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  • Issue while trying to give a floating effect to a footer bar in IE

    - by Shailesh
    Hi, I'm trying to put a footer bar at the bottom of the browser no matter what the length of the content is. The footer bar should always be visible to the user and should be on the top layer. Following is my code: <html> <head> <style type="text/css"> #wrapper { width: 910px; margin: 0 auto; padding: 0px 20px 50px 20px; text-align: left; } #footer-wrapper { -moz-background-clip:border; -moz-background-inline-policy:continuous; -moz-background-origin:padding; bottom:0; clear:both; font-size:11px !important; left:0; position:fixed; white-space:nowrap; width:100%; z-index:8000; } </style> <script> var counter = 0; function addContent(ctr) { document.getElementById(ctr).innerHTML=document.getElementById (ctr).innerHTML+" dynaContent"+counter; counter++; } </script> </head> <body> <div> <div><input type="button" onclick="addContent('wrapper')" value="Add dynaContent" /></div> <div id="wrapper" style="color:#FFFFFF; background-color: #111111;"> STATIC TEXT - HEADER-WRAPPER </div> <div style="color:#FFFFFF;background-color: #555555;">STATIC TEXT - FOOTER-WRAPPER</div> </div> </body> </html> It's working fine in Mozilla Firefox and giving the intended results, but, in IE, the footer bar always sticks just under the header. Please help. Thanks in advance, Shailesh.

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  • 1180: Call to a possibly undefined method addEventListener

    - by Chris
    I'm going through some AS3 training, but I'm getting a weird error... I'm trying to add an event listener to the end of a motion tween in AS. I've created a tween, highlighted the frames, right clicked and copied the tween as AS and pasted it into the movie clip (I think there's a better way to do this, but I'm not sure what it is...) When I try to add the listener to the end of that code, I get the error. Here's my code. import fl.motion.AnimatorFactory; import fl.motion.MotionBase; import fl.motion.Motion; import flash.filters.*; import flash.geom.Point; import fl.motion.MotionEvent; import fl.events.*; var __motion_Enemy_3:MotionBase; if(__motion_Enemy_3 == null) { __motion_Enemy_3 = new Motion(); __motion_Enemy_3.duration = 30; // Call overrideTargetTransform to prevent the scale, skew, // or rotation values from being made relative to the target // object's original transform. // __motion_Enemy_3.overrideTargetTransform(); // The following calls to addPropertyArray assign data values // for each tweened property. There is one value in the Array // for every frame in the tween, or fewer if the last value // remains the same for the rest of the frames. __motion_Enemy_3.addPropertyArray("x", [0]); __motion_Enemy_3.addPropertyArray("y", [0]); __motion_Enemy_3.addPropertyArray("scaleX", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]); __motion_Enemy_3.addPropertyArray("scaleY", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]); __motion_Enemy_3.addPropertyArray("skewX", [0]); __motion_Enemy_3.addPropertyArray("skewY", [0]); __motion_Enemy_3.addPropertyArray("rotationConcat", [0]); __motion_Enemy_3.addPropertyArray("blendMode", ["normal"]); __motion_Enemy_3.addPropertyArray("cacheAsBitmap", [false]); __motion_Enemy_3.addEventListener(MotionEvent.MOTION_END, hurtPlayer); // Create an AnimatorFactory instance, which will manage // targets for its corresponding Motion. var __animFactory_Enemy_3:AnimatorFactory = new AnimatorFactory(__motion_Enemy_3); __animFactory_Enemy_3.transformationPoint = new Point(0.499558, 0.500000); // Call the addTarget function on the AnimatorFactory // instance to target a DisplayObject with this Motion. // The second parameter is the number of times the animation // will play - the default value of 0 means it will loop. // __animFactory_Enemy_3.addTarget(<instance name goes here>, 0); } function hurtPlayer(event:MotionEvent):void { this.parent.removeChild(this); } I've tried a few places for it, both with the animFactory_Enemy_3 variable and the motion_Enemy_3 variable - getting the same error both times.

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  • Flash: How to preload upcoming SWF while current one plays

    - by pthesis
    I have a Flash slideshow that plays SWFs listed in an XML file. I would like to have the upcoming SWF load while the current one displays. I've tried all sorts of combinations of LoadMovie and LoadMovieNum, including creating an empty movie clip, but there's something I'm just not getting. Right now, after making the first round through all the files, it transitions smoothly from slide to slide, but I'd like for it to preload so that it transitions without the "Loading..." screen the first time around. It can be viewed here: slideshow Where should I put the LoadMovie line to load the next file (image[p+1]), and how should it look? function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = []; description = []; total = xmlNode.childNodes.length; for (i=0; i<total; i++) { image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue; description[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue; } firstImage(); } else { content = "file not loaded!"; } } xmlData = new XML(); xmlData.ignoreWhite = true; xmlData.onLoad = loadXML; xmlData.load("xmlfile.xml"); ///////////////////////////////////// back_btn.onRelease = function () { backImage(); }; next_btn.onRelease = function () { nextImage(); }; p = 0; function nextImage() { if (p<(total-1)) { p++; trace(this); _root.mc_loadfile.loadMovie (image[p]); _root.movie_name.text = image[p]; next_btn._visible = true; back_btn._visible = true; if (getBytesLoaded() == getBytesTotal()) slideshow(); } else if (p == (total-1)) { p = 0; firstImage(); } } function backImage() { clearInterval(myInterval); if (p>0) { --p; _root.mc_loadfile.loadMovie (image[p]); _root.movie_name.text = image[p]; next_btn._visible = true; if (p != 0) { back_btn._visible = true; } else { back_btn._visible = false; } slideshow(); } } I'd appreciate any help.

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  • How to make item view render rich (html) text in PyQt?

    - by Giorgio Gelardi
    I'm trying to translate code from this thread in python: import sys from PyQt4.QtCore import * from PyQt4.QtGui import * __data__ = [ "Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.", "Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.", "Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.", "Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." ] def get_html_box(text): return '''<table border="0" width="100%"><tr width="100%" valign="top"> <td width="1%"><img src="softwarecenter.png"/></td> <td><table border="0" width="100%" height="100%"> <tr><td><b><a href="http://www.google.com">titolo</a></b></td></tr> <tr><td>{0}</td></tr><tr><td align="right">88/88/8888, 88:88</td></tr> </table></td></tr></table>'''.format(text) class HTMLDelegate(QStyledItemDelegate): def paint(self, painter, option, index): model = index.model() record = model.listdata[index.row()] doc = QTextDocument(self) doc.setHtml(get_html_box(record)) doc.setTextWidth(option.rect.width()) painter.save() ctx = QAbstractTextDocumentLayout.PaintContext() ctx.clip = QRectF(0, option.rect.top(), option.rect.width(), option.rect.height()) dl = doc.documentLayout() dl.draw(painter, ctx) painter.restore() def sizeHint(self, option, index): model = index.model() record = model.listdata[index.row()] doc = QTextDocument(self) doc.setHtml(get_html_box(record)) doc.setTextWidth(option.rect.width()) return QSize(doc.idealWidth(), doc.size().height()) class MyListModel(QAbstractListModel): def __init__(self, parent=None, *args): super(MyListModel, self).__init__(parent, *args) self.listdata = __data__ def rowCount(self, parent=QModelIndex()): return len(self.listdata) def data(self, index, role=Qt.DisplayRole): return index.isValid() and QVariant(self.listdata[index.row()]) or QVariant() class MyWindow(QWidget): def __init__(self, *args): super(MyWindow, self).__init__(*args) # listview self.lv = QListView() self.lv.setModel(MyListModel(self)) self.lv.setItemDelegate(HTMLDelegate(self)) self.lv.setResizeMode(QListView.Adjust) # layout layout = QVBoxLayout() layout.addWidget(self.lv) self.setLayout(layout) if __name__ == "__main__": app = QApplication(sys.argv) w = MyWindow() w.show() sys.exit(app.exec_()) Element's size and position are not calculated correctly I guess, perhaps because I haven't understand at all the style related parts from original code. Can someone help me?

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  • How do I make a GUI that behaves like this?

    - by Karl Knechtel
    This is difficult to explain without illustration, so - behold, an illustration, cobbled together from screenshots of a few hello-world examples and a lot of Paint work: I have started out using Windows Forms on .NET (via IronPython, but that shouldn't be important), and haven't been able to figure out very much. GUI libraries in general are very intimidating, simply because every class has so many possible attributes. Documentation is good at explaining what everything does, but not so good at helping you figure out what you need. I will be assembling the GUI dynamically, but I'm not expecting that to be the hard part. The sticking points for me right now are: How do I get text labels to size themselves automatically to the width of the contained text (so that the text doesn't clip, and I also don't reserve unnecessary space for them when resizing the window)? How do I make the vertical scrollbar always appear? Setting the VScroll property (why is this protected when AutoScroll is public, BTW?) doesn't seem to do anything. How come the horizontal scrollbar is not added by AutoScroll when contents are laid out vertically (via Dock = DockStyle.Top)? I can use a minimum size for panels to prevent the label and corresponding control from overlapping when the window is shrunk horizontally, but then the scrollbar doesn't appear and the control is inaccessible. How can I put limits on window resizing (e.g. set a minimum width) without disabling it completely? (Just set minimum/maximum sizes for the Form?) Related to that, is there any way to set minimum/maximum widths or heights without setting a minimum/maximum size (i.e. can I constrain the size in only one dimension)? Is there a built-in control suitable for hex editing or am I going to have to build something myself? ... And should I be using something else (perhaps something more capable?) I've heard WPF mentioned, but I understand that this involves XML and I really want to build a GUI from XML - I already have data in an object graph, and doing some kind of weird XML pseudo-serialization (in Python, no less!) in order to create a GUI seems incredibly roundabout.

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  • IntentService android download and return file to Activity

    - by Andrew G
    I have a fairly tricky situation that I'm trying to determine the best design for. The basics are this: I'm designing a messaging system with a similar interface to email. When a user clicks a message that has an attachment, an activity is spawned that shows the text of that message along with a paper clip signaling that there is an additional attachment. At this point, I begin preloading the attachment so that when the user clicks on it - it loads more quickly. currently, when the user clicks the attachment, it prompts with a loading dialog until the download is complete at which point it loads a separate attachment viewer activity, passing in the bmp byte array. I don't ever want to save attachments to persistent storage. The difficulty I have is in supporting rotation as well as home button presses etc. The download is currently done with a thread and handler setup. Instead of this, I'd like the flow to be the following: User loads message as before, preloading begins of attachment as before (invisible to user). When the user clicks on the attachment link, the attachment viewer activity is spawned right away. If the download was done, the image is displayed. If not, a dialog is shown in THIS activity until it is done and can be displayed. Note that ideally the download never restarts or else I've wasted cycles on the preload. Obviously I need some persistent background process that is able to keep downloading and is able to call back to arbitrarily bonded Activities. It seems like the IntentService almost fits my needs as it does its work in a background thread and has the Service (non UI) lifecycle. However, will it work for my other needs? I notice that common implementations for what I want to do get a Messenger from the caller Activity so that a Message object can be sent back to a Handler in the caller's thread. This is all well and good but what happens in my case when the caller Activity is Stopped or Destroyed and the currently active Activity (the attachment viewer) is showing? Is there some way to dynamically bind a new Activity to a running IntentService so that I can send a Message back to the new Activity? The other question is on the Message object. Can I send arbitrarily large data back in this package? For instance, rather than send back that "The file was downloaded", I need to send back the byte array of the downloaded file itself since I never want to write it to disk (and yes this needs to be the case). Any advice on achieving the behavior I want is greatly appreciated. I've not been working with Android for that long and I often get confused with how to best handle asynchronous processes over the course of the Activity lifecycle especially when it comes to orientation changes and home button presses...

