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  • Creating a new buffer with text using EmacsClient

    - by User1
    I have a program that can send text to any other program for further analysis (eg sed, grep, etc). I would like it to send the data to Emacs and do analysis there. How would I do that? EmacsClient takes a filename by default, this is a data string not a file and I really don't want to create and delete files just to send data to Emacs. EmacsClient has an "eval" command-line option that let's you execute lisp code instead of open files. Is there a simple lisp function that will open a new buffer with the given text?

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  • Practicing buffer overflow attack in Ubuntu

    - by wakandan
    I am trying to learn to use buffer overflow attack in Ubuntu. Unfortunately, I cannot turn off Address Space Layout Randomization (ASLR) feature in this OS, which is turned on by default. I have tried some work around found in some fedora books: echo "0" > /proc/sys/kernel/randomize_va_space but for some reason the protection's still there. Please give me some suggestions. Thanks. [edit]Actually the above command was not successful, it said "Permission Denied", even with sudo. How can I fix that? [adding] I kept on getting segmetation fault error when it shows an address in stack. Is it related to non-executable stack in ubuntu :(?

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  • What is faster: multiple `send`s or using buffering?

    - by dauerbaustelle
    I'm playing around with sockets in C/Python and I wonder what is the most efficient way to send headers from a Python dictionary to the client socket. My ideas: use a send call for every header. Pros: No memory allocation needed. Cons: many send calls -- probably error prone; error management should be rather complicated use a buffer. Pros: one send call, error checking a lot easier. Cons: Need a buffer :-) malloc/realloc should be rather slow and using a (too) big buffer to avoid realloc calls wastes memory. Any tips for me? Thanks :-)

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  • Appropriate data structure for a buffer of the packets

    - by psihodelia
    How to implement a buffer of the packets where each packet is of the form: typedef struct{ int32 IP; //4-byte IP-address int16 ID; //unique sequence id }t_Packet; What should be the most appropriate data structure which: (1) allows to collect at least 8000 such packets (fast Insert and Delete operations) (2) allows very fast filtering using IP address, so that only packets with given IP will be selected (3) allows very fast find operation using ID as a key (4) allows very fast (2), then (3) within filtered results ? RAM size does matter, e.g. no huge lookup table is possible to use.

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  • A depth (z-index) nightmare.

    - by JCOC611
    The best way to illustrate this question is with...a Fiddle! Before you visit the fiddle, notice there is text behind the grayest element, which is on top of a light gray element that has a border. There is a main wrapping div (root), and two wrapping divs inside (wrap1 and wrap2). The problem here is that I need the content of wrap2 (highlight) to be behind the content of wrap1 (text), but in front of the background of the root. This, however, must not change: The HTML, the elements and wraps should be left untouched. Excluding the order of wrap1 and wrap2 inside root. The highlight div must keep the absolute positioning. Styling highlight with background-color is not an option, the existence of highlight is a must. PS: the italics reference the id's of <div>s in the fiddle example, for whomever was too lazy to visit it.

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  • Java serial comm notifyOnDataAvailable configure receive buffer size?

    - by fred basset
    Hi All, I have a Java serial driver that's using the notifyOnDataAvailable mode to enable async. receive notification. I see an occasional problem where the SerialPortEvent.DATA_AVAILABLE serial event is not called until a relatively large no. of characters have been received (e.g. 34). The problem is that the sender sent a 20 byte packet, so the Java receiver did not send an ACK until the sender did a retry of the 20 byte send. Is there any way in Java COMM to configure the size of the receive buffer?

