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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Can a loosely typed language be considered true object oriented?

    - by user61852
    Can a loosely typed programming language like PHP be really considered object oriented? I mean, the methods don't have returning types and method parameters has no declared type either. Doesn't class design require methods to have a return type? Don't methods signatures have specifically-typed parameters? How can OOP techniques help you code in PHP if you always have to check the types of parameters received because the language doesn't enforce types? Please, if I'm wrong, explain it to me. When you design things using UML, then code classes in PHP with no return-typed methods and no-type parameters... Is the code really compliant with the UML design? You spend time designing the architecture of your software, then the compiler doesn't force the programmer to follow your design while coding, letting he/she assign any object variable to any other variable with no "type-mismatch" warning.

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • Sphere Texture Mapping shows visible seams

    - by AvengerDr
    As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have been duplicated. However there still is a visible seam. Here is how I calculate the UV coordinates: float longitude = (float)Math.Atan2(normal.X, -normal.Z); float latitude = (float)Math.Acos(normal.Y); float u = (float)(longitude / (Math.PI * 2.0) + 0.5); float v = (float)(latitude / Math.PI); Is this a problem in the coordinates or a mipmapping issue?

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • NHibernate mapping one table on two classes with where selection

    - by Rene Schulte
    We would like to map a single table on two classes with NHibernate. The mapping has to be dynamically depending on the value of a column. Here's a simple example to make it a bit clearer: We have a table called Person with the columns id, Name and Sex. The data from this table should be mapped either on the class Male or on the class Female depending on the value of the column Sex. In Pseudocode: create instance of Male with data from table Person where Person.Sex = 'm'; create instance of Female with data from table Person where Person.Sex = 'f'; The benefit is we have strongly typed domain models and can later avoid switch statements. Is this possible with NHibernate or do we have to map the Person table into a flat Person class first? Then afterwards we would have to use a custom factory method that takes a flat Person instance and returns a Female or Male instance. Would be good if NHibernate (or another library) can handle this.

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • How to order a HasMany collection by a child property with Fluent NHibernate mapping

    - by Geoff Hardy
    I am using Fluent NHibernate to map the following classes: public abstract class DomainObject { public virtual int Id { get; protected internal set; } } public class Attribute { public virtual string Name { get; set; } } public class AttributeRule { public virtual Attribute Attribute { get; set; } public virtual Station Station { get; set; } public virtual RuleTypeId RuleTypeId { get; set; } } public class Station : DomainObject { public virtual IList<AttributeRule> AttributeRules { get; set; } public Station() { AttributeRules = new List<AttributeRule>(); } } My Fluent NHibernate mappings look like this: public class AttributeMap : ClassMap<Attribute> { public AttributeMap() { Id(o => o.Id); Map(o => o.Name); } } public class AttributeRuleMap : ClassMap<AttributeRule> { public AttributeRuleMap() { Id(o => o.Id); Map(o => o.RuleTypeId); References(o => o.Attribute).Fetch.Join(); References(o => o.Station); } } public class StationMap : ClassMap<Station> { public StationMap() { Id(o => o.Id); HasMany(o => o.AttributeRules).Inverse(); } } I would like to order the AttributeRules list on Station by the Attribute.Name property, but doing the following does not work: HasMany(o => o.AttributeRules).Inverse().OrderBy("Attribute.Name"); I have not found a way to do this yet in the mappings. I could create a IQuery or ICriteria to do this for me, but ideally I would just like to have the AttributeRules list sorted when I ask for it. Any advice on how to do this mapping?

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Fluent | Nhibernate multiple inheritance mapping?

