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  • Forth: free video tutorials?

    - by Peter Mortensen
    Can you recommend any free Forth video tutorials (except for following) ? The only one I know of is Samuel A. Falvo's excellent "Over The Shoulder Episode 1: Text Preprocessing in Forth". MPEG. 102 MB. There are also videos from the annual Forth Day, but I don't consider those to be tutorials. (Unfortunately Forth is, like R, C, C++, Java, C#, D, COM, .NET, F# and Frontier, an unspecific search term. Search tip for Forth: qualify it with "ans" - as in ANS Forth, the ANSI Forth Standard.) Accumulated based on answers and other information: Introductions to Forth Forth. By Ben Stiglitz. At RubyConf 2008 Orlando Florida, U.S.A. 13 min 35 secs. 32 MB. MP4. Advanced Over The Shoulder Episode 1: Text Preprocessing in Forth. By Samuel A. Falvo. 1 h 06 min 25 secs. 102 MB. MPEG.

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  • AMD FX8350 CPU - CoolerMaster Silencio 650 Case - New Water Cooling System

    - by fat_mike
    Lately after a use of 6 months of my AMD FX8350 CPU I'm experiencing high temperatures and loud noise coming from the CPU fan(I set that in order to keep it cooler). I decided to replace the stock fan with a water cooling system in order to keep my CPU quite and cool and add one or two more case fans too. Here is my case's airflow diagram: http://www.coolermaster.com/microsite/silencio_650/Airflow.html My configuration now is: 2x120mm intake front(stock with case) 1x120mm exhaust rear(stock with case) 1 CPU stock I'm planning to buy Corsair Hydro Series H100i(www.corsair.com/en-us/hydro-series-h100i-extreme-performance-liquid-cpu-cooler) and place the radiator in the front of my case(intake) and add an 120mm bottom intake and/or an 140mm top exhaust fan. My CPU lies near the top of the MO. Is it a good practice to have a water-cooling system that takes air in? As you can see here the front of the case is made of aluminum. Can the fresh air go in? Does it even fit? If not, is it wiser to get Corsair Hydro Series H80i (www.corsair.com/en-us/hydro-series-h80i-high-performance-liquid-cpu-cooler) and place the radiator on top of my case(exhaust) and keep the front 2x120mm stock and add one more as intake on bottom. If you have any other idea let me know. Thank you. EDIT: The CPU fan running ~3000rpm and temp is around 40~43C on idle and save energy. When temp is going over 55C when running multiple programs and servers on localhost(tomcat, wamp) rpm is around 5500 and loud! I'm running Win8.1 CPU not overclocked PS: Due to my reputation i couldn't post the links that was necessary. I will edit ASAP.

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  • How to let MSN or Yahoo Messenger set you to be Invisible or Offline when you are idle for an hour?

    - by Jian Lin
    The short question is: How do we let MSN or Yahoo Messenger set us to be Invisible or Offline when we are idle for half an hour or an hour? The reason is: if I am on 24 hours a day, some people see me as weird. Some people see my value as low, because I am always there. There are ways to set me to "Away" or "Busy" after 10 minutes, but there seems to be no way to set myself to invisible or offline after 1 hour. As I am a software developer, I am very used to turning the computer on 24 hours a day. (for example, for checking email for urgent fixes, and fix issue and push to web server). We don't turn off computer usually even when we sleep, because we may sometimes can't sleep yet and come check on the computer, or wake up in the morning and immediately need to check if everything is ok. But, my MSN and Yahoo Messenger is always on for 24 hours a day, and I found that some girls start to ask me why I am always there 24 hours a day (even though they see me as away or busy, their feeling is that I am always there). What's more, I found that since I am always there, my value actually drop in their eyes, because hard to get = high value, and always there = low value. Some people feel me as having nothing much to do, always in front of computer, or what is he doing in front of computer so much? Now since it is my job, and I need to read emails once in a while, I am in fact in front of the computer more than some other people. I am in front of the computer maybe 10 hours a day, far from 24 hours a day. Is there an easy and automatic solution to this?

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  • Can two mocha for After Effects X-Spline Layers be merged ?