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  • Finding files with bash and copy to another location and reducing depth of folders

    - by Kevin F
    I'm trying to recover a mates hard drive, there is no structure what so ever so music and images are everywhere but in named folders sometimes 5 folders deep, I've managed to write a one-liner that finds the files and copies them to a mounted drive but it preserves the file structure completely. What I'm after is a bit of code that searches the drive and copies to another location and copies just the parent folder with the mp3/jpg files within and not the complete path. The other issue I have is the music is /folder/folder/folder/Artist/1.mp3..2.mp3..10.mp3 etc etc so I have to preserve the folder 'Artist' to give him any hope of finding his tracks again. What I have working currently: find /media/HP/ -name *.mp3 -fprintf /media/HP/MUSIC/Script.sh 'mkdir -p "/media/HP/MUSIC/%h" \n cp "%h/%f" "/media/HP/MUSIC/%h/"\n' I then run the script.sh and it does all the copying. Many Thanks

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  • Appropriate collection for variable-depth list?

    - by George R
    If I wanted to have a collection that described the (recursive) contents of a root directory, including directories and files, how would I store them? Or do I need to come up with an object that holds: -Current directory -Parent directory -Files in directory ..and slap them all in one big list and manually work out the relationship at runtime from each entries Parent directory.

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  • Ruby: how to know depth of multidemensional array

    - by hqt
    This is my problem I have met in my assignment. Array A has two elements: array B and array C. Array B has two elements: array D and array E At some point, array X just contains two elements: string a and string b. I don't know how to determine how deep array A is. For example: arrA = [ [ [1,2] ] ] I have tested by: A[0][0][0] == nil which returns false. Moreover, A[0][0]..[0] == nil always returns false. So, I cannot do this way to know how deep array A is.

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  • Unsafe, super-fast cross-process memory buffer?

    - by John
    Cross-process memory buffers always have some overhead, and my understanding is this is quite high. But what if you're implementing a cross-process render-buffer, this isn't critically important in the same way as other data so are there techniques we can use to get 'raw' access to a chunk of memory from multiple processes, with no safety nets apart from it not crashing? Or do modern operating systems simply not work with unabstracted memory in a way to make this possible? I'm working in C++ but the question applies to Win XP/Vista/7, MacOSX 10.5+ (& Linux less importantly).

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  • RSpec: in-depth differences between before(:all) and before(:each)

    - by gmile
    Ok, so I've ran into a very strange issue, directly connected with before blocks. I'm doing a integration testing via Watir and RSpec. For a simple test to check if user can perform a login I'm creating a 'user' record in the db by means of factory_girl. So I put the following code: before(:each) do @user = Factory(:user) end if "should perform a login" do # do stuff end In do stuff I call a browser and see how the user tries to login. Unfortunately, somehow he cannot do that — "Username isn't valid". After some investigation I discovered that if I put the code for creating user in before(:all) block, everything magically works. How's that? What's the difference between :all and :each in this context? Also, If I put the code for creating user actually in the test body, it still doesn't work (i.e. user somehow isn't added to the DB or something).

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  • java - Depth First Search - Perform DFS on a tree

    - by DJDonaL3000
    Im trying to perform DFS on a Minimum Spanning Tree which contains 26 nodes. Nodes are named 'A' to 'Z' and the tree is undirected. I have an empty function called DFS here that I am trying to write, which (i presume) takes in the tree (a 2D array) a startNode (randomly selected node 'M') and the endNode (randomly selected node 'Z'). The weights of connected nodes are identified in the 2D array parameter, but how do I actually get started visiting nodes? All that is required is to print each nodeName in the order of the DFS traversal. Do I need to create a Node_class for each node in the 2d array??

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  • Smarter println that shows the depth in the stack

    - by Hectoret
    I am using System.out.println in my code to track the execution of a program and get some useful output. This creates results like this in the console: Main function. Program starts. Method getArea. Getting values Method getSide. Side is 6 Method getArea. First value is 6 Method getSide. Side is 8 Method getArea. Second value is 8 Method getArea. Area is 48 Main function. The final area is 48 I would like to create tha method, which adds a space in front of the output every time the code goes deeper in the method call stack. For example, the same code but instead of using System.out.println, now with Misc.smartPrintln: Main function. Program starts. Method getArea. Getting values Method getSide. Side is 6 Method getArea. First value is 6 Method getSide. Side is 8 Method getArea. Second value is 8 Method getArea. Area is 48 Main function. The final area is 48 The method would have this definition: public static void smartPrintln(String string); I don't know how to implement this functionality. Any ideas how to solve this? And, could the use of a logger offer this functionality?

