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  • c++ Multiple Inheritance - Compiler modifying my pointers

    - by Bob
    If I run the following code, I get different addresses printed. Why? class Base1 { int x; }; class Base2 { int y; }; class Derived : public Base1, public Base2 { }; union U { Base2* b; Derived* d; U(Base2* b2) : b(b) {} }; int main() { Derived* d = new Derived; cout << d << "\n"; cout << U(d).d << "\n"; return 0; } Even more fun is if you repeatedly go in and out of the union the address keeps incrementing by 4, like this int main() { Derived* d = new Derived; cout << d << "\n"; d = U(d).d; cout << d << "\n"; d = U(d).d; cout << d << "\n"; return 0; } If the union is modified like this, then the problem goes away union U { void* v; Base2* b; Derived* d; U(void* v) : v(v) {} }; Also, if either base class is made empty, the problem goes away. Is this a compiler bug? I want it to leave my pointers the hell alone.

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  • Playing multiple FLVs at the same time feasible?

    - by eb_Dev
    Hi, Is it feasible to play a number of FLV files at the same time on one SWF? Basically I have a brief to create a video banner with a number of FLVs of people playing at the same time but starting at different points in the videos. My concerns are with loading times, memory consumption and the starting of each FLV at a different point and looping it. The FLVs will be stored on a server and pseudo-streamed. Any tips would be greatly appreciated. Thanks, eb_dev

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  • Assign multiple test categories using TestCategoryAttribute

    - by Michael Freidgeim
    I am using TestCategoryAttribute to filter which tests to run during builds and wandered, how to -how to assign multiple test categories.According to constructor documentation only single category can be specified.  However TestCategories Property (plural!)can return multiple categories.Grouping Tests into Test Categories: You can add an automated test to one or multiple test categories using a test attribute. Each test can belong to multiple test categories.The recommended approach from MSDN How to: Group and Run Automated Tests Using Test Categories is to specify multiple TestCategory attributes like the following[TestCategory("Nightly"), TestCategory("Weekly"), TestCategory("ShoppingCart"), TestMethod()]public Void DebitTest() { }Article http://toddmeinershagen.blogspot.com.au/2010/09/create-custom-test-category-attributes.htmlshows how enums can be used instead of strings.It also explains, that TestCategories Property can be used in derived custom attributes.v

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  • Are there any multiple desktops software for Vista? (similar to what is included in GNOME and KDE)

    - by Macha
    In GNOME and KDE, (and from what I hear, OS X aswell), you have a feature called multiple desktops. It allows you to have multiple screens of apps running, without having the same number of monitors. Does such a program exist for Vista? I'd like around four desktops (one for IM, one for programming, one for browsing/email and one for other apps), and at home I usually have one monitor if using my laptop outside of home, or two if I'm using it at home.

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  • Squibbly Update: Multiple Document Support

    - by Geertjan
    An update on Squibbly, the recently announced free and open source integration framework for LibreOffice! Now multiple documents can be opened at the same time, either from "File | Open File" or from the File Browser (i.e., the rebranded Favorites window). Click to enlarge the image below to get a fuller perspective on Squibbly: Take note of the tabs at the bottom of the editor-area in the screenshot above, and especially when you click the image to enlarge it. Multiple tabs are available at the same time, each representing a different open document. Click a different tab and its document is activated and brought to the front of the application. That means multiple LibreOffice applications can be used simultaneously, each could be undocked from the frame of the application, and the user can work with multiple documents, from multiple LibreOffice applications, all at the same time. Info from this forum entry were useful in getting to the above solution: http://www.oooforum.org/forum/viewtopic.phtml?t=41955 Still several focus-related problems to solve for the application to be ready for general usage.

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  • How render fusionchart using my javascript function

    - by AnandMeena
    I want to render/call fusion chart from my javascript function. For example:- Currently we need to do these to show chart:- <script type="text/javascript"><!-- var myChart = new FusionCharts( "Column3D", "myChartId", "400", "300" ); myChart.setXMLUrl("Data.xml"); myChart.render("chartContainer"); // --> </script> But I want to write a function to render it something like below:- <script type="text/javascript"><!-- var column3d = new MyChart.Column.YFColumn3D("MSColumn3D", "MSColumn3DChart", "1100", "300", "0", "0"); column3d .setXMLUrl("Data.xml"); column3d .render("chartContainer"); // --> </script> Here YFColumn3D can be a function that render actual function of fusion chart. Thanks in advance.

