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  • e-interview: SunSpace to WebCenter migration

    - by me
    I had the pleasure to do an e-interview with Ana Neves around the SunSpace to WebCenter migration project.  Below is the english version of the interview.  Enjoy   Peter, you joined Oracle in 2009 through the acquisition of Sun. Becoming a part of Oracle meant many changes. The internal collaboration platform was one of them, as per a post you wrote back in 2011. Sun had SunSpace. How would you describe SunSpace? SunSpace was the internal Community and Social Collaboration platform for the Sun's Global Sales and Services Organization. SunSpace served around 600 communities with a main focus around technology, products and services. SunSpace was a big success. Within 3 months of its launch SunSpace had over 20,000 users and it won the Atlassian "Not just another wiki" Award for the best use of Confluence (https://blogs.oracle.com/peterreiser/entry/goodbye_sunspace_hello_webcenter). What made SunSpace so special? 1. People centric versus  Web centric The main concept of SunSpace put the person in the middle of everything. All relevant information, resources  etc. where dynamically pushed to a person's  myProfile ( Facebook like interface) based on the person's interest and  needs.  2. Ease to use  SunSpace was really easy to use. We spent a lot of time on social interaction design to optimize the user experience.  Also we integrated some sophisticated technology to hide complexity from the user. As example - when a user added a document to SunSpace - we analyzed the content of the document and suggested related metadata and tags to the user based on a sophisticated algorithm which was integrated with the corporate taxonomy. Based on this metadata the document was automatically shared with the relevant communities.  3. Easy to find One of the main use cases for SunSpace was that  a user could quickly find the content and information they needed for their job.  The search implementation was based on:  optimized search engine algorithm using social value based ranking enhancements community facilitated search optimization  faceted search which recommended highly relevant  content like products, communities and experts 4. Social Adoption  - How to build vibrant communities You can deploy the coolest social technology but what if the users are not using it?   To drive user adoption we implemented two  complementary models: 4.1 Community Methodology  We developed a set of best practices on how to create, run and sustain communities including: community structure and types (e.g. Community of Practice, Community of Interest etc.) & tips and tricks on how to build a "vibrant " communities, Community Health check etc.  These best practices where constantly tuned and updated by the community of community drivers. 4.2. Social Value System To drive user adoption there is ONE key  question you  have to answer for each individual user: What's In It For Me (WIIFM) We developed a Social Value System called Community Equity which measures the social value flow between People, Content and Metadata. Based on this technology we added "Gamfication" techniques (although at that time this term did not exist ) to SunSpace to honor people for the active contribution and participation.  As example: All  social credentials a user earned trough active community participation where dynamically displayed on her/his myProfile. How would you describe WebCenter? Oracle WebCenter (@oraclewebcenter) is the Oracle's  user engagement platform for social business. It helps people work together more efficiently through contextual collaboration tools that optimize connections between people, information, and applications and ensures users have access to the right information in the context of the business process in which they are engaged. Oracle WebCenter can help your organization deliver contextual and targeted Web experiences to users and enable employees to access information and applications through intuitive portals, composite applications, and mash-ups. How does it compare to SunSpace in terms of functionality? Before I answer this question, I would like to point out some limitation we started to see with the current SunSpace implementation. Due to the massive growth of the user population (>20,000 users), we experienced  performance and scalability challenges with the current technology. Also at the time - Sun Internal Communications and SunIT planned to replace the entire Sun Intranet with SunSpace. We  kicked-off a project to evaluate the enterprise level technology which eventually would replace the good old static Intranet.  And then Oracle acquired Sun. We already had defined the functional requirements for the Intranet replacement with a Social Enterprise Stack and we just needed to evaluate the functional requirements against WebCenter   Below are the summary of this evaluation  MyProfile SunSpace WebCenter How WebCenter Works Home MyProfile: to access, click on your name at the top of any WebCenter page Your name, title, and reporting line are displayed.  Sub-tabs show your activity stream (Activities); people in your network (Connections); files you have uploaded (Documents); your contact information (Organization); and any personal information you wish to share (About).   Files MyFiles Allows you to upload, download and store documents or wiki pages within folders and subfolders.  The WebDav interface allows you to download / upload files / folders with a simple drag and drop to / from your local machine.  Tagging is supported and recommended. Network HomeMyConnections Home: displays the activity stream of individuals in your network.MyConnections: shows individuals in your network.  Click on a person's name to see their contact info and link to their profile. Status Updates MyProfle > Activties Add and displays  your recent activties and status updates. Watches Preferences > Subscriptions > Current Subscriptions Receive email notifications when  pages / spaces you watch are modified. Drafts N/A WebCenter does not support Drafts Settings Preferences: to access, click on 'Preferences' at the top of any WebCenter page Set your general preferences, as well as your WebCenter messaging, search and mail settings. MyCommunities MySpaces: to access, click on 'Spaces' at the top of any WebCenter page Displays MySpaces (communities you are a member of); and Recent Spaces (communities you have recently visited). Community SunSpace Webcenter How Webcenter Works Home Home Displays a community introduction and activity stream.  Members can add messages, links or documents via the Community Message Board. No Top Contributors widget. People Members Lists members of the community. The Mail All Members feature allows moderators and participants to send a message to all members of the community. Membership Management can be found under > Manage > Members News News Members can post and access latest community news and they can subscribe to news using an RSS reader Documents Documents Allows community members to upload, download and store documents or wiki pages within folders and subfolders.  The WebDav interface allows participants to download / upload files / folders with a simple drag and drop to / from your local machine.  Tagging is supported and recommended. Wiki Wiki Allows community members to create and update web pages with a WYSIWYG editor.  Note: WebCenter does not support macros or portlet embedding. Forum Forum Post community forum topics. Contribute to community forum conversations.  N/A Calendar Update and/or view the Community Calendar. N/A Analytics Displays detailed analytics data (views,downloads, unique users etc.) for Pages, Wiki, Documents, and Forum in a given community space. What is the adoption of WebCenter at Oracle? The entire Intranet serving around 100,000 users  is running on WebCenter Content.  For professional communities we use WebCenter Portal and Spaces. Currently we have around 6,000 community spaces with  around 40,000 members.  Does Oracle have any metrics to assess usage and impact of WebCenter? Can you give us some examples? Sure -  we have a lot of metrics   For the Intranet we use traditional metrics like pageviews, monthly unique visitors and unique visits.  For Communities we use the WebCenter Portal/Spaces analytics service which gives as a wealth of data. The key metrics we track are: Space traffic (PageViews, Unique Users) Wiki,Documents (views, downloads etc.) Forum (users, views, posts etc.) Registered members over time  Depending on the community we can filter/segment the metrics by User Properties e.g. Country, Organization, Job Role etc. What are you doing to improve usage and impact? 1. We  integrating the WebCenter social services/fabric into all  main business applications. As example The Fusion CRM deployment is seamless integrated with Oracle Social Network (OSN) and all conversation around an opportunity or customer engagement is  done in OSN (see youtube video). 2. We drive Social Best Practice trough a program called "Social Networking & Business Collaboration (SNBC) program" You worked both with WebCenter and SunSpace. Knowing what you know today, if you had the chance to choose between the two, which one would you choose? Why? That's a tricky question   In the early days of  the Social Enterprise implementation (we started SunSpace in 2006), we needed an agile and easy to deploy technology to keep up with the users requirements. Sometimes we pushed two releases per day  and we were in a permanent perpetual beta mode - SunSpace was perfect for that.  After the social implementation matured over time - community generated content became business critical and we saw a change in the  requirements from agile to stability, scalability and reliability  of the infrastructure.  WebCenter is the right choice for such an enterprise-level deployment.  You are a WebCenter Evangelist at Oracle. What do you do as part of that role? Our  role is to help position Oracle as one of the key thought leaders and solutions provider for Social Business. In addition we drive social innovation trough our Oracle Appslab  team. Is that a full time role? Yes  How many other Evangelists are there in Oracle? We are currently 5 people in the WebCenter evangelist team (@webcentervoices): Christian Finn (@cfinn) leads the team - Christian came from the Microsoft Sharepoint product management team and is a recognized expert in Social Business and Enterprise Collaboration. Noël Jaffré  (@noeljaffre) is our Web Experience Management (WEM) guru and came to Oracle via FatWire acquisition (now WebCenter Sites). Jake Kuramoto (@theapplab) is part of the Oracle AppsLab innovation  team - Jake is well known as  the driving force behind  http://theappslab.com  a blog around social and innovation.  Noel Portugal (@noelportugal) is a developer in the Oracle AppsLab innovation team - he is the inventor of OraTweet - Oracle's internal tweeting platform  Peter Reiser (@peterreiser) is  a Social Business guru and the inventor of SunSpace and Community Equity.  What area of the business do you and the rest of the Evangelists sit in? What area of the organisation is responsible for WebCenter? We are part of the WebCenter product management  organization.  Is WebCenter part of the Knowledge Management strategy? Oracle WebCenter is the Oracle's user engagement platform for social business. It brings together the most complete portfolio of portal, web experience management, content, social and collaboration technologies into a single product suite and is the product foundation of the Oracle Knowledge Management strategy.  I am aware Oracle also uses Beehive internally. How would you describe Beehive? Oracle Beehive provides an integrated set of communication and collaboration services built on a single scalable, secure, enterprise-class platform Beehive is  internally used for enterprise wide mail, calendar and real collaboration (Web conferencing) services.  Are Beehive and WebCenter connected? Historically Beehive and WebCenter Portal & Content had some overlap in functionally. (Hey - if  a company has an acquisition strategy to strengthen its product offering and accelerate  innovation, it's pretty normal that functional overlap exists  :- )) A key objective of the WebCenter strategy is  to combine all social and collaboration offerings under the WebCenter product family. That means that certain Beehive components  will be integrated into the overall WebCenter product offering.  Are there any other internal collaboration tools at Oracle? Which ones There here are two other main social tools which are widely used at Oracle  Oracle Connect was the first social tool the Oracle AppsLab team created in 2007 - see (Jake's blog post for details). It is still extensively used. ... and as a former Sun guy I like this quote from the blog post:  "Traffic to Connect peaked right after the Sun merger in 2010, when it served several hundred thousand pageviews each month; since then, traffic has subsided, but still averages tens of thousands of pageviews to several thousand users each month." Oratweet - Oracle internal microblogging platform has been used since June 2008 and it is still growing.  It's entirely written in Oracle Application Express (APEX) which is a rapid web application development tool for the Oracle database. Wanna try it out? Here you can download the code.  What is Oracle's strategy regarding (all these) collaboration tools? Pretty straight forward. The strategy is to seamless  integrate the WebCenter social & collaboration services into all Business Applications to help customers to socialize their enterprise. 