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  • Useful Command-line Commands on Windows

    - by Sung Meister
    The aim for this Wiki is to promote using a command to open up commonly used applications without having to go through many mouse clicks - thus saving time on monitoring and troubleshooting Windows machines. Answer entries need to specify Application name Commands Screenshot (Optional) Shortcut to commands && - Command Chaining %SYSTEMROOT%\System32\rcimlby.exe -LaunchRA - Remote Assistance (Windows XP) appwiz.cpl - Programs and Features (Formerly Known as "Add or Remove Programs") appwiz.cpl @,2 - Turn Windows Features On and Off (Add/Remove Windows Components pane) arp - Displays and modifies the IP-to-Physical address translation tables used by address resolution protocol (ARP) at - Schedule tasks either locally or remotely without using Scheduled Tasks bootsect.exe - Updates the master boot code for hard disk partitions to switch between BOOTMGR and NTLDR cacls - Change Access Control List (ACL) permissions on a directory, its subcontents, or files calc - Calculator chkdsk - Check/Fix the disk surface for physical errors or bad sectors cipher - Displays or alters the encryption of directories [files] on NTFS partitions cleanmgr.exe - Disk Cleanup clip - Redirects output of command line tools to the Windows clipboard cls - clear the command line screen cmd /k - Run command with command extensions enabled color - Sets the default console foreground and background colors in console command.com - Default Operating System Shell compmgmt.msc - Computer Management control.exe /name Microsoft.NetworkAndSharingCenter - Network and Sharing Center control keyboard - Keyboard Properties control mouse(or main.cpl) - Mouse Properties control sysdm.cpl,@0,3 - Advanced Tab of the System Properties dialog control userpasswords2 - Opens the classic User Accounts dialog desk.cpl - opens the display properties devmgmt.msc - Device Manager diskmgmt.msc - Disk Management diskpart - Disk management from the command line dsa.msc - Opens active directory users and computers dsquery - Finds any objects in the directory according to criteria dxdiag - DirectX Diagnostic Tool eventvwr - Windows Event Log (Event Viewer) explorer . - Open explorer with the current folder selected. explorer /e, . - Open explorer, with folder tree, with current folder selected. F7 - View command history find - Searches for a text string in a file or files findstr - Find a string in a file firewall.cpl - Opens the Windows Firewall settings fsmgmt.msc - Shared Folders fsutil - Perform tasks related to FAT and NTFS file systems ftp - Transfers files to and from a computer running an FTP server service getmac - Shows the mac address(es) of your network adapter(s) gpedit.msc - Group Policy Editor gpresult - Displays the Resultant Set of Policy (RSoP) information for a target user and computer httpcfg.exe - HTTP Configuration Utility iisreset - To restart IIS InetMgr.exe - Internet Information Services (IIS) Manager 7 InetMgr6.exe - Internet Information Services (IIS) Manager 6 intl.cpl - Regional and Language Options ipconfig - Internet protocol configuration lusrmgr.msc - Local Users and Groups Administrator msconfig - System Configuration notepad - Notepad? ;) mmsys.cpl - Sound/Recording/Playback properties mode - Configure system devices more - Displays one screen of output at a time mrt - Microsoft Windows Malicious Software Removal Tool mstsc.exe - Remote Desktop Connection nbstat - displays protocol statistics and current TCP/IP connections using NBT ncpa.cpl - Network Connections netsh - Display or modify the network configuration of a computer that is currently running netstat - Network Statistics net statistics - Check computer up time net stop - Stops a running service. net use - Connects a computer to or disconnects a computer from a shared resource, or displays information about computer connections odbcad32.exe - ODBC Data Source Administrator pathping - A traceroute that collects detailed packet loss stats perfmon - Opens Reliability and Performance Monitor ping - Determine whether a remote computer is accessible over the network powercfg.cpl - Power management control panel applet quser - Display information about user sessions on a terminal server qwinsta - See disconnected remote desktop sessions reg.exe - Console Registry Tool for Windows regedit - Registry Editor rasdial - Connects to a VPN or a dialup network robocopy - Backup/Restore/Copy large amounts of files reliably rsop.msc - Resultant Set of Policy (shows the combined effect of all group policies active on the current system/login) runas - Run specific tools and programs with different permissions than the user's current logon provides sc - Manage anything you want to do with services. schtasks - Enables an administrator to create, delete, query, change, run and end scheduled tasks on a local or remote system. secpol.msc - Local Security Settings services.msc - Services control panel set - Displays, sets, or removes cmd.exe environment variables. set DIRCMD - Preset dir parameter in cmd.exe start - Starts a separate window to run a specified program or command start. - opens the current directory in the Windows Explorer. shutdown.exe - Shutdown or Reboot a local/remote machine subst.exe - Associates a path with a drive letter, including local drives systeminfo -Displays a comprehensive information about the system taskkill - terminate tasks by process id (PID) or image name tasklist.exe - List Processes on local or a remote machine taskmgr.exe - Task Manager telephon.cpl - Telephone and Modem properties timedate.cpl - Date and Time title - Change the title of the CMD window you have open tracert - Trace route wmic - Windows Management Instrumentation Command-line winver.exe - Find Windows Version wscui.cpl - Windows Security Center wuauclt.exe - Windows Update AutoUpdate Client

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  • .AVI Files randomly cease to open, other strange errors too

    - by Ben Franchuk
    I Recently (a couple weeks ago) downloaded the complete series of Seinfeld, all in varying file type. I Watched them in sequence according to season and to airing date, and all was well. All of the files played fine with my media player of choice ("BS Player"), and once I had finished, I went onto watch some other TV I had previously downloaded (The U.S. Series of "The Office"), and after then, some other film and then some music, over the following weeks (keep in mind all of these files are all on the same Hard Drive). Later then, More recently, I Went back to watching Seinfeld. The episodes played well as they did before- with the exclusion of a few in Season 7. I Have not tested all of the episodes in the season, but upon inspection, the majority of them are experiencing this problem; the problem being simply that they don't open! BS Player says that the files are either damaged or that the codecs to play the files are not on my computer-- however I am certain that the files DO have the codecs, and I am pretty sure that they are NOT DAMAGED either. I Have played the files with other players (such as VLC, Media Player Classic, and Windows Media Player), too, only to the same result; of them not opening. Seemingly the only way that I can differentiate between a damaged file and a non-damaged file are the way that the icon shows in Windows Explorer. For example, the below image is how explorer shows the information of a file that is non-damaged... ...and below is how a damaged file appears... The most disturbing and confusing part of this, though, is the last episode in the season- It opens, but not as a video- Instead, as a 1 Hour, 16 Minute, and 35 Second Audio file! The file plays a song for the first 4 or so minutes, and then is pretty much silent (except for some extremely quiet noise) until the last minute or so, when a random array of chopped up sounds and beeping noises play. I Do not recognise the song at the beginning of the file, but by the sounds of it, it is a song by the artist "Mr. Oizo," who's complete works I downloaded a couple weeks before now; and a bit before then I had finished downloading season 9 (not affected by these problems) of Seinfeld. I'd also like to note that the file I told of earlier (which played audio instead of video) reads as the same size as the other files in the season (around 175 MB) and also opens as a video clip. I Have NEVER experienced any of these problems in the past, and they seem to be only effecting the one season of my downloaded TV. The problems have not arisen with any of the other files on my Hard Drive, or any of the files downloaded around the time or after the time of which I downloaded season 7 of Seinfeld- or at least to my noticing. I Use the hard drive these files are located on almost every day, so could that be the cause of these problems? Is this a sign that my HDD is soon going to die? If it helps, the HDD is a Western Digital MyBook 1.5 TB 7500 RPM. It is connected to the computer via U.S.B. 2.0. EDIT! I noticed that this problem is now occurring with Season 9 of Seinfeld- and, presumably, other files on the drive I have yet to check. Please, If you have ANY IDEA AT ALL on what may be causing this or how to fix it, do tell me!

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  • June 2013 Release of the Ajax Control Toolkit