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  • MySQL – Scalability on Amazon RDS: Scale out to multiple RDS instances

    - by Pinal Dave
    Today, I’d like to discuss getting better MySQL scalability on Amazon RDS. The question of the day: “What can you do when a MySQL database needs to scale write-intensive workloads beyond the capabilities of the largest available machine on Amazon RDS?” Let’s take a look. In a typical EC2/RDS set-up, users connect to app servers from their mobile devices and tablets, computers, browsers, etc.  Then app servers connect to an RDS instance (web/cloud services) and in some cases they might leverage some read-only replicas.   Figure 1. A typical RDS instance is a single-instance database, with read replicas.  This is not very good at handling high write-based throughput. As your application becomes more popular you can expect an increasing number of users, more transactions, and more accumulated data.  User interactions can become more challenging as the application adds more sophisticated capabilities. The result of all this positive activity: your MySQL database will inevitably begin to experience scalability pressures. What can you do? Broadly speaking, there are four options available to improve MySQL scalability on RDS. 1. Larger RDS Instances – If you’re not already using the maximum available RDS instance, you can always scale up – to larger hardware.  Bigger CPUs, more compute power, more memory et cetera. But the largest available RDS instance is still limited.  And they get expensive. “High-Memory Quadruple Extra Large DB Instance”: 68 GB of memory 26 ECUs (8 virtual cores with 3.25 ECUs each) 64-bit platform High I/O Capacity Provisioned IOPS Optimized: 1000Mbps 2. Provisioned IOPs – You can get provisioned IOPs and higher throughput on the I/O level. However, there is a hard limit with a maximum instance size and maximum number of provisioned IOPs you can buy from Amazon and you simply cannot scale beyond these hardware specifications. 3. Leverage Read Replicas – If your application permits, you can leverage read replicas to offload some reads from the master databases. But there are a limited number of replicas you can utilize and Amazon generally requires some modifications to your existing application. And read-replicas don’t help with write-intensive applications. 4. Multiple Database Instances – Amazon offers a fourth option: “You can implement partitioning,thereby spreading your data across multiple database Instances” (Link) However, Amazon does not offer any guidance or facilities to help you with this. “Multiple database instances” is not an RDS feature.  And Amazon doesn’t explain how to implement this idea. In fact, when asked, this is the response on an Amazon forum: Q: Is there any documents that describe the partition DB across multiple RDS? I need to use DB with more 1TB but exist a limitation during the create process, but I read in the any FAQ that you need to partition database, but I don’t find any documents that describe it. A: “DB partitioning/sharding is not an official feature of Amazon RDS or MySQL, but a technique to scale out database by using multiple database instances. The appropriate way to split data depends on the characteristics of the application or data set. Therefore, there is no concrete and specific guidance.” So now what? The answer is to scale out with ScaleBase. Amazon RDS with ScaleBase: What you get – MySQL Scalability! ScaleBase is specifically designed to scale out a single MySQL RDS instance into multiple MySQL instances. Critically, this is accomplished with no changes to your application code.  Your application continues to “see” one database.   ScaleBase does all the work of managing and enforcing an optimized data distribution policy to create multiple MySQL instances. With ScaleBase, data distribution, transactions, concurrency control, and two-phase commit are all 100% transparent and 100% ACID-compliant, so applications, services and tooling continue to interact with your distributed RDS as if it were a single MySQL instance. The result: now you can cost-effectively leverage multiple MySQL RDS instance to scale out write-intensive workloads to an unlimited number of users, transactions, and data. Amazon RDS with ScaleBase: What you keep – Everything! And how does this change your Amazon environment? 1. Keep your application, unchanged – There is no change your application development life-cycle at all.  You still use your existing development tools, frameworks and libraries.  Application quality assurance and testing cycles stay the same. And, critically, you stay with an ACID-compliant MySQL environment. 2. Keep your RDS value-added services – The value-added services that you rely on are all still available. Amazon will continue to handle database maintenance and updates for you. You can still leverage High Availability via Multi A-Z.  And, if it benefits youra application throughput, you can still use read replicas. 3. Keep your RDS administration – Finally the RDS monitoring and provisioning tools you rely on still work as they did before. With your one large MySQL instance, now split into multiple instances, you can actually use less expensive, smallersmaller available RDS hardware and continue to see better database performance. Conclusion Amazon RDS is a tremendous service, but it doesn’t offer solutions to scale beyond a single MySQL instance. Larger RDS instances get more expensive.  And when you max-out on the available hardware, you’re stuck.  Amazon recommends scaling out your single instance into multiple instances for transaction-intensive apps, but offers no services or guidance to help you. This is where ScaleBase comes in to save the day. It gives you a simple and effective way to create multiple MySQL RDS instances, while removing all the complexities typically caused by “DIY” sharding andwith no changes to your applications . With ScaleBase you continue to leverage the AWS/RDS ecosystem: commodity hardware and value added services like read replicas, multi A-Z, maintenance/updates and administration with monitoring tools and provisioning. SCALEBASE ON AMAZON If you’re curious to try ScaleBase on Amazon, it can be found here – Download NOW. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • openGL ES - change the render mode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY on touch