    - by George Profenza
    Hello, I'm new to mocha for After Effects, but like the auto tracking feature. There are a few markers I'm adding, but there's one which is giving me a bit of a headache. I'm tracking a circle that moves around a larger object, so it moves in front of it initially, then behind, being occluded by the larger object, then in front again. I tried to track the circle in the first part(when it's in front, before being occluded) and in the second part(when it's in front again, coming out on the other side of the large object) using a single X-Spline. The problem is the second part starts in a different location and I don't know how to 'move' the X-Spline to the new position and track from there, without affecting the previous keyframes. As a workaround I use two X-Spline Layers, export the data to .txt files, then manually merge the two files into a new one containing keyframes from both X-Spline Layers. Is there an easier way to do this (either merging two X-Spline Layer, or using a single X-Spline Layer that can move to a new location without affecting previous keyframes) ? Any suggestion would help.

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  • 5.1 Surround Channels are Jumbled

    - by stickynips
    I had this exact setup working previously, but after a reformat it went screwy on me. I have an Onkyo A/V Receiver hooked up to my PC, via optical S/PDIF. Attached to the receiver is a 5.1 speaker setup (tested and working fine with my Xbox via the receiver). It seems to me that the audio channels are getting mixed up somehow between the PC and the receiver. I have a 5.1 test file which plays a sounds through each speaker individually. The channels are mixed as such: "Left Front" plays through my Right Front speaker "Center" plays through my Left Front speaker "Right Front" plays through my Center speaker "Left Rear" plays through my Subwoofer "Right Rear" plays through my Left Rear speaker I've tried downloading the latest Realtek HD Audio Drivers and the Realtek HD Audio Manager, but neither makes any difference. If there's a way I can manually rearrange the channels I believe it would fix the problem, but as far as I know this is impossible. edit: Sorry, I've forgotten some basic info. I'm running Windows 7 x64. The sound card is Realtek ALC892 embedded in a GIGABYTE GA-890GPA-UD3H AM3 motherboard.

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  • Google bots are severely affecting site performance

    - by Lynn
    I have an aggregate site on a linux server that pulls in feeds from a universe of about 2,000 blogs. It's in Wordpress 3.4.2 and I have a cron job that is staggered to run five times an hour on another server to pull in the stories and then publish them to the front page of this site. This is so I didn't put too much pressure all on one server. However, the Google bots, which visit a few times every hour bring the server to its knees in the morning and evenings when there is an increase in traffic on the site. The bots have something like 30,000 links to follow at this point. How do I throttle the bots to simply grab the new stories off the front page and stop there? EDIT- Details of my server configuration: The way we have this set up is the server that handles all the publishing is an unmanaged instance via AWS. It mounts the NFS server and connects to the RDS to update content, etc. You get to this publishing instance via a plugin that detects the wp-admin link and then redirects you into there. The front end app server also mounts the NFS and requests data from the RDS. It is the only one that has the WP Super Cache on it.... The OS is Ubuntu on the App server and the NFS runs CentOs. The front end is Nginx and the publishing server is Apache.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • XSL Template outputting massive chunk of text, rather than HTML. But only on one section

