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  • CascadingDropDown jQuery Plugin for ASP.NET MVC

    - by rajbk
    CascadingDropDown is a jQuery plugin that can be used by a select list to get automatic population using AJAX. A sample ASP.NET MVC project is attached at the bottom of this post.   Usage The code below shows two select lists : <select id="customerID" name="customerID"> <option value="ALFKI">Maria Anders</option> <option value="ANATR">Ana Trujillo</option> <option value="ANTON">Antonio Moreno</option> </select>   <select id="orderID" name="orderID"> </select> When a customer is selected in the first select list, the second list will auto populate itself with the following code: $("#orderID").CascadingDropDown("#customerID", '/Sales/AsyncOrders'); Internally, an AJAX post is made to ‘/Sales/AsyncOrders’ with the post body containing  customerID=[selectedCustomerID]. This executes the action AsyncOrders on the SalesController with signature AsyncOrders(string customerID).  The AsyncOrders method returns JSON which is then used to populate the select list. The JSON format expected is shown below : [{ "Text": "John", "Value": "10326" }, { "Text": "Jane", "Value": "10801" }] Details $(targetID).CascadingDropDown(sourceID, url, settings) targetID The ID of the select list that will auto populate.  sourceID The ID of the select list, which, on change, causes the targetID to auto populate. url The url to post to Options promptText Text for the first item in the select list Default : -- Select -- loadingText Optional text to display in the select list while it is being loaded. Default : Loading.. errorText Optional text to display if an error occurs while populating the list Default: Error loading data. postData Data you want posted to the url in place of the default Example : { postData : { customerID : $(‘#custID’), orderID : $(‘#orderID’) }} will cause customerID=ALFKI&orderID=2343 to be sent as the POST body. Default: A text string obtained by calling serialize on the sourceID onLoading (event) Raised before the list is populated. onLoaded (event) Raised after the list is populated, The code below shows how to “animate” the  select list after load. Example using custom options: $("#orderID").CascadingDropDown("#customerID", '/Sales/AsyncOrders', { promptText: '-- Pick an Order--', onLoading: function () { $(this).css("background-color", "#ff3"); }, onLoaded: function () { $(this).animate({ backgroundColor: '#ffffff' }, 300); } }); To return JSON from our action method, we use the Json ActionResult passing in an IEnumerable<SelectListItem>. public ActionResult AsyncOrders(string customerID) { var orders = repository.GetOrders(customerID).ToList().Select(a => new SelectListItem() { Text = a.OrderDate.HasValue ? a.OrderDate.Value.ToString("MM/dd/yyyy") : "[ No Date ]", Value = a.OrderID.ToString(), }); return Json(orders); } Sample Project using VS 2010 RTM NorthwindCascading.zip

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  • Monitor SQL Server Replication Jobs