    - by Sid
    i want to change the rendermode from RENDERMODE_WHEN_DIRTY to RENDERMODE_CONTINUOUSLY when i touch the screen. WHAT i Need : Initially the object should be stationary. after touching the screen, it should move automatically. The motion of my object is a projectile motion ans it is working fine. what i get : Force close and a NULL pointer exception. My code : public class BallThrowGLSurfaceView extends GLSurfaceView{ MyRender _renderObj; Context context; GLSurfaceView glView; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MyRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); this.requestFocus(); this.setFocusableInTouchMode(true); glView = new GLSurfaceView(context.getApplicationContext()); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub if (event != null) { if (event.getAction() == MotionEvent.ACTION_DOWN) { if (_renderObj != null) { Log.i("renderObj", _renderObj + "lll"); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { public void run() { glView.setRenderMode(RENDERMODE_CONTINUOUSLY); } }); return true; } } } return super.onTouchEvent(event); } } PS : i know that i am making some silly mistakes in this, but cannot figure out what it really is.

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • iSCSI targets don't appear after rescan

    - by asmr
    Hi everybody, I have an Equallogic 4000PS SAN box to which I have connected 2 x ESX 4.0.0 hosts sharing the LUNs. I have an older ESX 3.5 host which I want to setup to share the same LUNs. I have setup a vmkernel port with 2 NICs attached to 2 the iSCSI switch. When I perform an iSCSI software adapter rescan, it takes a long time and it doesn't find the targets. In the ESX-3.5 host's log file I find these messages: Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.394 cpu5:1039)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.394 cpu5:1039)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.394 cpu5:1039)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.397 cpu0:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.397 cpu0:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.397 cpu0:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.442 cpu1:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.442 cpu1:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:52:48 sc59 vmkernel: 368:19:23:11.442 cpu1:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.874 cpu3:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.874 cpu3:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.874 cpu3:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.884 cpu4:1041)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.884 cpu4:1041)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.884 cpu4:1041)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.888 cpu3:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.888 cpu3:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:32.888 cpu3:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.042 cpu7:1039)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.042 cpu7:1039)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.042 cpu7:1039)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.044 cpu3:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.044 cpu3:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.044 cpu3:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.045 cpu4:1041)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.045 cpu4:1041)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:09 sc59 vmkernel: 368:19:27:33.045 cpu4:1041)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.308 cpu3:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.309 cpu3:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.309 cpu3:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.598 cpu2:1040)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.598 cpu2:1040)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.598 cpu2:1040)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.600 cpu7:1039)WARNING: SCSI: 279: SCSI device type 0xd is not supported. Cannot create target vmhba1:288:0 Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.600 cpu7:1039)WARNING: SCSI: 1293: LegacyMP Plugin could not claim path: vmhba1:288:0. Not supported Mar 30 08:57:10 sc59 vmkernel: 368:19:27:33.600 cpu7:1039)WARNING: ScsiPath: 3187: Plugin 'legacyMP' had an error (Not supported) while claiming path 'vmhba1:C0:T288:L0'.Skipping the path. Any ideas what the problem is?

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • Bloom shader makes it impossible to render black?

    - by Mathias Lykkegaard Lorenzen
    I am playing around with the bloom shader from the XNA sample page, to do some glow shading. I am rendering primitive vector-ish squares of linelists/linestrips, on a background. However, I am facing a few problems. With a black background and white squares, I can actually see the squares. However, with a white background and black squares, I can't see them at all. Why is this happening, and is there any way of me fixing it? Can I modify my bloom shader to also "glow" dark elements, if that's what is causing it?

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  • Render Ruby object to interactive html

    - by AvImd
    I am developing a tool that discovers network services enabled on host and writes short summary on them like this: init,1 +-- login,1560 -- +-- bash,1629 +-- nc,12137 -lup 50505 { :net = [ [0] "*:50505 IPv4 UDP " ], :fds = [ [0] "/root (cwd)", [1] "/", [2] "/bin/nc.traditional", [3] "/xochikit/ld_poison.so (stat: No such file or directory)", [4] "/dev/tty2", [5] "*:50505" ] } It proved to be very nice formatted and useful for quick discovery thanks to colors provided by the awesome_print gem. However, its output is just a text. One issue is that if I want to share it, I lose colors. I'd also like to fold and unfold parts of objects, quickly jump to specific processes and what not? Adding comments, for example. Thus I want something web-based. What is the best approach to implement features like these? I haven't worked with web interfaces before and I don't have much experience with Ruby.