    - by Broken Pipe
    I'm trying to map this classes: public interface IBusinessObject { Guid Id { get; set; } } public class Product { public virtual Guid Id { get; set; } public virtual int ProductTypeId { get; set; } } public class ProductWeSell : Product, IBusinessObject { } public class ProductWeDontSell : Product { } Using this Fluent mapping code: public class IBusinessObjectMap : ClassMap<IBusinessObject> { public IBusinessObjectMap() { Id(t => t.Id).GeneratedBy.Guid(); Table("BusinessObject"); } } public class ProductMap : ClassMap<Product> { public ProductMap() { Id(t => t.Id); DiscriminateSubClassesOnColumn("ProductTypeId", "null").Nullable(); } } public class ProductWeSellMap : SubclassMap<ProductWeSell> { public ProductWeSellMap() { DiscriminatorValue(1); KeyColumn("Id"); } } public class ProductWeDontSellMap : SubclassMap<ProductWeDontSell> { public ProductWeDontSellMap() { DiscriminatorValue(2); KeyColumn("Id"); } } But I get {"Duplicate class/entity mapping ProductWeSell"} error. And if we take a look at generated HBM, indeed it's duplicated, but i have no idea how to write this mapping without duplicating it if it's possible at all. Produced hbm: <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" name="IBusinessObject" table="BusinessObject"> <joined-subclass name="ProductWeSell" table="ProductWeSell"/> </class> </hibernate-mapping> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" discriminator-value="null" name="Product" table="Product"> <discriminator type="String"> <column name="ProductTypeId" not-null="false" /> </discriminator> <subclass name="ProductWeDontSell" discriminator-value="2" /> <subclass name="ProductWeSell" discriminator-value="1" /> </class> </hibernate-mapping> So far I was unable to figure out how to map this using fluent Nhibernate (i haven't tried mapping this using hmb files). Any help appreciated Fluent or HBM files. The thing I'm trying to solve look identical to this topic: NHibernate inheritance mapping question

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • fluent nHibernate mapping of subclassed structure

    - by Codezy
    I have a workflow class that has a collection of phases, each phase has a collection of tasks. You can design a workflow that will be used by many engagements. When used in engagement I want to be able to add properties to each class (workflow, phase, and task). For example a task in the designer does not have people assigned, but a task in an engagement would need extra properties like who is assigned to it. I have tried many different approaches using subclasses or interfaces but I just can't get it to map the way I want. Currently I have the engagement level versions as subclasses, but I can't get Engagement phases to map to engagement workflows. Public Class WorkflowMapping Inherits ClassMap(Of Workflow) Sub New() Id(Function(x As Workflow) x.Id).Column("Workflow_Id").GeneratedBy.Identity() Map(Function(x As Workflow) x.Description) Map(Function(x As Workflow) x.Generation) Map(Function(x As Workflow) x.IsActive) HasMany(Function(x As Workflow) x.Phases).Cascade.All() End Sub End Class Public Class EngagementWorkflowMapping Inherits SubclassMap(Of EngagementWorkflow) Sub New() Map(Function(x As EngagementWorkflow) x.ClientNo) Map(Function(x As EngagementWorkflow) x.EngagementNo) End Sub End Class How would you approach mapping this in fluent (or hbm) so that you could load just the workflow base class when designing the flow, or the engagement subclass versions of each when being used by an engagement?

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  • I don't get object-oriented programming

    - by Joel J. Adamson
    Note: this question is an edited excerpt from a blog posting I wrote a few months ago. After placing a link to the blog in a comment on Programmers.SE someone requested that I post a question here so that they could answer it. This posting is my most popular, as people seem to type "I don't get object-oriented programming" into Google a lot. Feel free to answer here, or in a comment at Wordpress. What is object-oriented programming? No one has given me a satisfactory answer. I feel like you will not get a good definition from someone who goes around saying “object” and “object-oriented” with his nose in the air. Nor will you get a good definition from someone who has done nothing but object-oriented programming. No one who understands both procedural and object-oriented programming has ever given me a consistent idea of what an object-oriented program actually does. Can someone please give me their ideas of the advantages of object-oriented programming?