    - by Yaniv Etrogi
    The Replication infrastructure in SQL Server is implemented using SQL Server Agent to execute the various components involved in the form of a job (e.g. LogReader agent job, Distribution agent job, Merge agent job) SQL Server jobs execute a binary executable file which is basically C++ code. You can download all the scripts for this article here SQL Server Job Schedules By default each of job has only one schedule that is set to Start automatically when SQL Server Agent starts. This schedule ensures that when ever the SQL Server Agent service is started all the replication components are also put into action. This is OK and makes sense but there is one problem with this default configuration that needs improvement  -  if for any reason one of the components fails it remains down in a stopped state.   Unless you monitor the status of each component you will typically get to know about such a failure from a customer complaint as a result of missing data or data that is not up to date at the subscriber level. Furthermore, having any of these components in a stopped state can lead to more severe problems if not corrected within a short time. The action required to improve on this default settings is in fact very simple. Adding a second schedule that is set as a Daily Reoccurring schedule which runs every 1 minute does the trick. SQL Server Agent’s scheduler module knows how to handle overlapping schedules so if the job is already being executed by another schedule it will not get executed again at the same time. So, in the event of a failure the failed job remains down for at most 60 seconds. Many DBAs are not aware of this capability and so search for more complex solutions such as having an additional dedicated job running an external code in VBS or another scripting language that detects replication jobs in a stopped state and starts them but there is no need to seek such external solutions when what is needed can be accomplished by T-SQL code. SQL Server Jobs Status In addition to the 1 minute schedule we also want to ensure that key components in the replication are enabled so I can search for those components by their Category, and set their status to enabled in case they are disabled, by executing the stored procedure MonitorEnableReplicationAgents. The jobs that I typically have handled are listed below but you may want to extend this, so below is the query to return all jobs along with their category. SELECT category_id, name FROM msdb.dbo.syscategories ORDER BY category_id; Distribution Cleanup LogReader Agent Distribution Agent Snapshot Agent Jobs By default when a publication is created, a snapshot agent job also gets created with a daily schedule. I see more organizations where the snapshot agent job does not need to be executed automatically by the SQL Server Agent  scheduler than organizations who   need a new snapshot generated automatically. To assure this setting is in place I created the stored procedure MonitorSnapshotAgentsSchedules which disables snapshot agent jobs and also deletes the job schedule. It is worth mentioning that when the publication property immediate_sync is turned off then the snapshot files are not created when the Snapshot agent is executed by the job. You control this property when the publication is created with a parameter called @immediate_sync passed to sp_addpublication and for an existing publication you can use sp_changepublication. Implementation The scripts assume the existence of a database named PerfDB. Steps: Run the scripts to create the stored procedures in the PerfDB database. Create a job that executes the stored procedures every hour. -- Verify that the 1_Minute schedule exists. EXEC PerfDB.dbo.MonitorReplicationAgentsSchedules @CategoryId = 10; /* Distribution */ EXEC PerfDB.dbo.MonitorReplicationAgentsSchedules @CategoryId = 13; /* LogReader */ -- Verify all replication agents are enabled. EXEC PerfDB.dbo.MonitorEnableReplicationAgents @CategoryId = 10; /* Distribution */ EXEC PerfDB.dbo.MonitorEnableReplicationAgents @CategoryId = 13; /* LogReader */ EXEC PerfDB.dbo.MonitorEnableReplicationAgents @CategoryId = 11; /* Distribution clean up */ -- Verify that Snapshot agents are disabled and have no schedule EXEC PerfDB.dbo.MonitorSnapshotAgentsSchedules; Want to read more of about replication? Check at my replication posts at my blog.

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  • Introducing the Oracle Linux Playground yum repo

    - by wcoekaer
    We just introduced a new yum repository/channel on http://public-yum.oracle.com called the playground channel. What we started doing is the following: When a new stable mainline kernel is released by Linus or GregKH, we internally build RPMs to test it and do some QA work around it to keep track of what's going on with the latest development kernels. It helps us understand how performance moves up or down and if there are issues, we try to help look into them and of course send that stuff back upstream. Many Linux users out there are interested in trying out the latest features but there are some potential barriers to do this. (1) in general, you are looking at an upstream development distribution, which means that everything changes both in userspace(random applications) and kernel. Projects like Fedora are very useful and someone that wants to just see how the entire distribution evolves with all the changes, this is a great way to be current. A drawback here, though, is that if you have applications that are not part of the distribution, there's a lot of manual work involved or they might just not work because the changes are too drastic. The introduction of systemd is a good example. (2) when you look at many of our customers, that are interested in our database products or applications, the starting point of having a supported/certified userspace/distribution, like Oracle Linux, is a much easier way to get your feet wet in seeing what new/future Linux kernel enhancements could do. This is where the playground channel comes into play. When you install Oracle Linux 6 (which anyone can download and use from http://edelivery.oracle.com/linux), grab the latest public yum repository file http://public-yum.oracle.com/public-yum-ol6.repo, put it in /etc/yum.repos.d and enable the playground repo : [ol6_playground_latest] name=Latest mainline stable kernel for Oracle Linux 6 ($basearch) - Unsupported baseurl=http://public-yum.oracle.com/repo/OracleLinux/OL6/playground/latest/$basearch/ gpgkey=http://public-yum.oracle.com/RPM-GPG-KEY-oracle-ol6 gpgcheck=1 enabled=1 Now, all you need to do : type yum update and you will be downloading the latest stable kernel which will install cleanly on Oracle Linux 6. Thus you end up with a stable Linux distribution where you can install all your software, and then download the latest stable kernel (at time of writing this is 3.6.7) without having to recompile a kernel, without having to jump through hoops. There is of course a big, very important disclaimer this is NOT for PRODUCTION use. We want to try and help make it easy for people that are interested, from a user perspective, where the Linux kernel is going and make it easy to install and use it and play around with new features. Without having to learn how to compile a kernel and without necessarily having to install a complete new distribution with all the changes top to bottom. So we don't or won't introduce any new userspace changes, this project really is around making it easy to try out the latest upstream Linux kernels in a very easy way on an environment that's stable and you can keep current, since all the latest errata for Oracle Linux 6 are published on the public yum repo as well. So one repository location for all your current changes and the upstream kernels. We hope that this will get more users to try out the latest kernel and report their findings. We are always interested in understanding stability and performance characteristics. As new features are going into the mainline kernel, that could potentially be interesting or useful for various products, we will try to point them out on our blogs and give an example on how something can be used so you can try it out for yourselves. Anyway, I hope people will find this useful and that it will help increase interested in upstream development beyond reading lkml by some of the more non-kernel-developer types.