    - by Throlkim
    I'm having a slightly odd situation with an XSL template. Most of it outputs fine, but a certain for-each loop is causing me problems. Here's the XML: <area> <feature type="Hall"> <Heading><![CDATA[Hall]]></Heading> <Para><![CDATA[Communal gardens, pathway leading to PVCu double glazed communal front door to]]></Para> </feature> <feature type="Entrance Hall"> <Heading><![CDATA[Communal Entrance Hall]]></Heading> <Para><![CDATA[Plain ceiling, centre light fitting, fire door through to inner hallway, wood and glazed panelled front door to]]></Para> </feature> <feature type="Inner Hall"> <Heading><![CDATA[Inner Hall]]></Heading> <Para><![CDATA[Plain ceiling with pendant light fitting and covings, security telephone, airing cupboard housing gas boiler serving domestic hot water and central heating, telephone point, storage cupboard housing gas and electric meters, wooden panelled doors off to all rooms.]]></Para> </feature> <feature type="Lounge (Reception)" width="3.05" length="4.57" units="metre"> <Heading><![CDATA[Lounge (Reception)]]></Heading> <Para><![CDATA[15' 6" x 10' 7" (4.72m x 3.23m) Window to the side and rear elevation, papered ceiling with pendant light fitting and covings, two double panelled radiators, power points, wall mounted security entry phone, TV aerial point.]]></Para> </feature> <feature type="Kitchen" width="3.05" length="3.66" units="metre"> <Heading><![CDATA[Kitchen]]></Heading> <Para><![CDATA[12' x 10' (3.66m x 3.05m) Double glazed window to the rear elevation, textured ceiling with strip lighting, range of base and wall units in Beech with brushed aluminium handles, co-ordinated working surfaces with inset stainless steel sink with mixer taps over, co-ordinated tiled splashbacks, gas and electric cooker points, large storage cupboard with shelving, power points.]]></Para> </feature> <feature type="Entrance Porch"> <Heading><![CDATA[Balcony]]></Heading> <Para><![CDATA[Views across the communal South facing garden, wrought iron balustrade.]]></Para> </feature> <feature type="Bedroom" width="3.35" length="3.96" units="metre"> <Heading><![CDATA[Bedroom One]]></Heading> <Para><![CDATA[13' 6" x 11' 5" (4.11m x 3.48m) Double glazed windows to the front and side elevations, papered ceiling with pendant light fittings and covings, single panelled radiator, power points, telephone point, security entry phone.]]></Para> </feature> <feature type="Bedroom" width="3.05" length="3.35" units="metre"> <Heading><![CDATA[Bedroom Two]]></Heading> <Para><![CDATA[11' 4" x 10' 1" (3.45m x 3.07m) Double glazed window to the front elevation, plain ceiling with centre light fitting and covings, power points.]]></Para> </feature> <feature type="bathroom"> <Heading><![CDATA[Bathroom]]></Heading> <Para><![CDATA[Obscure double glazed window to the rear elevation, textured ceiling with centre light fitting and extractor fan, suite in white comprising of low level WC, wall mounted wash hand basin and walk in shower housing 'Triton T80' electric shower, co-ordinated tiled splashbacks.]]></Para> </feature> </area> And here's the section of my template that processes it: <xsl:for-each select="area"> <li> <xsl:for-each select="feature"> <li> <h5> <xsl:value-of select="Heading"/> </h5> <xsl:value-of select="Para"/> </li> </xsl:for-each> </li> </xsl:for-each> And here's the output: Hall Communal gardens, pathway leading to PVCu double glazed communal front door to Communal Entrance Hall Plain ceiling, centre light fitting, fire door through to inner hallway, wood and glazed panelled front door to Inner Hall Plain ceiling with pendant light fitting and covings, security telephone, airing cupboard housing gas boiler serving domestic hot water and central heating, telephone point, storage cupboard housing gas and electric meters, wooden panelled doors off to all rooms. Lounge (Reception) 15' 6" x 10' 7" (4.72m x 3.23m) Window to the side and rear elevation, papered ceiling with pendant light fitting and covings, two double panelled radiators, power points, wall mounted security entry phone, TV aerial point. Kitchen 12' x 10' (3.66m x 3.05m) Double glazed window to the rear elevation, textured ceiling with strip lighting, range of base and wall units in Beech with brushed aluminium handles, co-ordinated working surfaces with inset stainless steel sink with mixer taps over, co-ordinated tiled splashbacks, gas and electric cooker points, large storage cupboard with shelving, power points. Balcony Views across the communal South facing garden, wrought iron balustrade. Bedroom One 13' 6" x 11' 5" (4.11m x 3.48m) Double glazed windows to the front and side elevations, papered ceiling with pendant light fittings and covings, single panelled radiator, power points, telephone point, security entry phone. Bedroom Two 11' 4" x 10' 1" (3.45m x 3.07m) Double glazed window to the front elevation, plain ceiling with centre light fitting and covings, power points. Bathroom Obscure double glazed window to the rear elevation, textured ceiling with centre light fitting and extractor fan, suite in white comprising of low level WC, wall mounted wash hand basin and walk in shower housing 'Triton T80' electric shower, co-ordinated tiled splashbacks. For reference, here's the entire XSLT: http://pastie.org/private/eq4gjvqoc1amg9ynyf6wzg The rest of it all outputs fine - what am I missing from the above section?