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  • I don't get object-oriented programming

    - by Joel J. Adamson
    Note: this question is an edited excerpt from a blog posting I wrote a few months ago. After placing a link to the blog in a comment on Programmers.SE someone requested that I post a question here so that they could answer it. This posting is my most popular, as people seem to type "I don't get object-oriented programming" into Google a lot. Feel free to answer here, or in a comment at Wordpress. What is object-oriented programming? No one has given me a satisfactory answer. I feel like you will not get a good definition from someone who goes around saying “object” and “object-oriented” with his nose in the air. Nor will you get a good definition from someone who has done nothing but object-oriented programming. No one who understands both procedural and object-oriented programming has ever given me a consistent idea of what an object-oriented program actually does. Can someone please give me their ideas of the advantages of object-oriented programming?

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  • hibernate fail mapping two tables

    - by sebbalex
    Hi guys, I'd like to understand how it is possible: Until I was working with one table everything worked fine, when I have mapped another table it fails as shown below: Glassfish start: INFO: configuring from resource: /hibernate.cfg.xml INFO: Configuration resource: /hibernate.cfg.xml INFO: Reading mappings from resource : hibernate_centrale.hbm.xml //first table INFO: Mapping class: com.italtel.patchfinder.objects.centrale - centrale INFO: Reading mappings from resource : hibernate_impianti.hbm.xml //second table INFO: Mapping class: com.italtel.patchfinder.objects.Impianto - impianti INFO: Configured SessionFactory: null INFO: schema update complete INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ group by centrale0_.name INFO: Hibernate: select centrale0_.id as id0_, centrale0_.name as name0_, centrale0_.impianto as impianto0_, centrale0_.servizio as servizio0_ from centrale centrale0_ where centrale0_.name='ANCONA' order by centrale0_.name asc //Error org.hibernate.hql.ast.QuerySyntaxException: impianti is not mapped [from impianti where impianto='SD' order by modulo asc] at org.hibernate.hql.ast.util.SessionFactoryHelper.requireClassPersister(SessionFactoryHelper.java:181) ..... config: table1 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.Impianto" table="impianti"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="impianto"/> <property name="modulo"/> </class> </hibernate-mapping> table2 <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping> <class name="com.italtel.patchfinder.objects.centrale" table="centrale"> <id column="id" name="id"> <generator class="increment"/> </id> <property name="name"/> <property name="impianto"/> <property name="servizio"/> </class> </hibernate-mapping> connection stuff ... <property name="hbm2ddl.auto">update</property> <mapping resource="hibernate_centrale.hbm.xml"/> <mapping resource="hibernate_impianti.hbm.xml"/> </session-factory> </hibernate-configuration> Class: public List loadAll() { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale group by name").list(); } public List<centrale> loadImplants(String centrale) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from centrale where name='" + centrale + "' order by name asc").list(); } public List<Impianto> loadModules(String implant) { Session session = sessionFactory.getCurrentSession(); session.beginTransaction(); return session.createQuery("from impianti where impianto='" + implant + "' order by modulo asc").list(); } } Do you have some advice? Thanks in advance

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • "[object Object]" passed instead of the actual object as parameter

    - by Andrew Latham
    I am using Heroku with a Ruby on Rails application, and running from Safari. I have the following Ajax call: $.ajax({ type : 'POST', url : '/test_page', data : {stuff: arr1}, dataType : 'script' }); arr1 is supposed to be an array of objects. There's a console.log right before that, and it is: [Object, Object, Object, Object, Object, ...] However, I got an error on the server side when I made this ajax call. The logs showed 2012-10-01T03:13:34+00:00 app[web.1]: Parameters: {"stuff"=>"[object Object]"} 2012-10-01T03:13:34+00:00 app[web.1]: WARNING: Can't verify CSRF token authenticity 2012-10-01T03:13:34+00:00 app[web.1]: NoMethodError (undefined method `to_hash' for "[object Object]":String): 2012-10-01T03:13:34+00:00 app[web.1]: Completed 500 Internal Server Error in 1ms I'm unable to replicate the error. It's really confusing to me - what would cause that string to sometimes be passed to the server instead of the object?

