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  • JSF2: Re-render all components on page that have a given ID, without absolute paths

    - by tlind
    Is there any way in JSF 2.0/PrimeFaces of re-rendering all components (using the PrimeFaces update="id1 id2..." attribute or the <f:ajax render="..."/> tag) that have got a given ID, regardless of whether they are in the same form that contains the button triggering the AJAX re-render or not? For example, I want my button to re-render all sections on a page that visualize the user's current shopping basket. Right now, I always have to specify the absolute path to the components that I want to get updated, e.g. update=":header:basket :left-sidebar:menu:basket" which is rather impractical if the structure of the page changes (besides, I have not been able to figure out the correct path for one of these components). I already tried to implement a custom EL function like this, which traverses the component tree: update="{utilBean.findAllComponentsMatchingId('basket')}" but at the time that function is evaluated, apparently not the entire component tree has been set up as it doesn't contain the components I am looking for. How can I deal with this? There certainly must be an easy way of doing AJAX-based updates of sections of the page that are not part of the current <h:form>? Thanks!

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  • Rails Layout Rendering with controller condition

    - by Victor Martins
    I don't know what's the best way to doing this. On my application.html.erb I define a header div. My default controller ( root ) is a homepage controller. And I wish that if I'm at index of the homepage the header is rendering with some content, but all other controllers render another content inside that header. How can I make a condition in that header div to render different content based on the controller that's being rendered?

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  • Loading PNG textures to OpenGL

    - by Tamir
    Hello, I'm working on a game, and all of my graphics use magenta as transparent/magic color. They are all 32-bit and the magenta is just for conveniency. Anyway, I would appreciate if someone could advice me what library should I use to load my images (I need to load them in GL_RGBA format, both internal and texture specific).

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  • additive texture combiner

    - by ivicaa
    I have a problem which is driving me crazy. Enironment: IPHONE, OpenGL ES 1.1 Basically I have a simple GL_COMBINE for vertex color and texture color. glColor4f(0.1f, 0.1f, 0.1f, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); It should simply do VertexColorRGBA + TextureRGBA. With Alpha everything works fine, but if as soon as I change R,G,B in the glColor4f call, the final alpha is also modified. Does anyone have a hint for this unexpected behavior? Thanks in advance! Ivica

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  • Using large transparent pictures as texture atlases

    - by azlisum
    i'm new to android programming and i'm trying to create a relatively big 2D game. I have to use lots of images and objects in my game so I decided to use OpenGL ES. I have several texture atlases, all of them saved as png's because of the transparency. I also know, but i'm not sure why, that I have to use images, which height and width is multiple of two. I test my game on an old HTC Hero running Android 2.3.3. When my picture atlases are 512x512 each, my game has a frame rate of between 50 to 60 fps. When I use 1024x1024 non transparent png, there is no problem - the FPS is again between 50 to 60 fps. But when i decide to use a 1024x1024 transperent PNG's my frame rate drops to 4,5 fps. Could this be a problem related to the age of the device i'm using for testing? These are the OpenGL functions I use each loop to draw batches: gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //drawing happens here gl.glDisable(GL10.GL_BLEND); Thanks in advance :)

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  • OpenGL textures trigger error 1281 and strange background behavior

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. There must be something i didn't understand about applying/loading the textures. BUt the texture IS applied (nothing else is working though), the error is applied when i try to use the shader program however i checked the compilation of these and no problems were written. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great. EDIT : After narrowing the code implied by the error, here is the code that provokes it, it is called between texture loading and bos drawing : glEnableClientState(GL_VERTEX_ARRAY); //this gives the error : glUseProgram(this->shaderProgram); if (!shaderLoaded) { std::cout << "Loading default shaders" << std::endl; if(textured) loadShaderProgramm(texture_vertexSource, texture_fragmentSource); else loadShaderProgramm(default_vertexSource,default_fragmentSource); } glm::mat4 Projection = camera->getPerspective(); glm::mat4 View = camera->getView(); glm::mat4 Model = glm::mat4(1.0f); Model[0][0] *= scale_x; Model[1][1] *= scale_y; Model[2][2] *= scale_z; glm::vec3 translate_vec(this->x,this->y,this->z); glm::mat4 object_transform = glm::translate(glm::mat4(1.0f),translate_vec); glm::quat rotation = QAccumulative.getQuat(); glm::mat4 matrix_rotation = glm::mat4_cast(rotation); object_transform *= matrix_rotation; Model *= object_transform; glm::mat4 MVP = Projection * View * Model; GLuint ModelID = glGetUniformLocation(this->shaderProgram, "M"); if(ModelID ==-1) cout << "ModelID not found ..." << endl; GLuint MatrixID = glGetUniformLocation(this->shaderProgram, "MVP"); if(MatrixID ==-1) cout << "MatrixID not found ..." << endl; GLuint ViewID = glGetUniformLocation(this->shaderProgram, "V"); if(ViewID ==-1) cout << "ViewID not found ..." << endl; glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glUniformMatrix4fv(ModelID, 1, GL_FALSE, &Model[0][0]); glUniformMatrix4fv(ViewID, 1, GL_FALSE, &View[0][0]); drawObject();

