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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • ProgrammingError when aggregating over an annotated & grouped Django ORM query

    - by ento
    I'm trying to construct a query to get the "average, maximum, minimum number of items purchased by a single user". The data source is this simple sales record table: class SalesRecord(models.Model): id = models.IntegerField(primary_key=True) user_id = models.IntegerField() product_code = models.CharField() price = models.IntegerField() created_at = models.DateTimeField() A new record is inserted into this table for every item purchased by a user. Here's my attempt at building the query: q = SalesRecord.objects.all() q = q.values('user_id').annotate( # group by user and count the # of records count=Count('id'), # (= # of items) ).order_by() result = q.aggregate(Max('count'), Min('count'), Avg('count')) When I try to execute the code, a ProgrammingError is raised at the last line: (1064, "You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'FROM (SELECT sales_records.user_id AS user_id, COUNT(sales_records.`' at line 1") Django's error screen shows that the SQL is SELECT FROM (SELECT `sales_records`.`player_id` AS `player_id`, COUNT(`sales_records`.`id`) AS `count` FROM `sales_records` WHERE (`sales_records`.`created_at` >= %s AND `sales_records`.`created_at` <= %s ) GROUP BY `sales_records`.`player_id` ORDER BY NULL) subquery It's not selecting anything! Can someone please show me the right way to do this? Hacking Django I've found that clearing the cache of selected fields in django.db.models.sql.BaseQuery.get_aggregation() seems to solve the problem. Though I'm not really sure this is a fix or a workaround. @@ -327,10 +327,13 @@ # Remove any aggregates marked for reduction from the subquery # and move them to the outer AggregateQuery. + self._aggregate_select_cache = None + self.aggregate_select_mask = None for alias, aggregate in self.aggregate_select.items(): if aggregate.is_summary: query.aggregate_select[alias] = aggregate - del obj.aggregate_select[alias] + if alias in obj.aggregate_select: + del obj.aggregate_select[alias] ... yields result: {'count__max': 267, 'count__avg': 26.2563, 'count__min': 1}

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  • jquery boxy plugin: prevent multiple instances of the same dialog when clicking the link multiple ti

    - by Lyon
    Hi, I'm using the Boxy jQuery plugin to open dialog windows and populating it through ajax. http://onehackoranother.com/projects/jquery/boxy/ Here's my code so far: $("a.create").click(function (e) { url = $(e.target).attr('href'); Boxy.load(url, {title:'Test'}); }); This opens up a dialog alright. However, if I click the link again, another dialog will open. How can I make it such that the previously opened Boxy dialog will come into focus? I only want one instance of this dialog. I tried assigning a variable to var ele = Boxy.load(); but the variable ele returns undefined... Alas, I can't make out much from the limited Boxy documentation available. Enabling the option modal: true would prevent the user from clicking on the link multiple times, but I don't want the overlay to show. Thanks for any light you can shed on this. -Lyon

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  • Migration for creating and deleting model in South