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  • PHP - My array returns NULL values when placed in a function, but works fine outside of the function

    - by orbit82
    Okay, let me see if I can explain this. I am making a newspaper WordPress theme. The theme pulls posts from categories. The front page shows multiple categories, organized as "newsboxes". Each post should show up only ONCE on the front page, even if said post is in two or more categories. To prevent posts from duplicating on the front page, I've created an array that keeps track of the individual post IDs. When a post FIRST shows up on the front page, its ID gets added to the array. Before looping through the posts for each category, the code first checks the array to see which posts have ALREADY been displayed. OK, so now remember how I said earlier that the front page shows multiple categories organized as "newsboxes"? Well, these newsboxes are called onto the front page using PHP includes. I have 6 newsboxes appearing on the front page, and the code to call them is EXACTLY the same. I didn't want to repeat the same code 6 times, so I put all of the inclusion code into a function. The function works, but the only problem is that it screws up the duplicate posts code I mentioned earlier. The posts all repeat. Running a var_dump on the $do_not_duplicate variable returns an array with null indices. Everything works PERFECTLY if I don't put the code inside a function, but once I do put them in a function it's like the arrays aren't even connecting with the posts. Here is the code with the arrays. The key variables in question here include $do_not_duplicate[] = $post-ID, $do_not_duplicate and 'post__not_in' = $do_not_duplicate <?php query_posts('cat='.$settings['cpress_top_story_category'].'&posts_per_page='.$settings['cpress_number_of_top_stories'].'');?> <?php if (have_posts()) : ?> <!--TOP STORY--> <div id="topStory"> <?php while ( have_posts() ) : the_post(); $do_not_duplicate[] = $post->ID; ?> <a href="<?php the_permalink() ?>" rel="bookmark" title="Permanent Link to <?php the_title_attribute(); ?>"><?php the_post_thumbnail('top-story-thumbnail'); ?></a> <h2 class="extraLargeHeadline"><a href="<?php the_permalink() ?>" rel="bookmark" title="Permanent Link to <?php the_title_attribute(); ?>"><?php the_title(); ?></a></h2> <div class="topStory_author"><?php cpress_show_post_author_byline(); ?></div> <div <?php post_class('topStory_entry') ?> id="post-<?php the_ID(); ?>"> <?php if($settings['cpress_excerpt_or_content_top_story_newsbox'] == "content") { the_content(); ?><a href="<?php the_permalink(); ?>" title="<?php the_title_attribute(); ?>"><span class="read_more"><?php echo $settings['cpress_more_text']; ?></span></a> <?php } else { the_excerpt(); ?><a href="<?php the_permalink(); ?>" title="<?php the_title_attribute(); ?>"><span class="read_more"><?php echo $settings['cpress_more_text']; ?></span></a> <?php }?> </div><!--/topStoryentry--> <div class="topStory_meta"><?php cpress_show_post_meta(); ?></div> <?php endwhile; wp_reset_query(); ?> <?php if(!$settings['cpress_hide_top_story_more_stories']) { ?> <!--More Top Stories--><div id="moreTopStories"> <?php $category_link = get_category_link(''.$settings['cpress_top_story_category'].''); ?> <?php if (have_posts()) : ?> <?php query_posts( array( 'cat' => ''.$settings['cpress_top_story_category'].'', 'posts_per_page' => ''.$settings['cpress_number_of_more_top_stories'].'', 'post__not_in' => $do_not_duplicate ) ); ?> <h4 class="moreStories"> <?php if($settings['cpress_make_top_story_more_stories_link']) { ?> <a href="<?php echo $category_link; ?>" title="<?php echo strip_tags($settings['cpress_top_story_more_stories_text']);?>"><?php echo strip_tags($settings['cpress_top_story_more_stories_text']);?></a><?php } else { echo strip_tags($settings['cpress_top_story_more_stories_text']); } ?> </h4> <ul> <?php while( have_posts() ) : the_post(); $do_not_duplicate[] = $post->ID; ?> <li><h2 class="mediumHeadline"><a href="<?php the_permalink() ?>" rel="bookmark" title="Permanent Link to <?php the_title_attribute(); ?>"><?php the_title(); ?></a></h2> <?php if(!$settings['cpress_hide_more_top_stories_excerpt']) { ?> <div <?php post_class('moreTopStory_postExcerpt') ?> id="post-<?php the_ID(); ?>"><?php if($settings['cpress_excerpt_or_content_top_story_newsbox'] == "content") { the_content(); ?><a href="<?php the_permalink(); ?>" title="<?php the_title_attribute(); ?>"><span class="read_more"><?php echo $settings['cpress_more_text']; ?></span></a> <?php } else { the_excerpt(); ?> <a href="<?php the_permalink(); ?>" title="<?php the_title_attribute(); ?>"><span class="read_more"><?php echo $settings['cpress_more_text']; ?></span></a> <?php }?> </div><?php } ?> <div class="moreTopStory_postMeta"><?php cpress_show_post_meta(); ?></div> </li> <?php endwhile; wp_reset_query(); ?> </ul> <?php endif;?> </div><!--/moreTopStories--> <?php } ?> <?php echo(var_dump($do_not_duplicate)); ?> </div><!--/TOP STORY--> <?php endif; ?> And here is the code that includes the newsboxes onto the front page. This is the code I'm trying to put into a function to avoid duplicating it 6 times on one page. function cpress_show_templatebitsf($tbit_num, $tbit_option) { global $tbit_path; global $shortname; $settings = get_option($shortname.'_options'); //display the templatebits (usually these will be sidebars) for ($i=1; $i<=$tbit_num; $i++) { $tbit = strip_tags($settings[$tbit_option .$i]); if($tbit !="") { include_once(TEMPLATEPATH . $tbit_path. $tbit.'.php'); } //if }//for loop unset($tbit_option); } I hope this makes sense. It's kind of a complex thing to explain but I've tried many things to fix it and have had no luck. I'm stumped. I'm hoping it's just some little thing I'm overlooking because it seems like it shouldn't be such a problem.