    - by Stephen.Walther
    I’m happy to announce the June 2013 release of the Ajax Control Toolkit. For this release, we enhanced the AjaxFileUpload control to support uploading files directly to Windows Azure. We also improved the SlideShow control by adding support for CSS3 animations. You can get the latest release of the Ajax Control Toolkit by visiting the project page at CodePlex (http://AjaxControlToolkit.CodePlex.com). Alternatively, you can execute the following NuGet command from the Visual Studio Library Package Manager window: Uploading Files to Azure The AjaxFileUpload control enables you to efficiently upload large files and display progress while uploading. With this release, we’ve added support for uploading large files directly to Windows Azure Blob Storage (You can continue to upload to your server hard drive if you prefer). Imagine, for example, that you have created an Azure Blob Storage container named pictures. In that case, you can use the following AjaxFileUpload control to upload to the container: <toolkit:ToolkitScriptManager runat="server" /> <toolkit:AjaxFileUpload ID="AjaxFileUpload1" StoreToAzure="true" AzureContainerName="pictures" runat="server" /> Notice that the AjaxFileUpload control is declared with two properties related to Azure. The StoreToAzure property causes the AjaxFileUpload control to upload a file to Azure instead of the local computer. The AzureContainerName property points to the blob container where the file is uploaded. .int3{position:absolute;clip:rect(487px,auto,auto,444px);}SMALL cash advance VERY CHEAP To use the AjaxFileUpload control, you need to modify your web.config file so it contains some additional settings. You need to configure the AjaxFileUpload handler and you need to point your Windows Azure connection string to your Blob Storage account. <configuration> <appSettings> <!--<add key="AjaxFileUploadAzureConnectionString" value="UseDevelopmentStorage=true"/>--> <add key="AjaxFileUploadAzureConnectionString" value="DefaultEndpointsProtocol=https;AccountName=testact;AccountKey=RvqL89Iw4npvPlAAtpOIPzrinHkhkb6rtRZmD0+ojZupUWuuAVJRyyF/LIVzzkoN38I4LSr8qvvl68sZtA152A=="/> </appSettings> <system.web> <compilation debug="true" targetFramework="4.5" /> <httpRuntime targetFramework="4.5" /> <httpHandlers> <add verb="*" path="AjaxFileUploadHandler.axd" type="AjaxControlToolkit.AjaxFileUploadHandler, AjaxControlToolkit"/> </httpHandlers> </system.web> <system.webServer> <validation validateIntegratedModeConfiguration="false" /> <handlers> <add name="AjaxFileUploadHandler" verb="*" path="AjaxFileUploadHandler.axd" type="AjaxControlToolkit.AjaxFileUploadHandler, AjaxControlToolkit"/> </handlers> <security> <requestFiltering> <requestLimits maxAllowedContentLength="4294967295"/> </requestFiltering> </security> </system.webServer> </configuration> You supply the connection string for your Azure Blob Storage account with the AjaxFileUploadAzureConnectionString property. If you set the value “UseDevelopmentStorage=true” then the AjaxFileUpload will upload to the simulated Blob Storage on your local machine. After you create the necessary configuration settings, you can use the AjaxFileUpload control to upload files directly to Azure (even very large files). Here’s a screen capture of how the AjaxFileUpload control appears in Google Chrome: After the files are uploaded, you can view the uploaded files in the Windows Azure Portal. You can see that all 5 files were uploaded successfully: New AjaxFileUpload Events In response to user feedback, we added two new events to the AjaxFileUpload control (on both the server and the client): · UploadStart – Raised on the server before any files have been uploaded. · UploadCompleteAll – Raised on the server when all files have been uploaded. · OnClientUploadStart – The name of a function on the client which is called before any files have been uploaded. · OnClientUploadCompleteAll – The name of a function on the client which is called after all files have been uploaded. These new events are most useful when uploading multiple files at a time. The updated AjaxFileUpload sample page demonstrates how to use these events to show the total amount of time required to upload multiple files (see the AjaxFileUpload.aspx file in the Ajax Control Toolkit sample site). SlideShow Animated Slide Transitions With this release of the Ajax Control Toolkit, we also added support for CSS3 animations to the SlideShow control. The animation is used when transitioning from one slide to another. Here’s the complete list of animations: · FadeInFadeOut · ScaleX · ScaleY · ZoomInOut · Rotate · SlideLeft · SlideDown You specify the animation which you want to use by setting the SlideShowAnimationType property. For example, here is how you would use the Rotate animation when displaying a set of slides: <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="ShowSlideShow.aspx.cs" Inherits="TestACTJune2013.ShowSlideShow" %> <%@ Register TagPrefix="toolkit" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <script runat="Server" type="text/C#"> [System.Web.Services.WebMethod] [System.Web.Script.Services.ScriptMethod] public static AjaxControlToolkit.Slide[] GetSlides() { return new AjaxControlToolkit.Slide[] { new AjaxControlToolkit.Slide("slides/Blue hills.jpg", "Blue Hills", "Go Blue"), new AjaxControlToolkit.Slide("slides/Sunset.jpg", "Sunset", "Setting sun"), new AjaxControlToolkit.Slide("slides/Winter.jpg", "Winter", "Wintery..."), new AjaxControlToolkit.Slide("slides/Water lilies.jpg", "Water lillies", "Lillies in the water"), new AjaxControlToolkit.Slide("slides/VerticalPicture.jpg", "Sedona", "Portrait style picture") }; } </script> <!DOCTYPE html> <html > <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> <toolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <asp:Image ID="Image1" Height="300" Runat="server" /> <toolkit:SlideShowExtender ID="SlideShowExtender1" TargetControlID="Image1" SlideShowServiceMethod="GetSlides" AutoPlay="true" Loop="true" SlideShowAnimationType="Rotate" runat="server" /> </div> </form> </body> </html> In the code above, the set of slides is exposed by a page method named GetSlides(). The SlideShowAnimationType property is set to the value Rotate. The following animated GIF gives you an idea of the resulting slideshow: If you want to use either the SlideDown or SlideRight animations, then you must supply both an explicit width and height for the Image control which is the target of the SlideShow extender. For example, here is how you would declare an Image and SlideShow control to use a SlideRight animation: <toolkit:ToolkitScriptManager ID="ToolkitScriptManager1" runat="server" /> <asp:Image ID="Image1" Height="300" Width="300" Runat="server" /> <toolkit:SlideShowExtender ID="SlideShowExtender1" TargetControlID="Image1" SlideShowServiceMethod="GetSlides" AutoPlay="true" Loop="true" SlideShowAnimationType="SlideRight" runat="server" /> Notice that the Image control includes both a Height and Width property. Here’s an approximation of this animation using an animated GIF: Summary The Superexpert team worked hard on this release. We hope you like the new improvements to both the AjaxFileUpload and the SlideShow controls. We’d love to hear your feedback in the comments. On to the next sprint!

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  • Share and Deliver BI Publisher Reports in Multiple Languages

    - by kanichiro.nishida
    When you share your reports with someone who speak and read in different languages you want your reports to be shown in their language, right ? Well, translating reports with BI Publisher is not only easy but also reduces the maintenance cost a lot. Many of us in the BI Publisher product development team used to work in Globalization and Multi Lingual support, which enables Oracle products and applications to be used in many different languages and countries and territories.  And we have a lot of experience in this area. In fact, being a strategic reporting platform for Oracle EBS, PeopleSoft, JD Edwards, Siebel, and many other Oracle application products, our customers from all over the world are generating thousands of thousands of reports, including out-of-the-box pre-developed reports from Oracle and customer created or customized reports, in their own local language everyday as they operate and manage their business. Today, I’m going to talk about this very topic, how to translate my reports with BI Publisher 11G. Translation Grows, not the Numbers of the Reports Most of the reporting tools, regardless if it’s traditional or new, always take this translation on the back burner. They require their users to copy an original report and translate the whole thing. So when you want to support additional10 languages you will need to have 10 copies of the original. Imagine when you have 50 reports then you will end up having 500 reports (50 x 10) ! Now you need to maintain these 500 reports, whenever you need to make a change in a report you need to apply the same change to the other 10 reports. And as you imagine this is not only a nightmare for IT managements but not acceptable especially for the applications like Oracle EBS that supports over 30 languages. So first thing we did was, very simple, we separated the translation out of the report and marry it to the report only at the report generation. This means, regardless of how many languages you need to support you need to have only one report and translation files for the 10 languages, which would contain the translated letters and words. So let’s say you have 50 reports and need to support 10 languages for those reports you still have only 50 reports and each report now has 10 language translation files. Yes, translation is the one should grow as you add more languages to support, not the report itself! And second, we provide the translation files in XLIFF format, which is an international standard XML based format to exchange and maintain translation strings. So once you generate the XLIFF files for your reports with BI Publisher then you can work with any translation vendors in the world to make a mass translation or you can translate the XML files by yourself by manually updating the translatable strings presented in this text file. Lastly, we made it easier to manage the translation process starting from generating the XLIFF files to uploading the translated XLIFF files back to the BI Publisher server. You can generate, download, upload the XLIFF files from the BI Publisher’s Web interface with your browser and you can see the translated reports right away without needing to shutdown or restart your server. While the translated reports are displayed based on your language preference setting you can also specify a different language when you schedule or deliver the reports so that they can be generated in your customer’s preferred language. What Can I Translate? When it comes to translation there are three things. First, report content translation. When you receive a report you like to see the content like report title, section title, comments, annotation, table column header, and anything that are static and embedded in the report. in your preferred language. We call this Reports Content translation. Second, when you open a report online you might want to see not only the report content being translated but also the report UI, such as report name, parameter name, layout name, and anything that would help you to navigate around the reports, to be translated in your language. We call this Reports UI translation. And this separation of the Reports Content and Reports UI translation makes it very useful especially when you want to navigate through the reports in your preferred language UI but want to generate the reports in your customer’s preferred language. Imagine you are English native speaker and need to generate and send a report to your customers in China. You like to see the report name, parameter name in English so that you can comfortably navigate to the report and generate the report output, but like to see the report generated in Chinese so that the your customers in China can understand the report when they receive it. And lastly, you might want to see even the data presented in the report to be translated. For example, you might want to see product names in an Order Status report to be translated based on the report viewer’s language preference. We call this Reporting Data translation. Since this Reporting Data translation is maintained at the data source level such as Database tables along with the main data, you need to prepare the translation at the data source level first. Then, you want to make sure that your query is switched accordingly based on the language preference setting so that the translated data will be retrieved. How to Translate BI Publisher Reports? Now when it comes to ‘how to translate BI Publisher reports?’ the main focus here is about the translation for the Report Content and Report UI. And I just created this video to show you how to create and manage the translation with BI Publisher 11G. Please take a look at the clip below.   In today’s business world, customers and suppliers are from all over the world regardless of the size of the company or organization. Supporting multiple languages for your reports is no longer something ‘nice to have’, it’s mandatory. BI Publisher is designed to support multi lingual reports from the beginning without any extra hidden cost of license or configuration like other reporting tools such as Crystal Reports. You can support additional languages translation at any time with the very simple steps shown in the video above. Happy translation! Please share your translation experience with us! 

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  • Communities - The importance of exchange and discussion