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  • CodePlex Daily Summary for Wednesday, May 23, 2012

    CodePlex Daily Summary for Wednesday, May 23, 2012Popular ReleasesChristoc's DotNetNuke Module Development Template: 00.00.08 for DNN6: BEFORE USE YOU need to install the MSBuild Community Tasks available from http://msbuildtasks.tigris.org For best results you should configure your development environment as described in this blog post Then read this latest blog post about customizing and using these custom templates. Installation is simple To use this template place the ZIP (not extracted) file in your My Documents\Visual Studio 2010\Templates\ProjectTemplates\Visual C#\Web OR for VB My Documents\Visual Studio 2010\Te...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.53: fix issue #18106, where member operators on numeric literals caused the member part to be duplicated when not minifying numeric literals ADD NEW FEATURE: ability to create source map files! The first mapfile format to be supported is the Script# format. Use the new -map filename switch to create map files when building your sources.Microsoft SQL Server Product Samples: Database: AdventureWorks 2008 Analysis Services Project: AdventureWorks 2008 Analysis Services sample database project files. Project files for Analysis Services 2008 sample cubes (standard and enterprise). Lessons 1 to 10 tutorial files.HigLabo: HigLabo_20120522: Bug fix of EncodeToMailHeaderLine method when TransferEncoding is QuotedPrintable and Encoding is not ASCII.BlackJumboDog: Ver5.6.3: 2012.05.22 Ver5.6.3  (1) HTTP????????、ftp://??????????????????????LogicCircuit: LogicCircuit 2.12.5.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionThis release is fixing start up issue.Internals Viewer (updated) for SQL Server 2008 R2.: Internals Viewer for SSMS 2008 R2: Updated code to work with SSMS 2008 R2. Changed dependancies, removing old assemblies no longer present and replacing them with updated versions.Orchard Project: Orchard 1.4.2: This is a service release to address 1.4 and 1.4.1 bugs. Please read our release notes for Orchard 1.4.2: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-NotesVirtu: Virtu 0.9.2: Source Requirements.NET Framework 4 Visual Studio 2010 with SP1 or Visual Studio 2010 Express with SP1 Silverlight 5 Tools for Visual Studio 2010 with SP1 Windows Phone 7 Developer Tools (which includes XNA Game Studio 4) Binaries RequirementsSilverlight 5 .NET Framework 4 XNA Framework 4SharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.0): New fetures:View other users predictions Hide/Show background image (web part property) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...Metadata Document Generator for Microsoft Dynamics CRM 2011: Metadata Document Generator (2.0.0.0): New UI Metro style New features Save and load settings to/from file Export only OptionSet attributes Use of Gembox Spreadsheet to generate Excel (makes application lighter : 1,5MB instead of 7MB)Audio Pitch & Shift: Audio Pitch And Shift 4.2.0: Backward / Forward buttons Improved features for encoding, streaming, menu Bug fixesSilverlight socket component: Smark.NetDisk: Smark.NetDisk?????Silverlight ?.net???????????,???????????????????????。Smark.NetDisk??????????,????.net???????????????????????tcp??;???????Silverlight??????????????????????callisto: callisto 2.0.28: Update log: - Extended Scribble protocol. - Updated HTML5 client code - now supports the latest versions of Google Chrome.ExtAspNet: ExtAspNet v3.1.6: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://bbs.extasp.net/ ??:http://demo.extasp.net/ ??:http://doc.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-05-20 v3.1.6 -??RowD...Dynamics XRM Tools: Dynamics XRM Tools BETA 1.0: The Dynamics XRM Tools 1.0 BETA is now available Seperate downloads are available for On Premise and Online as certain features are only available On Premise. This is a BETA build and may not resemble the final release. Many enhancements are in development and will be made available soon. Please provide feedback so that we may learn and discover how to make these tools better.PHPExcel: PHPExcel 1.7.7: See Change Log for details of the new features and bugfixes included in this release. BREAKING CHANGE! From PHPExcel 1.7.8 onwards, the 3rd-party tcPDF library will no longer be bundled with PHPExcel for rendering PDF files through the PDF Writer. The PDF Writer is being rewritten to allow a choice of 3rd party PDF libraries (tcPDF, mPDF, and domPDF initially), none of which will be bundled with PHPExcel, but which can be downloaded seperately from the appropriate sites.GhostBuster: GhostBuster Setup (91520): Added WMI based RestorePoint support Removed test code from program.cs Improved counting. Changed color of ghosted but unfiltered devices. Changed HwEntries into an ObservableCollection. Added Properties Form. Added Properties MenuItem to Context Menu. Added Hide Unfiltered Devices to Context Menu. If you like this tool, leave me a note, rate this project or write a review or Donate to Ghostbuster. Donate to GhostbusterEXCEL??、??、????????:DataPie(??MSSQL 2008、ORACLE、ACCESS 2007): DataPie_V3.2: V3.2, 2012?5?19? ????ORACLE??????。AvalonDock: AvalonDock 2.0.0795: Welcome to the Beta release of AvalonDock 2.0 After 4 months of hard work I'm ready to upload the beta version of AvalonDock 2.0. This new version boosts a lot of new features and now is stable enough to be deployed in production scenarios. For this reason I encourage everyone is using AD 1.3 or earlier to upgrade soon to this new version. The final version is scheduled for the end of June. What is included in Beta: 1) Stability! thanks to all users contribution I’ve corrected a lot of issues...New ProjectsAits HRM: Human Resource ManagermentBeeWix Toolkit: The toolkit is a set of classes we are using here at Beewix for our Social Network project. Church Management: Simple Church Management Software By Lalit Kumar & Ivan Lewis.Client Center for ConfigurationManager: The tool is designed for IT Professionals to troubleshoot SCCM/CM12 Client related Issues. The Client Center for Configuration Manager provides a quick and easy overview of client settings, including running services and Agent settings in a good easy to use, user interface.Common Instance Factory: Provides an abstraction over dependency injection and IoC containers using the abstract factory design pattern. It was created as an alternative to the Common Service Locator, but it does not use the service location anti-pattern and it provides support for releasing instances. Adapters are available for various dependency injection containers, such as Ninject and SimpleInjector, with more to come shortly. There are also WCF extensions available for decoupling services from DI containers.ConfigMgrRegistrationRequest: ConfigMgrRegistrationRequest allows you to simulate a client using System Center 2012 Configuration Manager Client SDK Basically, this project allows you to create Fake CM12 Clients, ideal when you need test load, reports, etc... when you run the tool (as a local Administrator), it will - Open a csv file and send request to register a new client to sccm - Send a update client id to sccm - Request policy - Send a ddr message - Send hinv more info on my blog at http://wmug.co.uk/w...COSC 320 TWIN System v2.0: Migration of previous version due to one month server limitationCultiv Photometadata for Umbraco: The PhotoMetaData package will extract meta data from images that you upload in your Umbraco media section. Dependency Injection Service Provider (DISP): Dependency Injection Service Provider (DISP) is a wrapper or an interface that aim to allow .NET developers use one of the inversion of control (IoC) containers out there such as StructureMap or Ninject from a high level of abstraction, using the same interface and classes without having to worry about the concrete implementation of each of the IoC containers. DISP provides an interface that will create and instance of an IoC container of your election, and provide generic interface to co...DirectPOS.NET: DirectPOS is a set of classes that bypasses OPOS and other libraries to talk to POS devices directly currently focusing on support for Bixolon, Samsung, and Epson thermal printers and some other devices.Dodongo's Quest: Roguelike in C# and XNAEpicCms: epiccms is only a name. The underlying system consists of two components: an api data service that replicates database tables, views, and procedures directly by url routes; a web interface that is very lightweight and purposed only to directly edit database table data. It is the intention that users will have full control over their data, how it is distributed, who has access, and when or how long anything(anyone) has access to all single pieces of data. It is also the intention that users wi...Find Duplicate file: This application is developed in WPF. you can find duplicate files from the file impression not from file size of from file name. Although this process is very time consuming. You can search and delete the similar file from the application itself. you can also open file location and delete manually from windows explorer. HoleFilling: We present a new image completion algorithm powered by a huge database of photographs gathered from the Web. The algorithm patches up holes in images by finding similar image regions in the database that are not only seamless but also semantically valid. Our chief insight is that while the space of images is effectively infinite, the space of semantically differentiable scenes is actually not that large. For many image completion tasks we are able to find similar scenes which conta...ILCC: A C compiler made in C# that generates .NET CIL code, XML, YAML and .NET PInvokeKendo UI framework for Orchard: This is a common location for kendo UI framework and related script libraries to use with Orchard CMS.MASAS SharePoint: This project is all about creating a SharePoint 2010-based capability to use the Multi-Agency Situational Awareness System (of systems) - MASAS. MASAS is focused on the exchange of structured information. This module is focused on using that information in your SharePoint 2010-based applications. Think of it this way - MASAS is an information bucket. MASAS allows you to share structured information by putting information into the bucket and by pulling information out of the bucket. ...MCP History: History Module for CB websiteMediaWikiSPMigrator: This project is aimed to make it easier to migrate from Mediawiki wiki's into SharePoint. The big differentiator is that it will allow you to map templates into a specific content type in SharePoint. NConf - Advanced Configuration Manager: NConf is an advanced configuration system for .Net projects. It's written out of the need for more advanced configuration than what .Net provides. The key features it supports is multiple configuration sources, simple to use syntax, the ability to reload/update configuration at runtime, and the easy ability to implement custom configuration sources.NMEA Interpreter: NMEA Interpreter is a class library created for one of my projects. It's main function is to parse NMEA sentences into usable easy to read and display data.Occupado: Time management for the School enviroment.OmahaMTG Site: Omaha MTG SiteProject Bloodlust Fury: Group project for CIS 375Radar IoC container: Very simple, fast and easy to use IoC container. Don't have any dependencies on external libraries - just pure .NET 4 Client Profile. Minimal size (~18kB in release build) makes it suitable to use in any project type.Service Request System: Service Request System (SRS) is a lightweight application for submitting and managing Service Requests of any type. The application is written in ASP.net (C#), and can utilize any type of database.Sign In As A Different User: Running your browser (IE) in a corporate environment will give you single sign on to web applications running in your intranet. But in some cases you need to access an URL with different credentials (admin purpose, etc.). Applications like SharePoint will provide you a solution right out of the box, but if this is not available the SignInAsADifferentUser project may help you. We as Glück & Kanja Consulting AG deployed such configurations in relation to Microsoft Lync components. Searching the...SimIn - Simulate Input in Your .NET Applications: SimIn is a light-weight .NET library which allows You to send user input to another applications. You can use SimIn in two modes: simulating user input (SendMessages), or control Your mouse. It supports DirectX input simulation, which means you can send mouse or keyboard messages to any DirectX game you want, and the game will register it correctly. SocialVeris: Este projeto consiste em uma rede social da instituição de ensino Veris IBTA. É um projeto de conclusão do curso de Análise e Desenvolvimento de Sistemas.Sprocket: Web application to management tasks in small company. TheList: A web an mobile application oriented to users that need a support in the creation of the supermarket list.Turntable Enhanced: TT Enhanced is a Turntable.fm Chrome extension used for giving the Turntable.fm website a bit of a face-lift. It adds cosmetic changes to the website, room moderation, drop down lists for easier usability, and much more.Web Part Collector: WebPart collector will help you identify any webpart or all webparts that are located inside your site collection