    - by Almad
    I've created a model and created initial migration for it: db.create_table('tvguide_tvguide', ( ('id', models.AutoField(primary_key=True)), ('date', models.DateField(_('Date'), auto_now=True, db_index=True)), )) db.send_create_signal('tvguide', ['TVGuide']) models = { 'tvguide.tvguide': { 'channels': ('models.ManyToManyField', ["orm['tvguide.Channel']"], {'through': "'ChannelInTVGuide'"}), 'date': ('models.DateField', ["_('Date')"], {'auto_now': 'True', 'db_index': 'True'}), 'id': ('models.AutoField', [], {'primary_key': 'True'}) } } complete_apps = ['tvguide'] Now, I'd like to drop it: db.drop_table('tvguide_tvguide') However, I have also deleted corresponding model. South (at least 0.6.2) is however trying to access it: (venv)[almad@eva-03 project]$ ./manage.py migrate tvguide Running migrations for tvguide: - Migrating forwards to 0002_removemodels. > tvguide: 0001_initial Traceback (most recent call last): File "./manage.py", line 27, in <module> execute_from_command_line() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 353, in execute_from_command_line utility.execute() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 303, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 195, in run_from_argv self.execute(*args, **options.__dict__) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 222, in execute output = self.handle(*args, **options) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/management/commands/migrate.py", line 91, in handle skip = skip, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 581, in migrate_app result = run_forwards(mapp, [mname], fake=fake, db_dry_run=db_dry_run, verbosity=verbosity) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 388, in run_forwards verbosity = verbosity, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 287, in run_migrations orm = klass.orm File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 62, in __get__ self.orm = FakeORM(*self._args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 45, in FakeORM _orm_cache[args] = _FakeORM(*args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 106, in __init__ self.models[name] = self.make_model(app_name, model_name, data) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 307, in make_model tuple(map(ask_for_it_by_name, bases)), File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 23, in ask_for_it_by_name ask_for_it_by_name.cache[name] = _ask_for_it_by_name(name) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 17, in _ask_for_it_by_name return getattr(module, bits[-1]) AttributeError: 'module' object has no attribute 'TVGuide' Is there a way around?

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  • Manditory read-only fields in django

    - by jamida
    I'm writing a test "grade book" application. The models.py file is shown below. class Student(models.Model): name = models.CharField(max_length=50) parent = models.CharField(max_length=50) def __unicode__(self): return self.name class Grade(models.Model): studentId = models.ForeignKey(Student) finalGrade = models.CharField(max_length=3) I'd like to be able to change the final grade for several students in a modelformset but for now I'm just trying one student at a time. I'm also trying to create a form for it that shows the student name as a field that can not be changed, the only thing that can be changed here is the finalGrade. So I used this trick to make the studentId read-only. class GradeROForm(ModelForm): studentId = forms.ModelChoiceField(queryset=Student.objects.all()) def __init__(self, *args, **kwargs): super(GradeROForm,self).__init__(*args, **kwargs) instance = getattr(self, 'instance', None) if instance and instance.id: self.fields['studentId'].widget.attrs['disabled']='disabled' def clean_studentId(self): instance = getattr(self,'instance',None) if instance: return instance.studentId else: return self.cleaned_data.get('studentId',None) class Meta: model=Grade And here is my view: def modifyGrade(request,student): student = Student.objects.get(name=student) mygrade = Grade.objects.get(studentId=student) if request.method == "POST": myform = GradeROForm(data=request.POST, instance=mygrade) if myform.is_valid(): grade = myform.save() info = "successfully updated %s" % grade.studentId else: myform=GradeROForm(instance=mygrade) return render_to_response('grades/modifyGrade.html',locals()) This displays the form like I expect, but when I hit "submit" I get a form validation error for the student field telling me this field is required. I'm guessing that, since the field is "disabled", the value is not being reported in the POST and for reasons unknown to me the instance isn't being used in its place. I'm a new Django/Python programmer, but quite experienced in other languages. I can't believe I've stumbled upon such a difficult to solve problem in my first significant django app. I figure I must be missing something. Any ideas?

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  • Left Join with a OneToOne field in Django

    - by jamida
    I have 2 tables, simpleDB_all and simpleDB_some. The "all" table has an entry for every item I want, while the "some" table has entries only for some items that need additional information. The Django models for these are: class all(models.Model): name = models.CharField(max_length=40) important_info = models.CharField(max_length=40) class some(models.Model): all_key = models.OneToOneField(all) extra_info = models.CharField(max_length=40) I'd like to create a view that shows every item in "all" with the extra info if it exists in "some". Since I'm using a 1-1 field I can do this with almost complete success: allitems = all.objects.all() for item in allitems: print item.name, item.important_info, item.some.extra_info but when I get to the item that doesn't have a corresponding entry in the "some" table I get a DoesNotExist exception. Ideally I'd be doing this loop inside a template, so it's impossible to wrap it around a "try" clause. Any thoughts? I can get the desired effect directly in SQL using a query like this: SELECT all.name, all.important_info, some.extra_info FROM all LEFT JOIN some ON all.id = some.all_key_id; But I'd rather not use raw SQL.