    Communication with your environment is an essential part of everyone's life. And it doesn't matter whether you are actually living in a rural area in the middle of nowhere, within the pulsating heart of a big city, or in my case on a wonderful island in the Indian Ocean. The ability to exchange your thoughts, your experience and your worries with another person helps you to get different points of view and new ideas on how to resolve an issue you might be confronted with. Benefits of community work What happens to be common sense in your daily life, also applies to your work environment. Working in IT, or ICT as it is called in Mauritius, requires a lot of reading and learning. Not only during your lectures at the university but with your colleagues in a project assignment and hopefully with 'unknown' pals in the universe of online communities. At least I can say that I learned quite a lot from other developers code, their responses in various forums, their numerous blog articles, and while attending local user group meetings. When I started to work as a professional software developer (or engineer some may say) years ago I immediately checked the existence of communities on the programming language, the database technology and other vital information on software development in general. Luckily, it wasn't too difficult to find. My employer had a subscription of the monthly magazines and newsletters of a national organisation which also run the biggest forum in that area. Getting in touch with other developers and reading their common problems but also solutions was a huge benefit to my growth. Image courtesy of Michael Kappel (CC BY-NC 2.0) Active participation and regular contribution to this community gave me some nice advantages, too. Within three years I was listed as a conference speaker at the annual developer's conference and provided several sessions on different topics during consecutive years. Back in 2004, I took over the responsibility and management of the monthly meetings of a regional user group, and organised it for more than two years. Furthermore, I was invited to the newly-founded community program of Microsoft Germany (Community Leader/Insider Program - CLIP). My website on Active FoxPro Pages was nominated in the second batch of online communities. Due to my community work and providing advice to others, I had the honour to be awarded as Microsoft Most Valuable Professional (MVP) - Visual Developer for Visual FoxPro in the years 2006 and 2007. It was a great experience to meet with other like-minded people and I'm really grateful for that. Just in case, more details are listed in my Curriculum Vitae. But this all changed when I moved to Mauritius... Cyber island Mauritius? During the first months in Mauritius I was way too busy to think about community activities at all. First of all, there was the new company that had to be set up, the new staff had to be trained and of course the communication work-flows and so on with the project managers back in Germany had to be sorted out, too. Second, I had to get a grip of my private matters like getting the basics for my new household or exploring the neighbourhood, and last but not least I needed a break from the hectic and intensive work prior to my departure. As soon as the sea literally calmed down, I started to have conversations with my colleagues about communities and user groups. Sadly, it turned out that there were none, or at least no one was aware of any at that time. Oh oh, what did I do? Anyway, having this kind of background and very positive experience with off-line and on-line activities I decided for myself that some day I'm going to found a community in Mauritius for all kind of IT/ICT-related fields. The main focus might be on software development but not on a certain technology or methodology. It was clear to me that it should be an open infrastructure and anyone is welcome to join, to experience, to share and to contribute if they would like to. That was the idea at that time... Ok, fast-forward to recent events. At the end of October 2012 I was invited to an event called Open Days organised by Microsoft Indian Ocean Islands together with other local partners and resellers. There I got in touch with local Technical Evangelist Arnaud Meslier and we had a good conversation on communities during the breaks. Eventually, I left a good impression on him, as we are having chats on Facebook or Skype irregularly. Well, seeing that my personal and professional surroundings have been settled and running smooth, having that great exchange and contact with Microsoft IOI (again), and being really eager to re-animate my intentions from 2007, I recently founded a new community: Mauritius Software Craftsmanship Community - #MSCC It took me a while to settle down with the name but it was obvious that the community should not be attached to one single technology, like ie. .NET user group, Oracle developers, or Joomla friends (these are fictitious names). There are several other reasons why I came up with 'Craftsmanship' as the core topic of this community. The expression of 'engineering' didn't feel right with the fields covered. Software development in all kind of facets is a craft, and therefore demands a lot of practice but also guidance from more experienced developers. It also includes the process of designing, modelling and drafting the ideas. Has to deal with various types of tests and test methodologies, and of course should be focused on flexible and agile ways of acting. In order to meet and to excel a customer's request for a solution. Next, I was looking for an easy way to handle the organisation of events and meeting appointments. Using all kind of social media platforms like Google+, LinkedIn, Facebook, Xing, etc. I was never really confident about their features of event handling. More by chance I stumbled upon Meetup.com and in combination with the other entities (G+ Communities, FB Pages or in Groups) I am looking forward to advertise and manage all future activities here: Mauritius Software Craftsmanship Community This is a community for those who care and are proud of what they do. For those developers, regardless how experienced they are, who want to improve and master their craft. This is a community for those who believe that being average is just not good enough. I know, there are not many 'craftsmen' yet but it's a start... Let's see how it looks like by the end of the year. There are free smartphone apps for Android and iOS from Meetup.com that allow you to keep track of meetings and to stay informed on latest updates. And last but not least, there will be a Trello workspace to collect and share ideas and provide downloads of slides, etc. Sharing is caring! As mentioned, the #MSCC is present in various social media networks in order to cover as many people as possible here in Mauritius. Following is an overview of the current networks: Twitter - Latest updates and quickies Google+ - Community channel Facebook - Community Page LinkedIn - Community Group Trello - Collaboration workspace to share and develop ideas Hopefully, this covers the majority of computer-related people in Mauritius. Please spread the word about the #MSCC between your colleagues, your friends and other interested 'geeks'. Your future looks bright Running and participating in a user group or any kind of community usually provides quite a number of advantages for anyone. On the one side it is very joyful for me to organise appointments and get in touch with people that might be interested to present a little demo of their projects or their recent problems they had to tackle down, and on the other side there are lots of companies that have various support programs or sponsorships especially tailored for user groups. At the moment, I already have a couple of gimmicks that I would like to hand out in small contests or raffles during one of the upcoming meetings, and as said, companies provide all kind of goodies, books free of charge, or sometimes even licenses for communities. Meeting other software developers or IT guys also opens up your point of view on the local market and there might be interesting projects or job offers available, too. A community like the Mauritius Software Craftsmanship Community is great for freelancers, self-employed, students and of course employees. Meetings will be organised on a regular basis, and I'm open to all kind of suggestions from you. Please leave a comment here in blog or join the conversations in the above mentioned social networks. Let's get this community up and running, my fellow Mauritians!

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • How to Plug a Small Hole in NetBeans JSF (Join Table) Code Generation

    - by MarkH
    I was asked recently to provide an assist with designing and building a small-but-vital application that had at its heart some basic CRUD (Create, Read, Update, & Delete) functionality, built upon an Oracle database, to be accessible from various locations. Working from the stated requirements, I fleshed out the basic application and database designs and, once validated, set out to complete the first iteration for review. Using SQL Developer, I created the requisite tables, indices, and sequences for our first run. One of the tables was a many-to-many join table with three fields: one a primary key for that table, the other two being primary keys for the other tables, represented as foreign keys in the join table. Here is a simplified example of the trio of tables: Once the database was in decent shape, I fired up NetBeans to let it have first shot at the code. NetBeans does a great job of generating a mountain of essential code, saving developers what must be millions of hours of effort each year by building a basic foundation with a few clicks and keystrokes. Lest you think it (or any tool) can do everything for you, however, occasionally something tosses a paper clip into the delicate machinery and makes you open things up to fix them. Join tables apparently qualify.  :-) In the case above, the entity class generated for the join table (New Entity Classes from Database) included an embedded object consisting solely of the two foreign key fields as attributes, in addition to an object referencing each one of the "component" tables. The Create page generated (New JSF Pages from Entity Classes) worked well to a point, but when trying to save, we were greeted with an error: Transaction aborted. Hmm. A quick debugger session later and I'd identified the issue: when trying to persist the new join-table object, the embedded "foreign-keys-only" object still had null values for its two (required value) attributes...even though the embedded table objects had populated key attributes. Here's the simple fix: In the join-table controller class, find the public String create() method. It will look something like this:     public String create() {        try {            getFacade().create(current);            JsfUtil.addSuccessMessage(ResourceBundle.getBundle("/Bundle").getString("JoinEntityCreated"));            return prepareCreate();        } catch (Exception e) {            JsfUtil.addErrorMessage(e, ResourceBundle.getBundle("/Bundle").getString("PersistenceErrorOccured"));            return null;        }    } To restore balance to the force, modify the create() method as follows (changes in red):     public String create() {         try {            // Add the next two lines to resolve:            current.getJoinEntityPK().setTbl1id(current.getTbl1().getId().toBigInteger());            current.getJoinEntityPK().setTbl2id(current.getTbl2().getId().toBigInteger());            getFacade().create(current);            JsfUtil.addSuccessMessage(ResourceBundle.getBundle("/Bundle").getString("JoinEntityCreated"));            return prepareCreate();        } catch (Exception e) {            JsfUtil.addErrorMessage(e, ResourceBundle.getBundle("/Bundle").getString("PersistenceErrorOccured"));            return null;        }    } I'll be refactoring this code shortly, but for now, it works. Iteration one is complete and being reviewed, and we've met the milestone. Here's to happy endings (and customers)! All the best,Mark

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  • Mauritius Software Craftsmanship Community

    There we go! I finally managed to push myself forward and pick up an old, actually too old, idea since I ever arrived here in Mauritius more than six years ago. I'm talking about a community for all kind of ICT connected people. In the past (back in Germany), I used to be involved in various community activities. For example, I was part of the Microsoft Community Leader/Influencer Program (CLIP) in Germany due to an FAQ on Visual FoxPro, actually Active FoxPro Pages (AFP) to be more precise. Then in 2003/2004 I addressed the responsible person of the dFPUG user group in Speyer in order to assist him in organising monthly user group meetings. Well, he handed over management completely, and attended our meetings regularly. Why did it take you so long? Well, I don't want to bother you with the details but short version is that I was too busy on either job (building up new companies) or private life (got married and we have two lovely children, eh 'monsters') or even both. But now is the time where I was starting to look for new fields given the fact that I gained some spare time. My businesses are up and running, the kids are in school, and I am finally in a position where I can commit myself again to community activities. And I love to do that! Why a new user group? Good question... And 'easy' to answer. Since back in 2007 I did my usual research, eh Google searches, to see whether there existing user groups in Mauritius and in which field of interest. And yes, there are! If I recall this correctly, then there are communities for PHP, Drupal, Python (just recently), Oracle, and Linux (which used to be even two). But... either they do not exist anymore, they are dormant, or there is only a low heart-beat, frankly speaking. And yes, I went to meetings of the Linux User Group Meta (Mauritius) back in 2010/2011 and just recently. I really like the setup and the way the LUGM is organised. It's just that I have a slightly different point of view on how a user group or community should organise itself and how to approach future members. Don't get me wrong, I'm not criticizing others doing a very good job, I'm only saying that I'd like to do it differently. The last meeting of the LUGM was awesome; read my feedback about it. Ok, so what's up with 'Mauritius Software Craftsmanship Community' or short: MSCC? As I've already written in my article on 'Communities - The importance of exchange and discussion' I think it is essential in a world of IT to stay 'connected' with a good number of other people in the same field. There is so much dynamic and every day's news that it is almost impossible to keep on track with all of them. The MSCC is going to provide a common platform to exchange experience and share knowledge between each other. You might be a newbie and want to know what to expect working as a software developer, or as a database administrator, or maybe as an IT systems administrator, or you're an experienced geek that loves to share your ideas or solutions that you implemented to solve a specific problem, or you're the business (or HR) guy that is looking for 'fresh' blood to enforce your existing team. Or... you're just interested and you'd like to communicate with like-minded people. Meetup of 26.06.2013 @ L'arabica: Of course there are laptops around. Free WiFi, power outlet, coffee, code and Linux in one go. The MSCC is technology-agnostic and spans an umbrella over any kind of technology. Simply because you can't ignore other technologies anymore in a connected IT world as we have. A front-end developer for iOS applications should have the chance to connect with a Python back-end coder and eventually with a DBA for MySQL or PostgreSQL and exchange their experience. Furthermore, I'm a huge fan of cross-platform development, and it is very pleasant to have pure Web developers - with all that HTML5, CSS3, JavaScript and JS libraries stuff - and passionate C# or Java coders at the same table. This diversity of knowledge can assist and boost your personal situation. And last but not least, there are projects and open positions 'flying' around... People might like to hear others opinion about an employer or get new impulses on how to tackle down an issue at their workspace, etc. This is about community. And that's how I see the MSCC in general - free of any limitations be it by programming language or technology. Having the chance to exchange experience and to discuss certain aspects of technology saves you time and money, and it's a pleasure to enjoy. Compared to dusty books and remote online resources. It's human! Organising meetups (meetings, get-together, gatherings - you name it!) As of writing this article, the MSCC is currently meeting every Wednesday for the weekly 'Code & Coffee' session at various locations (suggestions are welcome!) in Mauritius. This might change in the future eventually but especially at the beginning I think it is very important to create awareness in the Mauritian IT world. Yes, we are here! Come and join us! ;-) The MSCC's main online presence is located at Meetup.com because it allows me to handle the organisation of events and meeting appointments very easily, and any member can have a look who else is involved so that an exchange of contacts is given at any time. In combination with the other entities (G+ Communities, FB Pages or in Groups) I advertise and manage all future activities here: Mauritius Software Craftsmanship Community This is a community for those who care and are proud of what they do. For those developers, regardless how experienced they are, who want to improve and master their craft. This is a community for those who believe that being average is just not good enough. I know, there are not many 'craftsmen' yet but it's a start... Let's see how it looks like by the end of the year. There are free smartphone apps for Android and iOS from Meetup.com that allow you to keep track of meetings and to stay informed on latest updates. And last but not least, there is a Trello workspace to collect and share ideas and provide downloads of slides, etc. Trello is also available as free smartphone app. Sharing is caring! As mentioned, the #MSCC is present in various social media networks in order to cover as many people as possible here in Mauritius. Following is an overview of the current networks: Twitter - Latest updates and quickies Google+ - Community channel Facebook - Community Page LinkedIn - Community Group Trello - Collaboration workspace to share and develop ideas Hopefully, this covers the majority of computer-related people in Mauritius. Please spread the word about the #MSCC between your colleagues, your friends and other interested 'geeks'. Your future looks bright Running and participating in a user group or any kind of community usually provides quite a number of advantages for anyone. On the one side it is very joyful for me to organise appointments and get in touch with people that might be interested to present a little demo of their projects or their recent problems they had to tackle down, and on the other side there are lots of companies that have various support programs or sponsorships especially tailored for user groups. At the moment, I already have a couple of gimmicks that I would like to hand out in small contests or raffles during one of the upcoming meetings, and as said, companies provide all kind of goodies, books free of charge, or sometimes even licenses for communities. Meeting other software developers or IT guys also opens up your point of view on the local market and there might be interesting projects or job offers available, too. A community like the Mauritius Software Craftsmanship Community is great for freelancers, self-employed, students and of course employees. Meetings will be organised on a regular basis, and I'm open to all kind of suggestions from you. Please leave a comment here in blog or join the conversations in the above mentioned social networks. Let's get this community up and running, my fellow Mauritians! Recent updates The MSCC is now officially participating in the O'Reilly UK User Group programm and we are allowed to request review or recension copies of recent titles. Additionally, we have a discount code for any books or ebooks that you might like to order on shop.oreilly.com. More applications for user group sponsorship programms are pending and I'm looking forward to a couple of announcement very soon. And... we need some kind of 'corporate identity' - Over at the MSCC website there is a call for action (or better said a contest with prizes) to create a unique design for the MSCC. This would include a decent colour palette, a logo, graphical banners for Meetup, Google+, Facebook, LinkedIn, etc. and of course badges for our craftsmen to add to their personal blogs and websites. Please spread the word and contribute. Thanks!