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  • The blogs I turn upto&hellip;

    - by DAXShekhar
    I turn around the pages of Following blogs  Satya Srikant (who is also my brother ;)) http://geekswithblogs.net/ssmantha/Default.aspx   Kamal http://kamalblogs.wordpress.com   Prabhat Samuel http://geekswithblogs.net/Prabhats/Default.aspx   Vanya Kashperuk http://kashperuk.blogspot.com/ Mfp’s two cents http://blogs.msdn.com/mfp/   ……. more to add to list … ;)

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  • Book Review: SSIS Design Patterns

    - by andyleonard
    Samuel Vanga ( Blog | @SamuelVanga ) has posted a review of our new book SSIS Design Patterns at his blog . Several of Sam’s statements struck me, but none more than this: Within a few hours of reading SQL Server 2012 Integration Services Design Patterns , it stood out that none of the authors were trying to impress by showing what they all know in SSIS. Instead, they focused on describing solutions and patterns in a great detail (exactly why I paid for). Sam mentions he could not locate the source...(read more)

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  • send variable fancybox onclick event

    - by samuel saul
    hi, i want to send href value. but its not working. function display () { $.fancybox({ 'href': 'index.php', 'width' : '75%', 'height' : '75%', 'autoScale' : false, 'transitionIn' : 'none', 'transitionOut' : 'none', 'type' : 'iframe' }); } i tryed this : function display (who) { $.fancybox({ 'href': 'index.php'+who, 'width' : '75%', 'height' : '75%', 'autoScale' : false, 'transitionIn' : 'none', 'transitionOut' : 'none', 'type' : 'iframe' }); } <a onclick="javascript:display("?id=11");" href="#" >create</a> this onclick event inside the innerhtml so its not working with '' why

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  • Mercurial extensions not working in Windows 7 x64?