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  • nHibernate storage of an object with self referencing many children and many parents

    - by AdamC
    I have an object called MyItem that references children in the same item. How do I set up an nhibernate mapping file to store this item. public class MyItem { public virtual string Id {get;set;} public virtual string Name {get;set;} public virtual string Version {get;set;} public virtual IList<MyItem> Children {get;set;} } So roughly the hbm.xml would be: <class name="MyItem" table="tb_myitem"> <id name="Id" column="id" type="String" length="32"> <generator class="uuid.hex" /> </id> <property name="Name" column="name" /> <property name="Version" column="version" /> <bag name="Children" cascade="all-delete-orphan" lazy="false"> <key column="children_id" /> <one-to-many class="MyItem" not-found="ignore"/> </bag> </class> This wouldn't work I don't think. Perhaps I need to create another class, say MyItemChildren and use that as the Children member and then do the mapping in that class? This would mean having two tables. One table holds the MyItem and the other table holds references from my item. NOTE: A child item could have many parents.

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  • Should I create an Enum mapping to my database table

    - by CrazyHorse
    I have a database table containing a list of systems relevant to the tool I am building, mostly in-house applications, or third-party systems we receive data from. This table is added to infrequently, approx every 2 months. One of these systems is Windows itself, which is where we store our users' LANs, and I now need to explicitly reference the ID relating to Windows to query for user name, team etc. I know it would be bad practice to embed the ID itself into the code, so my question is what would be the best way to avoid this? I'm assuming my options are: create a global constant representing this ID create a global enum containing all systems now create a global enum and add systems to it as & when they are required in the code retrieve the ID from the database based on system name I appreciate this may seem a trivial question, but I am going to have many situations like this during the course of this build, and although we are in complete control of the database I would like to conform to best practice as far as possible. Many thanks!

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  • in MSSQL Server 2005 Dev Edition, I faced index corruption