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  • CodePlex Daily Summary for Friday, January 28, 2011

    CodePlex Daily Summary for Friday, January 28, 2011Popular ReleasesVFPX: VFP2C32 2.0.0.8 Release Candidate: This release includes several bugfixes, new functions and finally a CHM help file for the complete library.EnhSim: EnhSim 2.3.3 ALPHA: 2.3.3 ALPHAThis release supports WoW patch 4.06 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Added back in a p...DB>doc for Microsoft SQL Server: 1.0.0.0: Initial release Supported output HTML WikiPlex markup Raw XML Supported objects Tables Primary Keys Foreign Keys ViewsmojoPortal: 2.3.6.1: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2361-released.aspx Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.Office Web.UI: Alpha preview: This is the first alpha release. Very exciting moment... This download is just the demo application : "Contoso backoffice Web App". No source included for the moment, just the app, for testing purposes and for feedbacks !! This package includes a set of official MS Office icons (143 png 16x16 and 132 png 32x32) to really make a great app ! Please rate and give feedback ThanksParallel Programming with Microsoft Visual C++: Drop 6 - Chapters 4 and 5: This is Drop 6. It includes: Drafts of the Preface, Introduction, Chapters 2-7, Appendix B & C and the glossary Sample code for chapters 2-7 and Appendix A & B. The new material we'd like feedback on is: Chapter 4 - Parallel Aggregation Chapter 5 - Futures The source code requires Visual Studio 2010 in order to run. There is a known bug in the A-Dash sample when the user attempts to cancel a parallel calculation. We are working to fix this.Catel - WPF and Silverlight MVVM library: 1.1: (+) Styles can now be changed dynamically, see Examples application for a how-to (+) ViewModelBase class now have a constructor that allows services injection (+) ViewModelBase services can now be configured by IoC (via Microsoft.Unity) (+) All ViewModelBase services now have a unit test implementation (+) Added IProcessService to run processes from a viewmodel with directly using the process class (which makes it easier to unit test view models) (*) If the HasErrors property of DataObjec...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel Template, version 1.0.1.160: The NodeXL Excel template displays a network graph using edge and vertex lists stored in an Excel 2007 or Excel 2010 workbook. What's NewThis release improves NodeXL's Twitter and Pajek features. See the Complete NodeXL Release History for details. Installation StepsFollow these steps to install and use the template: Download the Zip file. Unzip it into any folder. Use WinZip or a similar program, or just right-click the Zip file in Windows Explorer and select "Extract All." Close Ex...Kooboo CMS: Kooboo CMS 3.0 CTP: Files in this downloadkooboo_CMS.zip: The kooboo application files Content_DBProvider.zip: Additional content database implementation of MSSQL, RavenDB and SQLCE. Default is XML based database. To use them, copy the related dlls into web root bin folder and remove old content provider dlls. Content provider has the name like "Kooboo.CMS.Content.Persistence.SQLServer.dll" View_Engines.zip: Supports of Razor, webform and NVelocity view engine. Copy the dlls into web root bin folder to enable...UOB & ME: UOB ME 2.6: UOB ME 2.6????: ???? V1.0: ???? V1.0 ??Password Generator: 2.2: Parallel password generation Password strength calculation ( Same method used by Microsoft here : https://www.microsoft.com/protect/fraud/passwords/checker.aspx ) Minor code refactoringVisual Studio 2010 Architecture Tooling Guidance: Spanish - Architecture Guidance: Francisco Fagas http://geeks.ms/blogs/ffagas, Microsoft Most Valuable Professional (MVP), localized the Visual Studio 2010 Quick Reference Guidance for the Spanish communities, based on http://vsarchitectureguide.codeplex.com/releases/view/47828. Release Notes The guidance is available in a xps-only (default) or complete package. The complete package contains the files in xps, pdf and Office 2007 formats. 2011-01-24 Publish version 1.0 of the Spanish localized bits.ASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.6.2: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager the html generation has been optimized, the html page size is much smaller nowFacebook Graph Toolkit: Facebook Graph Toolkit 0.6: new Facebook Graph objects: Application, Page, Post, Comment Improved Intellisense documentation new Graph Api connections: albums, photos, posts, feed, home, friends JSON Toolkit upgraded to version 0.9 (beta release) with bug fixes and new features bug fixed: error when handling empty JSON arrays bug fixed: error when handling JSON array with square or large brackets in the message bug fixed: error when handling JSON obejcts with double quotation in the message bug fixed: erro...Microsoft All-In-One Code Framework: Visual Studio 2008 Code Samples 2011-01-23: Code samples for Visual Studio 2008MVVM Light Toolkit: MVVM Light Toolkit V3 SP1 (3): Instructions for installation: http://www.galasoft.ch/mvvm/installing/manually/ Includes the hotfix templates for Windows Phone 7 development. This is only relevant if you didn't already install the hotfix described at http://blog.galasoft.ch/archive/2010/07/22/mvvm-light-hotfix-for-windows-phone-7-developer-tools-beta.aspx.Community Forums NNTP bridge: Community Forums NNTP Bridge V42: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has added some features / bugfixes: Bugfix: Decoding of Subject now also supports multi-line subjects (occurs only if you have very long subjects with non-ASCII characters)Minecraft Tools: Minecraft Topographical Survey 1.3: MTS requires version 4 of the .NET Framework - you must download it from Microsoft if you have not previously installed it. This version of MTS adds automatic block list updates, so MTS will recognize blocks added in game updates properly rather than drawing them in bright pink. New in this version of MTS: Support for all new blocks added since the Halloween update Auto-update of blockcolors.xml to support future game updates A splash screen that shows while the program searches for upd...StyleCop for ReSharper: StyleCop for ReSharper 5.1.14996.000: New Features: ============= This release is just compiled against the latest release of JetBrains ReSharper 5.1.1766.4 Previous release: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes...New ProjectsAgilErp: AgilErp is a .NET OpenSource ERP - System developed in C# using WPF, WCF ,Entity Framework, MS-SQL-Server and MVVM. Angel Eye: 3d Game for the new generation AWWWE Browser: AWWWE Browser. (Pronounced "awe".) Aural World Wide Web Everywhere. 1) An aural browser. It talks and listens to you and you talk and listen to it. 2) A VUI for normal HTML web sites. It lets regular web sites talk and listen to you while you talk and listen to them.BitLocker Wrapper Library: The BDE Wrapper library allows .NET Developers to quickly use the WMI BitLocker provider without having to learn the complex methods and operation of the WMI classes.CRM8000: CRM8000????????????????DSM Hub for WP7: Implements a light version of the DSM tools for WP7. Currently, most of the effort is on the audio station.File Downloader: This application checks a Gmail account regularly for mail containing URLs. Once a URL is found, its content is downloaded and sent as a reply message with the file as an attachment. Intended usage: - Download IEEE articles as PDF when you're not in a authenticated network.Folder Space Quota: This component return Quotas Disk Space used for each folders and subfolders in a given directory. Results are returned with a graphic percent bar. Another Tab give access to this directory tree, indicating the size of each file and allows previewing them in a "LightBox" window. IDK: Every other month, IDK asks people to come up with awesome ideas for new programs and webpages. After the end of the month, IDKs developers have another month to create one of the top rated websites or applications. Got a great idea for a new app? Let IDK build it for you.Interop 2: Microformats for Azure Cloud with OData-InterfacejSPoint - JavaScript Library for SharePoint: JavaScript for SharePoint (jSPoint) is a library that help SharePoint developers to create rich,dynamic, & powerfull pages for SharePoint sites.MVVM T4: T4 Templates for generating view models, and views for WPF, Silverlight, Windows Phone using T4 Toolbox and MVVM LightNumericUpDown Control for WPF: A basic NumericUpDown Control for WPF that mirrors all the most used functions of the WinForms NumericUpDown Control and looks similar to itOData for IQToolkit: OData for IQToolkit, converts OData expressions into a usable expressions for IQToolkit providers.PLATO: PALTO is micro plate processing pipeline and supports enzymes and metabolites. PLATO was developed at INRA-Bordeaux and is an evolution of the EnzymeLaborTool developed at the Max-Planck Institute of Molecular Plant Physiology.Purdue CS 490: Model-based testing of ADO.NET: Five students from Purdue University will develop model-based tests for an aspect of ADO.NET during the Spring 2011 semester. We'll be using C# and Spec Explorer, among other tools.Replace in multiple Office 2010 documents: This program replaces a text string in multiple office 2010 documents (Word, Excel, PowerPoint). It is developed in VB.NET and new code for additional products is welcome. SearchEngine: A Website Search Engine and Crawler.Set Custom Currency Symbol: This utility enables you to set/register custom currency symbols for the .NET FrameworkSimple C# Email Templates: A really simple, really easy to use class for sending email templates. Reads any file from disk (think ".txt" or ".html") and matches custom tokens with the values you supply, in both the message body and the subject line. Supports multiple CC and BCC addresses.SimpleBasicAuthentication: SimpleBasicAuthentication makes it easier for developers to build a website with basic authentication using the credentials from just a text file. You'll no longer have to create new users on the system just to let them log in to the website or service. It's developed in C# 4.0.SpecsFor - Yet Another BDD Framework For .NET: SpecsFor is another Behavior-Driven Development framework that focuses on ease of use for *developers* by minimizing testing friction. Square: Custom SharePoint MyProfile PageSynchrolist workflow: Sharepoint workflow whitch perform automatic synchronisation between two lists in the same collection. Usefull for automatic translation.TFS Aggregator: This server side plugin for TFS 2010 enables dynamic calculation of field values in TFS. (For example: Dev work + Test Work = Total Work) Supports same work item and parent-child links. Also has support for aggregating string values (ie Children are Done so the parent is Done)Tinchant: My nice projectZebra_Image, a lightweight image manipulation library written in PHP: This is a compact (one-file only), lightweight, object-oriented image manipulation library written in and for PHP, that provides methods for performing several types of image manipulation operations. It doesn’t require any external libraries other than the GD2 extension.Zebra_Pagination, a generic pagination class written in PHP: A generic pagination class that automatically generates navigation links given the total number of items and the number of items per page.Zebra_Session, a wrapper for PHP’s default session handler, using MySQL: Zebra_Session is a PHP class that acts as a wrapper for PHP’s default session handling functions but instead of storing session data in flat files it stores them in a MySQL database, thus providing both better security and better performance.

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  • C#/.NET Little Wonders: The Useful But Overlooked Sets