    - by Samuel Meacham
    We are test driving Mercurial at work. We don't want to have to enter our user/pass each time we interact with a repository, so we set up the mercurial_keyring extension. We: Installed Python 2.6.5 (32 or 64 bit, depending on the system) Installed setuptools (for easy_install.exe) easy_install keyring easy_install mercurial_keyring And then made the appropriate changes to %userprofile%/mercurial.ini in the [auth] section. It works fine on my colleague's computer (32bit xp sp3), but it does not work on my machine (Windows 7 Ultimate x64). Also noteworthy, the setuptools had to be built from source on Win 7 x64 (python setup.py bdist_wininst, then run the resulting setuptools-0.6c11.win-amd64.exe). Using just hg.exe from the Mercurial 1.5 binary installation (the .msi), I get this error when I run hg.exe: * failed to import extension mercurial_keyring: No module named mercurial_keyring I tried to change my mercurial.ini, to specify the path to the mercurial_keyring.py file, instead of having mercurial find it (since it's in the PYTHONPATH). Old: [extensions] mercurial_keyring = New: [extensions] mercurial_keyring = c:/mercurial/extensions/mercurial_keyring.py The error changes to: abort: could not import module keyring! So while providing the path to the mercurial_keyring extension works, the dependent keyring module still cannot be found. After further investigation, it appears that NO extensions work. They all produce the error: * failed to import extension [extension name]: No module named [module name] It appears that when running hg.exe, it is not aware of PYTHONPATH. I have tried: Python 2.6.5 32 bit Python 2.6.5 64 bit Building Mercurial 1.5 from source with MinGW Building Mercurial 1.5 from source with MSVC9 Using hg.exe from the 1.5 binary dist (.msi) Using the hg.py in c:\python26\scripts when building from source Various configurations in %userprofile%/mercurial.ini Using setuptools (easy_install.exe) to install keyring and mercurial_keyring Building keyring and mercurial_keyring from source (python setup.py bdist_wininst) Nothing works. The closest I've got is using hg.py when building from source. It at least doesn't give me errors, and actually creates %userprofile%/wincrypto_pass.cfg when I enter my credentials. But on subsequent requests, it doesn't enter the credentials automatically. It prompts me for them again. Interestingly, TortoiseHG is using the keyring. I just can't get it to work on the command line. I think something is going on with Win 7 x64 that is preventing mercurial (hg.exe) from seeing the PYTHONPATH, so it can't find any of the installed modules. Does anyone have extensions working in Win 7 x64? Specifically with the binary installation of mercurial (not hg.py)?

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  • Webkit iPhone App : How to dynamically change the user zoom (or scale, pich & zoom) in the viewport

    - by Samuel Michelot
    I use JQTouch for an iPhone app. JQtouch disable by default the possibility to pinch&zoom the page. For one page (containing a big image), i need to enable the pinch & zoom feature. This is easy : var viewport = $("head meta[name=viewport]"); viewport.attr('content', 'width=320, initial-scale=1, maximum-scale=10.0, minimum-scale=1, user-scalable=1'); But after user has play with the pinch & zoom, I need to dynamically reset the zoom (scale) to the default. I tried to reset the viewport: viewport.attr('content', 'width=320, initial-scale=1.0, maximum-scale=1.0, user-scalable=0;'); After calling the above code, it's not possible to zoom anymore (because of user-scalable=0;), but it doesn't change the current scale to the default. I am looking for something like setScale(1), or to change an attribute like current-scale=1 Any idea ?

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  • Java enums: Gathering info from another enums

    - by Samuel Carrijo
    I made a similar question a few days ago, but now I have new requirements, and new challenges =). As usual, I'm using the animal enums for didactic purposes, once I don't want to explain domain-specific stuff I have a basic enum of animals, which is used by the whole zoo (I can add stuff to it, but must keep compatibility): public enum Animal { DOG, ELEPHANT, WHALE, SHRIMP, BIRD, GIRAFFE; } I need to categorize them in a few, non-related categories, like gray animals (whale (my whale is gray) and elephant), small animals (bird, shrimp and dog), sea animals (whale and shrimp). I could, as suggested in my previous questions, add a lot of booleans, like isGray, isSmall and isFromSea, but I'd like an approach where I could keep this somewhere else (so my enum doesn't need to know much). Something like: public enum Animal { DOG, ELEPHANT, WHALE, SHRIMP, BIRD, GIRAFFE; public boolean isGray() { // What comes here? } } Somewhere else public enum GrayAnimal { WHALE, ELEPHANT; } How is this possible? Am I requesting too much from Java?

