Search Results

Search found 6772 results on 271 pages for 'rob effect'.

Page 23/271 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • What is the effect on LVM snapshot size when a file block is rewritten with it's original contents?

    - by NevilleDNZ
    I'm exploring using LVM snapshot's to off site incremental archives from a snapshot "master" file system. In essence: simply copy across only the files on the "master" that have changed since the last incremental copy to the "archive". Then snapshot the "archive" to retain the incremental. I am a bit puzzled as to the block usage behaviour of the archive's own incremental snapshot. I'm expecting that LVM is not smart enough to know that the "file block" is actually unchanged, and the a new copy will be allocated and written for the fresh "archive" file system. Can anyone confirm this, or point me to a document/page that gives some hints? BTW: the OS hard disk cache, hard disk physical cache and hard disk itself also doesn't need to do any actual "disk writes" as the "disk block" likewise is unnecessary. Any pointers to discussion of this style of optimisation would also be ineresting.

    Read the article

  • How can the Private Bytes of a process be significantly less than its effect on the system commit charge?

    - by bacar
    On a 64-bit Windows Server 2003, I can see using taskmgr or process explorer that the total commit charge is around 3.5GB, yet when I sum the Private Bytes consumed by each process (by running pslist -m and adding all values under the Priv column) the total comes in at 1.6GB. I know which process seems to be causing this (sqlservr.exe) as when I kill the process, the commit charge drops dramatically. However the process in question is consuming only ~220MB of Private Bytes yet killing the process drops the commit charge by ~1.6GB. How is this possible? How can the commit charge be so significantly greater than Private Bytes, which should represent the amount of committed memory? If some other factor contributes to the commit charge, what is that factor and how can I view its impact in process explorer? Note: I claim that I understand the difference between reserved and committed memory already: my investigations above relate specifically to Private Bytes which includes only committed memory and excludes reserved memory. the Virtual Size of the process in this case is over 4GB, but this should be irrelevant - Virtual Size in procexp represents reserved, not committed memory, and should not contribute to the commit charge. I'm particularly interested in generalised answers to this question: I'm assuming that if sqlservr.exe can behave in this way, that any process potentially could. Further Investigations I notice that pointing Sysinternals VMMap at this process reports a committed "Private Data" of 1.6GB despite Procexp's reported a Private Bytes of 220MB. This is particularly strange given that the documentation for this field in the "Windows® Sysinternals Administrator's Reference" states that: Private Data memory is memory that is allocated by VirtualAlloc and that is not further handled by the Heap Manager or the .NET runtime, or assigned to the Stack category... VMMap’s definition of “Private Data” is more granular than that of Process Explorer’s “private bytes.” Procexp’s “private bytes” includes all private committed memory belonging to the process. i.e. that VMMap's committed "Private Data" should be smaller than procexp's "Private Bytes". Also, after reading the 'Process committed memory' section of Mark Russinovich's excellent Pushing the Limits of Windows: Virtual Memory, he highlights two cases which won't show up in Private Bytes: File mapping views with copy-on-write semantics (however, according to VMMap there is no significant space allocated to Mapped Files). pagefile-backed virtual memory (however, I tried testlimit with the -l flag as suggested, and no significant memory is consumed by pagefile-backed sections)

    Read the article

  • How do I add fade in effect when I click expand on this script?

    - by kohei
    Hi, I found this content expand/collapse jQuery plugin. I want to add fade-in effect to this plugin when I click on the EXPAND button. How do I do this? $(document).ready(function () { var maxlines = 15; var lineheight = 15; // line height in 'px' var maxheight = (maxlines * lineheight); var allowedExtraLines = 3; var showText = "EXPAND"; var hideText = "CLOSE"; $('.ranking').each(function () { var text = $(this); if (text.height() > maxheight + allowedExtraLines * lineheight) { text.css({ 'overflow': 'hidden', 'line-height': lineheight + 'px', 'height': maxheight + 'px' }); var link = $('<a href="#">' + showText + '</a>'); link.click(function (event) { event.preventDefault(); if (text.css('height') == 'auto') { $(this).html(showText); text.css('height', maxheight + 'px'); } else { //$(this).remove(); $(this).html(hideText); text.css('height', 'auto'); } }); var linkDiv = $('<div></div>'); linkDiv.append(link); $(this).after(linkDiv); } }); });

    Read the article

  • Why does the '#weight' property sometimes not have any effect in Drupal forms?