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  • How can I easily print multiple layers on multiple pages in Visio

    - by Mark Robinson
    We've created a flow chart using Visio that has multiple layers. (The background is that each layer represents variations on a basic process.) Now we want to be able to print each layer individually. Currently this involves lots of clicking to select the correct layer and and then press print - then repeating this for each of the 10 layers. Is there a simpler way? E.g. define each layer once and use a "print each layer" tool / macro?

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  • Multiple CheckOut or Multiple Commit .

    - by marco
    Hello sorry for my English ... I'm using Visual studio 2008 with C# and SharpSVN dll (for Subversion 1.6) I wish to commit to multiple different folders in my repository, but without having to checkout the entire repository. I tried using the method: SVNClient.Commit (ICollection coll, CommitArgs ca); Where eg coll [0] = "c:\svnCheckoutDir\dirLic001\sect\file_ext.ini" and coll [1] = "c:\svnCheckoutDir\dirLic121\sect\file_ext.ini" but I get the error message: "c:\svnCheckoutDir" is not a working copy. when I download the entire repository, I have no problems. but when I do a checkout of the folders you just want to modify the process does not work. Help me please . Marco Untiveros Novatronic Peru SAC.

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  • How can I display multiple django modelformset forms together?

    - by JT
    I have a problem with needing to provide multiple model backed forms on the same page. I understand how to do this with single forms, i.e. just create both the forms call them something different then use the appropriate names in the template. Now how exactly do you expand that solution to work with modelformsets? The wrinkle, of course, is that each 'form' must be rendered together in the appropriate fieldset. For example I want my template to produce something like this: <fieldset> <label for="id_base-0-desc">Home Base Description:</label> <input id="id_base-0-desc" type="text" name="base-0-desc" maxlength="100" /> <label for="id_likes-0-icecream">Want ice cream?</label> <input type="checkbox" name="likes-0-icecream" id="id_likes-0-icecream" /> </fieldset> <fieldset> <label for="id_base-1-desc">Home Base Description:</label> <input id="id_base-1-desc" type="text" name="base-1-desc" maxlength="100" /> <label for="id_likes-1-icecream">Want ice cream?</label> <input type="checkbox" name="likes-1-icecream" id="id_likes-1-icecream" /> </fieldset> I am using a loop like this to process the results for base_form, likes_form in map(None, base_forms, likes_forms): which works as I'd expect (I'm using map because the # of forms can be different). The problem is that I can't figure out a way to do the same thing with the templating engine. The system does work if I layout all the base models together then all the likes models after wards, but it doesn't meet the layout requirements.

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  • How to filter Many2Many / Generic Relations properly with Q?

    - by HWM-Rocker
    Hi, I have 3 Models, the TaggedObject has a GenericRelation with the ObjectTagBridge. And the ObjectTagBridge has a ForeignKey to the Tag Model. class TaggedObject(models.Model): """ class that represent a tagged object """ tags = generic.GenericRelation('ObjectTagBridge', blank=True, null=True) class ObjectTagBridge(models.Model): """ Help to connect a generic object to a Tag. """ # pylint: disable-msg=W0232,R0903 content_type = models.ForeignKey(ContentType) object_id = models.PositiveIntegerField() content_object = generic.GenericForeignKey('content_type', 'object_id') tag = models.ForeignKey('Tag') class Tag(models.Model): ... when I am attaching a Tag to an Object, I am creating a new ObjectTagBridge and set its ForeignKey tag to the Tag I want to attach. That is working fine, and I can get all Tags that I attached to my Object very easy. But when I want to get (filter) all Objects that have Tag1 and Tag2 I tried to something like this: query = Q(tags__tag=Tag1) & Q(tags__tag=Tag2) object_list = TaggedObjects.filter(query) but now my object_list is empty, because it is looking for TaggedObjects that have one ObjectTagBridge with 2 tag objects, the first with Tag1 and the second with Tag2. I my application will be more complex Q queries than this one, so I think I need a solution with this Q object. In fact any combination of binary conjunctions, like: (...) and ( (...) or not(...)) How can I filter this correctly? Every answer is welcome, maybe there is also a different way do achieve this. thx for your help!!!