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  Today we will be looking at two set implementations in the System.Collections.Generic namespace: HashSet<T> and SortedSet<T>.  Even though most people think of sets as mathematical constructs, they are actually very useful classes that can be used to help make your application more performant if used appropriately. A Background From Math In mathematical terms, a set is an unordered collection of unique items.  In other words, the set {2,3,5} is identical to the set {3,5,2}.  In addition, the set {2, 2, 4, 1} would be invalid because it would have a duplicate item (2).  In addition, you can perform set arithmetic on sets such as: Intersections: The intersection of two sets is the collection of elements common to both.  Example: The intersection of {1,2,5} and {2,4,9} is the set {2}. Unions: The union of two sets is the collection of unique items present in either or both set.  Example: The union of {1,2,5} and {2,4,9} is {1,2,4,5,9}. Differences: The difference of two sets is the removal of all items from the first set that are common between the sets.  Example: The difference of {1,2,5} and {2,4,9} is {1,5}. Supersets: One set is a superset of a second set if it contains all elements that are in the second set. Example: The set {1,2,5} is a superset of {1,5}. Subsets: One set is a subset of a second set if all the elements of that set are contained in the first set. Example: The set {1,5} is a subset of {1,2,5}. If We’re Not Doing Math, Why Do We Care? Now, you may be thinking: why bother with the set classes in C# if you have no need for mathematical set manipulation?  The answer is simple: they are extremely efficient ways to determine ownership in a collection. For example, let’s say you are designing an order system that tracks the price of a particular equity, and once it reaches a certain point will trigger an order.  Now, since there’s tens of thousands of equities on the markets, you don’t want to track market data for every ticker as that would be a waste of time and processing power for symbols you don’t have orders for.  Thus, we just want to subscribe to the stock symbol for an equity order only if it is a symbol we are not already subscribed to. Every time a new order comes in, we will check the list of subscriptions to see if the new order’s stock symbol is in that list.  If it is, great, we already have that market data feed!  If not, then and only then should we subscribe to the feed for that symbol. So far so good, we have a collection of symbols and we want to see if a symbol is present in that collection and if not, add it.  This really is the essence of set processing, but for the sake of comparison, let’s say you do a list instead: 1: // class that handles are order processing service 2: public sealed class OrderProcessor 3: { 4: // contains list of all symbols we are currently subscribed to 5: private readonly List<string> _subscriptions = new List<string>(); 6:  7: ... 8: } Now whenever you are adding a new order, it would look something like: 1: public PlaceOrderResponse PlaceOrder(Order newOrder) 2: { 3: // do some validation, of course... 4:  5: // check to see if already subscribed, if not add a subscription 6: if (!_subscriptions.Contains(newOrder.Symbol)) 7: { 8: // add the symbol to the list 9: _subscriptions.Add(newOrder.Symbol); 10: 11: // do whatever magic is needed to start a subscription for the symbol 12: } 13:  14: // place the order logic! 15: } What’s wrong with this?  In short: performance!  Finding an item inside a List<T> is a linear - O(n) – operation, which is not a very performant way to find if an item exists in a collection. (I used to teach algorithms and data structures in my spare time at a local university, and when you began talking about big-O notation you could immediately begin to see eyes glossing over as if it was pure, useless theory that would not apply in the real world, but I did and still do believe it is something worth understanding well to make the best choices in computer science). Let’s think about this: a linear operation means that as the number of items increases, the time that it takes to perform the operation tends to increase in a linear fashion.  Put crudely, this means if you double the collection size, you might expect the operation to take something like the order of twice as long.  Linear operations tend to be bad for performance because they mean that to perform some operation on a collection, you must potentially “visit” every item in the collection.  Consider finding an item in a List<T>: if you want to see if the list has an item, you must potentially check every item in the list before you find it or determine it’s not found. Now, we could of course sort our list and then perform a binary search on it, but sorting is typically a linear-logarithmic complexity – O(n * log n) - and could involve temporary storage.  So performing a sort after each add would probably add more time.  As an alternative, we could use a SortedList<TKey, TValue> which sorts the list on every Add(), but this has a similar level of complexity to move the items and also requires a key and value, and in our case the key is the value. This is why sets tend to be the best choice for this type of processing: they don’t rely on separate keys and values for ordering – so they save space – and they typically don’t care about ordering – so they tend to be extremely performant.  The .NET BCL (Base Class Library) has had the HashSet<T> since .NET 3.5, but at that time it did not implement the ISet<T> interface.  As of .NET 4.0, HashSet<T> implements ISet<T> and a new set, the SortedSet<T> was added that gives you a set with ordering. HashSet<T> – For Unordered Storage of Sets When used right, HashSet<T> is a beautiful collection, you can think of it as a simplified Dictionary<T,T>.  That is, a Dictionary where the TKey and TValue refer to the same object.  This is really an oversimplification, but logically it makes sense.  I’ve actually seen people code a Dictionary<T,T> where they store the same thing in the key and the value, and that’s just inefficient because of the extra storage to hold both the key and the value. As it’s name implies, the HashSet<T> uses a hashing algorithm to find the items in the set, which means it does take up some additional space, but it has lightning fast lookups!  Compare the times below between HashSet<T> and List<T>: Operation HashSet<T> List<T> Add() O(1) O(1) at end O(n) in middle Remove() O(1) O(n) Contains() O(1) O(n)   Now, these times are amortized and represent the typical case.  In the very worst case, the operations could be linear if they involve a resizing of the collection – but this is true for both the List and HashSet so that’s a less of an issue when comparing the two. The key thing to note is that in the general case, HashSet is constant time for adds, removes, and contains!  This means that no matter how large the collection is, it takes roughly the exact same amount of time to find an item or determine if it’s not in the collection.  Compare this to the List where almost any add or remove must rearrange potentially all the elements!  And to find an item in the list (if unsorted) you must search every item in the List. So as you can see, if you want to create an unordered collection and have very fast lookup and manipulation, the HashSet is a great collection. And since HashSet<T> implements ICollection<T> and IEnumerable<T>, it supports nearly all the same basic operations as the List<T> and can use the System.Linq extension methods as well. All we have to do to switch from a List<T> to a HashSet<T>  is change our declaration.  Since List and HashSet support many of the same members, chances are we won’t need to change much else. 1: public sealed class OrderProcessor 2: { 3: private readonly HashSet<string> _subscriptions = new HashSet<string>(); 4:  5: // ... 