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  • HAProxy: Display a "BADREQ" | BADREQ's by the thousands

    - by GruffTech
    My HAProxy Configuration. #HA-Proxy version 1.3.22 2009/10/14 Copyright 2000-2009 Willy Tarreau <[email protected]> global maxconn 10000 spread-checks 50 user haproxy group haproxy daemon stats socket /tmp/haproxy log localhost local0 log localhost local1 notice defaults mode http maxconn 50000 timeout client 10000 option forwardfor except 127.0.0.1 option httpclose option httplog listen dcaustin 0.0.0.0:80 mode http timeout connect 12000 timeout server 60000 timeout queue 120000 balance roundrobin option httpchk GET /index.html log global option httplog option dontlog-normal server web1 10.10.10.101:80 maxconn 300 check fall 1 server web2 10.10.10.102:80 maxconn 300 check fall 1 server web3 10.10.10.103:80 maxconn 300 check fall 1 server web4 10.10.10.104:80 maxconn 300 check fall 1 listen stats 0.0.0.0:9000 mode http balance log global timeout client 5000 timeout connect 4000 timeout server 30000 stats uri /haproxy HAProxy is running, and the socket is working... adam@dcaustin:/etc/haproxy# echo "show info" | socat stdio /tmp/haproxy Name: HAProxy Version: 1.3.22 Release_date: 2009/10/14 Nbproc: 1 Process_num: 1 Pid: 6320 Uptime: 0d 0h14m58s Uptime_sec: 898 Memmax_MB: 0 Ulimit-n: 20017 Maxsock: 20017 Maxconn: 10000 Maxpipes: 0 CurrConns: 47 PipesUsed: 0 PipesFree: 0 Tasks: 51 Run_queue: 1 node: dcaustin desiption: Errors show nothing from socket... adam@dcaustin:/etc/haproxy# echo "show errors" | socat stdio /tmp/haproxy adam@dcaustin:/etc/haproxy# However... My Error log is exploding with "badrequests" with the Error code cR. cR (according to 1.3 documentation) is The "timeout http-request" stroke before the client sent a full HTTP request. This is sometimes caused by too large TCP MSS values on the client side for PPPoE networks which cannot transport full-sized packets, or by clients sending requests by hand and not typing fast enough, or forgetting to enter the empty line at the end of the request. The HTTP status code is likely a 408 here. Correct on the 408, but we're getting literally thousands of these requests every hour. (This log snippet is an clip for about 10 seconds of time...) Jun 30 11:08:52 localhost haproxy[6320]: 92.22.213.32:26448 [30/Jun/2011:11:08:42.384] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10002 408 212 - - cR-- 35/35/18/0/0 0/0 "<BADREQ>" Jun 30 11:08:54 localhost haproxy[6320]: 71.62.130.24:62818 [30/Jun/2011:11:08:44.457] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10001 408 212 - - cR-- 39/39/16/0/0 0/0 "<BADREQ>" Jun 30 11:08:55 localhost haproxy[6320]: 84.73.75.236:3589 [30/Jun/2011:11:08:45.021] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10008 408 212 - - cR-- 35/35/15/0/0 0/0 "<BADREQ>" Jun 30 11:08:55 localhost haproxy[6320]: 69.39.20.190:49969 [30/Jun/2011:11:08:45.709] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10000 408 212 - - cR-- 37/37/16/0/0 0/0 "<BADREQ>" Jun 30 11:08:56 localhost haproxy[6320]: 2.29.0.9:58772 [30/Jun/2011:11:08:46.846] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10001 408 212 - - cR-- 43/43/22/0/0 0/0 "<BADREQ>" Jun 30 11:08:57 localhost haproxy[6320]: 212.139.250.242:57537 [30/Jun/2011:11:08:47.568] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10000 408 212 - - cR-- 42/42/21/0/0 0/0 "<BADREQ>" Jun 30 11:08:58 localhost haproxy[6320]: 74.79.195.75:55046 [30/Jun/2011:11:08:48.559] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10000 408 212 - - cR-- 46/46/24/0/0 0/0 "<BADREQ>" Jun 30 11:08:58 localhost haproxy[6320]: 74.79.195.75:55044 [30/Jun/2011:11:08:48.554] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10004 408 212 - - cR-- 45/45/24/0/0 0/0 "<BADREQ>" Jun 30 11:08:58 localhost haproxy[6320]: 74.79.195.75:55045 [30/Jun/2011:11:08:48.554] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10005 408 212 - - cR-- 44/44/24/0/0 0/0 "<BADREQ>" Jun 30 11:09:00 localhost haproxy[6320]: 68.197.56.2:52781 [30/Jun/2011:11:08:50.975] dcaustin dcaustin/<NOSRV> -1/-1/-1/-1/10000 408 212 - - cR-- 49/49/28/0/0 0/0 "<BADREQ>" From what I read on google, if i wanted to see what the bad requests are, I can show errors to the socket and it will spit them out. We do run a pretty heavily trafficed website and the percentage of "BADREQS" to normal requests is quite low, but I'd like to be able to get ahold of what that request WAS so I can debug it. stats # pxname,svname,qcur,qmax,scur,smax,slim,stot,bin,bout,dreq,dresp,ereq,econ,eresp,wretr,wredis,status,weight,act,bck,chkfail,chkdown,lastchg,downtime,qlimit,pid,iid,sid,throttle,lbtot,tracked,type,rate,rate_lim,rate_max, dcaustin,FRONTEND,,,64,120,50000,88433,105889100,2553809875,0,0,4641,,,,,OPEN,,,,,,,,,1,1,0,,,,0,45,0,128, dcaustin,web1,0,0,10,28,300,20941,25402112,633143416,,0,,0,3,0,0,UP,1,1,0,0,0,2208,0,,1,1,1,,20941,,2,11,,30, dcaustin,web2,0,0,9,30,300,20941,25026691,641475169,,0,,0,3,0,0,UP,1,1,0,0,0,2208,0,,1,1,2,,20941,,2,11,,30, dcaustin,web3,0,0,10,27,300,20940,30116527,635015040,,0,,0,9,0,0,UP,1,1,0,0,0,2208,0,,1,1,3,,20940,,2,10,,31, dcaustin,web4,0,0,5,28,300,20940,25343770,643209546,,0,,0,8,0,0,UP,1,1,0,0,0,2208,0,,1,1,4,,20940,,2,11,,31, dcaustin,BACKEND,0,0,34,95,50000,83762,105889100,2553809875,0,0,,0,34,0,0,UP,4,4,0,,0,2208,0,,1,1,0,,83762,,1,43,,122, 88500 "Sessions" and 4500 errors. in the last 20 minutes.