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  • string and z-depth animation, as3

    - by VideoDnd
    How do I pass this string to my children? formatCount(fcount) is the value I'm trying to pass to children timer is the value the children are recieving now Timer that loops through an array of displayObjects var timer:Timer = new Timer(100); var count:int = 0; var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) { count++; fcount=int(count*count/1000); //myText.text = formatCount(fcount); //LOOPS THROUGH MY LIST ITEMS 'see array at bottom' var currentFrame:int = timer.currentCount % frames.length; for (var i:int = 0; i < frames.length; ++i) { frames[i].visible = (i == currentFrame); } } timer.start(); //SUBSTRING AND ZERO PLACEHOLDER function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //PASS MATH TO SPRITE HANDLER function spriteHandler(e:Event):void { numbers.setTime(formatCount(fcount)); } //LOST ARGUMENT==>GOES TO NUMBERSVIEW //var numbers:NumbersView; var numbers:*; //MY ARRAY 'list of numbers, one-to-zero' var frames:Array = [new Frame1(),new Frame2(),new Frame3(), new Frame4(),new Frame5(),new Frame6(),new Frame7(),new Frame8(),new Frame9(), new Frame0()]; for each (var frame:Sprite in frames) { addChild(frame); } Example of NumbersView 'increment and place display objects across the stage' function NumbersView() { _listItems = new Array(); previousNums = new Array(); var item:NumberImage; for (var i:Number = 0; i <= 9; i++) { item = new NumberImage(); addChild(item); item.x = i * item.width; _listItems.push(item); } }

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  • Increase a recive buffer in UDP socket

    - by unresolved_external
    I'wm writing an app, which transmits video and obviously uses UDP protocol fot this purpose. So I am wondering how can I increase a size of send/recieve buffer, cause currently the maximal size of data, which I can send is 65000 bytes. I already tried to do it in following way: int option = 262144; if(setsockopt(m_SocketHandle,SOL_SOCKET,SO_RCVBUF ,(char*)&option,sizeof(option)) < 0) { printf("setsockopt failed\n"); } But it did not work. So how can I do it?

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  • Delegate Example From C# In Depth Confusion

    - by ChloeRadshaw
    I am looking at this example: List<Product> products = Product. GetSampleProducts() ; products.Sort( (first, second) => first.Name.CompareTo(second. Name) ) ; foreach (Product product in products) { Console. WriteLine(product) ; } What function is actually called in the API when you do that? Does the compiler create a class which implemnents the IComparer interface? I thought delegates were anonymous methods - Here it seems to be an anonymous interface implementation which is casuing confusion

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  • AS3: Element stays on stage after manipulating the index(depth)

    - by o15a3d4l11s2
    Here is the problem I have: after I change the index of one movieclip using this code oldIndex=getChildIndex(DisplayObject(e.target)); setChildIndex(DisplayObject(e.target), numChildren - 1); when I give the object its old index setChildIndex(DisplayObject(e.target), oldIndex); and go to another frame of the movie, this element I have changed the index of stays on top of all elements on the new frame. My question is am I doing something wrong and if not, what can I do so that this element stays only in the frame it is placed.

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Pruning: When to Stop?

    - by cam
    When does pruning stop being efficient in a depth-first search? I've been working on an efficient method to solve the N-Queens problem and I'm looking at pruning for the first time. I've implemented it for the first two rows, but when does it stop being efficient? How far should I prune to?

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  • Creating a Maze using Java

    - by user356184
    Im using Java to create a maze of specified "rows" and "columns" over each other to look like a grid. I plan to use a depth-first recursive method to "open the doors" between the rooms (the box created by the rows and columns). I need help writing a openDoor method that will break the link between rooms.

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  • Parsing with BeautifulSoup, error message TypeError: coercing to Unicode: need string or buffer, NoneType found

    - by Samsun Knight
    so I'm trying to scrape an Amazon page for data, and I'm getting an error when I try to parse for where the seller is located. Here's my code: #getting the html request = urllib2.Request('http://www.amazon.com/gp/offer-listing/0393934241/') opener = urllib2.build_opener() #hiding that I'm a webscraper request.add_header('User-Agent', 'Mozilla/5 (Solaris 10) Gecko') #opening it up, putting into soup form html = opener.open(request).read() soup = BeautifulSoup(html, "html5lib") #parsing for the seller info sellers = soup.findAll('div', {'class' : 'a-row a-spacing-medium olpOffer'}) for eachseller in sellers: #parsing for price price = eachseller.find('span', {'class' : 'a-size-large a-color-price olpOfferPrice a-text-bold'}) #parsing for shipping costs shippingprice = eachseller.find('span' , {'class' : 'olpShippingPrice'}) #parsing for condition condition = eachseller.find('span', {'class' : 'a-size-medium'}) #parsing for seller name sellername = eachseller.find('b') #parsing for seller location location = eachseller.find('div', {'class' : 'olpAvailability'}) #printing it all out print "price, " + price.string + ", shipping price, " + shippingprice.string + ", condition," + condition.string + ", seller name, " + sellername.string + ", location, " + location.string I get the error message, pertaining to the 'print' command at the end, "TypeError: coercing to Unicode: need string or buffer, NoneType found" I know that it's coming from this line - location = eachseller.find('div', {'class' : 'olpAvailability'}) - because the code works fine without that line, and I know that I'm getting NoneType because the line isn't finding anything. Here's the html from the section I'm looking to parse: <*div class="olpAvailability"> In Stock. Ships from WI, United States. <*br/><*a href="/gp/aag/details/ref=olp_merch_ship_9/175-0430757-3801038?ie=UTF8&amp;asin=0393934241&amp;seller=A1W2IX7T37FAMZ&amp;sshmPath=shipping-rates#aag_shipping">Domestic shipping rates</a> and <*a href="/gp/aag/details/ref=olp_merch_return_9/175-0430757-3801038?ie=UTF8&amp;asin=0393934241&amp;seller=A1W2IX7T37FAMZ&amp;sshmPath=returns#aag_returns">return policy</a>. <*/div> (but without the stars - just making sure the HTML doesn't compile out of code form) I don't see what's the problem with the 'location' line of code, or why it's not pulling the data I want. Help?

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  • TypeError: coercing to Unicode: need string or buffer, User found

    - by Clemens
    hi, i have to crawl last.fm for users (university exercise). I'm new to python and get following error: Traceback (most recent call last): File "crawler.py", line 23, in <module> for f in user_.get_friends(limit='200'): File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 2717, in get_friends for node in _collect_nodes(limit, self, "user.getFriends", False): File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 3409, in _collect_nodes doc = sender._request(method_name, cacheable, params) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 969, in _request return _Request(self.network, method_name, params).execute(cacheable) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 721, in __init__ self.sign_it() File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 727, in sign_it self.params['api_sig'] = self._get_signature() File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 740, in _get_signature string += self.params[name] TypeError: coercing to Unicode: need string or buffer, User found i use the pylast lib for crawling. what i want to do: i want to get a users friends and the friends of the users friends. the error occurs, when i have a for loop in another for loop. here's the code: network = pylast.get_lastfm_network(api_key = API_KEY, api_secret = API_SECRET, username = username, password_hash = password_hash) user = network.get_user("vidarnelson") friends = user.get_friends(limit='200') i = 1 for friend in friends: user_ = network.get_user(friend) print '#%d %s' % (i, friend) i = i + 1 for f in user_.get_friends(limit='200'): print f any advice? thanks in advance. regards!

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