6:  7: public PlaceOrderResponse PlaceOrder(Order newOrder) 8: { 9: // do some validation, of course... 10: 11: // check to see if already subscribed, if not add a subscription 12: if (!_subscriptions.Contains(newOrder.Symbol)) 13: { 14: // add the symbol to the list 15: _subscriptions.Add(newOrder.Symbol); 16: 17: // do whatever magic is needed to start a subscription for the symbol 18: } 19: 20: // place the order logic! 21: } 22:  23: // ... 24: } 25: Notice, we didn’t change any code other than the declaration for _subscriptions to be a HashSet<T>.  Thus, we can pick up the performance improvements in this case with minimal code changes. SortedSet<T> – Ordered Storage of Sets Just like HashSet<T> is logically similar to Dictionary<T,T>, the SortedSet<T> is logically similar to the SortedDictionary<T,T>. The SortedSet can be used when you want to do set operations on a collection, but you want to maintain that collection in sorted order.  Now, this is not necessarily mathematically relevant, but if your collection needs do include order, this is the set to use. So the SortedSet seems to be implemented as a binary tree (possibly a red-black tree) internally.  Since binary trees are dynamic structures and non-contiguous (unlike List and SortedList) this means that inserts and deletes do not involve rearranging elements, or changing the linking of the nodes.  There is some overhead in keeping the nodes in order, but it is much smaller than a contiguous storage collection like a List<T>.  Let’s compare the three: Operation HashSet<T> SortedSet<T> List<T> Add() O(1) O(log n) O(1) at end O(n) in middle Remove() O(1) O(log n) O(n) Contains() O(1) O(log n) O(n)   The MSDN documentation seems to indicate that operations on SortedSet are O(1), but this seems to be inconsistent with its implementation and seems to be a documentation error.  There’s actually a separate MSDN document (here) on SortedSet that indicates that it is, in fact, logarithmic in complexity.  Let’s put it in layman’s terms: logarithmic means you can double the collection size and typically you only add a single extra “visit” to an item in the collection.  Take that in contrast to List<T>’s linear operation where if you double the size of the collection you double the “visits” to items in the collection.  This is very good performance!  It’s still not as performant as HashSet<T> where it always just visits one item (amortized), but for the addition of sorting this is a good thing. Consider the following table, now this is just illustrative data of the relative complexities, but it’s enough to get the point: Collection Size O(1) Visits O(log n) Visits O(n) Visits 1 1 1 1 10 1 4 10 100 1 7 100 1000 1 10 1000   Notice that the logarithmic – O(log n) – visit count goes up very slowly compare to the linear – O(n) – visit count.  This is because since the list is sorted, it can do one check in the middle of the list, determine which half of the collection the data is in, and discard the other half (binary search).  So, if you need your set to be sorted, you can use the SortedSet<T> just like the HashSet<T> and gain sorting for a small performance hit, but it’s still faster than a List<T>. Unique Set Operations Now, if you do want to perform more set-like operations, both implementations of ISet<T> support the following, which play back towards the mathematical set operations described before: IntersectWith() – Performs the set intersection of two sets.  Modifies the current set so that it only contains elements also in the second set. UnionWith() – Performs a set union of two sets.  Modifies the current set so it contains all elements present both in the current set and the second set. ExceptWith() – Performs a set difference of two sets.  Modifies the current set so that it removes all elements present in the second set. IsSupersetOf() – Checks if the current set is a superset of the second set. IsSubsetOf() – Checks if the current set is a subset of the second set. For more information on the set operations themselves, see the MSDN description of ISet<T> (here). What Sets Don’t Do Don’t get me wrong, sets are not silver bullets.  You don’t really want to use a set when you want separate key to value lookups, that’s what the IDictionary implementations are best for. Also sets don’t store temporal add-order.  That is, if you are adding items to the end of a list all the time, your list is ordered in terms of when items were added to it.  This is something the sets don’t do naturally (though you could use a SortedSet with an IComparer with a DateTime but that’s overkill) but List<T> can. Also, List<T> allows indexing which is a blazingly fast way to iterate through items in the collection.  Iterating over all the items in a List<T> is generally much, much faster than iterating over a set. Summary Sets are an excellent tool for maintaining a lookup table where the item is both the key and the value.  In addition, if you have need for the mathematical set operations, the C# sets support those as well.  The HashSet<T> is the set of choice if you want the fastest possible lookups but don’t care about order.  In contrast the SortedSet<T> will give you a sorted collection at a slight reduction in performance.   Technorati Tags: C#,.Net,Little Wonders,BlackRabbitCoder,ISet,HashSet,SortedSet

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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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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • What is the WPF equivilant for the FlowLayoutPanel?

    - by Sargola
    I am working on a WPF application (a one note clone which is called "note your life") where you can dynamically assign Tags to an entry (just as in virtually any web 2.0 app these days). for this I had in my windows forms prototype a FlowLayoutPanel that did the job very well. I want to have the tags float to the next line if there isn't enough space and get a scrollbar if needed. how can this be achieved with WPF? I played around with <StackPanel Orientation="Horizontal" FlowDirection="LeftToRight" ...> but this doesn't move the elements in the next line if needed. Any suggestions?

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  • ASP.NET MVC input is not a valid Base-64 string Error

    - by Cas Sakal
    Hello all, I am trying to post a from in an asp.net mvc page which contains files(user uploads) and a few string fields. However, when I click on the submit I get the following error; The input is not a valid Base-64 string as it contains a non-base 64 character, more than two padding characters, or a non-white space character among the padding characters. does anyone have an idea what is this about? I cannot debug it since it gives the error at the time of the binding of the page. Any help would be appreciated, cas

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  • Defining multiple values in DefineConstants in MsBuild element?

    - by Sardaukar
    I'm currently integrating my Wix projects in MSBuild. It is necessary for me to pass multiple values to the Wix project. One value will work (ProductVersion in the sample below). <Target Name="BuildWixSetups"> <MSBuild Condition="'%(WixSetups.Identity)'!=''" Projects="%(WixSetups.Identity)" Targets="Rebuild" Properties="Configuration=Release;OutputPath=$(OutDir);DefineConstants=ProductVersion=%(WixSetups.ISVersion)" ContinueOnError="true"/> </Target> However, how do I pass multiple values to the DefineConstants key? I've tried all the 'logical' separators (space, comma, semi-colon, pipe-symbol), but this doesn't work. Has someone else come across this problem? Solutions that don't work: Trying to add a DefineConstants element does not work because DefineConstants needs to be expressed within the Properties attribute.