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  • InputText inside Primefaces dataTable is not refreshed

    - by robson
    I need to have inputTexts inside datatable when form is in editable mode. Everything works properly except form cleaning with immediate="true" (without form validation). Then primefaces datatable behaves unpredictable. After filling in datatable with new data - it still stores old values. Short example: test.xhtml <h:body> <h:form id="form"> <p:dataTable var="v" value="#{test.list}" id="testTable"> <p:column headerText="Test value"> <p:inputText value="#{v}"/> </p:column> </p:dataTable> <h:dataTable var="v" value="#{test.list}" id="testTable1"> <h:column> <f:facet name="header"> <h:outputText value="Test value" /> </f:facet> <p:inputText value="#{v}" /> </h:column> </h:dataTable> <p:dataTable var="v" value="#{test.list}" id="testTable2"> <p:column headerText="Test value"> <h:outputText value="#{v}" /> </p:column> </p:dataTable> <p:commandButton value="Clear" actionListener="#{test.clear()}" immediate="true" update=":form:testTable :form:testTable1 :form:testTable2"/> <p:commandButton value="Update" actionListener="#{test.update()}" update=":form:testTable :form:testTable1 :form:testTable2"/> </h:form> </h:body> And java: import java.io.Serializable; import java.util.ArrayList; import java.util.List; import javax.annotation.PostConstruct; import javax.faces.bean.ViewScoped; import javax.inject.Inject; import javax.inject.Named; @Named @ViewScoped public class Test implements Serializable { private static final long serialVersionUID = 1L; private List<String> list; @PostConstruct private void init(){ update(); } public List<String> getList() { return list; } public void setList(List<String> list) { this.list = list; } public void clear() { list = new ArrayList<String>(); } public void update() { list = new ArrayList<String>(); list.add("Item 1"); list.add("Item 2"); } } In the example above I have 3 configurations: 1. p:dataTable with p:inputText 2. h:dataTable with p:inputText 3. p:dataTable with h:outputText And 2 buttons: first clears data, second applies data Workflow: 1. Try to change data in inputTexts in p:dataTable and h:dataTable 2. Clear data of list (arrayList of string) - click "clear" button (imagine that you click cancel on form because you don't want to store data to database) 3. Load new data - click "update" button (imagine that you are openning new form with new data) Question: Why p:dataTable with p:inputText still stores manually changed data, not the loaded ones? Is there any way to force p:dataTable to behaving like h:dataTable in this case?

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • Cisco ASA5505 8.2 Multiple Outside IP to Multiple Inside IP