    - by tranhuyhung
    Hi all, When running stored procedures in MSSQL Server, I found it failed and the DBMS (MSSQL Server 2005 Dev Edition) notified that some indexes are corrupted. Please advice me, here below is DBCC logs: DBCC results for 'itopup_dev'. Service Broker Msg 9675, State 1: Message Types analyzed: 14. Service Broker Msg 9676, State 1: Service Contracts analyzed: 6. Service Broker Msg 9667, State 1: Services analyzed: 3. Service Broker Msg 9668, State 1: Service Queues analyzed: 3. Service Broker Msg 9669, State 1: Conversation Endpoints analyzed: 0. Service Broker Msg 9674, State 1: Conversation Groups analyzed: 0. Service Broker Msg 9670, State 1: Remote Service Bindings analyzed: 0. DBCC results for 'sys.sysrowsetcolumns'. There are 1148 rows in 14 pages for object "sys.sysrowsetcolumns". DBCC results for 'sys.sysrowsets'. There are 187 rows in 2 pages for object "sys.sysrowsets". DBCC results for 'sysallocunits'. There are 209 rows in 3 pages for object "sysallocunits". DBCC results for 'sys.sysfiles1'. There are 2 rows in 1 pages for object "sys.sysfiles1". DBCC results for 'sys.syshobtcolumns'. There are 1148 rows in 14 pages for object "sys.syshobtcolumns". DBCC results for 'sys.syshobts'. There are 187 rows in 2 pages for object "sys.syshobts". DBCC results for 'sys.sysftinds'. There are 0 rows in 0 pages for object "sys.sysftinds". DBCC results for 'sys.sysserefs'. There are 209 rows in 1 pages for object "sys.sysserefs". DBCC results for 'sys.sysowners'. There are 15 rows in 1 pages for object "sys.sysowners". DBCC results for 'sys.sysprivs'. There are 135 rows in 1 pages for object "sys.sysprivs". DBCC results for 'sys.sysschobjs'. There are 817 rows in 21 pages for object "sys.sysschobjs". DBCC results for 'sys.syscolpars'. There are 2536 rows in 71 pages for object "sys.syscolpars". DBCC results for 'sys.sysnsobjs'. There are 1 rows in 1 pages for object "sys.sysnsobjs". DBCC results for 'sys.syscerts'. There are 0 rows in 0 pages for object "sys.syscerts". DBCC results for 'sys.sysxprops'. There are 12 rows in 4 pages for object "sys.sysxprops". DBCC results for 'sys.sysscalartypes'. There are 27 rows in 1 pages for object "sys.sysscalartypes". DBCC results for 'sys.systypedsubobjs'. There are 0 rows in 0 pages for object "sys.systypedsubobjs". DBCC results for 'sys.sysidxstats'. There are 466 rows in 15 pages for object "sys.sysidxstats". DBCC results for 'sys.sysiscols'. There are 616 rows in 6 pages for object "sys.sysiscols". DBCC results for 'sys.sysbinobjs'. There are 23 rows in 1 pages for object "sys.sysbinobjs". DBCC results for 'sys.sysobjvalues'. There are 1001 rows in 376 pages for object "sys.sysobjvalues". DBCC results for 'sys.sysclsobjs'. There are 14 rows in 1 pages for object "sys.sysclsobjs". DBCC results for 'sys.sysrowsetrefs'. There are 0 rows in 0 pages for object "sys.sysrowsetrefs". DBCC results for 'sys.sysremsvcbinds'. There are 0 rows in 0 pages for object "sys.sysremsvcbinds". DBCC results for 'sys.sysxmitqueue'. There are 0 rows in 0 pages for object "sys.sysxmitqueue". DBCC results for 'sys.sysrts'. There are 1 rows in 1 pages for object "sys.sysrts". DBCC results for 'sys.sysconvgroup'. There are 0 rows in 0 pages for object "sys.sysconvgroup". DBCC results for 'sys.sysdesend'. There are 0 rows in 0 pages for object "sys.sysdesend". DBCC results for 'sys.sysdercv'. There are 0 rows in 0 pages for object "sys.sysdercv". DBCC results for 'sys.syssingleobjrefs'. There are 317 rows in 2 pages for object "sys.syssingleobjrefs". DBCC results for 'sys.sysmultiobjrefs'. There are 3607 rows in 37 pages for object "sys.sysmultiobjrefs". DBCC results for 'sys.sysdbfiles'. There are 2 rows in 1 pages for object "sys.sysdbfiles". DBCC results for 'sys.sysguidrefs'. There are 0 rows in 0 pages for object "sys.sysguidrefs". DBCC results for 'sys.sysqnames'. There are 91 rows in 1 pages for object "sys.sysqnames". DBCC results for 'sys.sysxmlcomponent'. There are 93 rows in 1 pages for object "sys.sysxmlcomponent". DBCC results for 'sys.sysxmlfacet'. There are 97 rows in 1 pages for object "sys.sysxmlfacet". DBCC results for 'sys.sysxmlplacement'. There are 17 rows in 1 pages for object "sys.sysxmlplacement". DBCC results for 'sys.sysobjkeycrypts'. There are 0 rows in 0 pages for object "sys.sysobjkeycrypts". DBCC results for 'sys.sysasymkeys'. There are 0 rows in 0 pages for object "sys.sysasymkeys". DBCC results for 'sys.syssqlguides'. There are 0 rows in 0 pages for object "sys.syssqlguides". DBCC results for 'sys.sysbinsubobjs'. There are 0 rows in 0 pages for object "sys.sysbinsubobjs". DBCC results for 'TBL_BONUS_TEMPLATES'. There are 0 rows in 0 pages for object "TBL_BONUS_TEMPLATES". DBCC results for 'TBL_ROLE_PAGE_GROUP'. There are 18 rows in 1 pages for object "TBL_ROLE_PAGE_GROUP". DBCC results for 'TBL_BONUS_LEVELS'. There are 0 rows in 0 pages for object "TBL_BONUS_LEVELS". DBCC results for 'TBL_SUPERADMIN'. There are 1 rows in 1 pages for object "TBL_SUPERADMIN". DBCC results for 'TBL_ADMIN_ROLES'. There are 11 rows in 1 pages for object "TBL_ADMIN_ROLES". DBCC results for 'TBL_ADMIN_USER_ROLE'. There are 42 rows in 1 pages for object "TBL_ADMIN_USER_ROLE". DBCC results for 'TBL_BONUS_CALCULATION_HISTORIES'. There are 0 rows in 0 pages for object "TBL_BONUS_CALCULATION_HISTORIES". DBCC results for 'TBL_MERCHANT_MOBILES'. There are 0 rows in 0 pages for object "TBL_MERCHANT_MOBILES". DBCC results for 'TBL_ARCHIVE_EXPORTED_SOFTPINS'. There are 16030918 rows in 35344 pages for object "TBL_ARCHIVE_EXPORTED_SOFTPINS". DBCC results for 'TBL_ARCHIVE_LOGS'. There are 280 rows in 2 pages for object "TBL_ARCHIVE_LOGS". DBCC results for 'TBL_ADMIN_USERS'. There are 29 rows in 1 pages for object "TBL_ADMIN_USERS". DBCC results for 'TBL_SYSTEM_ALERT_GROUPS'. There are 4 rows in 1 pages for object "TBL_SYSTEM_ALERT_GROUPS". DBCC results for 'TBL_EXPORTED_TRANSACTIONS'. There are 7848 rows in 89 pages for object "TBL_EXPORTED_TRANSACTIONS". DBCC results for 'TBL_SYSTEM_ALERTS'. There are 968 rows in 9 pages for object "TBL_SYSTEM_ALERTS". DBCC results for 'TBL_SYSTEM_ALERT_GROUP_MEMBERS'. There are 1 rows in 1 pages for object "TBL_SYSTEM_ALERT_GROUP_MEMBERS". DBCC results for 'TBL_ESTIMATED_TIME'. There are 11 rows in 1 pages for object "TBL_ESTIMATED_TIME". DBCC results for 'TBL_SYSTEM_ALERT_MEMBERS'. There are 0 rows in 1 pages for object "TBL_SYSTEM_ALERT_MEMBERS". DBCC results for 'TBL_COMMISSIONS'. There are 10031 rows in 106 pages for object "TBL_COMMISSIONS". DBCC results for 'TBL_CATEGORIES'. There are 3 rows in 1 pages for object "TBL_CATEGORIES". DBCC results for 'TBL_SERVICE_PROVIDERS'. There are 11 rows in 1 pages for object "TBL_SERVICE_PROVIDERS". DBCC results for 'TBL_CATEGORY_SERVICE_PROVIDER'. There are 11 rows in 1 pages for object "TBL_CATEGORY_SERVICE_PROVIDER". DBCC