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  • TTThumbsViewController + navigationController issue

    - by michael
    Hi, .. 2 questions. I am only using Three20 for a gallery in my app. When I push my .. : TTThumbsViewController from another view, the navigation bar is not the color I want it to be (as per the rest of my app). I have set up a TTDefaultStyleSheet as per this stackoverflow QA. Is there something special I have to do as I am only using the TTThumbsViewController? The thumbs view is also created with extra space at the top, as though it is leaving room for a navigation controller, without knowing that one is already there. How can I tell the TTThumbsViewController to use the existing uinavigationcontroller? Or behave as though it is? MYThumbsViewController *mYThumbsViewController = [MYThumbsViewController alloc]; [self.navigationController pushViewController:mYThumbsViewController animated:YES]; The problem depicted graphically: Thanks!

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  • UITableViewCell with custom gradient background, with another gradient as highlight color

    - by Rich
    I have a custom UITableViewCell with a custom layout. I wanted a gradient background, so in my UITableViewDelegate cellForRowAtIndexPath: method, I create a CAGradientLayer and add it to the cell's layer with insertSubLayer:atIndex: (using index 0). This works just fine except for two things: Most importantly, I can't figure out how to change to a different gradient color when the row is highlighted. I have tried a couple things, but I'm just not familiar enough with the framework to get it working. Where would be the ideal place to put that code, inside the table delegate or the cell itself? Also, there's a 1px white space in between each cell in the table. I have a background color on the main view, a background color on the table, and a background color on the cell. Is there some kind of padding or spacer by default in a UITableView?

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  • Very large database, very small portion most being retrieved in real time

    - by ming yeow
    Hi folks, I have an interesting database problem. I have a DB that is 150GB in size. My memory buffer is 8GB. Most of my data is rarely being retrieved, or mainly being retrieved by backend processes. I would very much prefer to keep them around because some features require them. Some of it (namely some tables, and some identifiable parts of certain tables) are used very often in a user facing manner How can I make sure that the latter is always being kept in memory? (there is more than enough space for these) More info: We are on Ruby on rails. The database is MYSQL, our tables are stored using INNODB. We are sharding the data across 2 partitions. Because we are sharding it, we store most of our data using JSON blobs, while indexing only the primary keys

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  • Showing Master/Detail UITableView inside UIPopOverController

    - by tilomitra
    I have a UIPopOverController that shows a UIViewController with a UITableview in its view. The cells in the table have a detailedView, but whenever that view gets pushed, the PopOverController increases in size, and I am left with all this white space inside it. Question is this: Can anyone show me how I can have a Master/Detail UITableview show inside a PopOverController whilst preserving its dimensions? Some of my code if it helps you: //Creating the PopOver with the UIViewController addTaskViewController = [[AddTaskViewController alloc] initWithNibName:@"AddTaskViewController" bundle:nil]; UINavigationController *addTaskNavController = [[UINavigationController alloc] initWithRootViewController:addTaskViewController]; UIPopoverController *addTaskPopOver = [[UIPopoverController alloc] initWithContentViewController:addTaskNavController]; self.addTaskPopOverController = addTaskPopOver; addTaskPopOverController.delegate = self; //...neccessary releases... //Showing the popover when a button is pressed - (void) addTasksButtonPressed:(id)sender { //Display the Popover containing a view from AddTaskViewController [self.addTaskPopOverController setPopoverContentSize:CGSizeMake(400, 700)]; [addTaskPopOverController presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionUp animated:YES]; }

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  • Hide/ change width/ change position of UIButton based on device type

    - by Giles Van Gruisen
    I'm using the new in-app SMS features in my iPhone app, but obviously iPod Touches aren't able to send and receive SMS without support of a third party app. I know all well how to detect the device and how to hide a UIButton, but what I do not know is how to change the width of the others. Above are the three icons. The one on the far rights needs to be hidden on an iPod Touch, and the other two need to adjust size/ position to fill the remaining space. Any tips on programatically changing the position and width of a UIButton is greatly appreciated. Thanks!

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  • Ho can I tell when the background is touched on a UICollectionView?

    - by Mason Cloud
    I've tried subclassing UICollectionView and overriding touchesBegan:withEvent: and hitTest:WithEvent:, and both of those methods trigger when I touch a cell. However, if I touch the space between the cells, nothing happens at all. Here's what I've created: @interface WSImageGalleryCollectionView : UICollectionView @end ..and.. @implementation WSImageGalleryCollectionView - (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"Touches began"); [super touchesBegan:touches withEvent:event]; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { NSLog(@"Hit test reached"); return [super hitTest:point withEvent:event]; } @end

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  • UINavigationController + UITableView + UISearchBar + UISplitViewController

    - by ACBurk
    I have an annoying problem. I have an UINavigationController with an UITableView in the Master (Left) pane of my UISplitViewController. When I do normal operations, things push on on to the navigation controller fine. However, when I do a search and push things on, it's like it doesn't account for the space the navigation bar needs. It pushed the new controller on at the very top, then puts the navbar on, overlapping the content! I should add it works fine when doing it in portrait (in the popup menu) and on the iphone. Is this an UISplitViewController bug?

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  • UIWebView frame resize does not resize the inner content...

    - by Markus Gömmel
    Hi, if I change the frame of a UIWebView (scalesPageToFit property is YES), what do I have to do that the zooming level of a currently displayed webpage persists? Let's say I have a UIWebView frame with a width of 200 pixels, and has zoomed into a website so that only one column is visible. After changing the width to 300, I still see the column with the same size, and additional space at the left and right. But what I would need is that I still only see this column, but bigger. Any ideas what I have to do to achive this? I tried a lot of things, but nothing worked so far. By the way, the iPhone built in Safari browser does exactly this thing (with the same website, so it's not content related) when rotating the iPhone... I see the same content, bug bigger, NOT more content as it happens with my current version of code. Thanks for helping! Markus

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  • WPF Blurry Images - Bitmap Class