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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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  • Experience your music in a whole new way with Zune for PC

    - by Matthew Guay
    Tired of the standard Media Player look and feel, and want something new and innovative?  Zune offers a fresh, new way to enjoy your music, videos, pictures, and podcasts, whether or not you own a Zune device. Microsoft started out on a new multimedia experience for PCs and mobile devices with the launch of the Zune several years ago.  The Zune devices have been well received and noted for their innovative UI, and the Zune HD’s fluid interface is the foundation for the widely anticipated Windows Phone 7.  But regardless of whether or not you have a Zune Device, you can still use the exciting new UI and services directly from your PC.  Zune for Windows is a very nice media player that offers a music and video store and wide support for multimedia formats including those used in Apple products.  And if you enjoy listening to a wide variety of music, it also offers the Zune Pass which lets you stream an unlimited number of songs to your computer and download 10 songs for keeps per month for $14.99/month. Or you can do a pre-paid music card as well.  It does all this using the new Metro UI which beautifully shows information using text in a whole new way.  Here’s a quick look at setting up and using Zune on your PC. Getting Started Download the installer (link below), and run it to begin setup.  Please note that Zune offers a separate version for computers running the 64 bit version of Windows Vista or 7, so choose it if your computer is running these. Once your download is finished, run the installer to setup Zune on your computer.  Accept the EULA when prompted. If there are any updates available, they will automatically download and install during the setup.  So, if you’re installing Zune from a disk (for example, one packaged with a Zune device), you don’t have to worry if you have the latest version.  Zune will proceed to install on your computer.   It may prompt you to restart your computer after installation; click Restart Now so you can proceed with your Zune setup.  The reboot appears to be for Zune device support, and the program ran fine otherwise without rebooting, so you could possibly skip this step if you’re not using a Zune device.  However, to be on the safe side, go ahead and reboot. After rebooting, launch Zune.  It will play a cute introduction video on first launch; press skip if you don’t want to watch it. Zune will now ask you if you want to keep the default settings or change them.  Choose Start to keep the defaults, or Settings to customize to your wishes.  Do note that the default settings will set Zune as your default media player, so click Settings if you wish to change this. If you choose to change the default settings, you can change how Zune finds and stores media on your computer.  In Windows 7, Zune will by default use your Windows 7 Libraries to manage your media, and will in fact add a new Podcasts library to Windows 7. If your media is stored on another location, such as on a server, then you can add this to the Library.  Please note that this adds the location to your system-wide library, not just the Zune player. There’s one last step.  Enter three of your favorite artists, and Zune will add Smart DJ mixes to your Quickplay list based on these.  Some less famous or popular artists may not be recognized, so you may have to try another if your choice isn’t available.  Or, you can click Skip if you don’t want to do this right now. Welcome to Zune!  This is the default first page, QuickPlay, where you can easily access your pinned and new items.   If you have a Zune account, or would like to create a new one, click Sign In on the top. Creating a new account is quick and simple, and if you’re new to Zune, you can try out a 14 day trial of Zune Pass for free if you want. Zune allows you to share your listening habits and favorites with friends or the world, but you can turn this off or change it if you like. Using Zune for Windows To access your media, click the Collection link on the top left.  Zune will show all the media you already have stored on your computer, organized by artist and album. Right-click on any album, and you choose to have Zune find album art or do a variety of other tasks with the media.   When playing media, you can view it in several unique ways.  First, the default Mix view will show related tracks to the music you’re playing from Smart DJ.  You can either play these fully if you’re a Zune Pass subscriber, or otherwise you can play 30 second previews. Then, for many popular artists, Zune will change the player background to show pictures and information in a unique way while the music is playing.  The information may range from history about the artist to the popularity of the song being played.   Zune also works as a nice viewer for the pictures on your computer. Start a slideshow, and Zune will play your pictures with nice transition effects and music from your library. Zune Store The Zune Store offers a wide variety of music, TV shows, and videos for purchase.  If you’re a Zune Pass subscriber, you can listen to or download any song without purchasing it; otherwise, you can preview a 30 second clip first. Zune also offers a wide selection of Podcasts you can subscribe to for free. Using Zune for PC with a Zune Device If you have a Zune device attached to your computer, you can easily add media files to it by simply dragging them to the Zune device icon in the left corner.  In the future, this will also work with Windows Phone 7 devices. If you have a Zune HD, you can also download and add apps to your device. Here’s the detailed information window for the weather app.  Click Download to add it to your device.   Mini Mode The Zune player generally takes up a large portion of your screen, and is actually most impressive when run maximized.  However, if you’re simply wanting to enjoy your tunes while you’re using your computer, you can use the Mini mode to still view music info and control Zune in a smaller mode.  Click the Mini Player button near the window control buttons in the top right to activate it. Now Zune will take up much less of your desktop.  This window will stay on top of other windows so you can still easily view and control it. Zune will display an image of the artist if one is available, and this shows up in Mini mode more often than it does in the full mode. And, in Windows 7, you could simply minimize Zune as you can control it directly from the taskbar thumbnail preview.   Even more controls are available from Zune’s jumplist in Windows 7.  You can directly access your Quickplay links or choose to shuffle all music without leaving the taskbar. Settings Although Zune is designed to be used without confusing menus and settings, you can tweak the program to your liking from the settings panel.  Click Settings near the top left of the window. Here you can change file storage, types, burn, metadata, and many more settings.  You can also setup Zune to stream media to your XBOX 360 if you have one.   You can also customize Zune’s look with a variety of modern backgrounds and gradients. Conclusion If you’re ready for a fresh way to enjoy your media, Zune is designed for you.  It’s innovative UI definitely sets it apart from standard media players, and is very pleasing to use.  Zune is especially nice if your computer is using XP, Vista Home Basic, or 7 Starter as these versions of Windows don’t include Media Center.  Additionally, the mini player mode is a nice touch that brings a feature of Windows 7’s Media Player to XP and Vista.  Zune is definitely one of our favorite music apps.  Try it out, and get a fresh view of your music today! Link Download Zune for Windows Similar Articles Productive Geek Tips Redeem Pre-paid Zune Card Points for Zune Marketplace MediaUpdate Your Zune Player SoftwaredoubleTwist is an iTunes Alternative that Supports Several DevicesFind Free or Cheap Indie Music at Amie StreetAmie Street Downloader Makes Purchasing Music Easier TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 The Ultimate Guide For YouTube Lovers Will it Blend? iPad Edition Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster When You Need to Hail a Taxi in NYC

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  • Three ways to upload/post/convert iMovie to YouTube

    - by user44251
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • Three ways to upload/post/convert iMovie to YouTube [closed]

    - by alexyu2010
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • Changes to the LINQ-to-StreamInsight Dialect

    - by Roman Schindlauer
    In previous versions of StreamInsight (1.0 through 2.0), CepStream<> represents temporal streams of many varieties: Streams with ‘open’ inputs (e.g., those defined and composed over CepStream<T>.Create(string streamName) Streams with ‘partially bound’ inputs (e.g., those defined and composed over CepStream<T>.Create(Type adapterFactory, …)) Streams with fully bound inputs (e.g., those defined and composed over To*Stream – sequences or DQC) The stream may be embedded (where Server.Create is used) The stream may be remote (where Server.Connect is used) When adding support for new programming primitives in StreamInsight 2.1, we faced a choice: Add a fourth variety (use CepStream<> to represent streams that are bound the new programming model constructs), or introduce a separate type that represents temporal streams in the new user model. We opted for the latter. Introducing a new type has the effect of reducing the number of (confusing) runtime failures due to inappropriate uses of CepStream<> instances in the incorrect context. The new types are: IStreamable<>, which logically represents a temporal stream. IQStreamable<> : IStreamable<>, which represents a queryable temporal stream. Its relationship to IStreamable<> is analogous to the relationship of IQueryable<> to IEnumerable<>. The developer can compose temporal queries over remote stream sources using this type. The syntax of temporal queries composed over IQStreamable<> is mostly consistent with the syntax of our existing CepStream<>-based LINQ provider. However, we have taken the opportunity to refine certain aspects of the language surface. Differences are outlined below. Because 2.1 introduces new types to represent temporal queries, the changes outlined in this post do no impact existing StreamInsight applications using the existing types! SelectMany StreamInsight does not support the SelectMany operator in its usual form (which is analogous to SQL’s “CROSS APPLY” operator): static IEnumerable<R> SelectMany<T, R>(this IEnumerable<T> source, Func<T, IEnumerable<R>> collectionSelector) It instead uses SelectMany as a convenient syntactic representation of an inner join. The parameter to the selector function is thus unavailable. Because the parameter isn’t supported, its type in StreamInsight 1.0 – 2.0 wasn’t carefully scrutinized. Unfortunately, the type chosen for the parameter is nonsensical to LINQ programmers: static CepStream<R> SelectMany<T, R>(this CepStream<T> source, Expression<Func<CepStream<T>, CepStream<R>>> streamSelector) Using Unit as the type for the parameter accurately reflects the StreamInsight’s capabilities: static IQStreamable<R> SelectMany<T, R>(this IQStreamable<T> source, Expression<Func<Unit, IQStreamable<R>>> streamSelector) For queries that succeed – that is, queries that do not reference the stream selector parameter – there is no difference between the code written for the two overloads: from x in xs from y in ys select f(x, y) Top-K The Take operator used in StreamInsight causes confusion for LINQ programmers because it is applied to the (unbounded) stream rather than the (bounded) window, suggesting that the query as a whole will return k rows: (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) The use of SelectMany is also unfortunate in this context because it implies the availability of the window parameter within the remainder of the comprehension. The following compiles but fails at runtime: (from win in xs.SnapshotWindow() from x in win orderby x.A select win).Take(k) The Take operator in 2.1 is applied to the window rather than the stream: Before After (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) from win in xs.SnapshotWindow() from b in     (from x in win     orderby x.A     select x.B).Take(k) select b Multicast We are introducing an explicit multicast operator in order to preserve expression identity, which is important given the semantics about moving code to and from StreamInsight. This also better matches existing LINQ dialects, such as Reactive. This pattern enables expressing multicasting in two ways: Implicit Explicit var ys = from x in xs          where x.A > 1          select x; var zs = from y1 in ys          from y2 in ys.ShiftEventTime(_ => TimeSpan.FromSeconds(1))          select y1 + y2; var ys = from x in xs          where x.A > 1          select x; var zs = ys.Multicast(ys1 =>     from y1 in ys1     from y2 in ys1.ShiftEventTime(_ => TimeSpan.FromSeconds(1))     select y1 + y2; Notice the product translates an expression using implicit multicast into an expression using the explicit multicast operator. The user does not see this translation. Default window policies Only default window policies are supported in the new surface. Other policies can be simulated by using AlterEventLifetime. Before After xs.SnapshotWindow(     WindowInputPolicy.ClipToWindow,     SnapshotWindowInputPolicy.Clip) xs.SnapshotWindow() xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.PointAlignToWindowEnd) xs.TumblingWindow(     TimeSpan.FromSeconds(1)) xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.ClipToWindowEnd) Not supported … LeftAntiJoin Representation of LASJ as a correlated sub-query in the LINQ surface is problematic as the StreamInsight engine does not support correlated sub-queries (see discussion of SelectMany). The current syntax requires the introduction of an otherwise unsupported ‘IsEmpty()’ operator. As a result, the pattern is not discoverable and implies capabilities not present in the server. The direct representation of LASJ is used instead: Before After from x in xs where     (from y in ys     where x.A > y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, (x, y) => x.A > y.B) from x in xs where     (from y in ys     where x.A == y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, x => x.A, y => y.B) ApplyWithUnion The ApplyWithUnion methods have been deprecated since their signatures are redundant given the standard SelectMany overloads: Before After xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count()) xs.GroupBy(x => x.A).SelectMany(     gs =>     from win in gs.SnapshotWindow()     select win.Count()) xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count(), r => new { r.Key, Count = r.Payload }) from x in xs group x by x.A into gs from win in gs.SnapshotWindow() select new { gs.Key, Count = win.Count() } Alternate UDO syntax The representation of UDOs in the StreamInsight LINQ dialect confuses cardinalities. Based on the semantics of user-defined operators in StreamInsight, one would expect to construct queries in the following form: from win in xs.SnapshotWindow() from y in MyUdo(win) select y Instead, the UDO proxy method is referenced within a projection, and the (many) results returned by the user code are automatically flattened into a stream: from win in xs.SnapshotWindow() select MyUdo(win) The “many-or-one” confusion is exemplified by the following example that compiles but fails at runtime: from win in xs.SnapshotWindow() select MyUdo(win) + win.Count() The above query must fail because the UDO is in fact returning many values per window while the count aggregate is returning one. Original syntax New alternate syntax from win in xs.SnapshotWindow() select win.UdoProxy(1) from win in xs.SnapshotWindow() from y in win.UserDefinedOperator(() => new Udo(1)) select y -or- from win in xs.SnapshotWindow() from y in win.UdoMacro(1) select y Notice that this formulation also sidesteps the dynamic type pitfalls of the existing “proxy method” approach to UDOs, in which the type of the UDO implementation (TInput, TOuput) and the type of its constructor arguments (TConfig) need to align in a precise and non-obvious way with the argument and return types for the corresponding proxy method. UDSO syntax UDSO currently leverages the DataContractSerializer to clone initial state for logical instances of the user operator. Initial state will instead be described by an expression in the new LINQ surface. Before After xs.Scan(new Udso()) xs.Scan(() => new Udso()) Name changes ShiftEventTime => AlterEventStartTime: The alter event lifetime overload taking a new start time value has been renamed. CountByStartTimeWindow => CountWindow