results for 'TBL_PRODUCTS'. There are 73 rows in 6 pages for object "TBL_PRODUCTS". DBCC results for 'TBL_MERCHANT_KEYS'. There are 291 rows in 30 pages for object "TBL_MERCHANT_KEYS". DBCC results for 'TBL_POS_UNLOCK_KEYS'. There are 0 rows in 0 pages for object "TBL_POS_UNLOCK_KEYS". DBCC results for 'TBL_POS'. There are 0 rows in 0 pages for object "TBL_POS". DBCC results for 'TBL_IMPORT_BATCHES'. There are 3285 rows in 84 pages for object "TBL_IMPORT_BATCHES". DBCC results for 'TBL_IMPORT_KEYS'. There are 2 rows in 1 pages for object "TBL_IMPORT_KEYS". DBCC results for 'TBL_PRODUCT_COMMISSION_TEMPLATES'. There are 634 rows in 4 pages for object "TBL_PRODUCT_COMMISSION_TEMPLATES". DBCC results for 'TBL_POS_SETTLE_TRANSACTIONS'. There are 0 rows in 0 pages for object "TBL_POS_SETTLE_TRANSACTIONS". DBCC results for 'TBL_CHANGE_KEY_SOFTPINS'. There are 0 rows in 1 pages for object "TBL_CHANGE_KEY_SOFTPINS". DBCC results for 'TBL_POS_RETURN_TRANSACTIONS'. There are 0 rows in 0 pages for object "TBL_POS_RETURN_TRANSACTIONS". DBCC results for 'TBL_POS_SOFTPINS'. There are 0 rows in 0 pages for object "TBL_POS_SOFTPINS". DBCC results for 'TBL_POS_MENUS'. There are 0 rows in 0 pages for object "TBL_POS_MENUS". DBCC results for 'TBL_COMMISSION_TEMPLATES'. There are 23 rows in 1 pages for object "TBL_COMMISSION_TEMPLATES". DBCC results for 'TBL_DOWNLOAD_TRANSACTIONS'. There are 170820 rows in 1789 pages for object "TBL_DOWNLOAD_TRANSACTIONS". DBCC results for 'TBL_IMPORT_TEMP_SOFTPINS'. There are 0 rows in 1 pages for object "TBL_IMPORT_TEMP_SOFTPINS". DBCC results for 'TBL_REGIONS'. There are 2 rows in 1 pages for object "TBL_REGIONS". DBCC results for 'TBL_SOFTPINS'. There are 9723677 rows in 126611 pages for object "TBL_SOFTPINS". DBCC results for 'sysdiagrams'. There are 0 rows in 0 pages for object "sysdiagrams". DBCC results for 'TBL_SYNCHRONIZE_TRANSACTIONS'. There are 9302 rows in 53 pages for object "TBL_SYNCHRONIZE_TRANSACTIONS". DBCC results for 'TBL_SALEMEN'. There are 32 rows in 1 pages for object "TBL_SALEMEN". DBCC results for 'TBL_RESERVATION_SOFTPINS'. There are 131431 rows in 1629 pages for object "TBL_RESERVATION_SOFTPINS". DBCC results for 'TBL_SYNCHRONIZE_TRANSACTION_ITEMS'. There are 5345 rows in 16 pages for object "TBL_SYNCHRONIZE_TRANSACTION_ITEMS". DBCC results for 'TBL_ACCOUNTS'. There are 1 rows in 1 pages for object "TBL_ACCOUNTS". DBCC results for 'TBL_SYNCHRONIZE_TRANSACTION_SOFTPIN'. There are 821988 rows in 2744 pages for object "TBL_SYNCHRONIZE_TRANSACTION_SOFTPIN". *DBCC results for 'TBL_EXPORTED_SOFTPINS'. Msg 8928, Level 16, State 1, Line 1 Object ID 1716917188, index ID 1, partition ID 72057594046119936, alloc unit ID 72057594050838528 (type In-row data): Page (1:677314) could not be processed. See other errors for details. Msg 8939, Level 16, State 7, Line 1 Table error: Object ID 1716917188, index ID 1, partition ID 72057594046119936, alloc unit ID 72057594050838528 (type In-row data), page (1:677314). Test (m_freeData = PAGEHEADSIZE && m_freeData <= (UINT)PAGESIZE - m_slotCnt * sizeof (Slot)) failed. Values are 15428 and 7240. There are 2267937 rows in 6133 pages for object "TBL_EXPORTED_SOFTPINS". CHECKDB found 0 allocation errors and 2 consistency errors in table 'TBL_EXPORTED_SOFTPINS' (object ID 1716917188).