    - by Luke
    I am using the following sample at http://blogs.msdn.com/dwayneneed/archive/2007/10/05/blurry-bitmaps.aspx within VB.NET. The code is shown below. I am having a problem when my application loads the CPU is pegging 50-70%. I have determined that the problem is with the Bitmap class. The OnLayoutUpdated() method is calling the InvalidateVisual() continously. This is because some points are not returning as equal but rather, Point(0.0,-0.5) Can anyone see any bugs within this code or know a better implmentation for pixel snapping a Bitmap image so it is not blurry? p.s. The sample code was in C#, however I believe that it was converted correctly. Imports System Imports System.Collections.Generic Imports System.Windows Imports System.Windows.Media Imports System.Windows.Media.Imaging Class Bitmap Inherits FrameworkElement ' Use FrameworkElement instead of UIElement so Data Binding works as expected Private _sourceDownloaded As EventHandler Private _sourceFailed As EventHandler(Of ExceptionEventArgs) Private _pixelOffset As Windows.Point Public Sub New() _sourceDownloaded = New EventHandler(AddressOf OnSourceDownloaded) _sourceFailed = New EventHandler(Of ExceptionEventArgs)(AddressOf OnSourceFailed) AddHandler LayoutUpdated, AddressOf OnLayoutUpdated End Sub Public Shared ReadOnly SourceProperty As DependencyProperty = DependencyProperty.Register("Source", GetType(BitmapSource), GetType(Bitmap), New FrameworkPropertyMetadata(Nothing, FrameworkPropertyMetadataOptions.AffectsRender Or FrameworkPropertyMetadataOptions.AffectsMeasure, New PropertyChangedCallback(AddressOf Bitmap.OnSourceChanged))) Public Property Source() As BitmapSource Get Return DirectCast(GetValue(SourceProperty), BitmapSource) End Get Set(ByVal value As BitmapSource) SetValue(SourceProperty, value) End Set End Property Public Shared Function FindParentWindow(ByVal child As DependencyObject) As Window Dim parent As DependencyObject = VisualTreeHelper.GetParent(child) 'Check if this is the end of the tree If parent Is Nothing Then Return Nothing End If Dim parentWindow As Window = TryCast(parent, Window) If parentWindow IsNot Nothing Then Return parentWindow Else ' Use recursion until it reaches a Window Return FindParentWindow(parent) End If End Function Public Event BitmapFailed As EventHandler(Of ExceptionEventArgs) ' Return our measure size to be the size needed to display the bitmap pixels. ' ' Use MeasureOverride instead of MeasureCore so Data Binding works as expected. ' Protected Overloads Overrides Function MeasureCore(ByVal availableSize As Size) As Size Protected Overloads Overrides Function MeasureOverride(ByVal availableSize As Size) As Size Dim measureSize As New Size() Dim bitmapSource As BitmapSource = Source If bitmapSource IsNot Nothing Then Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If Me.VisualParent IsNot Nothing Then Dim window As Window = window.GetWindow(Me.VisualParent) If window IsNot Nothing Then ps = PresentationSource.FromVisual(window.GetWindow(Me.VisualParent)) ElseIf FindParentWindow(Me) IsNot Nothing Then ps = PresentationSource.FromVisual(FindParentWindow(Me)) End If End If ' If ps IsNot Nothing Then Dim fromDevice As Matrix = ps.CompositionTarget.TransformFromDevice Dim pixelSize As New Vector(bitmapSource.PixelWidth, bitmapSource.PixelHeight) Dim measureSizeV As Vector = fromDevice.Transform(pixelSize) measureSize = New Size(measureSizeV.X, measureSizeV.Y) Else measureSize = New Size(bitmapSource.PixelWidth, bitmapSource.PixelHeight) End If End If Return measureSize End Function Protected Overloads Overrides Sub OnRender(ByVal dc As DrawingContext) Dim bitmapSource As BitmapSource = Me.Source If bitmapSource IsNot Nothing Then _pixelOffset = GetPixelOffset() ' Render the bitmap offset by the needed amount to align to pixels. dc.DrawImage(bitmapSource, New Rect(_pixelOffset, DesiredSize)) End If End Sub Private Shared Sub OnSourceChanged(ByVal d As DependencyObject, ByVal e As DependencyPropertyChangedEventArgs) Dim bitmap As Bitmap = DirectCast(d, Bitmap) Dim oldValue As BitmapSource = DirectCast(e.OldValue, BitmapSource) Dim newValue As BitmapSource = DirectCast(e.NewValue, BitmapSource) If ((oldValue IsNot Nothing) AndAlso (bitmap._sourceDownloaded IsNot Nothing)) AndAlso (Not oldValue.IsFrozen AndAlso (TypeOf oldValue Is BitmapSource)) Then RemoveHandler DirectCast(oldValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded RemoveHandler DirectCast(oldValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed -= bitmap._sourceFailed; // 3.5 End If If ((newValue IsNot Nothing) AndAlso (TypeOf newValue Is BitmapSource)) AndAlso Not newValue.IsFrozen Then AddHandler DirectCast(newValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded AddHandler DirectCast(newValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed += bitmap._sourceFailed; // 3.5 End If End Sub Private Sub OnSourceDownloaded(ByVal sender As Object, ByVal e As EventArgs) InvalidateMeasure() InvalidateVisual() End Sub Private Sub OnSourceFailed(ByVal sender As Object, ByVal e As ExceptionEventArgs) Source = Nothing ' setting a local value seems scetchy... RaiseEvent BitmapFailed(Me, e) End Sub Private Sub OnLayoutUpdated(ByVal sender As Object, ByVal e As EventArgs) ' This event just means that layout happened somewhere. However, this is ' what we need since layout anywhere could affect our pixel positioning. Dim pixelOffset As Windows.Point = GetPixelOffset() If Not AreClose(pixelOffset, _pixelOffset) Then InvalidateVisual() End If End Sub ' Gets the matrix that will convert a Windows.Point from "above" the ' coordinate space of a visual into the the coordinate space ' "below" the visual. Private Function GetVisualTransform(ByVal v As Visual) As Matrix If v IsNot Nothing Then Dim m As Matrix = Matrix.Identity Dim transform As Transform = VisualTreeHelper.GetTransform(v) If transform IsNot Nothing Then Dim cm As Matrix = transform.Value m = Matrix.Multiply(m, cm) End If Dim offset As Vector = VisualTreeHelper.GetOffset(v) m.Translate(offset.X, offset.Y) Return m End If Return Matrix.Identity End Function Private Function TryApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean, ByVal throwOnError As Boolean, ByRef success As Boolean) As Windows.Point success = True If v IsNot Nothing Then Dim visualTransform As Matrix = GetVisualTransform(v) If inverse Then If Not throwOnError AndAlso Not visualTransform.HasInverse Then success = False Return New Windows.Point(0, 0) End If visualTransform.Invert() End If Point = visualTransform.Transform(Point) End If Return Point End Function Private Function ApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean) As Windows.Point Dim success As Boolean = True Return TryApplyVisualTransform(Point, v, inverse, True, success) End Function Private Function GetPixelOffset() As Windows.Point Dim pixelOffset As New Windows.Point() Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If ps IsNot Nothing Then Dim rootVisual As Visual = ps.RootVisual ' Transform (0,0) from this element up to pixels. pixelOffset = Me.TransformToAncestor(rootVisual).Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, False) pixelOffset = ps.CompositionTarget.TransformToDevice.Transform(pixelOffset) ' Round the origin to the nearest whole pixel. pixelOffset.X = Math.Round(pixelOffset.X) pixelOffset.Y = Math.Round(pixelOffset.Y) ' Transform the whole-pixel back to this element. pixelOffset = ps.CompositionTarget.TransformFromDevice.Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, True) pixelOffset = rootVisual.TransformToDescendant(Me).Transform(pixelOffset) End If Return pixelOffset End Function Private Function AreClose(ByVal Point1 As Windows.Point, ByVal Point2 As Windows.Point) As Boolean Return AreClose(Point1.X, Point2.X) AndAlso AreClose(Point1.Y, Point2.Y) End Function Private Function AreClose(ByVal value1 As Double, ByVal value2 As Double) As Boolean If value1 = value2 Then Return True End If Dim delta As Double = value1 - value2 Return ((delta < 0.00000153) AndAlso (delta > -0.00000153)) End Function End Class

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  • iPad Web App: Detect Virtual Keyboard Using JavaScript in Safari?

    - by LKM
    I'm writing a web app for the iPad (not a regular App Store app - it's written using HTML, CSS and JavaScript). Since the keyboard fills up a huge part of the screen, it would make sense to change the app's layout to fit the remaining space when the keyboard is shown. However, I have found no way to detect when or whether the keyboard is shown. My first idea was to assume that the keyboard is visible when a text field has focus. However, when an external keyboard is attached to an iPad, the virtual keyboard does not show up when a text field receives focus. In my experiments, the keyboard also did not affect the height or scrollheight of any of the DOM elements, and I have found no proprietary events or properties which indicate whether the keyboard is visible.

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  • QLogic QLE8152 won't link up with a fiber loop