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  • Pylons FormEncode @validate decorator pass parameters into re-render action

    - by joelbw
    I am attempting to use the validate decorator in Pylons with FormEncode and I have encountered an issue. I am attempting to validate a form on a controller action that requires parameters, and if the validation fails, the parameters aren't passed back in when the form is re-rendered. Here's an example. def question_set(self, id): c.question_set = meta.Session.query(QuestionSet).filter_by(id=id).first() c.question_subjects = meta.Session.query(QuestionSubject).order_by(QuestionSubject.name).all() return render('/derived/admin/question_set.mako') This is the controller action that contains my form. The form will add questions to an existing question set, which is identified by id. My add question controller action looks like this: @validate(schema=QuestionForm(), form='question_set', post_only=True) def add_question(self): stuff... Now, if the validation fails FormEncode attempts to redisplay the question_set form, but it does not pass the id parameter back in, so the question set form will not render. Is it possible to pass the id back in with the @validate decorator, or do I need to use a different method to achieve what I am attempting to do?

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  • Setting encoding in Grails controller's render method

    - by Philippe
    Hello, I'm trying to build an RSS feed using Grails and Rome. In my controller's rss action, my last command is : render(text: getFeed("rss_2.0"), contentType:"application/rss+xml", encoding:"ISO-8859-1 ") However, when I navigate to my feed's URL, the header is : <?xml version="1.0" encoding="UTF-8"?> <rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"> ... Does anyone have a clue about WHY the encoding is UTF-8 when I set it to ISO-8859-1 in the render method ??? Thanks for your help !

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  • How to manually render a Django template for an inlineformset_factory with can_delete = True / False

    - by chefsmart
    I have an inlineformset with a custom Modelform. So it looks something like this: MyInlineFormSet = inlineformset_factory(MyMainModel, MyInlineModel, form=MyCustomInlineModelForm) I am rendering this inlineformset manually in a template so that I have more control over widgets and javascript. So I go in a loop like {% for form in myformset.forms %} and then manually render each field as described on this page http://docs.djangoproject.com/en/dev/topics/forms/#customizing-the-form-template The formset has can_delete = True or can_delete = False depending on whether the user is creating new objects or editing existing ones. Question is, how do I manually render the can_delete checkbox?

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  • Rendering form on the fly from XML in flex

    - by kartikkowligi
    Hi, I have an xml code something like this <root> <render> <head> <transition id="fadeIn" type="fade" subtype="" dur="3s"/> <transition id="fadeOut" type="fade" subtype="" dur="3s"/> <layout> <root-layout width="480px" height="360px" backgroundColor="0"/> <region id="rootRegion" dur="15s"> <region id="background" soundLevel="100%" top="0px" left="0px" width="480px" height="360px" z-index="0"/> <region id="foreground" soundLevel="100%" top="0%" left="0%" width="480px" height="360px" z-index="1"/> </region> </layout> </head> <body> <par region="background" begin="0s"> <img> <meta name="assetsource" content="stock"/> <src>http://s3.amazonaws.com/JivoxStockImage/000003296736.jpg</src> <width>102.49999999999999%</width> <height>97.5%</height> <left>0%</left> <top>0%</top> <clipBegin/> <clipEnd/> <begin>0s</begin> <dur>15</dur> </img> <audio> <meta name="assetsource" content="stock"/> <src>http://audio.mp3</src> <clipBegin/> <clipEnd/> <begin>0s</begin> <dur>15s</dur> </audio> </par> <par region="foreground" begin="0s"> <img> <meta name="assettype" content="user"/> <src>http://image.png</src> <width>20%</width> <height>20%</height> <left>41.5%</left> <top>25.555555555555557%</top> <begin>2s</begin> <dur>10s</dur> <id>BA6B7CF0BD9080CAD7A02199483224EA61A6E08A</id> </img> </par> </body> </render> <form> <map formId="BA6B7CF0BD9080CAD7A02199483224EA61A6E08A" type="image" label="Logo" /> <map formId="F635A9123082A15834389030382683C55EB29E75" type="text" label="Company Name" /> </form> </root> Here I need to match formId in 'form' with that of 'id' in 'render' and create the form dynamically in flex. I am able to get the xml file via the httpservice. All I need to know is how to match it and render the form dynamically!!