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  • naming conventions for buttons in user interface

    - by Samuel
    User interface for web applications in general contain various buttons for performing CRUD operations. What would be the suggested naming convention for button labels while performing the following actions.. User creation (Add User... or Add User or Add user) Event creation (Add Event... or Add Event or Add event) View users button (List All Users or List All users or List all users ) Most of the sites seem to contain the last option (e.g. Add user) where the first alphabet in the word is capitalized and rest all are lower case). What would be a better practice here?

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  • glassfish v3.0 hangs no app is ever deployed and no error is ever shown

    - by Samuel Lopez
    I have a web app that uses JSF 2.0 with richFaces and primeFaces, hibernate and java and I use NetBeans 7.1.2 as the IDE when I run the app the glassfish server is started and the log shows this: Launching GlassFish on Felix platform Información: Running GlassFish Version: GlassFish Server Open Source Edition 3.1.2 (build 23) Información: Grizzly Framework 1.9.46 started in: 20ms - bound to [0.0.0.0:4848] Información: Grizzly Framework 1.9.46 started in: 32ms - bound to [0.0.0.0:8181] Información: Grizzly Framework 1.9.46 started in: 59ms - bound to [0.0.0.0:8080] Información: Grizzly Framework 1.9.46 started in: 32ms - bound to [0.0.0.0:3700] Información: Grizzly Framework 1.9.46 started in: 21ms - bound to [0.0.0.0:7676] Información: Registered org.glassfish.ha.store.adapter.cache.ShoalBackingStoreProxy for persistence-type = replicated in BackingStoreFactoryRegistry Información: SEC1002: Security Manager is OFF. Información: SEC1010: Entering Security Startup Service Información: SEC1143: Loading policy provider com.sun.enterprise.security.provider.PolicyWrapper. Información: SEC1115: Realm [admin-realm] of classtype [com.sun.enterprise.security.auth.realm.file.FileRealm] successfully created. Información: SEC1115: Realm [file] of classtype [com.sun.enterprise.security.auth.realm.file.FileRealm] successfully created. Información: SEC1115: Realm [certificate] of classtype [com.sun.enterprise.security.auth.realm.certificate.CertificateRealm] successfully created. Información: SEC1011: Security Service(s) Started Successfully Información: WEB0169: Created HTTP listener [http-listener-1] on host/port [0.0.0.0:8080] Información: WEB0169: Created HTTP listener [http-listener-2] on host/port [0.0.0.0:8181] Información: WEB0169: Created HTTP listener [admin-listener] on host/port [0.0.0.0:4848] Información: WEB0171: Created virtual server [server] Información: WEB0171: Created virtual server [__asadmin] Información: WEB0172: Virtual server [server] loaded default web module [] Información: Inicializando Mojarra 2.1.6 (SNAPSHOT 20111206) para el contexto '/test' Información: Hibernate Validator 4.2.0.Final Información: WEB0671: Loading application [test] at [/test] Información: CORE10010: Loading application test done in 4,885 ms Información: GlassFish Server Open Source Edition 3.1.2 (23) startup time : Felix (1,848ms), startup services(5,600ms), total(7,448ms) Información: JMX005: JMXStartupService had Started JMXConnector on JMXService URL service:jmx:rmi://SJ007:8686/jndi/rmi://SJ007:8686/jmxrmi Información: WEB0169: Created HTTP listener [http-listener-1] on host/port [0.0.0.0:8080] Información: Grizzly Framework 1.9.46 started in: 14ms - bound to [0.0.0.0:8080] Información: WEB0169: Created HTTP listener [http-listener-2] on host/port [0.0.0.0:8181] Información: Grizzly Framework 1.9.46 started in: 12ms - bound to [0.0.0.0:8181] but right there it hangs and the deploy bar keeps running but no more actions are shown, nothing else is logged either it just stays there until I stop the deploy Is there any other error log to debug glassfish server? Any thoughts? I have re installed glassfish and NetBeans but it all seems the same. I think this started happening after I had to force-restart my computer with NetBeans stil open and the app deployed, but it's hard to know for sure if this was the real catalyst. Any thoughts or help is appreciated thanks. Is it an app error? if so why no errors in the log are shown?

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  • Javascript Certification

    - by Livingston Samuel
    Is there any proper Certification for Javascript, that covers all the advanced topics of Javascript including the DOM (Document Object Model), BOM (Browser Object Model) and CSS Object Model, that can really evaluate the skills? I've no idea how to scale myself on my JS skills, so any suggestions would be beneficial.