    - by GriffJ
    Trying to setup ASA5505. Semi working but having issues with accessing services from the outside. ASA5505 Basic License, Version 8.2. (plus upgrade to unlimited inside hosts). Alert: I'm a Cisco Noob. 321.321.39.X is a place holder for privacy. I came up with this config and tested it tonight. ASA Version 8.2(1) ! hostname <removed> domain-name <removed> enable password <removed> encrypted passwd <removed> encrypted names ! interface Vlan1 nameif inside security-level 100 ip address 172.21.36.1 255.255.252.0 ! interface Vlan2 nameif outside security-level 0 ip address 321.321.39.10 255.255.255.248 ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 ! interface Ethernet0/4 ! interface Ethernet0/5 ! interface Ethernet0/6 ! interface Ethernet0/7 ! ftp mode passive dns server-group DefaultDNS domain-name <removed> access-list outside_inbound extended permit tcp any host 321.321.39.10 eq pptp access-list outside_inbound extended permit tcp any host 321.321.39.11 eq https access-list outside_inbound extended permit tcp any host 321.321.39.11 eq 993 access-list outside_inbound extended permit tcp any host 321.321.39.11 eq smtp access-list outside_inbound extended permit tcp any host 321.321.39.11 eq 1001 access-list outside_inbound extended permit tcp any host 321.321.39.11 eq 465 access-list outside_inbound extended permit tcp any host 321.321.39.11 eq domain access-list outside_inbound extended permit udp any eq domain host 321.321.39.11 eq domain access-list outside_inbound extended permit tcp any host 321.321.39.12 eq www access-list outside_inbound extended permit tcp any host 321.321.39.12 eq https access-list outside_inbound extended permit tcp any host 321.321.39.13 eq www access-list outside_inbound extended permit tcp any host 321.321.39.13 eq https access-list outside_inbound extended permit icmp any any echo-reply access-list outside_inbound extended permit icmp any any source-quench access-list outside_inbound extended permit icmp any any unreachable access-list outside_inbound extended permit icmp any any time-exceeded access-list outside_inbound extended permit icmp any any traceroute access-list outside_inbound extended permit icmp any any echo pager lines 24 logging asdm informational mtu inside 1500 mtu outside 1500 icmp unreachable rate-limit 1 burst-size 1 no asdm history enable arp timeout 14400 global (outside) 2 321.321.39.11-321.321.39.14 netmask 255.255.255.248 global (outside) 1 interface nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) tcp interface pptp 172.21.37.20 pptp netmask 255.255.255.255 static (inside,outside) 321.321.39.11 172.21.37.14 netmask 255.255.255.255 static (inside,outside) 321.321.39.12 172.21.37.24 netmask 255.255.255.255 static (inside,outside) 321.321.39.13 172.21.37.17 netmask 255.255.255.255 access-group outside_inbound in interface outside route outside 0.0.0.0 0.0.0.0 321.321.39.9 1 route inside 192.168.15.0 255.255.255.0 172.21.36.52 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 dynamic-access-policy-record DfltAccessPolicy http server enable http 172.21.36.0 255.255.252.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 telnet 172.21.36.0 255.255.252.0 inside telnet timeout 60 ssh timeout 5 console timeout 0 threat-detection basic-threat threat-detection statistics access-list no threat-detection statistics tcp-intercept webvpn ! class-map inspection_default match default-inspection-traffic ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum 512 policy-map global_policy class inspection_default inspect dns preset_dns_map inspect ftp inspect h323 h225 inspect h323 ras inspect rsh inspect rtsp inspect sqlnet inspect skinny inspect sunrpc inspect xdmcp inspect sip inspect netbios inspect tftp inspect pptp inspect ipsec-pass-thru inspect http ! service-policy global_policy global prompt hostname context The servers that had static forwards did not have any outside network access. couldn't ping google.com for instance. mail server couldn't Domain POP the Barracuda spam filter from our ISP etc. So after doing some reading I removed the statics for 172.21.37.11, 12 and 13, and replaced those three with what's below.. static (inside,outside) tcp 321.321.39.11 https 172.21.37.14 https netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.11 993 172.21.37.14 993 netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.11 smtp 172.21.37.14 smtp netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.11 1001 172.21.37.14 1001 netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.11 465 172.21.37.14 465 netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.11 domain 172.21.37.14 domain netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.12 www 172.21.37.24 www netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.12 https 172.21.37.24 https netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.13 www 172.21.37.17 www netmask 255.255.255.255 static (inside,outside) tcp 321.321.39.13 https 172.21.37.17 https netmask 255.255.255.255 Now the servers (for instance 172.21.37.14) could ping the outside world again. Mail started flowing (Domain POP was successful) etc. etc. But I forgot to check if webmail worked from the outside admittedly. But the webservers at 172.21.37.17 and 172.21.37.24 still didn't respond from the outside world. Although I was able to PPTP VPN in on 321.321.39.10 (interface) which is the outside interface IP address. and it is static mapped to 172.21.37.20. So I'm thinking there must be something wrong with NAT somewhere? no response from 321.321.39.11 to 321.321.39.14.. Could anyone look over the config and please let me know what I've done wrong? Is there something I've missed? well obviously but.. please help! Thank you.

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  • Is it possible to override List accessors in Grails domain classes?

    - by Ali G
    If I have a List in a Grails domain class, is there a way to override the addX() and removeX() accessors to it? In the following example, I'd expect MyObject.addThing(String) to be called twice. In fact, the output is: Adding thing: thing 2 class MyObject { static hasMany = [things: String] List things = [] void addThing(String newThing) { println "Adding thing: ${newThing}" things << newThing } } class BootStrap { def init = { servletContext -> MyObject o = new MyObject().save() o.things << 'thing 1' o.addThing('thing 2') } def destroy = { } }

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  • Can I pass a querystring that translates to a List<int> on the server?

    - by Denis Hoctor
    Hi all, I'm writing a Google Maps app that requests data from the server using jQuery's $.ajax() to send the request to my MVC Contoller. This control expects a List for the category types. What should the querystring look like for this? I've tried http://localhost:9090/mapamenities?amenityTypes=1,5 http://localhost:9090/mapamenities?amenityTypes=[1,5] with no luck. The SearchRquest attribute I'm trying to bind to is public List AmenityTypes { get; set; } Thanks Denis

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  • Anyone have a current list of what BizSpark offers?

    - by chobo2
    Hi I am looking at bizspark but the page with the software seems outdated. I am wondering if anyone has a current list or can confirm if that is the current list. http://www.bizspark.com/v2/Programs/Pages/BizSpark_Software_and_Tools.aspx Like it still say you get Vs 2008? How about 2010? What version of 2010? How many licenses?

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  • How can I sort just part of a list using vb .net?

    - by Eyal
    In VB .Net, the Generics Lists have a sort function that accepts IComparer or Comparison. I'd like to sort just part of list. Hopefully I can specify the start index, count of elements to sort, and a lambda function. It looks like you can only use lambda functions to do this if you're sorting the entire list. Is that right or did I miss something?

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  • Where can I find a list of pushViewController transitions?

    - by barfoon
    Hey everyone, Where can I find a list of transitions for bringing a new Viewcontroller onto the stack. My line of code is: [peoplePicker pushViewController:myDetail transition:6]; after selecting a contact. Where can I find a list of transitions, and why does "6" work correctly? Also I get a warning with this code saying it may not respond to transition, even though it produces the transition correctly. What is the proper way to do these animations? Thanks,

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  • Get a list/tuple/dict of the arguments passed to a function?

    - by digitala
    Given the following function: def foo(a, b, c): pass How would one obtain a list/tuple/dict/etc of the arguments passed in, without having to build the structure myself? Specifically, I'm looking for Python's version of JavaScript's arguments keyword or PHP's func_get_args() method. What I'm not looking for is a solution using *args or **kwargs; I need to specify the argument names in the function definition (to ensure they're being passed in) but within the function I want to work with them in a list- or dict-style structure.

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  • Ant MXMLC task with arbitrary list of source/lib paths?

    - by sascha
    Does anyone know of a way to use the mxmlc task of the Flex Ant tasks with a user-definable list of source path or library paths? The idea is that the user can define an arbitrary list of source paths and/or library (swc) paths into an Ant properties file and the build file takes these values and evaluates them for use in the mxmlc task. Just wondering if there are any tricks (maybe utilizing filtering/string replacing) to get this working?

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  • How can I get a list of licenses from intalled RPMs?

    - by Peter
    We've been asked to list all the software and licenses used in our organization. Without deciding the value of this request, I'd like to get my Fedora laptop to answer the question easily. rpm -qa Gives me a list of packages, but no license data. My next step is to take that output and write a script to query each package's license. Anyone got an easier idea?

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  • How to sort a list in Scala by two fields?

    - by Twistleton
    how to sort a list in Scala by two fields, in this example I will sort by lastName and firstName? case class Row(var firstName: String, var lastName: String, var city: String) var rows = List(new Row("Oscar", "Wilde", "London"), new Row("Otto", "Swift", "Berlin"), new Row("Carl", "Swift", "Paris"), new Row("Hans", "Swift", "Dublin"), new Row("Hugo", "Swift", "Sligo")) rows.sortBy(_.lastName) I try things like this rows.sortBy(_.lastName + _.firstName) but it doesn't work. So I be curious for a good and easy solution. Thanks in advance! Pongo

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  • What color to use in owner-draw Windows List Control background?

    - by Mark Ransom
    I have an owner-drawn list control in my Windows program. I use CListCtrl::GetBkColor to get the background color, and for a selected item I use GetSysColor(COLOR_HIGHLIGHT). This matches what Windows uses for non owner drawn list controls, except for the case where the control doesn't have focus - then the background is replaced with gray. Does Windows use one of the GetSysColor constants for the selected but unfocused background? If so, which one?

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