    - by Mike Pennington
    I have a Dell R710 running Debian Linux 6.0 (Squeeze). I installed a QLogic QLE8152 CNA in the PCI-E riser today and I have been trying to get the CNA's ethernet layer to come up after I put a fiber loop on it; I also scoped it with a light meter, and the SFP+ transceiver is getting the correct amount of light. The whole time I have been working on this problem, the lights on the CNA are blinking green at a rate of about 1 flash every 3 seconds. When I plug the fiber into a Juniper EX4500 10GE in a rack next to it, the Juniper's link stays down as well. I have to confess that this is my first wrangling with a CNA, so perhaps I'm doing something fundamentally wrong, but here is what I have found so far... First the basics... [mpenning@Finger ~]$ uname -a Linux Finger 2.6.32-5-amd64 #1 SMP Mon Oct 3 03:59:20 UTC 2011 x86_64 GNU/Linux [mpenning@Finger ~]$ cat /etc/issue Debian GNU/Linux 6.0 \n \l [mpenning@Finger ~]$ lspci -v shows that the card is properly installed (physically) 04:00.0 Ethernet controller: QLogic Corp. 10GbE Converged Network Adapter (TCP/IP Networking) (rev 02) Subsystem: QLogic Corp. Device 017e Flags: bus master, fast devsel, latency 0, IRQ 34 I/O ports at e000 [size=256] Memory at df8f0000 (64-bit, non-prefetchable) [size=16K] Memory at df900000 (64-bit, non-prefetchable) [size=1M] Expansion ROM at df800000 [disabled] [size=256K] Capabilities: [44] Power Management version 3 Capabilities: [4c] Express Endpoint, MSI 00 Capabilities: [88] MSI: Enable- Count=1/32 Maskable- 64bit+ Capabilities: [98] Vital Product Data Capabilities: [a0] MSI-X: Enable+ Count=8 Masked- Capabilities: [100] Advanced Error Reporting Capabilities: [138] Device Serial Number 00-c0-dd-ff-fe-1c-53-b4 Capabilities: [144] Power Budgeting <?> Kernel driver in use: qlge The output from ethtool shows that eth4 is the QLE8152... [mpenning@Finger ~]$ sudo ethtool eth4 Settings for eth4: Supported ports: [ FIBRE ] Supported link modes: 10000baseT/Full Supports auto-negotiation: No Advertised link modes: 10000baseT/Full Advertised pause frame use: No Advertised auto-negotiation: No Speed: 10000Mb/s Duplex: Full Port: FIBRE PHYAD: 0 Transceiver: external Auto-negotiation: on Current message level: 0x000060f7 (24823) Link detected: no [mpenning@Finger ~]$ sudo ethtool -i eth4 driver: qlge version: v1.00.00-b3 firmware-version: v1.35.11 bus-info: 0000:04:00.0 [mpenning@Finger ~]$ Finally, I tried modprobe -r qlge; modprobe -r qla2xxx and then modprobe qla2xxx; modprobe qlge to kick the system again... I don't see a smoking gun in /var/log/messages... Nov 17 19:46:21 finger kernel: [ 6212.298275] qlge 0000:04:00.1: PCI INT B disabled Nov 17 19:46:22 finger kernel: [ 6213.779974] qlge 0000:04:00.0: PCI INT A disabled Nov 17 19:46:33 finger kernel: [ 6224.554074] qla2xxx 0000:04:00.3: PCI INT D disabled Nov 17 19:46:33 finger kernel: [ 6224.555322] qla2xxx 0000:04:00.2: PCI INT C disabled Nov 17 19:46:54 finger kernel: [ 6245.625854] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:54 finger kernel: [ 6245.625888] qla2xxx 0000:04:00.2: PCI INT C -> GSI 35 (level, low) -> IRQ 35 Nov 17 19:46:54 finger kernel: [ 6245.626837] qla2xxx 0000:04:00.2: MSI-X vector count: 7 Nov 17 19:46:54 finger kernel: [ 6245.626841] qla2xxx 0000:04:00.2: Found an ISP8001, irq 35, iobase 0xffffc90012664000 Nov 17 19:46:54 finger kernel: [ 6245.627113] qla2xxx 0000:04:00.2: Configuring PCI space... Nov 17 19:46:54 finger kernel: [ 6245.639429] qla2xxx 0000:04:00.2: Configure NVRAM parameters... Nov 17 19:46:54 finger kernel: [ 6245.642597] qla2xxx 0000:04:00.2: Verifying loaded RISC code... Nov 17 19:46:54 finger kernel: [ 6245.642708] qla2xxx 0000:04:00.2: FW: Loading from flash (a0000)... Nov 17 19:46:55 finger kernel: [ 6246.273340] qla2xxx 0000:04:00.2: Allocated (64 KB) for FCE... Nov 17 19:46:55 finger kernel: [ 6246.273401] qla2xxx 0000:04:00.2: Allocated (64 KB) for EFT... Nov 17 19:46:55 finger kernel: [ 6246.273486] qla2xxx 0000:04:00.2: Allocated (1350 KB) for firmware dump... Nov 17 19:46:55 finger kernel: [ 6246.273856] scsi9 : qla2xxx Nov 17 19:46:55 finger kernel: [ 6246.274631] qla2xxx 0000:04:00.2: Nov 17 19:46:55 finger kernel: [ 6246.274633] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:55 finger kernel: [ 6246.274634] QLogic QLE8152 - QLogic PCI-Express Dual Channel 10GbE CNA Nov 17 19:46:55 finger kernel: [ 6246.274636] ISP8001: PCIe (5.0GT/s x4) @ 0000:04:00.2 hdma+, host#=9, fw=5.01.04 (8d4) Nov 17 19:46:55 finger kernel: [ 6246.274666] qla2xxx 0000:04:00.3: PCI INT D -> GSI 37 (level, low) -> IRQ 37 Nov 17 19:46:55 finger kernel: [ 6246.274748] qla2xxx 0000:04:00.3: MSI-X vector count: 7 Nov 17 19:46:55 finger kernel: [ 6246.274751] qla2xxx 0000:04:00.3: Found an ISP8001, irq 37, iobase 0xffffc900125c4000 Nov 17 19:46:55 finger kernel: [ 6246.275098] qla2xxx 0000:04:00.3: Configuring PCI space... Nov 17 19:46:55 finger kernel: [ 6246.287329] qla2xxx 0000:04:00.3: Configure NVRAM parameters... Nov 17 19:46:55 finger kernel: [ 6246.290624] qla2xxx 0000:04:00.3: Verifying loaded RISC code... Nov 17 19:46:55 finger kernel: [ 6246.290736] qla2xxx 0000:04:00.3: FW: Loading from flash (a0000)... Nov 17 19:46:55 finger kernel: [ 6246.920204] qla2xxx 0000:04:00.3: Allocated (64 KB) for FCE... Nov 17 19:46:55 finger kernel: [ 6246.920264] qla2xxx 0000:04:00.3: Allocated (64 KB) for EFT... Nov 17 19:46:55 finger kernel: [ 6246.920345] qla2xxx 0000:04:00.3: Allocated (1350 KB) for firmware dump... Nov 17 19:46:55 finger kernel: [ 6246.920749] scsi10 : qla2xxx Nov 17 19:46:55 finger kernel: [ 6246.921715] qla2xxx 0000:04:00.3: Nov 17 19:46:55 finger kernel: [ 6246.921716] QLogic Fibre Channel HBA Driver: 8.03.01-k6 Nov 17 19:46:55 finger kernel: [ 6246.921717] QLogic QLE8152 - QLogic PCI-Express Dual Channel 10GbE CNA Nov 17 19:46:55 finger kernel: [ 6246.921719] ISP8001: PCIe (5.0GT/s x4) @ 0000:04:00.3 hdma+, host#=10, fw=5.01.04 (8d4) Nov 17 19:46:58 finger kernel: [ 6249.519911] qlge 0000:04:00.0: PCI INT A -> GSI 34 (level, low) -> IRQ 34 Nov 17 19:46:58 finger kernel: [ 6249.533970] qlge 0000:04:00.0: QLogic 10 Gigabit PCI-E Ethernet Driver Nov 17 19:46:58 finger kernel: [ 6249.533975] qlge 0000:04:00.0: Driver name: qlge, Version: v1.00.00-b3. Nov 17 19:46:58 finger kernel: [ 6249.534856] qlge 0000:04:00.0: ql_display_dev_info: Function #0, Port 0, NIC Roll 0, NIC Rev = 1, XG Roll = 0, XG Rev = 1. Nov 17 19:46:58 finger kernel: [ 6249.534860] qlge 0000:04:00.0: ql_display_dev_info: MAC address 00:c0:dd:1c:53:b4 Nov 17 19:46:58 finger kernel: [ 6249.534888] qlge 0000:04:00.1: PCI INT B -> GSI 44 (level, low) -> IRQ 44 Nov 17 19:46:58 finger kernel: [ 6249.549109] qlge 0000:04:00.1: ql_display_dev_info: Function #1, Port 1, NIC Roll 0, NIC Rev = 1, XG Roll = 0, XG Rev = 1. Nov 17 19:46:58 finger kernel: [ 6249.549112] qlge 0000:04:00.1: ql_display_dev_info: MAC address 00:c0:dd:1c:53:b6 Any assistance getting a link up on this is greatly appreciated...

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  • WPF Orthographic Camera. Region of view

    - by Evgeny
    Hello. I added Orthographic Camera to my project. I want to show my chart on screen proportional. For example height is 4 and width 4 (region from -2 to 2). I set width to 4 and it perfectly fit my square in widht. but i have problem with height. The chart top and bottom is always out of screen space. Why this happens and how to set to camera view the same width and height ? Camera position: 0,0,5 Viewport have size: 571.5x497 On image we can see on vertical axis points from 2 to -2 but on vertical much more. How to make them same? Image: http://i076.radikal.ru/1003/96/273c74ed9add.png Sorry for my English.

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  • postgres - remove whitespace from field?

    - by n00b0101
    I imported a bunch of data using pgloader, and am now seeing that there's a bunch of whitespace (both spaces and tabs) inside of the fields. Is there a way to quickly update the fields to remove it from the beginning, the end, and the middle? I know there's TRIM, but that won't work for me... As an added problem... I only want to remove double spaces and replace it with a single space, but there might be 5 or 6 spaces in a row, and I'd prefer not to have to rerun a replace query until they're all ok? I was looking at regex_replace, but, I'm not sure how to make certain that it removes it from the middle of a string as well...

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  • How to show button ‘Done’ on number pad on iPhone OS 4?

    - by Will Harris
    I'd like to add a Done button to the iPhone number pad keyboard. There's even a handy space at the bottom left for just such a button. Previously, I was using a similar trick to those described in Question 584538 and Luzian Scherrer's excellent blog post, but that stopped working in iOS 4. I can do it by creating a custom inputView, but I'd prefer to extend Apple's keyboard instead of writing my own. Is there a new way to add a view to the standard keyboard? Has someone published an OSS inputView for this? Is there another way?

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  • Markdown for .NET/C#?

    - by jiewmeng
    is there a way i can have markdown in .NET/C# application? i wonder shld i store the data in HTML or markdown text? if i store the data in HTML, when the user edits, they will see HTML, but if i store in Markdown, everytime i display, i got to convert to HTML(slow?) or store the HTML in another column, will it waste too much space? i understand markdown.net maybe used for this site. isit true? but heard its not updated since 2004/5?

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  • flex combobox backspace or delete key does not delete highlighted text

    - by crazy horse
    Context: I am implementing a flex auto-suggest combobox - as the user types in each character: Consider the string 'Stackoverflow' and user input = 'st' 1) the data provider is filtered to show all items starting with 'st' 2) text is set to auto-suggest string such that the un-typed part is highlighted. So for instance, the combobox text may contain st'ackoverflow', where 'ackoverflow' is highlighted using setSelectedIndex() Issue: When I hit back-space or delete, and check the 'this.text' value, I expect that the last un-highlighted character ('t' in the above case) gets deleted and the data provider is filtered to show all items starting with 's'. However the text property contains 'st', as before Question: what am I missing? What else can I try out?

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