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  • Changes to the LINQ-to-StreamInsight Dialect

    - by Roman Schindlauer
    In previous versions of StreamInsight (1.0 through 2.0), CepStream<> represents temporal streams of many varieties: Streams with ‘open’ inputs (e.g., those defined and composed over CepStream<T>.Create(string streamName) Streams with ‘partially bound’ inputs (e.g., those defined and composed over CepStream<T>.Create(Type adapterFactory, …)) Streams with fully bound inputs (e.g., those defined and composed over To*Stream – sequences or DQC) The stream may be embedded (where Server.Create is used) The stream may be remote (where Server.Connect is used) When adding support for new programming primitives in StreamInsight 2.1, we faced a choice: Add a fourth variety (use CepStream<> to represent streams that are bound the new programming model constructs), or introduce a separate type that represents temporal streams in the new user model. We opted for the latter. Introducing a new type has the effect of reducing the number of (confusing) runtime failures due to inappropriate uses of CepStream<> instances in the incorrect context. The new types are: IStreamable<>, which logically represents a temporal stream. IQStreamable<> : IStreamable<>, which represents a queryable temporal stream. Its relationship to IStreamable<> is analogous to the relationship of IQueryable<> to IEnumerable<>. The developer can compose temporal queries over remote stream sources using this type. The syntax of temporal queries composed over IQStreamable<> is mostly consistent with the syntax of our existing CepStream<>-based LINQ provider. However, we have taken the opportunity to refine certain aspects of the language surface. Differences are outlined below. Because 2.1 introduces new types to represent temporal queries, the changes outlined in this post do no impact existing StreamInsight applications using the existing types! SelectMany StreamInsight does not support the SelectMany operator in its usual form (which is analogous to SQL’s “CROSS APPLY” operator): static IEnumerable<R> SelectMany<T, R>(this IEnumerable<T> source, Func<T, IEnumerable<R>> collectionSelector) It instead uses SelectMany as a convenient syntactic representation of an inner join. The parameter to the selector function is thus unavailable. Because the parameter isn’t supported, its type in StreamInsight 1.0 – 2.0 wasn’t carefully scrutinized. Unfortunately, the type chosen for the parameter is nonsensical to LINQ programmers: static CepStream<R> SelectMany<T, R>(this CepStream<T> source, Expression<Func<CepStream<T>, CepStream<R>>> streamSelector) Using Unit as the type for the parameter accurately reflects the StreamInsight’s capabilities: static IQStreamable<R> SelectMany<T, R>(this IQStreamable<T> source, Expression<Func<Unit, IQStreamable<R>>> streamSelector) For queries that succeed – that is, queries that do not reference the stream selector parameter – there is no difference between the code written for the two overloads: from x in xs from y in ys select f(x, y) Top-K The Take operator used in StreamInsight causes confusion for LINQ programmers because it is applied to the (unbounded) stream rather than the (bounded) window, suggesting that the query as a whole will return k rows: (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) The use of SelectMany is also unfortunate in this context because it implies the availability of the window parameter within the remainder of the comprehension. The following compiles but fails at runtime: (from win in xs.SnapshotWindow() from x in win orderby x.A select win).Take(k) The Take operator in 2.1 is applied to the window rather than the stream: Before After (from win in xs.SnapshotWindow() from x in win orderby x.A select x.B).Take(k) from win in xs.SnapshotWindow() from b in     (from x in win     orderby x.A     select x.B).Take(k) select b Multicast We are introducing an explicit multicast operator in order to preserve expression identity, which is important given the semantics about moving code to and from StreamInsight. This also better matches existing LINQ dialects, such as Reactive. This pattern enables expressing multicasting in two ways: Implicit Explicit var ys = from x in xs          where x.A > 1          select x; var zs = from y1 in ys          from y2 in ys.ShiftEventTime(_ => TimeSpan.FromSeconds(1))          select y1 + y2; var ys = from x in xs          where x.A > 1          select x; var zs = ys.Multicast(ys1 =>     from y1 in ys1     from y2 in ys1.ShiftEventTime(_ => TimeSpan.FromSeconds(1))     select y1 + y2; Notice the product translates an expression using implicit multicast into an expression using the explicit multicast operator. The user does not see this translation. Default window policies Only default window policies are supported in the new surface. Other policies can be simulated by using AlterEventLifetime. Before After xs.SnapshotWindow(     WindowInputPolicy.ClipToWindow,     SnapshotWindowInputPolicy.Clip) xs.SnapshotWindow() xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.PointAlignToWindowEnd) xs.TumblingWindow(     TimeSpan.FromSeconds(1)) xs.TumblingWindow(     TimeSpan.FromSeconds(1),     HoppingWindowOutputPolicy.ClipToWindowEnd) Not supported … LeftAntiJoin Representation of LASJ as a correlated sub-query in the LINQ surface is problematic as the StreamInsight engine does not support correlated sub-queries (see discussion of SelectMany). The current syntax requires the introduction of an otherwise unsupported ‘IsEmpty()’ operator. As a result, the pattern is not discoverable and implies capabilities not present in the server. The direct representation of LASJ is used instead: Before After from x in xs where     (from y in ys     where x.A > y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, (x, y) => x.A > y.B) from x in xs where     (from y in ys     where x.A == y.B     select y).IsEmpty() select x xs.LeftAntiJoin(ys, x => x.A, y => y.B) ApplyWithUnion The ApplyWithUnion methods have been deprecated since their signatures are redundant given the standard SelectMany overloads: Before After xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count()) xs.GroupBy(x => x.A).SelectMany(     gs =>     from win in gs.SnapshotWindow()     select win.Count()) xs.GroupBy(x => x.A).ApplyWithUnion(gs => from win in gs.SnapshotWindow() select win.Count(), r => new { r.Key, Count = r.Payload }) from x in xs group x by x.A into gs from win in gs.SnapshotWindow() select new { gs.Key, Count = win.Count() } Alternate UDO syntax The representation of UDOs in the StreamInsight LINQ dialect confuses cardinalities. Based on the semantics of user-defined operators in StreamInsight, one would expect to construct queries in the following form: from win in xs.SnapshotWindow() from y in MyUdo(win) select y Instead, the UDO proxy method is referenced within a projection, and the (many) results returned by the user code are automatically flattened into a stream: from win in xs.SnapshotWindow() select MyUdo(win) The “many-or-one” confusion is exemplified by the following example that compiles but fails at runtime: from win in xs.SnapshotWindow() select MyUdo(win) + win.Count() The above query must fail because the UDO is in fact returning many values per window while the count aggregate is returning one. Original syntax New alternate syntax from win in xs.SnapshotWindow() select win.UdoProxy(1) from win in xs.SnapshotWindow() from y in win.UserDefinedOperator(() => new Udo(1)) select y -or- from win in xs.SnapshotWindow() from y in win.UdoMacro(1) select y Notice that this formulation also sidesteps the dynamic type pitfalls of the existing “proxy method” approach to UDOs, in which the type of the UDO implementation (TInput, TOuput) and the type of its constructor arguments (TConfig) need to align in a precise and non-obvious way with the argument and return types for the corresponding proxy method. UDSO syntax UDSO currently leverages the DataContractSerializer to clone initial state for logical instances of the user operator. Initial state will instead be described by an expression in the new LINQ surface. Before After xs.Scan(new Udso()) xs.Scan(() => new Udso()) Name changes ShiftEventTime => AlterEventStartTime: The alter event lifetime overload taking a new start time value has been renamed. CountByStartTimeWindow => CountWindow

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  • Zoom on multiple areas in d3.js

    - by t2k32316
    I'm planning to have a geoJSON map inside my svg alongside other svg elements. I would like to be able to zoom (zoom+pan) in the map and keep the map in the same location with a bounding box. I can accomplish this by using a clipPath to keep the map within a rectangular area. The problem is that I also want to enable zooming and panning on my entire svg. If I do d3.select("svg").call(myzoom); this overrides any zoom I applied to my map. How can I apply zoom to both my entire svg and to my map? That is, I want to be able to zoom+pan on my map when my mouse is in the map's bounding box, and when the mouse is outside the bounding box, zoom+pan on the entire svg. Here's example code: http://bl.ocks.org/nuernber/aeaac0e8edcf7ca93ade. (how do I get around the cross domain issue to load the map?) <svg id="svg" width="640" height="480" xmlns="http://www.w3.org/2000/svg" version="1.1"> <defs> <clipPath id="rectClip"> <rect x="150" y="25" width="400" height="400" style="stroke: gray; fill: none;"/> </clipPath> </defs> <g id="outer_group"> <circle cx="100" cy="50" r="40" stroke="black" stroke-width="2" fill="red" /> <g id="svg_map" style="clip-path: url(#rectClip);"> </g> </g> </svg><br/> <script type="text/javascript"> var svg = d3.select("#svg_map"); var mapGroup = svg.append("g"); var projection = d3.geo.mercator(); var path = d3.geo.path().projection(projection); var zoom = d3.behavior.zoom() .translate(projection.translate()) .scale(projection.scale()) .on("zoom", zoomed); mapGroup.call(zoom); var pan = d3.behavior.zoom() .on("zoom", panned); d3.select("svg").call(pan); mapGroup.attr("transform", "translate(200,0) scale(2,2)"); d3.json("ne_110m_admin_0_countries/ne_110m_admin_0_countries.geojson", function(collection) { mapGroup.selectAll("path").data(collection.features) .enter().append("path") .attr("d", path) .attr("id", function(d) { return d.properties.name.replace(/\s+/g, "")}) .style("fill", "gray").style("stroke", "white").style("stroke-width",1); } ); function panned() { var x = d3.event.translate[0]; var y = d3.event.translate[1]; d3.select("#outer_group").attr("transform", "translate("+x+","+y+") scale(" + d3.event.scale + ")"); } function zoomed() { previousScale = d3.event.scale; projection.translate(d3.event.translate).scale(d3.event.scale); translationOffset = d3.event.translate; mapGroup.selectAll("path").attr("d", path); } </script>

