninstall  the TFS 2010 RC from it in the same way as the server, and then install just the RTM Extensions. Figure: Only install the SharePoint Extensions on your SharePoint front end servers. TFS 2010 supports both SharePoint 2007 and SharePoint 2010.   Figure: When you configure SharePoint it uploads all of the solutions and templates. Figure: Everything is uploaded Successfully. Figure: TFS even remembered the settings from the previous installation, fantastic.   Upgrading the Team Foundation Build Servers to TFS 2010 Just like on the SharePoint servers you will need to upgrade the Build Server to the RTM. Just uninstall TFS 2010 RC and then install only the Team Foundation Build Services component. Unlike on the SharePoint server you will probably have some version of Visual Studio installed. You will need to remove this as well. (Coming Soon) Connecting Visual Studio 2010 / 2008 / 2005 and Eclipse to TFS2010 If you have developers still on Visual Studio 2005 or 2008 you will need do download the respective compatibility pack: Visual Studio Team System 2005 Service Pack 1 Forward Compatibility Update for Team Foundation Server 2010 Visual Studio Team System 2008 Service Pack 1 Forward Compatibility Update for Team Foundation Server 2010 If you are using Eclipse you can download the new Team Explorer Everywhere install for connecting to TFS. Get your developers to check that you have the latest version of your applications with SSW Diagnostic which will check for Service Packs and hot fixes to Visual Studio as well.   Technorati Tags: TFS,TFS2010,TFS 2010,Upgrade

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