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  • Render a view as a string

    - by Dan Atkinson
    Hi all! I'm wanting to output two different views (one as a string that will be sent as an email), and the other the page displayed to a user. Is this possible in ASP.NET MVC beta? I've tried multiple examples: RenderPartial to String in ASP.NET MVC Beta If I use this example, I receive the "Cannot redirect after HTTP headers have been sent.". MVC Framework: Capturing the output of a view If I use this, I seem to be unable to do a redirectToAction, as it tries to render a view that may not exist. If I do return the view, it is completely messed up and doesn't look right at all. Does anyone have any ideas/solutions to these issues i have, or have any suggestions for better ones? Many thanks! Below is an example. What I'm trying to do is create the GetViewForEmail method: public ActionResult OrderResult(string ref) { //Get the order Order order = OrderService.GetOrder(ref); //The email helper would do the meat and veg by getting the view as a string //Pass the control name (OrderResultEmail) and the model (order) string emailView = GetViewForEmail("OrderResultEmail", order); //Email the order out EmailHelper(order, emailView); return View("OrderResult", order); } Accepted answer from Tim Scott (changed and formatted a little by me): public virtual string RenderViewToString( ControllerContext controllerContext, string viewPath, string masterPath, ViewDataDictionary viewData, TempDataDictionary tempData) { Stream filter = null; ViewPage viewPage = new ViewPage(); //Right, create our view viewPage.ViewContext = new ViewContext(controllerContext, new WebFormView(viewPath, masterPath), viewData, tempData); //Get the response context, flush it and get the response filter. var response = viewPage.ViewContext.HttpContext.Response; response.Flush(); var oldFilter = response.Filter; try { //Put a new filter into the response filter = new MemoryStream(); response.Filter = filter; //Now render the view into the memorystream and flush the response viewPage.ViewContext.View.Render(viewPage.ViewContext, viewPage.ViewContext.HttpContext.Response.Output); response.Flush(); //Now read the rendered view. filter.Position = 0; var reader = new StreamReader(filter, response.ContentEncoding); return reader.ReadToEnd(); } finally { //Clean up. if (filter != null) { filter.Dispose(); } //Now replace the response filter response.Filter = oldFilter; } } Example usage Assuming a call from the controller to get the order confirmation email, passing the Site.Master location. string myString = RenderViewToString(this.ControllerContext, "~/Views/Order/OrderResultEmail.aspx", "~/Views/Shared/Site.Master", this.ViewData, this.TempData);

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  • Changing Render Kits in Browser

    - by John
    I'm working on a project to develop a cross-browser testing web app. Simply put, I'm tired of having to maintain multiple browsers on the same system and IE in VMware solely for the purpose of testing. Does anyone know if there is any way to change the render kit programmatically? For example, if I insert a URL, I would be able to load the URL and switch the browser render within a frame of some assortment. I am experienced with PHP, JS, and RoR if there is a solution using any of those. Thank you! John

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  • asp.net mvc 1.0 - how to render a partial view as a string

    - by Chev
    Hi There I need to render a partial view to a string within a controller action. I have the following sample code, but the ControllerContext.ParentActionViewContext does not seem to exist in mvc 1.0 // Get the IView of the PartialView object. var view = PartialView("MyPartialView").View; // Initialize a StringWriter for rendering the output. var writer = new StringWriter(); // Do the actual rendering. view.Render(ControllerContext.ParentActionViewContext, writer); Any tips greatly appreciated.

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  • JSF Render response programatically

    - by Shamik
    I have one parent page with a parentManagedBean (attached to Session Scope). On click of a button on this parent page, one popup comes which has a childManagedBean (attached to Request scope). Now ChildManagedBedan holds a reference to parentManaged bean thru JSFs managed Property feature. On this popup window, user selects some option which populates a large value object class. I use the managed property of childMnaagedBean to set the values from this large object to that of parentmanagedbean. Problem is - The parent page shows a link, on click of which a popup comes, on selection of the popup, the popup disappears and set the values to the parentManaged bean.So far so good, but the newly set values need to appear on the parent page. This is where I am stuck. How to programatically render the master page/render page when I am at the child managed bean... is there a way I can get handle of the parent page and refresh it ?

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  • Flipping OpenGL texture

    - by Mk12
    When I load textures from images normally, they are upside down because of OpenGL's coordinate system. What would be the best way to flip them? glScalef(1.0f, -1.0f, 1.0f); vertically flipping the image files manually (in Photoshop) flipping them programatically after loading them (I don't know how) This is the method I'm using to load png textures, in my Utilities.m file (Objective-C): + (GLuint)loadPngTexture:(NSString *)name { CFURLRef textureURL = CFBundleCopyResourceURL( CFBundleGetMainBundle(), (CFStringRef)name, CFSTR("png"), CFSTR("Textures")); NSAssert(textureURL, @"Texture name invalid"); CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL); NSAssert(imageSource, @"Invalid Image Path."); NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source."); CFRelease(textureURL); CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL); NSAssert(image, @"Image not created."); CFRelease(imageSource); NSUInteger width = CGImageGetWidth(image); NSUInteger height = CGImageGetHeight(image); void *data = malloc(width * height * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSAssert(colorSpace, @"Colorspace not created."); CGContextRef context = CGBitmapContextCreate( data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); NSAssert(context, @"Context not created."); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image); CGImageRelease(image); CGContextRelease(context); GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); free(data); return textureId; } Also, another thing I was wondering about: If I made a simple 2d game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner, or would I run in to problems with other things (e.g. text rendering)? Thanks.

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  • Rails: render a partial from a plugin

    - by Sam
    I'm getting a missing template error after I try rendering a partial from a plugin. I have included the files with the following: %w{ models controllers helpers views }.each do |dir| path = File.join(File.dirname(__FILE__), 'app', dir) $LOAD_PATH << path ActiveSupport::Dependencies.load_paths << path ActiveSupport::Dependencies.load_once_paths.delete(path) end The Models are getting loaded, but as for other things I'm not sure what's going on. The helpers are not getting loaded too because I just copied the contents of the partial from the plugin instead of the render :partial = and then it came up with a helper error. Question is how to be able to :render :partial = from the views folder in my plugin

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  • Cocoa Touch: Why doesn't UINavigationController render 'Back' button?

    - by Joshua
    When I push a view controller it animates properly and slides in, the only problem is that no 'Back' button is rendered up top.The back button is still there, I can still tap it, it just doesn't render on the screen. This behavior is identical in both the simulator and on multiple devices. Is this a known issue or bug? Using 3.1.3 of the iPhone SDK. More information: It renders it for further levels, just not on the second level of nav controller. So Main Page (No back button - OK). Second level page (back button, but doesn't render - not OK). Third level page (Back button there and rendering - OK).

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  • Render Html from a lambda in MVC

    - by Thad
    I have the following code to generate a list and will allow developers to customize the output if needed. <% Html.List<MyList>(item => item.Property).Value(item => return "<div>" + item.Property + "<br/>" + item.AnotherProperty + "</div>").Render() %> This is not ideal, how can I allow the developers to add the html similar to other controls. <% Html.List<MyList>(item => item.Property).Value(item => %> <div><%=item.Property%><br/><%=item.AnotherProperty%></div><%).Render() %> This way is much cleaner and standard with the rest of mvc.