    - by Adrian
    Hello, I'm trying to create a node form for a custom type. I have organic groups and taxonomy both enabled, but want their elements to come out in a non-standard order. So I've implemented hook_form_alter and set the #weight property of the og_nodeapi subarray to -1000, but it still goes after taxonomy and menu. I even tried changing the subarray to a fieldset (to force it to actually be rendered), but no dice. I also tried setting $form['taxonomy']['#weight'] = 1000 (I have two vocabs so it's already being rendered as a fieldset) but that didn't work either. I set the weight of my module very high and confirmed in the system table that it is indeed the highest module on the site - so I'm all out of ideas. Any suggestions? Update: While I'm not exactly sure how, I did manage to get the taxonomy fieldset to sink below everything else, but now I have a related problem that's hopefully more manageable to understand. Within the taxonomy fieldset, I have two items (a tags and a multi-select), and I wanted to add some instructions in hook_form_alter as follows: $form['taxonomy']['instructions'] = array( '#value' => "These are the instructions", '#weight' => -1, ); You guessed it, this appears after the terms inserted by the taxonomy module. However, if I change this to a fieldset: $form['taxonomy']['instructions'] = array( '#type' => 'fieldset', // <-- here '#title' => 'Instructions', // <-- and here for good measure '#value' => "These are the instructions", '#weight' => -1, ); then it magically floats to the top as I'd intended. I also tried textarea (this also worked) and explicitly saying markup (this did not). So basically, changing the type from "markup" (the default IIRC) to "fieldset" has the effect of no longer ignoring its weight.

    Read the article

  • Bad idea to have the same object, have a different side effect after method call.

    - by Nathan W
    Hi all, I'm having a bit of a gesign issue(again). Say I have this Buttonpad object: now this object is a wrapper object over one in a com object. At the moment it has a method on it called CreateInto(IComObject). Now to make a new button pad in the Com Object. You do: ButtonPad pad = new ButtonPad(); pad.Title = "Hello"; // Set some more properties. pad.CreateInto(Cominstance); The createinfo method will excute the right commands to buid the button pad in the com object. After it has been created it any calls against it are foward to the underlying object for change so: pad.Title = "New title"; will call the com object to set the title and also set the internal title variable. Basically any calls before the CreateInfo method only affect the .NET object anything after has the side effect of calling the com object also. I'm not very good at sequence diagrams but here is my attempt to explain whats going on: This doesn't feel good to me, it feels like I'm lying to the user about what the button pad does. I was going to have a object called WrappedButtonPad, which is returned from CreateInto and the user could make calls against that to make changes to the Com Object, but I feel having two objects that almost do the same thing but only differ by names might be even worse. Are these valid designs, or am I right to be worried? How else would you handle a object the can create and query a com object?

    Read the article

  • why i change the alpha value of UIImageView but no effect?

    - by chancy
    I am working on a reader app. when you read one magazine, it will display first five pages and download the rest pages one by one. there is a scrollview to view the thumbnail image of pages. At the beginning, if the page needs downloading, the corresponding thumbnail view's alpha value is set to 0.5. when the page is downloaded, i will update the thumbnail view's value to 1.0. I use one operation to download the page, and when one is downloaded i use delegate to set thumbnail view's alpha. But when i update thumbnail view's alpha value, it still the same as the beginning. it seems the alpha has no effect. I wonder is there anything wrong with my code? some snippets are as follows: In the PageViewController.m - (void)downloadPages { DownloadOperation *op = [[DownloadOperation alloc] initWithMagazine:magazine]; op.delegate = self; [[(AppDelegate *)[[UIApplication sharedApplication] delegate] sharedOperationQueue] addOperation:op]; } - (void)downloadOperation:(DownloadOperation *)operation finishedAtIndex:(NSUInteger)index { if (thumbScrollView){ [thumbScrollView viewWithTag:THUMBVIEW_OFFSET+index].alpha = 1.0; } } In DownloadOperation.m - (void)main { // ... NSUInteger index = 0; for (Page *page in mMagazine.pages) { if (/*page doesn't exist*/){ // download the page; if ([delegate respondsToSelector:@selector(downloadOperation:finishedAtIndex:)]) { [delegate downloadOperation:self finishedAtIndex:index]; } } index++; } }

    Read the article

  • What is this effect called? 'Grow/shrink'? 'Fly-out/fly-in'? ...