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  • MSSQL "for xml", multiple tables, multiple nodes

    - by Nelson
    Is it possible to select multiple tables at once? For example, I can do: SELECT ( SELECT * FROM Articles FOR XML PATH('article'), TYPE ) FOR XML PATH('articles'), ROOT('data') and SELECT ( SELECT * FROM ArticleTypes FOR XML PATH('articleType'), TYPE ) FOR XML PATH('articleTypes'), ROOT('data') Can I join both so that I get the following output? I can't use UNION because the table structures don't match. <data> <articles> <article>...</article> ... </articles> <articleTypes> <articleType>...</articleType> ... </articleTypes> </data>

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  • Why is my django bulk database population so slow and frequently failing?

    - by bryn
    I decided I'd like to use django's model system rather than coding raw SQL to interface with my database, but I am having a problem that surely is avoidable. My models.py contains: class Student(models.Model): student_id = models.IntegerField(unique = True) form = models.CharField(max_length = 10) preferred = models.CharField(max_length = 70) surname = models.CharField(max_length = 70) and I'm populating it by looping through a list as follows: from models import Student for id, frm, pref, sname in large_list_of_data: s = Student(student_id = id, form = frm, preferred = pref, surname = sname) s.save() I don't really want to be saving this to the database each time but I don't know another way to get django to not forget about it (I'd rather add all the rows and then do a single commit). There are two problems with the code as it stands. It's slow -- about 20 students get updated each second. It doesn't even make it through large_list_of_data, instead throwing a DatabaseError saying "unable to open database file". (Possibly because I'm using sqlite3.) My question is: How can I stop these two things from happening? I'm guessing that the root of both problems is that I've got the s.save() but I don't see a way of easily batching the students up and then saving them in one commit to the database.

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  • XCode - Multiple targets, Multiple *internationalized* names?

    - by Kris Jenkins
    I've got an internationalized iPhone project. In the various ${lang}.lproj/InfoPlist.strings files I've got a single key, CFBundleName = "My App Name". That's working fine for a single target, but I can't make it work for multiple targets. I'd like to have several translated InfoPlistMyApp.strings files for the main target, plus several InfoPlistMyApp*Lite*.strings files for the lite version. But I can't figure out how to set it up. The InfoPlist.strings name seems to be set in stone, so I can't replace it dynamically. Any ideas?

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  • One account, multiple users, multiple shopping cart in a web application

    - by lemotdit
    I received a somewhat unusual request (imo) for a transactional web site. I have to implement the possibility of having multiple shopping cart for the same user. Those really are shopping carts, not order templates. I.E: A store with several departments ordering under the same account, but with a different person placing orders for a specific department only. Having more than one user per account is not an option since it would involve 'too much' management from the stores owner and the admins. Anyone had to deal with this before? The option so far is to have names for shopping cart, and a dropdown list or something alike after login to choose the cart with some kind of 'busy flag' to lock the cart if it's in use in another session.

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  • Grep for multiple patterns over multiple files

    - by prelic
    I've been googling around, and I can't find the answer I'm looking for. Say I have a file, text1.txt, in directory mydir whose contents are: one two and another called text2.txt, also in mydir, whose contents are: two three four I'm trying to get a list of files (for a given directory) which contain all (not any) patterns I search for. In the example I provided, I'm looking for output somewhere along the lines of: ./text1.txt or ./text1.txt:one ./text1.txt:two The only things I've been able to find are concerning matching any patterns in a file, or matching multiple patterns in a single file (which I tried extending to a whole directory, but received grep usage errors). Any help is much appreciated. Edit-Things I've tried grep "pattern1" < ./* | grep "pattern2" ./* "ambiguous redirect" grep 'pattern1'|'pattern2' ./* returns files that match either pattern

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • WPF/MVVM:Set multiple datacontext to ONE usercontrol

    - by msfanboy
    Hello, I have a UserControl with 5 small UserControl which are parts of the first UserControl. The first UserControl is datatemplated by a MainViewModel type. The other 5 small UserControls have also set the DataContext to this MainViewModel type. Now I want additionally that those 5 UserControls get a 2nd DataContext to access other public properties of another ViewModel . How can I do that?