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  • Making fonts render similarly across browsers

    - by Zach L.
    I am building a website for a client, and we had hoped to use plain text, not images in the navigation bar. The font we are using is Century Gothic (I believe that this font is available on the majority of PCs and Macs) The problem is, that on different browsers the font renders significantly differnt. In Chrome we got it looking the way we want, but in firefox the text is smaller and bolder. Aside from writing browser specific javascript to alter the font properties, are there any other options to standardize the way the fonts are rendered cross-browser. Perhaps some library or API? Maybe its a matter of being more specific in declaring font properties? Honestly I am stuck and need help.

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  • Why C# does not support multiple inheritance?

    - by Jalpesh P. Vadgama
    Yesterday, One of my friend Dharmendra ask me that why C# does not support multiple inheritance. This is question most of the people ask every time. So I thought it will be good to write a blog post about it. So why it does not support multiple inheritance? I tried to dig into the problem and I have found the some of good links from C# team from Microsoft for why it’s not supported in it. Following is a link for it. http://blogs.msdn.com/b/csharpfaq/archive/2004/03/07/85562.aspx Also, I was giving some of the example to my friend Dharmendra where multiple inheritance can be a problem.The problem is called the diamond problem. Let me explain a bit. If you have class that is inherited from the more then one classes and If two classes have same signature function then for child class object, It is impossible to call specific parent class method. Here is the link that explains more about diamond problem. http://en.wikipedia.org/wiki/Diamond_problem Now of some of people could ask me then why its supporting same implementation with the interfaces. But for interface you can call that method explicitly that this is the method for the first interface and this the method for second interface. This is not possible with multiple inheritance. Following is a example how we can implement the multiple interface to a class and call the explicit method for particular interface. Multiple Inheritance in C# That’s it. Hope you like it. Stay tuned for more update..Till then happy programming.

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • af:inputSlider doesn't render in popup for FF, Safari and Chrome

    - by Frank Nimphius
    A problem reported on OTN is that the af:inputSlider component of Oracle JDeveloper 11.1.2.2 doesn't show on all browsers except IE when the slider is added as the sole component in a popup. The problem reproduces with the ADF Faces component demo and I filed bug 14207690. The work around, posted by OTN user "Tses" is to set the inlineStyle property on the slider to table <af:inputNumberSlider ... inlineStyle="display:table;"/>

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • Ubuntu scrollbars don't render on Cygwin X server

    - by David M. Karr
    I have an ubuntu 12.0.4 desktop. I have a Win7 laptop running Cygwin. I can display windows from the Ubuntu box on the Win7 laptop using the Cygwin X server, but the window is somewhat "degraded". Specifically, scrollbars are not rendering properly. I've used Ubuntu before, but this is the first time I've seen these odd scrollbar popups that are used in 12.04. I'm guessing the Cygwin X server is having trouble rendering that for some reason. In the Cygwin view, I see the slightly thicker vertical bar, but when I hover the mouse over it, nothing happens. I'd really prefer to get conventional scrollbars. Can I configure Ubuntu 12.0.4 to do this, which might result in Cygwin being able to display them?

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  • Multiple Businesses at The Same Physical Address - SEO / Google Places

    - by Howdy_McGee
    I was wondering what kind if there would be any negative effects to have multiple businesses having the exact same physical address on their website. Currently we have five businesses at the exact same address and it shows on their website, so when people google one of the five businesses address their going to get multiple results from multiple website most of which will not be what their looking for. What is a way around this / what can I do about this? Would adding "Suite Numbers" be a solution? A thought occurred that it might be a good idea to create a landing page for users that are looking up a business by it's address via google. The page will bring up multiple businesses since we have a few at the same address but if we have a landing page at the top which then leads to multiple businesses that might solve the multiple address seo problem. Going to keep researching it though. I also know for Google Places (possible bing local and yahoo local) this could also become a problem. I've submitted an inquiry with them but I wanted to know if anybody had a ready-made solution around this so that Google doesn't bunch all these companies together into one. Thanks!

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Unicode fonts render incorrectly in Terminal

    - by Sridher
    My Ubuntu 13.04 terminal renders Unicode Indic fonts incorrectly, but they are rendered correctly in Firefox, gedit, Chrome etc. How can I fix this? Works fine in: Firefox, Chrome, Gedit, Open Office Not working in: Terminal UPDATE : Here is the screenshot from my desktop showing the telugu font rendering in various applications (including my sample pygame example) note : pygame unicode, console renders wrong and same but rest of the apps correct

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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