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  • Can I use a filehandle instead of a filename for creating DBM files?

    - by Dancrumb
    I'm using MLDBM to persist some Perl data structures and I'm wondering if there's an alternative to the following: tie %hash, "MLDBM", $dbm_file, O_CREAT | O_RDWR, 0644; Primarily, I'd like to be able to use STDOUT, rather than a known file name. This could then be redirected to a file on the shell-side. I've been searching with keywords like "tie", "DBM" and "filehandle", but the hits tend to talk about tying filehandles to things, as opposed to things to filehandles. Any suggestions?

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

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  • Is it possible to open a pipe-based filehandle which prints to a variable in perl?

    - by blackkettle
    Hi, I know I can do this, ------ open(F,"",\$var); print F "something cool"; close(F); print $var; ------ or this, open(F, "| ./prog1 | ./prog2 tmp.file"); print F "something cool"; close(F); but is it possible to combine these? The semantics of what I'd like to do should be clear from the following, open(F,"|./prog1 | ./prog2", \$var); print F "something cool"; close(F); print $var; however the above clearly won't work. A few minutes of experimenting and googling seems to indicate that this is not possible, but I'd like to know if I'm stuck with using the `` to capture the output.

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  • Downloading a file from the internet with '&' in URL using wget

    - by matt_tm
    Hi, I'm trying to download a file from a URL that looks like this: http://pdf.example.com/filehandle.ashx?p1=ABC&p2=DEF.pdf Within the browser, this link prompts me to download a file called x.pdf irrespective of what DEF is (but 'x.pdf' is the right content). However using wget, I get the following: >wget.exe http://pdf.example.com/filehandle.ashx?p1=ABC&p2=DEF.pdf SYSTEM_WGETRC = c:/progra~1/wget/etc/wgetrc syswgetrc = C:\Program Files\GnuWin32/etc/wgetrc --2011-01-06 07:52:05-- http://pdf.example.com/filehandle.ashx?p1=ABC Resolving pdf.example.com... 99.99.99.99 Connecting to pdf.example.com|99.99.99.99|:80... connected. HTTP request sent, awaiting response... 500 Internal Server Error 2011-01-06 07:52:08 ERROR 500: Internal Server Error. 'p2' is not recognized as an internal or external command, operable program or batch file. This is on a Windows Vista system Edit1 >wget.exe "http://pdf.example.com/filehandle.ashx?p1=ABC&p2=DEF.pdf" SYSTEM_WGETRC = c:/progra~1/wget/etc/wgetrc syswgetrc = C:\Program Files\GnuWin32/etc/wgetrc --2011-02-06 10:18:31-- http://pdf.example.com/filehandle.ashx?p1=ABC&p2=DEF.pdf Resolving pdf.example.com... 99.99.99.99 Connecting to pdf.example.com|99.99.99.99|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 4568 (4.5K) [image/JPEG] Saving to: `filehandle.ashx@p1=ABC&p2=DEF.pdf' 100%[======================================>] 4,568 --.-K/s in 0.1s 2011-02-06 10:18:33 (30.0 KB/s) - `filehandle.ashx@p1=ABC&p2=DEF.pdf' saved [4568/4568]

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  • Get PocketC File Handle Int?

    - by Nathan Campos
    I'm now taking a look at the PocketC powerful tool, but there is an fileopen function, that generates a integer called filehandle, that is used for most of the File I/O operations of PocketC, than I want to know how to discover the int filehandle from the function? Here is my example function that I'm using at my program: fileopen("\test.txt", 0, 0x00000000); Description of int filehandle: Integer used for file operations, used as a pointer to the fileopen instruction.