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  • jQuery UI Sortable - serialize multiple columns

    - by oshirowanen
    Dear stackoverflow experts, I have a little script which allows me to use jQuery to sort div tags nicely between 3 columns. The jQuery can be seen below: $(".column").sortable( { connectWith: '.column' }, { update: function(event, ui) { alert($(this).sortable('serialize')) } }); If I move an item from column 1 to column 2, it will display 2 alerts, showing the serialized data for the 2 affected columns. The problem is, I need to know the column ids too, so I can eventually save the data into a database. Right now, if it is possible to just display the column id in an alert but, that will be enough for me to continue. Any help will be greatly appreciated. Thanks

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  • jQuery .each() with multiple selectors - skip, then .empty() elements

    - by joe
    I'd like to remove all matching elements, but skip the first instance of each match: // Works as expected: removes all but first instance of .a jQuery ('.a', '#scope') .each ( function (i) { if (i > 0) jQuery (this).empty(); }); // Expected: removal of all but first instance of .a and .b // Result: removal of *all* instances of both .a and .b jQuery ('.a, .b', '#scope') .each ( function (i) { if (i > 1) jQuery (this).empty(); }); <div id="scope"> <!-- Want to keep the first instance of .a and .b --> <div class="a">[bla]</span> <div class="b">[bla]</span> <!-- Want to remove all the others --> <div class="a">[bla]</span> <div class="b">[bla]</span <div class="a">[bla]</span> <div class="b">[bla]</span ... </div> Any suggestions? Using jQuery() rather than $() because of conflict with 'legacy' code Using .empty() because .a contains JS I'd like to disable Stuck with jQuery 1.2.3 Thanks you!

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  • Jquery Multiple ajax call

    - by Mehmet MERCAN
    I have a listed navigation with letters and i am trying to call the actors and directors from different json files when the user clicked a letter. I used 2 ajax calls to get the data from actor.php and director.php. It works fine on my local machine, but only the first one works on server. How can i make each ajax calls working? $(document).ready(function(){ $('.letters').click( function(){ var letter=$(this).html(); $.ajax({ url: 'actor.php?harf='+letter, dataType: 'json', success: function(JSON) { //some code } }); $.ajax({ url: 'director.php?harf='+letter, dataType: 'json', success: function(JSON) { // some code } }); }); });

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  • JAVA: Sort ArrayList<ArrayList<Integer>> on multiple columns

    - by Bob
    First, I did do my homework searching before posting here. My requirement seems to be slightly different compared to questions posted out there. I have a matrix like ArrayList<ArrayList<Integer>> in the following form | id1 | id2 | score | |-----|-----|-------| | 1 | 3 | 95% | | 1 | 2 | 100% | | 1 | 4 | 85% | | 1 | 5 | 95% | | 2 | 10 | 80% | | 2 | 15 | 99% | I want to sort the matrix column-wise (first using score, then the id1). I already have the id1 in a sorted manner. That means I also need to sort all records with the same id1 first by using score, second by the id2. The reason for doing this is to create a ranking of the id2 in each id1. The result for the above example would be: | q_id | d_id | rank | score | |------|------|------|-------| | 1 | 2 | 1 | 100% | | 1 | 3 | 2 | 95% | | 1 | 5 | 3 | 95% | | 1 | 4 | 4 | 85% | | 2 | 15 | 1 | 99% | | 2 | 10 | 2 | 80% | How can I achieve this in Java using some built-in methods of collections?

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