    - by Majid
    Hi all, I have seen links that open modal windows AND have a nice animation effect that create the illusion that the window grows out of the link clicked. On closing the window a similar animation shows that the window shrinks and disappears in the link which originally opened it. I remember I saw it on some jquery page but don't remember where and don't know what this effect is called. Have you seen this? Examples?

    Read the article

  • Seemingly simple skinning problem in Flex4; style gives disco effect

    - by Cheradenine
    I'm doing something wrong, but I can't figure out what. Simple project in flex4, whereby I create a skinned combobox (fragments at end). If I turn on the 3 skin references (over-skin, up-skin, down-skin), the combobox appears to simply stop working. If I remove the up-skin, hovering over the combo produces a flickering effect, where it appears to apply the style, then remove it immediately. I get the same thing with a button instead of a combo. I'm sure it's something really simple, but it's evading me. <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600" xmlns:containers="flexlib.containers.*"> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <fx:Style> @namespace s "library://ns.adobe.com/flex/spark"; @namespace mx "library://ns.adobe.com/flex/mx"; #myCombo { over-skin: ClassReference("nmx.MyComboSkin"); up-skin: ClassReference("nmx.MyComboSkin"); down-skin: ClassReference("nmx.MyComboSkin"); } </fx:Style> <fx:Script> <![CDATA[ [Bindable] public var items:Array = ["A","B","C"]; ]]> </fx:Script> <mx:Canvas backgroundColor="#ff0000" width="726" height="165" x="20" y="41"> <mx:ComboBox id="myCombo" x="10" y="10" prompt="Hospital" dataProvider="{items}"> </mx:ComboBox> </mx:Canvas> </s:Application> Skin Definition: package nmx { import flash.display.GradientType; import flash.display.Graphics; import mx.skins.Border; import mx.skins.ProgrammaticSkin; import mx.skins.halo.ComboBoxArrowSkin; import mx.skins.halo.HaloColors; import mx.utils.ColorUtil; public class MyComboSkin extends ProgrammaticSkin { public function MyComboSkin() { super(); } override protected function updateDisplayList(w:Number, h:Number):void { trace(name); super.updateDisplayList(w, h); var arrowColor:int = 0xffffff; var g:Graphics = graphics; g.clear(); // Draw the border and fill. switch (name) { case "upSkin": case "editableUpSkin": { g.moveTo(0,0); g.lineStyle(1,arrowColor); g.lineTo(w-1,0); g.lineTo(w-1,h-1); g.lineTo(0,h-1); g.lineTo(0,0); } break; case "overSkin": case "editableOverSkin": case "downSkin": case "editableDownSkin": { // border /*drawRoundRect( 0, 0, w, h, cr, [ themeColor, themeColor ], 1); */ g.moveTo(0,0); g.lineStyle(1,arrowColor); g.lineTo(w-1,0); g.lineTo(w-1,h-1); g.lineTo(0,h-1); g.lineTo(0,0); // Draw the triangle. g.beginFill(arrowColor); g.moveTo(w - 11.5, h / 2 + 3); g.lineTo(w - 15, h / 2 - 2); g.lineTo(w - 8, h / 2 - 2); g.lineTo(w - 11.5, h / 2 + 3); g.endFill(); } break; case "disabledSkin": case "editableDisabledSkin": { break; } } } } }

    Read the article

  • How to goup EC2 instances in order to delegate administrations to differents teams?