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  • Sporadic EXC_BAD_INSTRUCTION (SIGILL) when in 64 bit mode

    - by Ger Teunis
    For some reason for a low-number of users (say 1 in a few hundred) the application seem to crash when run in 64bit mode on a Snow Leopard 10.6.3 I've attached the code, but please remind IT IS NOT A CODE issue. The crashed seem to be random in com.apple.AppKit at random locations and random moments. Anyone else had any experiences? Using GCC compiler of Xcode 3.2.2 Crash #1 of user Code Type: X86-64 (Native) Parent Process: launchd [90] Date/Time: 2010-05-02 04:12:59.708 -0500 OS Version: Mac OS X 10.6.3 (10D573) Report Version: 6 Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc[232]: alt handlers in objc runtime are buggy! Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x00007fff874dd8b7 _objc_fatal + 238 1 libobjc.A.dylib 0x00007fff874de57c objc_addExceptionHandler + 1026 2 com.apple.CoreFoundation 0x00007fff83914212 _CFDoExceptionOperation + 402 3 com.apple.AppKit 0x00007fff87afc55d _NSAppKitLock + 79 4 com.apple.AppKit 0x00007fff87bd1f93 +[NSColorList _findColorListNamed:forDeviceType:] + 86 5 com.apple.AppKit 0x00007fff87b9d304 -[NSCatalogColor colorUsingColorSpaceName:device:] + 255 6 com.apple.AppKit 0x00007fff87c985ad -[NSLayoutManager(NSPrivate) _drawGlyphsForGlyphRange:atPoint:parameters:] + 4764 7 com.apple.AppKit 0x00007fff87c5d79c -[NSTextView drawRect:] + 1839 8 com.apple.AppKit 0x00007fff87c5ce2e -[NSTextView _drawRect:clip:] + 2343 9 com.apple.AppKit 0x00007fff87be4485 -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 1325 10 com.apple.AppKit 0x00007fff87be47ef -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 2199 11 com.apple.AppKit 0x00007fff87be2b57 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 767 12 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 13 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 14 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 15 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 16 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 17 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 18 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 19 com.apple.AppKit 0x00007fff87be3a23 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 4555 20 com.apple.AppKit 0x00007fff87be2678 -[NSThemeFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 254 21 com.apple.AppKit 0x00007fff87bdef27 -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:] + 2683 22 com.apple.AppKit 0x00007fff87b58777 -[NSView displayIfNeeded] + 969 23 com.apple.AppKit 0x00007fff87b53622 _handleWindowNeedsDisplay + 678 24 com.apple.Foundation 0x00007fff8600fa4d __NSFireTimer + 114 25 com.apple.CoreFoundation 0x00007fff83908708 __CFRunLoopRun + 6488 26 com.apple.CoreFoundation 0x00007fff839068df CFRunLoopRunSpecific + 575 27 com.apple.HIToolbox 0x00007fff821b5ada RunCurrentEventLoopInMode + 333 28 com.apple.HIToolbox 0x00007fff821b58df ReceiveNextEventCommon + 310 29 com.apple.HIToolbox 0x00007fff821b5798 BlockUntilNextEventMatchingListInMode + 59 30 com.apple.AppKit 0x00007fff87b28a2a _DPSNextEvent + 708 31 com.apple.AppKit 0x00007fff87b28379 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 32 com.apple.AppKit 0x00007fff87d37060 -[NSTextView mouseDown:] + 8426 33 com.apple.AppKit 0x00007fff87c21f1b -[NSWindow sendEvent:] + 5409 34 com.apple.AppKit 0x00007fff87b57662 -[NSApplication sendEvent:] + 4719 35 com.apple.AppKit 0x00007fff87aee0aa -[NSApplication run] + 474 36 com.apple.AppKit 0x00007fff87ae6d7c NSApplicationMain + 364 37 com.NZBVortex.NZBVortex 0x0000000100000fe0 start + 52 Crash #2 from same user moments later Code Type: X86-64 (Native) Parent Process: launchd [76] Date/Time: 2010-05-02 11:59:33.226 +0200 OS Version: Mac OS X 10.6.3 (10D573) Report Version: 6 Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc[4360]: alt handlers in objc runtime are buggy! Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x00007fff8015d8b7 _objc_fatal + 238 1 libobjc.A.dylib 0x00007fff8015e57c objc_addExceptionHandler + 1026 2 com.apple.CoreFoundation 0x00007fff85367212 _CFDoExceptionOperation + 402 3 com.apple.AppKit 0x00007fff840b5f2f -[NSViewHierarchyLock lockForReadingWithExceptionHandler:] + 478 4 com.apple.AppKit 0x00007fff8420753e -[NSConcreteTextStorage _lockForReading] + 243 5 com.apple.AppKit 0x00007fff841e1449 -[NSLayoutManager(NSPrivate) _fillGlyphHoleForCharacterRange:startGlyphIndex:desiredNumberOfCharacters:] + 320 6 com.apple.AppKit 0x00007fff840e204a _NSFastFillAllGlyphHolesForGlyphRange + 719 7 com.apple.AppKit 0x00007fff841e10e2 _NSFastFillAllLayoutHolesUpToEndOfContainerForGlyphIndex + 653 8 com.apple.AppKit 0x00007fff841e0c72 -[NSLayoutManager textContainerForGlyphAtIndex:effectiveRange:] + 243 9 com.apple.AppKit 0x00007fff840f6786 -[NSLayoutManager glyphRangeForTextContainer:] + 286 10 com.apple.AppKit 0x00007fff846664a9 -[NSToolTipStringDrawingLayoutManager _sizeWithSize:attributedString:] + 883 11 com.apple.AppKit 0x00007fff84665dad +[NSToolTipStringDrawingLayoutManager sizeForDisplayingAttributedString:] + 354 12 com.apple.AppKit 0x00007fff84667292 -[NSToolTipManager displayToolTip:] + 616 13 com.apple.AppKit 0x00007fff846657d4 toolTipTimerFired + 114 14 com.apple.CoreFoundation 0x00007fff8535b708 __CFRunLoopRun + 6488 15 com.apple.CoreFoundation 0x00007fff853598df CFRunLoopRunSpecific + 575 16 com.apple.HIToolbox 0x00007fff88510ada RunCurrentEventLoopInMode + 333 17 com.apple.HIToolbox 0x00007fff885108df ReceiveNextEventCommon + 310 18 com.apple.HIToolbox 0x00007fff88510798 BlockUntilNextEventMatchingListInMode + 59 19 com.apple.AppKit 0x00007fff840d1a2a _DPSNextEvent + 708 20 com.apple.AppKit 0x00007fff840d1379 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 21 com.apple.AppKit 0x00007fff8409705b -[NSApplication run] + 395 22 com.apple.AppKit 0x00007fff8408fd7c NSApplicationMain + 364 23 com.NZBVortex.NZBVortex 0x0000000100000fe0 start + 52 Weirdly enough the crashes seem to go away for these users when running the code in 32 bit mode. Any suggestions other then running the application in 32 bit only? Please do not dilute the feedback by asking for or blaming the code, the code is 100% solid, guaranteed! No memory leaks, the crashes clearly are triggered in 32 bit mode only just after start inside the AppKit itself like deep inside NSThread sleep's callstack.

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  • SDL side-scroller scrolls inconsistantly

    - by SDLFunTimes
    So I'm working on an upgrade from my previous project (that I posted here for code review) this time implementing a repeating background (like what is used on cartoons) so that SDL doesn't have to load really big images for a level. There's a strange inconsistency in the program, however: the first time the user scrolls all the way to the right 2 less panels are shown than is specified. Going backwards (left) the correct number of panels is shown (that is the panels repeat the number of times specified in the code). After that it appears that going right again (once all the way at the left) the correct number of panels is shown and same going backwards. Here's some selected code and here's a .zip of all my code constructor: Game::Game(SDL_Event* event, SDL_Surface* scr, int level_w, int w, int h, int bpp) { this->event = event; this->bpp = bpp; level_width = level_w; screen = scr; w_width = w; w_height = h; //load images and set rects background = format_surface("background.jpg"); person = format_surface("person.png"); background_rect_left = background->clip_rect; background_rect_right = background->clip_rect; current_background_piece = 1; //we are displaying the first clip rect_in_view = &background_rect_right; other_rect = &background_rect_left; person_rect = person->clip_rect; background_rect_left.x = 0; background_rect_left.y = 0; background_rect_right.x = background->w; background_rect_right.y = 0; person_rect.y = background_rect_left.h - person_rect.h; person_rect.x = 0; } and here's the move method which is probably causing all the trouble: void Game::move(SDLKey direction) { if(direction == SDLK_RIGHT) { if(move_screen(direction)) { if(!background_reached_right()) { //move background right background_rect_left.x += movement_increment; background_rect_right.x += movement_increment; if(rect_in_view->x >= 0) { //move the other rect in to fill the empty space SDL_Rect* temp; other_rect->x = -w_width + rect_in_view->x; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece++; std::cout << current_background_piece << std::endl; } if(background_overshoots_right()) { //sees if this next blit is past the surface //this is used only for re-aligning the rects when //the end of the screen is reached background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x += movement_increment; if(get_person_right_side() > w_width) { //person went too far right person_rect.x = w_width - person_rect.w; } } } else if(direction == SDLK_LEFT) { if(move_screen(direction)) { if(!background_reached_left()) { //moves background left background_rect_left.x -= movement_increment; background_rect_right.x -= movement_increment; if(rect_in_view->x <= -w_width) { //swap the rect in view SDL_Rect* temp; rect_in_view->x = w_width; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece--; std::cout << current_background_piece << std::endl; } if(background_overshoots_left()) { background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x -= movement_increment; if(person_rect.x < 0) { //person went too far left person_rect.x = 0; } } } } without the rest of the code this doesn't make too much sense. Since there is too much of it I'll upload it here for testing. Anyway does anyone know how I could fix this inconsistency?

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