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  • EDIT Control Showing Squares Instead Of Returns

    - by Nathan Campos
    I'm playing a little bit with PocketC by doing a simple text editor. But with this code to read and to display the contents of the file on the EDIT control: int filehandle; int file_len; string file_mode; initComponents() { createctrl("EDIT", "test", 2, 1, 0, 24, 70, 25, TEXTBOX); wndshow(TEXTBOX, SW_SHOW); guigetfocus(); } main() { filehandle = fileopen(OpenFileDlg("Plain Text Files (*.txt)|*.txt; All Files (*.*)|*.*"), 0, FILE_READWRITE); file_len = filegetlen(filehandle); if(filehandle == -1) { MessageBox("File Could Not Be Found!", "Error", 3, 1); } initComponents(); editset(TEXTBOX, fileread(filehandle, file_len)); } It's all ok, but my test file, now have returns: Hello, World! PocketC Test Of My Editor Then when I open this file on the editor, instead of returns, I just see two squares(that means that it's a unknown character for that control), but if I change the control to a STATIC, it does he returns ok, but I can't edit the text if I use a STATIC. Then I want to know what I need to do to do the returns instead of showing those squares.

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  • Getting Error When Opening Files

    - by Nathan Campos
    I'm developing a simple Text Editor to understand better PocketC language, then I've done this: #include "\\Storage Card\\My Documents\\PocketC\\Parrot\\defines.pc" int filehandle; int file_len; string file_mode; initComponents() { createctrl("EDIT", "test", 2, 1, 0, 24, 70, 25, TEXTBOX); wndshow(TEXTBOX, SW_SHOW); guigetfocus(); } main() { filehandle = fileopen(OpenFileDlg("Plain Text Files (*.txt)|*.txt; All Files (*.*)|*.*"), 0, FILE_READWRITE); file_len = filegetlen(filehandle); if(filehandle = -1) { MessageBox("File Could Not Be Found!", "Error", 3, 1); } initComponents(); editset(TEXTBOX, fileread(filehandle, file_len)); } Then I tried to run the application, it opens the Open File Dialog, I select a file(that is at \test.txt) that I've created with notepad, then I got my MessageBox saying that the file wans't found. Then I want to know why I'm getting this if the file is all correct? *PS: When I click to exit the MessageBox, I saw that the TextBox is displaying where the file is(I've tested with many other files, and with all I got the error and this).

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  • With regards to urllib AttributeError: 'module' object has no attribute 'urlopen'

    - by Matt
    import re import string import shutil import os import os.path import time import datetime import math import urllib from array import array import random filehandle = urllib.urlopen('http://www.google.com/') #open webpage s = filehandle.read() #read print s #display #what i plan to do with it once i get the first part working #results = re.findall('[<td style="font-weight:bold;" nowrap>$][0-9][0-9][0-9][.][0-9][0-9][</td></tr></tfoot></table>]',s) #earnings = '$ ' #for money in results: #earnings = earnings + money[1]+money[2]+money[3]+'.'+money[5]+money[6] #print earnings #raw_input() this is the code that i have so far. now i have looked at all the other forums that give solutions such as the name of the script, which is parse_Money.py, and i have tried doing it with urllib.request.urlopen AND i have tried running it on python 2.5, 2.6, and 2.7. If anybody has any suggestions it would be really welcome, thanks everyone!! --Matt ---EDIT--- I also tried this code and it worked, so im thinking its some kind of syntax error, so if anybody with a sharp eye can point it out, i would be very appreciative. import shutil import os import os.path import time import datetime import math import urllib from array import array import random b = 3 #find URL URL = raw_input('Type the URL you would like to read from[Example: http://www.google.com/] :') while b == 3: #get file name file1 = raw_input('Enter a file name for the downloaded code:') filepath = file1 + '.txt' if os.path.isfile(filepath): print 'File already exists' b = 3 else: print 'Filename accepted' b = 4 file_path = filepath #open file FileWrite = open(file_path, 'a') #acces URL filehandle = urllib.urlopen(URL) #display souce code for lines in filehandle.readlines(): FileWrite.write(lines) print lines print 'The above has been saved in both a text and html file' #close files filehandle.close() FileWrite.close()

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • Network connection on Linux

    - by Kevin
    A general question about network connection on Linux : once a network connection goes into time_wait, is it still tied to the process ? Does it still use resources like say filehandle ? Reason I ask is because once it goes into time_wait, lsof does not report it anymore. I guess that means that the network connection is no longer tied to the process and hence does not count against filehandle limit. Would like to confirm though.