    - by Olivier
    Is it possible (using ARN) to make severals groups of instances. Then using differents policy to grant some access to a group of instance only and not the other instances? For example : { "Statement": [ { "Action": "ec2:*", "Effect": "Allow", "Resource": "*" }, { "Effect": "Allow", "Action": "elasticloadbalancing:*", "Resource": "*" }, { "Effect": "Allow", "Action": "cloudwatch:*", "Resource": "*" }, { "Effect": "Allow", "Action": "autoscaling:*", "Resource": "*" } ] } Instead of "*" could we use a group or something like that? like a specific subnet? a Tag? or whatever... Thanks for your help

    Read the article

  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

    Read the article

  • To create an inbox like Gmail in jQuery, would something like the Accordion effect work for opening

    - by snoopy
    I've been looking for a pre-built jQuery component that I could use to build an inbox for a messaging application: http://jqueryui.com/demos/accordion/ I was thinking that if I could close all of the elements in the Accordion, that would be equivalent to showing a list of unopened messages when the user first logs into their Inbox. And then, by clicking on the leaves of the Accordion, they can see each message one by one. Is this a good idea or is there some other jQuery plugin that would work better for this type of functionality?

    Read the article

  • Android: how to hide and then show View with animation effect?

    - by tomash
    I have similar question like this one: http://stackoverflow.com/questions/2079074/update-layout-with-the-animation Basically: I have one vertical LinearLayout View with edittext, button and then list. I'd like to hide exittext after pressing button to make more space for list (button will go up). On second press edittext should be visible again. Edittext and button have "wrap_content" height. I'd like to hide and show edittext with animation. I succeeded to animate hiding by overloading Animation's applyTransformation: final float edittextheight= edittext.getHeight(); [....] @Override protected void applyTransformation(float interpolatedTime, Transformation t) { super.applyTransformation(interpolatedTime, t); android.view.ViewGroup.LayoutParams lp = edittext.getLayoutParams(); lp.height = (int)(edittextheight*(1.0-interpolatedTime)); edittext.setLayoutParams(lp); } Problem: I don't know how to calculate height to animate showing - edittext.getHeight(); returns 0 when widget is hidden and in layout definition I'm using "wrap_content". Help?

    Read the article

  • Script to establish SSH tunnel and then run another program that uses the tunnel

    - by Rob Hills
    I am running a GUI app (Gnucash) that connects to a remote Postgres database via a secure shell session. I can use the SSH -L command to tunnel a local port and then separately run Gnucash and this works fine. What I'd like to do is use a single shell script that sets up the tunnel and then calls Gnucash. Is that possible? If so, how do I do it? Currently, I run commands like the following in 2 separate terminal windows: ssh -L 5433:127.0.0.1:19097 [email protected] gnucash postgres://gnucash@localhost:5433/gnucash_db If I simply put both lines in a shell script, the first line drops me into the remote shell and the second line doesn't execute until I exit the remote shell. TIA, Rob Hills

    Read the article

  • SQLBits - Unicode Porn

    - by Most Valuable Yak (Rob Volk)
    We've just finished up a fantastic event at SQLBits X in London!  If you've never been to SQLBits and you can make it to the UK, I highly recommend it.  If you didn't attend, here's what you missed. Meanwhile, for those who attended the Lightning Talk sessions and were disappointed that I ran out of time, here's the last part that you would have seen: /*    How to Lose Friends and Irritate People...With Unicode!     Rob Volk     SQLBits X - London - March 31, 2012 */ -- some sexy SQL DECLARE @oohbaby TABLE(i INT NOT NULL UNIQUE, uni_char AS NCHAR(i), hex AS CAST(i AS BINARY(2))) INSERT @oohbaby VALUES(664),(1022),(1023),(1120),(1150),(8857),(11609),(42420),(42427) -- change results font to larger size, some only work in grid font SELECT * FROM @oohbaby SELECT NCHAR(1022) + NCHAR(1023) AS Page3Girl It's probably better that you run this yourself, in the privacy of your own home/office, you know *wink* *wink* *nudge* *nudge* *say no more*