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  • Python readability hints for a Java programmer

    - by Samuel Carrijo
    I'm a java programmer, but now entering the "realm of python" for some stuff for which Python works better. I'm quite sure a good portion of my code would look weird for a Python programmer (e.g. using parenthesis on every if). I know each language has its own conventions and set of "habits". So, from a readability standpoint what are conventions and practices which is "the way to go" in Java, but are not really the "pythonic way" to do stuff?

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  • How to secure a WCF service using NetNamedPipesBinding so that it can only be called by the current

    - by Samuel Jack
    I'm using a WCF service with the NetNamedPipesBinding to communicate between two AppDomains in my process. How do I secure the service so that it is not accessible to other users on the same machine? I have already taken the precaution of using a GUID in the Endpoint Address, so there's a little security through obscurity, but I'm looking for a way of locking the service down using ACL or something similar.

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  • Why can't c# use inline anonymous lambdas or delegates?

    - by Samuel Meacham
    I hope I worded the title of my question appropriately. In c# I can use lambdas (as delegates), or the older delegate syntax to do this: Func<string> fnHello = () => "hello"; Console.WriteLine(fnHello()); Func<string> fnHello2 = delegate() { return "hello 2"; }; Console.WriteLine(fnHello2()); So why can't I "inline" the lambda or the delegate body, and avoid capturing it in a named variable (making it anonymous)? // Inline anonymous lambda not allowed Console.WriteLine( (() => "hello inline lambda")() ); // Inline anonymous delegate not allowed Console.WriteLine( (delegate() { return "hello inline delegate"; })() ); An example that works in javascript (just for comparison) is: alert( (function(){ return "hello inline anonymous function from javascript"; })() ); Which produces the expected alert box. UPDATE: It seems you can have an inline anonymous lambda in C#, if you cast appropriately, but the amount of ()'s starts to make it unruly. // Inline anonymous lambda with appropriate cast IS allowed Console.WriteLine( ((Func<string>)(() => "hello inline anonymous lambda"))() ); Perhaps the compiler can't infer the sig of the anonymous delegate to know which Console.WriteLine() you're trying to call? Does anyone know why this specific cast is required?

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  • How can I return json from my WCF rest service (.NET 4), using Json.Net, without it being a string,

    - by Samuel Meacham
    The DataContractJsonSerializer is unable to handle many scenarios that Json.Net handles just fine when properly configured (specifically, cycles). A service method can either return a specific object type (in this case a DTO), in which case the DataContractJsonSerializer will be used, or I can have the method return a string, and do the serialization myself with Json.Net. The problem is that when I return a json string as opposed to an object, the json that is sent to the client is wrapped in quotes. Using DataContractJsonSerializer, returning a specific object type, the response is: {"Message":"Hello World"} Using Json.Net to return a json string, the response is: "{\"Message\":\"Hello World\"}" I do not want to have to eval() or JSON.parse() the result on the client, which is what I would have to do if the json comes back as a string, wrapped in quotes. I realize that the behavior is correct; it's just not what I want/need. I need the raw json; the behavior when the service method's return type is an object, not a string. So, how can I have my method return an object type, but not use the DataContractJsonSerializer? How can I tell it to use the Json.Net serializer instead? Or, is there someway to directly write to the response stream? So I can just return the raw json myself? Without the wrapping quotes? Here is my contrived example, for reference: [DataContract] public class SimpleMessage { [DataMember] public string Message { get; set; } } [ServiceContract] [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] [ServiceBehavior(InstanceContextMode = InstanceContextMode.Single)] public class PersonService { // uses DataContractJsonSerializer // returns {"Message":"Hello World"} [WebGet(UriTemplate = "helloObject")] public SimpleMessage SayHelloObject() { return new SimpleMessage("Hello World"); } // uses Json.Net serialization, to return a json string // returns "{\"Message\":\"Hello World\"}" [WebGet(UriTemplate = "helloString")] public string SayHelloString() { SimpleMessage message = new SimpleMessage() { Message = "Hello World" }; string json = JsonConvert.Serialize(message); return json; } // I need a mix of the two. Return an object type, but use the Json.Net serializer. }

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