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  • LinkButton child controls render

    - by Alex
    Hi. I want to have a LinkButton that adds 'span' tag around the text. protected override void Render(HtmlTextWriter writer) { Text = String.Concat("<span>", Text, "</span>"); base.Render(writer); } It's works perfectly, but only if I add text like this: <cc:TestLinkButton ID="TestLinkButton" runat="server" Text="SomeText"> </cc:TestLinkButton> If I want to add some image I will write something like this: <cc:TestLinkButton ID="LinkButton1" runat="server"> <asp:Image ID="Image1" runat="server" ImageUrl="~/Images/icon_holiday.png" BorderWidth="0" /> SomeText </cc:TestLinkButton> In this case Text property will be empty, because actualy "SomeText" is child control property. So question is is how to add tag around child controls.

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  • Tool to measure Render time

    - by Noob
    Hi Folks, Is there a tool out there to measure the actual Render time of an element(s) on a page? I don't mean download time of the resources, but the actual time the browser took to render something. I know that this time would vary based on factors on the client machine, but would still be very handy in knowing what the rendering engine takes a while to load. I would imagine this should be a useful utility since web apps are becoming pretty client heavy now. Any thoughts?

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  • Error 500 on template.render() with jinja2

    - by Asperitas
    I am working on playing with some Python to create a webapp. At first I put the HTML in a string, using %s to fill certain elements. That all worked perfectly. Now I want to put the HTML in a template, so I followed this tutorial. My code looks like this (I deleted irrelevant code for this error): import codecs import cgi import os import jinja2 jinja_environment = jinja2.Environment(loader=jinja2.FileSystemLoader(os.path.join(os.path.dirname(__file__)))) class Rot13Handler(webapp2.RequestHandler): def get(self): template = jinja_environment.get_template('rot13.html') self.response.out.write(template.render({'text': ''})) When I replace just template.render({'text': ''}) a random string, the program works fine. I did add the latest jinja2 library to my app.yaml, and naturally my rot13.html does exist with the {{ text }} added. So could anyone please help me in the right direction? I don't know why it's going wrong.

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  • Special parameters for texture binding?

    - by user146780
    Do I have to set up my gl context in a certain way to bind textures. I'm following a tutorial. I start by doing: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } void initt(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); engineGL.current.tex = texName; } In my rendering I do: PolygonTesselator.Begin_Contour(); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, current.tex); if(layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size() > 0) { glColor4f( layer[currentlayer].Shapes[i].Color.r, layer[currentlayer].Shapes[i].Color.g, layer[currentlayer].Shapes[i].Color.b, layer[currentlayer].Shapes[i].Color.a); } for(unsigned int j = 0; j < layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size(); ++j) { gluTessVertex(PolygonTesselator.tobj,&layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0], &layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0]); } PolygonTesselator.End_Contour(); } glDisable(GL_TEXTURE_2D); } However it still renders the color and not the texture at all. I'd atleast expect to see black or something but its as if the bind fails. Am I missing something? Thanks

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  • Render multiple layers in XNA

    - by Charles
    I'm using XNA, and I've run into a little problem. I need to support multiple layers, each with a distinct z order (I call these "viewports"). A picture is worth a thousand words, so here's what it should look like: There are several things to notice here. Sprites do not render outside of their viewport, as you can see with Sprite B. Also, notice how the viewports are rendered - it's very similar to "layers" in Photoshop. Although Sprite C is has a z order of -1000, C still renders above Sprite A because its viewport's z-order is a greater than A's viewport's z-order. There's one last detail that I couldn't display very well in the above picture. Each viewport needs to optionally render a color over its region of the screen - you could think of it as a "tinting" affect. I'm completely at a loss when it comes to doing this the best way in XNA, so I could really use a short snippet of C#/VB.NET code that demonstrates this in action. Any help would be greatly appreciated.

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  • How do I pass object values with render :action => 'new'

    - by PlanetMaster
    Hi, In an app I have the following: def new @property = Property.new(:country_id => 1, :user_id => current_user.id, :status_id => 'draft') end def create @property = Property.new(params[:property]) if @property.save flash[:success] = t('The_property_is_successfully_created') redirect_to myimmonatie_url else flash.now[:error]=t("The_property_could_not_be_created") render :action => 'new' end end When an error accors, the line render :action = 'new' gets executed, but the my form gives an error: user blank country blank These cannot be blank (defined in model), meaning this code: @property = Property.new(:country_id => 1, :user_id => current_user.id, :status_id => 'draft') is not executed anymore. What is the reason and solution? Thanks!

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