    Read the article

  • Add Artistic Effects to Your Pictures in Office 2010

    - by DigitalGeekery
    Do you ever wish you could add cool effects to images in your Office document pictures, but don’t have access to a graphics editor? Today we take a look at the Artistic Effects featire which is a new feature in Office 2010. Note: We will show you examples in Excel, but the Artistic Effect are available in Word, Excel, and PowerPoint. To insert a picture into your Office document, click the Picture button on the Insert tab. Once you import your picture, the Picture Tools format ribbon should be active. If not, click on the image.     In the Adjust group, click on Artistic Effects. You will see a selection of effects previews images in the dropdown list. Hover your cursor over the effects to use Live Preview to see what your picture will look like if that effect is applied.   When you find an effect you like, just click to apply it to the image. There are also some additional Artistic Effect Options. Each effect will have a it’s own set of available options that can be adjusted by moving the sliders left or right. If you find you want to undo an effect after it has been applied, simply select the None option from the previews under Artistic Effects. Conclusion Artistic Effects provides a really easy way to add professional looking effects to images in Office 2010 without the need to access graphics editing software. Check out some of our other Office 2010 articles like how to use advanced font ligatures, add video from the web to PowerPoint 2010, and preview before you paste in Office 2010. Similar Articles Productive Geek Tips Add Effects To Your Pictures in Word 2007Center Pictures and Other Objects in Office 2007 & 2010Tools to Help Post Content On Your WordPress BlogAdd Classic Polaroid Look to Your Digital picturesGive Your Desktop Artistic Flair with FotoSketcher TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox)

    Read the article

  • Invisible mouse cursor

    - by Rob
    There have been some similar posts but nothing specific to me. Sometimes i boot my laptop and all is well. Other times I boot up and after the login screen my mouse cursor disappears, I can still use it, its just invisible. I start up fire fox and the cursor is visible but only on the application window.... My sysetem is: samsung R60 Plus, with 4gb ram and a T7500, using the ati Xpress 1250 graphics. This is with Ubuntu 11.10. Does any one know of a work around? Many thanks Rob,

    Read the article

  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

    Read the article

  • How add fog with pixel shader (HLSL) XNA?

    - by Mehdi Bugnard
    I started to make a small game in XNA . And recently i tried to add a "fog" on "pixel shader HLSL" with the class Effect from XNA . I search online about some tutorial and found many sample. But nothing want work on my game :-( . Before i already add a "fog" effect in my game and everything work, because i used the class "BasicEffect" but with the class "Effect" and HLSL, it's really more complicated. If somebody have an idea, it's will be wonderfull. Thanks again. Here is my code HLSL, i use. // Both techniques share this same pixel shader. float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { //return tex2D(Sampler, input.TextureCoordinate) * input.Color; float d = length(input.TextureCoordinate - cameraPos); float l = saturate((d-fogNear)/(fogFar-fogNear)); float fogFactory = clamp((d - fogNear) / (fogFar - fogNear), 0, 1) * l; return tex2D(Sampler, input.TextureCoordinate) * lerp(input.Color, fogColor, fogFactory); } Here is the screenShot With effect Without effect

    Read the article

  • How can I compile SM 3.0 effects in D3D11 in slimdx?

    - by jacker
    var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new SlimDX.Direct3D11.Effect(gpu.Device, bytecode); Works fine but if I try to use another shader model like 4.0 or 3.0 it throws an error on the new effect creation: E_FAIL: An undetermined error occurred (-2147467259) How do I compile older shaders? And I've read about device context but I can't find any information on how to use them to maintain DX9 compatibility.

    Read the article

  • Is there a way to effect user defined data types in MySQL?

    - by Dancrumb
    I have a database which stores (among other things), the following pieces of information: Hardware IDs BIGINTs Storage Capacities BIGINTs Hardware Names VARCHARs World Wide Port Names VARCHARs I'd like to be able to capture a more refined definition of these datatypes. For instance, the hardware IDs have no numerical significance, so I don't care how they are formatted when displayed. The Storage Capacities, however, are cardinal numbers and, at a user's request, I'd like to present them with thousands and decimal separators, e.g. 123,456.789. Thus, I'd like to refine BIGINT into, say ID_NUMBER and CARDINAL. The same with Hardware Names, which are simple text and WWPNs, which are hexstrings, e.g. 24:68:AC:E0. Thus, I'd like to refine VARCHAR into ENGLISH_WORD and HEXSTRING. The specific datatypes I made up are just for illustrative purposes. I'd like to keep all this information in one place and I'm wondering if anybody knows of a good way to hold this all in my MySQL table definitions. I could use the Comment field of the table definition, but that smells fishy to me. One approach would be to define the data structure elsewhere and use that definition to generate my CREATE TABLEs, but that would be a major rework of the code that I currently have, so I'm looking for alternatives. Any suggestions? The application language in use is Perl, if that helps.