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  • receive xml file via post in php

    - by thegunner
    Hi, I'm looking for a PHP script that can accept an XML file via a POST, then send a response.... Does anyone have any code that could do this? So far the only code I have is this but not sure about the response or if indeed I am even going in the right direction as XML characters are not saved correctly. Any ideas? <?php if ( $_SERVER['REQUEST_METHOD'] === 'POST' ){ $postText = file_get_contents('php://input'); } $datetime=date('ymdHis'); $xmlfile = "myfile" . $datetime . ".xml"; $FileHandle = fopen($xmlfile, 'w') or die("can't open file"); fwrite($FileHandle, $postText); fclose($FileHandle); ?> Thanks,

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  • HTML::Mason file upload

    - by marghi
    Recently I've been trying to get some files uploaded on to my server in my HTML::Mason application. All good no problems there apparently Mason a filehandle directly in the argument. The problem is that I cannot retrieve the filename from that filehandle in a elegant way. One method of resolving this issue is parsing the filename on the client before sending it to the server and placing the extracted value in a hidden field so that it gets sent upon submit. BUT that is very unsafe!

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  • read from file after calling lseek64 - Linux

    - by rursw1
    Hi, I'm trying to read a large file ( 2.0 GB). The seeking is done by lseek64, then I tried to read using read(fileHandle, buffer, bufferLength)\ pread64(fileHandle, buffer, bufferLength, offset) - but both return with -1. What could it be? Thanks in advance!

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • How can I get the name of the uploaded file in HTML::Mason?

    - by marghi
    Recently I've been trying to get some files uploaded on to my server in my HTML::Mason application. All good, no problems there. Apparently Mason returns a filehandle directly in the argument. The problem is that I cannot retrieve the filename from that filehandle in a elegant way. One method of resolving this issue is parsing the filename on the client before sending it to the server and placing the extracted value in a hidden field so that it gets sent upon submit. BUT that is very unsafe!

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  • Perl open file problem

    - by alexBrand
    I am having some trouble trying to print from a file. Any ideas? Thanks open(STDOUT,">/home/int420_101a05/shttpd/htdocs/receipt.html"); print "alex"; close(STDOUT); open(INF,"/home/int420_101a05/shttpd/htdocs/receipt.html"); $emailBody = <INF>; close(INF); print $emailBody; ERRORS: Filehandle STDOUT reopened as INF only for input at ./test.c line 6. print() on closed filehandle STDOUT at ./test.c line 9.

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  • Package management fails in update-manager with gzip problems and compilation errors. U12.04LTS

    - by HarveyP
    Similar to but not the same as Package management system corrupted. Cannot install or remove packages. U12.04LTS (an earlier problem) with package management system. Followed all of L. D. James suggestions in his answer to no avail. This time as well as the gzip error I am also getting compilation errors. The difference may be due to a lack of compilation in my earlier problem so it may be the same error. The packages concerned are enumerated in the output from update-manager below. Also included below that is the output from apt-get -f install apt-get autoremove gives same output. Tried update without SSL updates - 9 to install and got "Unhandled Error in aptdaemon". Output number 3 below. One at a time - output 4 - is for firefox, first in the list of packages. Falls over at libssl1.0.0 despite deselection of it from update ... Tried apt-get install --reinstall dpkg which succeeded, apt-get install --reinstall tar and apt-get install --reinstall gzip both of which failed at libssl1.0.0 as ever. (as suggested by Subv3rsion elsewhere in this forum) Now cannot apt-get update with complete success even after changing server and apt-get clean - output number 5 below ... 1). Output from update-manager The following packages will be upgraded:<> firefox firefox-globalmenu firefox-locale-en libavcodec-extra-53 libavformat53 libavutil-extra-51 libjson0 libpostproc52 libssl1.0.0 libswscale2 openssl 11 to upgrade, 0 to newly install, 0 to remove and 0 not to upgrade.<br> Need to get 0 B/46.5 MB of archives. After this operation, 1,416 kB of additional disk space will be used.<br> Do you want to continue [Y/n]? y debconf: Perl may be unconfigured (Bareword "gensym" not allowed while "strict subs" in use at /usr/lib/perl/5.14/IO/Handle.pm line 67. BEGIN not safe after errors--compilation aborted at /usr/lib/perl/5.14/IO/Handle.pm line 366. Compilation failed in require at /usr/lib/perl/5.14/IO/Seekable.pm line 9. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/Seekable.pm line 9. Compilation failed in require at /usr/lib/perl/5.14/IO/File.pm line 11. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/File.pm line 11. Compilation failed in require at /usr/share/perl/5.14/FileHandle.pm line 9. Compilation failed in require at (eval 1) line 3. BEGIN failed--compilation aborted at (eval 1) line 3. ) -- aborting (Reading database ... 160575 files and directories currently installed.) Preparing to replace libssl1.0.0 1.0.1-4ubuntu5.14 (using .../libssl1.0.0_1.0.1-4ubuntu5.15_i386.deb) ... Unpacking replacement libssl1.0.0 ... dpkg-deb (subprocess): data: internal gzip read error: '<fd:4>: data error' dpkg-deb: error: subprocess <decompress> returned error exit status 2 dpkg: error processing /var/cache/apt/archives/libssl1.0.0_1.0.1-4ubuntu5.15_i386.deb (--unpack):<br> subprocess dpkg-deb --fsys-tarfile returned error exit status 2 No apport report written because MaxReports has already been reached Bareword "gensym" not allowed while "strict subs" in use at /usr/lib/perl/5.14/IO/Handle.pm line 67. BEGIN not safe after errors--compilation aborted at /usr/lib/perl/5.14/IO/Handle.pm line 366. Compilation failed in require at /usr/lib/perl/5.14/IO/Seekable.pm line 9. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/Seekable.pm line 9. Compilation failed in require at /usr/lib/perl/5.14/IO/File.pm line 11. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/File.pm line 11. Compilation failed in require at /usr/share/perl/5.14/FileHandle.pm line 9. Compilation failed in require at /usr/share/perl5/Debconf/Template.pm line 8. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Template.pm line 8. Compilation failed in require at /usr/share/perl5/Debconf/Question.pm line 8. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Question.pm line 8. Compilation failed in require at /usr/share/perl5/Debconf/Config.pm line 7. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Config.pm line 7. Compilation failed in require at /usr/share/perl5/Debconf/Log.pm line 10. Compilation failed in require at /usr/share/perl5/Debconf/Db.pm line 7. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Db.pm line 7. Compilation failed in require at /usr/share/debconf/frontend line 6. BEGIN failed--compilation aborted at /usr/share/debconf/frontend line 6. dpkg: error whale cleanang up: subprgcess installed post-installation script returned error exit status 2 Errors were encountered while processing: /var/cache/apt/archives/libssl1.0.0_1.0.1-4ubuntu5.15_i386.deb E: Sub-process /usr/bin/dpkg returned an error code (1) 2). Output from install -f harveyp@harveyp:~$ sudo apt-get -f install [sudo] password for harveyp: Reading package lists... Done Building dependency tree Reading state information... Done 0 to upgrade, 0 to newly install, 0 to remove and 11 not to upgrade. 1 not fully installed or removed.<br> After this operation, 0 B of additional disk space will be used. E: Internal Error, No file name for libssl1.0.0 3). Unhandled error from aptdaemon Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 1045, in _simulate trans.unauthenticated = self.__simulate(trans) File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 1160, in __simulate unauthenticated = self._get_unauthenticated() File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 347, in _get_unauthenticated for pkg in self._iterate_packages(): File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 1356, in _iterate_packages for enum, pkg in enumerate(self._cache): File "/usr/lib/python2.7/dist-packages/apt/cache.py", line 216, in __iter__ yield self[pkgname] File "/usr/lib/python2.7/dist-packages/apt/cache.py", line 201, in __getitem__ pkg = self._weakref[key] = Package(self, self._cache[key]) KeyError: 'librqrcode-rubq-doc 4). output from update of firefox installArchives() failed: Error in function: < Setting up libssl1.0.0 (1.0.1-4ubuntu5.14) ... Bareword "gensym" not allowed while "strict subs" in use at /usr/lib/perl/5.14/IO/Handle.pm line 67. BEGIN not safe after errors--compilation aborted at /usr/lib/perl/5.14/IO/Handle.pm line 366. Compilation failed in require at /usr/lib/perl/5.14/IO/Seekable.pm line 9. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/Seekable.pm line 9. Compilation failed in require at /usr/lib/perl/5.14/IO/File.pm line 11. BEGIN failed--compilation aborted at /usr/lib/perl/5.14/IO/File.pm line 11. Compilation failed in require at /usr/share/perl/5.14/FileHandle.pm line 9. Compilation failed in require at /usr/share/perl5/Debconf/Template.pm line 8. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Template.pm line 8. Compilation failed in require at /usr/share/perl5/Debconf/Question.pm line 8. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Question.pm line 8. Compilation failed in require at /usr/share/perl5/Debconf/Config.pm line 7. BEGIN failed--compilation aborted at /usr/share/perl5/Debconf/Config.pm line 7. Compilation failed in require at /usr/share/perl5/Debconf/Log.pm line 10. 5. output from apt-get update ...snip ... Hit http://ubuntu-archive.mirrors.free.org precise-security/multiverse Translation-en Hit http://ubuntu-archive.mirrors.free.org precise-security/restricted Translation-en Hit http://ubuntu-archive.mirrors.free.org precise-security/universe Translation-en Fetched 368 kB in 6s (59.5 kB/s) W: Failed to fetch gzip:/var/lib/apt/lists/partial/ubuntu-archive.mirrors.free.org_ubuntu_dists_precise_universe_source_Sources Hash Sum mismatch E: Some index files failed to download. They have been ignored, or old ones used instead.

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  • Accents in uploaded file being replaced with '?'

    - by Katfish
    I am building a data import tool for the admin section of a website I am working on. The data is in both French and English, and contains many accented characters. Whenever I attempt to upload a file, parse the data, and store it in my MySQL database, the accents are replaced with '?'. I have text files containing data (charset is iso-8859-1) which I upload to my server using CodeIgniter's file upload library. I then read the file in PHP. My code is similar to this: $this->upload->do_upload() $data = array('upload_data' => $this->upload->data()); $fileHandle = fopen($data['upload_data']['full_path'], "r"); while (($line = fgets($fileHandle)) !== false) { echo $line; } This produces lines with accents replaced with '?'. Everything else is correct. If I download my uploaded file from my server over FTP, the charset is still iso-8850-1, but a diff reveals that the file has changed. However, if I open the file in TextEdit, it displays properly. I attempted to use PHP's stream_encoding method to explicitly set my file stream to iso-8859-1, but my build of PHP does not have the method. After running out of ideas, I tried wrapping my strings in both utf8_encode and utf8_decode. Neither worked. If anyone has any suggestions about things I could try, I would be extremely grateful.

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  • Can't start my Windows XP Virtual Machine: Insufficient Disk Space

    - by Rob
    Okay, I currently have a server with two virtual machines installed on it, a CentOS5.4 and a Windows XP. I was remote desktopping the Windows XP chatting on IRC, and all of a sudden I lost connection. I checked with my HyperVisor and tried to restart it, and it won't start at all. It's giving me this error: Message from server0297.serverpool.gnet.ba: Failed to extend swap file (fileHandle 16414) from 0 KB to 524288 KB: No space left on device. Could not power on VM : No space left on device. Failed to power on VM info 4/17/2010 9:49:20 PM root Basically I bought the set up from a host, he installed the HyperVisor and the VirtualMachines, and honestly I don't really know what I'm doing. I've looked at some of the settings, and I can't figure it out. If you need any additional information, I'll try to provide it. The CentOS5.4 is still starting and working flawlessly, if that's relevant.

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  • Realtime file-level mirroring from local NTFS to network drive

    - by hurfdurf
    We have some data collection machines running WinXP. After a new file is written, we would like to immediately copy the new file to network storage (a NetApp CIFS share) automagically. We need realtime or near realtime copies generated (copy upon filehandle close would be fine -- these are not long-running system logs). Two commercial applications I've found so far are MirrorFile and IBM's Tivoli CDP. Are there any reliable open source programs or simple ways to get Shadow Copy to do something similar? Bonus points if it runs as a service.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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