* DBCC results for 'TBL_DOWNLOAD_SOFTPINS'. There are 7029404 rows in 17999 pages for object "TBL_DOWNLOAD_SOFTPINS". DBCC results for 'TBL_MERCHANT_BALANCE_CREDIT_PAID'. There are 0 rows in 0 pages for object "TBL_MERCHANT_BALANCE_CREDIT_PAID". DBCC results for 'TBL_ARCHIVE_SOFTPINS'. There are 44015040 rows in 683692 pages for object "TBL_ARCHIVE_SOFTPINS". DBCC results for 'TBL_ACCOUNT_BALANCE_LOGS'. There are 0 rows in 0 pages for object "TBL_ACCOUNT_BALANCE_LOGS". DBCC results for 'TBL_BLOCK_BATCHES'. There are 23 rows in 1 pages for object "TBL_BLOCK_BATCHES". DBCC results for 'TBL_BLOCK_BATCH_SOFTPIN'. There are 396 rows in 1 pages for object "TBL_BLOCK_BATCH_SOFTPIN". DBCC results for 'TBL_MERCHANTS'. There are 290 rows in 22 pages for object "TBL_MERCHANTS". DBCC results for 'TBL_DOWNLOAD_TRANSACTION_ITEMS'. There are 189296 rows in 1241 pages for object "TBL_DOWNLOAD_TRANSACTION_ITEMS". DBCC results for 'TBL_BLOCK_BATCH_CONDITIONS'. There are 23 rows in 1 pages for object "TBL_BLOCK_BATCH_CONDITIONS". DBCC results for 'TBL_SP_ADVERTISEMENTS'. There are 6 rows in 1 pages for object "TBL_SP_ADVERTISEMENTS". DBCC results for 'TBL_SERVER_KEYS'. There are 1 rows in 1 pages for object "TBL_SERVER_KEYS". DBCC results for 'TBL_ARCHIVE_DOWNLOAD_SOFTPINS'. There are 27984122 rows in 60773 pages for object "TBL_ARCHIVE_DOWNLOAD_SOFTPINS". DBCC results for 'TBL_ACCOUNT_BALANCE_REQUESTS'. There are 0 rows in 0 pages for object "TBL_ACCOUNT_BALANCE_REQUESTS". DBCC results for 'TBL_MERCHANT_TERMINALS'. There are 633 rows in 4 pages for object "TBL_MERCHANT_TERMINALS". DBCC results for 'TBL_SP_PREFIXES'. There are 6 rows in 1 pages for object "TBL_SP_PREFIXES". DBCC results for 'TBL_DIRECT_TOPUP_TRANSACTIONS'. There are 43 rows in 1 pages for object "TBL_DIRECT_TOPUP_TRANSACTIONS". DBCC results for 'TBL_MERCHANT_BALANCE_REQUESTS'. There are 19367 rows in 171 pages for object "TBL_MERCHANT_BALANCE_REQUESTS". DBCC results for 'TBL_ACTION_LOGS'. There are 133714 rows in 1569 pages for object "TBL_ACTION_LOGS". DBCC results for 'sys.queue_messages_1977058079'. There are 0 rows in 0 pages for object "sys.queue_messages_1977058079". DBCC results for 'sys.queue_messages_2009058193'. There are 0 rows in 0 pages for object "sys.queue_messages_2009058193". DBCC results for 'TBL_CODES'. There are 98 rows in 1 pages for object "TBL_CODES". DBCC results for 'TBL_MERCHANT_BALANCE_LOGS'. There are 183498 rows in 3178 pages for object "TBL_MERCHANT_BALANCE_LOGS". DBCC results for 'TBL_MERCHANT_CHANNEL_TEMPLATE'. There are 397 rows in 2 pages for object "TBL_MERCHANT_CHANNEL_TEMPLATE". DBCC results for 'sys.queue_messages_2041058307'. There are 0 rows in 0 pages for object "sys.queue_messages_2041058307". DBCC results for 'TBL_VNPTEPAY'. There are 0 rows in 0 pages for object "TBL_VNPTEPAY". DBCC results for 'TBL_PAGE_GROUPS'. There are 10 rows in 1 pages for object "TBL_PAGE_GROUPS". DBCC results for 'TBL_PAGE_GROUP_PAGE'. There are 513 rows in 2 pages for object "TBL_PAGE_GROUP_PAGE". DBCC results for 'TBL_ACCOUNT_CHANNEL_TEMPLATE'. There are 0 rows in 0 pages for object "TBL_ACCOUNT_CHANNEL_TEMPLATE". DBCC results for 'TBL_PAGES'. There are 148 rows in 3 pages for object "TBL_PAGES". CHECKDB found 0 allocation errors and 2 consistency errors in database 'itopup_dev'. repair_allow_data_loss is the minimum repair level for the errors found by DBCC CHECKDB (itopup_dev). DBCC execution completed. If DBCC printed error messages, contact your system administrator.

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