    Read the article

  • Setting effects variables in XNA

    - by Badescu Alexandru
    Hello ! I am currently reading a book named "3D Graphics with XNA Game Studio 4.0" by Sean James and have some questions to ask : If i create a effect parameter named lets say SpecularPower and have in my effect a variable named SpecularPower , if i do something like effect.Parameters["SpecularPower"].SetValue(3) That wil change the SpecularPower variable in my effect ? And a second question, not regarding the book : If i have a spaceship and i've created a "boost" functionality that speeds up my spaceship, what effects should i implement to create the impresion oh high speed ? I was thinking of making everything except my spaceship blurry but i think there would be something missing . Any ideas ? Regards, Alex Badescu

    Read the article

  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

    Read the article

  • How can i use a duration setting on .animate if it is inside the callback from a .fadeOut effect?

    - by Jannis
    I am trying to just fade the content of section#secondary out and once the content has been faded out, the parent (section#secondary) should animate 'shut' in a slider animation. All this is working however the durations are not and I cannot figure out why. Here is my code: HTML <section id="secondary"> <a href="#" class="slide_button">&laquo;</a> <!-- slide in/back button --> <article> <h1>photos</h1> <div class="album_nav"><a href="#">photo 1 of 6</a> | <a href="#">create an album</a></div> <div class="bar"> <p class="section_title">current image title</p> </div> <section class="image"> <div class="links"> <a class="_back album_link" href="#">« from the album: james new toy</a> <nav> <a href="#" class="_back small_button">back</a> <a href="#" class="_next small_button">next</a> </nav> </div> <img src="http://localhost/~jannis/3781_doggie_wonderland/www/preview/static/images/sample-image-enlarged.jpg" width="418" height="280" alt="" /> </section> </article> <footer> <embed src="http://localhost/~jannis/3781_doggie_wonderland/www/preview/static/flash/secondary-footer.swf" wmode="transparent" width="495" height="115" type="application/x-shockwave-flash" /> </footer> </section> <!-- close secondary --> jQuery // ============================= // = Close button (slide away) = // ============================= $('a.slide_button').click(function() { $(this).closest('section#secondary').children('*').fadeOut('slow', function() { $('section#secondary').animate({'width':'0'}, 3000); }); }); Because the content of section#secondary is variable I use the * selector. What happens is that the fadeOut uses the appropriate slow speed but as soon as the callback fires (once the content is faded out) the section#secondary animates to width: 0 within a couple of milliseconds and not the 3000 ms ( 3 sec ) I set the animation duration to. Any ideas would be appreciated. PS: I cannot post an example at this point but since this is more a matter of theory of jQuery I don't think an example is necessary here. Correct me if I am wrong..

    Read the article

  • How do you handle descriptive database table names and their effect on foreign key names?

    - by Carvell Fenton
    Hello, I am working on a database schema, and am trying to make some decisions about table names. I like at least somewhat descriptive names, but then when I use suggested foreign key naming conventions, the result seems to get ridiculous. Consider this example: Suppose I have table session_subject_mark_item_info And it has a foreign key that references sessionSubjectID in the session_subjects table. Now when I create the foreign key name based on fk_[referencing_table]__[referenced_table]_[field_name] I end up with this maddness: fk_session_subject_mark_item_info__session_subjects_sessionSubjectID Would this type of a foreign key name cause me problems down the road, or is it quite common to see this? Also, how do the more experienced database designers out there handle the conflict between descriptive naming for readability vs. the long names that result? I am using MySQL and MySQL Workbench if that makes any difference. Thanks!

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >