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  • Recommendation needed for text content, should I use text files or database?

    - by Jörgen
    I'm doing a web application in asp.net mvc. Now I'm at the point where I do alot of text info such as help texts, eula, privacy policy etc. I realized that I'm not sure what would the best way to store these texts. 1. Directly in the aspx page 2. In text files and then load the text via ViewData[] to the aspx file 3. In my sql database If use option 3 how would I then design the database e.g. eula = table x, privacypolicy=table y? I guess I just need some directions of what't the pros and cons with the options above.

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  • how to lengthen the pause between the words with text-to-speech (pyTTS or SAPI5)

    - by Berry Tsakala
    Is it possible to extend the gap between spoken words when using text to speech with SAPI5 ? The problem is that esp. with some voices, the words are almost connected to each other, which makes the speech more difficult to understand. I'm using python and pyTTS module (on windows, since it's using SAPI) I tried to hook to the OnWord event and add a time.sleep() or tts.Pause(), but apparently even though all the events are caught, they are being processed only at the end of the spoken text, whether i'm using the sync or async flag. In this NON WORKING example, the sleep() method is executed only after the sentence is spoken: tts = pyTTS.Create() def f(x): tts.Pause() sleep(0.5) tts.Resume() tts.OnWord = f tts.Speak(text)

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  • Highlight Read-Along Text (in a storybook type app for iPhone)

    - by outtoplayinc
    I love this feature (well, my son loves it), and I would like to implement it in a kid's book app I am doing for iPhone, but I'm clueless where to begin. I'm using Cocos2d for all the animated sprite/transition stuff, but I'm not sure how to approach highlighting text as it is narrated. Example: "Jack and Jill, drank their fill, and were too drunk to go for water." As the text is narrated (.mp3 plays on each page), the text would be highlighted. I considered investigating Core animation, but I"m more familiar with Cocs2d at this point (tenuously at best). If someone has a clue, I'd really appreciate it. Brendang

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  • Import text file crunching library for Java/Groovy ?

    - by devdude
    In a lot of real life implementations of applications we face the requirement to import some kind of (text) files. Usually we would implement some (hardcoded?) logic to validate the file (eg. proper header, proper number of delimiters, proper date/time value,etc.). Eventually also need to check for the existence of related data in a table (eg. value of field 1 in text file must have an entry in some basic data table). While XML solves this (to some extend) with XSD and DTD, we end up hacking this again and again for proprietary text file formats. Is there any library or framework that allows the creation of templates similar to the xsd approach ? This would make it way more flexible to react on file format changes or implement new formats. Thanks for any hints Sven

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  • ASP.NET TextBox verses input type="text" behavior

    - by harrije
    I notice with ASP.NET if the server side control TextBox is used with out autopostback it will not submit (or postback) the form when typed text ends with enter, which is different from the behavior for plain old HTML pages. Fine, I can set autopostback to get the behavior I want after the enter key. However, autopostback will also cause submit (or postback) when the typed text does not end with enter but focus has changed (i.e. with tab or mouse click), which again is different from plain old HTML pages. How can I get an ASP.NET page to behave the same as a plain old HTML page with respect to text input regardless of whether enter key or change of focus occurs?

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  • Full-Text Search in SQL Server Express Won't Recognize Latest IFilters

    - by Brandon King
    I'm having difficulty getting full-text search working in SQL Server 2008 Express with Advanced Services. I have a table loaded with .DOCX files as varbinary(MAX) data that I want to use for a full-text catalog, but it doesn't seem to recognize the .DOCX format. Here are the steps that I've taken... Installed the latest Filter Pack 2.0 Exec sp_fulltext_service 'load_os_resources', 1 Exec sys.sp_help_fulltext_system_components 'all' (NOTE: .DOCX is not shown as a filter) Building the full-text catalog fails to identify any key words I initially thought there might be a conflict between x86 SQL Express and x64 Filter Pack on my Windows 7 machine, but I just tried it with everything x86 in a Windows XP virtual machine and got the same result.

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  • n-grams from text in PostgreSQL

    - by harshsinghal
    I am looking to create n-grams from text column in PostgreSQL. I currently split(on white-space) data(sentences) in a text column to an array. select regexp_split_to_array(sentenceData,E'\s+') from tableName Once I have this array, how do I go about: Creating a loop to find n-grams, and write each to a row in another table Using unnest I can obtain all the elements of all the arrays on separate rows, and maybe I can then think of a way to get n-grams from a single column, but I'd loose the sentence boundaries which I wise to preserve. Sample SQL code for PostgreSQL to emulate the above scenario create table tableName(sentenceData text); INSERT INTO tableName(sentenceData) VALUES('This is a long sentence'); INSERT INTO tableName(sentenceData) VALUES('I am currently doing grammar, hitting this monster book btw!'); INSERT INTO tableName(sentenceData) VALUES('Just tonnes of grammar, problem is I bought it in TAIWAN, and so there aint any englihs, just chinese and japanese'); select regexp_split_to_array(sentenceData,E'\s+') from tableName; select unnest(regexp_split_to_array(sentenceData,E'\s+')) from tableName;

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  • "Intercepting" user input into text box and removing it

    - by James P
    I have a text box that I would like to do some validation on. At the moment I have this code: function updateChanger() { // Validate input var likeMessage = validateInput($("#like").val()); alert(likeMessage); } function validateInput(input) { input = input.replace(/[^a-zA-Z0-9:\(\/\)\s\.,!~]/g, ""); return input; } This successfully trims out unwanted characters in the likeMessage variable, but the character still gets entered into the text box. I would like to stop that from happening. I know it will have something to do with $("#like").val() but the only thing I can think of is just chopping off the end character from the text box value, would this suffice? Thanks for any help!

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  • Extracting text from PDF with Poppler (C++)

    - by nico
    I'm trying to get my way through Poppler and its (lack of) documentation. What I want to do is a very simple thing: open a PDF file and read the text in it. I'm then going to process the text, but that doesn't really matter here. So... I saw the poppler_page_get_text function, and it kind of works, but I have to specify a selection rectangle, which is not very handy. Isn't there just a very simple function that would output the PDF text in order (maybe line by line?). Thank you Nicola

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  • SQL Server - Percent based Full Text Search

    - by Sukhminder Singh
    Hi I want to conduct search on a particular column of a table in such a way that returning result set should satify following 2 conditions: Returning result set should have records whose 90% of the characters matches with the given search text. Returning result set should have records whose 70% of the consecutive characters matches with the given search text. It implies that when 10 character word Sukhminder is searched, then: it should return records like Sukhmindes, ukhminder, Sukhmindzr, because it fulfils both of the above mentioned conditions. But it should not return records like Sukhmixder because it does not fulfil the second condition. Likewise, It should not return record Sukhminzzz because it does not fulfil the first condition. I am trying to use Full Text Search feature of SQL Server. But, could not formulate the required query yet. Kindly reply ASAP.

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  • HTML tag for identifying text

    - by ravi
    I am not very much familiar with HTML programming. If we look at the source code of a page, then we can see what are the HTML tags for which texts and so. It is the case that there is group or class of HTML tags which is used for purpose such that it can be used for main text or so. I mean like '<\input type="radio" name="option"' this tag says that there will a radio button, similar can be make a group of HTML tags such that it consist of text part, which means we look at the tag and not at the content and can say that in between startTag and endTag we have text.

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  • PHP: Loop through text file and isolate lines which a specific "starting point"

    - by Mestika
    Hi everyone, I’m trying to reduce some editing time within some textfiles where there approximately are 10.000 lines of text, but I only need around 200 or some. The text file relies on a almost specific pattern but it deviates from time to time but my “focus” in order to select the right line to keep is, that the line always starts with: z3455 and then have a variable afterwards, e.g.: z3455 http://url.com/data1/data1.1/data1.3/ (342kb) I have an algorithm to capture the URL and its content but now I need some way to loop through the text file, deleting all lines except does that starts with z3455 and then “push” them together so they are listed underneath each other. I’ve tried different approaches for this in PHP but can’t seem to find a correct function. I can “isolate” a specific line number but when it deviates I can’t use this approach fully. I hope that someone can help me, either by providing the code or knocking me in the right direction to how I’ll solve this problem. Thanks in advance Sincerely - Mestika

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  • reStructured Text - Escape a headline?

    - by Rory
    I have a reStructuredText document. rST uses =====, etc. as a heading format. However I need to include some lines that have this text in it, e.g.: some of my text ===== stuff ===== some more of my text And I don't want the ==== to be interpreted as a heading, i.e. I don't want stuff to be a heading. I would rather that those equal signs are just displayed as is. Is this possible in rST?

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • CSS - vertical align text where text can be multiple lines

    - by Sniffer
    Hi all I've been given a design by a graphic designer, which I'm trying to put into HTML and CSS. One of the issues I'm facing is on a user input form. In the design the labels for each input are a fixed width - say 100px. The container for each label/input pair is fixed at 2em. The design I've been given has asked that the text for each label is vertically aligned. So the structure is like this: <containerTag> <label /> <input /> </containerTag> No problems as long as the text is on one line (I would have just used line-height of 2em to match the container), but some of the text in the labels are wrapping to two or even lines. Is there a semantic and nice way to get around this problem? I need something that will work in IE6-9, Firefox 3.5+, Chrome and Safari. Although I am using progressive enhancement, so if there is a solution that will only work on the later browsers, but won't break the older ones, then this would be acceptable. Any help gratefully received! Thanks for your time S

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • Rendering Linear Gradients using the HTML5 Canvas

    - by dwahlin
    Related HTML5 Canvas Posts: Getting Started with the HTML5 Canvas Rendering Text with the HTML5 Canvas Creating a Line Chart using the HTML5 Canvas New Pluralsight Course: HTML5 Canvas Fundamentals Gradients are everywhere. They’re used to enhance toolbars or buttons and help add additional flare to a web page when used appropriately. In the past we’ve always had to rely on images to render gradients which works well, but isn’t necessarily the most efficient (although 1 pixel wide images do work well). CSS3 provides a great way to render gradients in modern browsers (see http://www.colorzilla.com/gradient-editor for a nice online gradient generator tool) but it’s not the only option. If you’re working with charts, games, multimedia or other HTML5 Canvas applications you can also use gradients and render them on the client-side without relying on images. In this post I’ll introduce how to use linear gradients and discuss the different functions that can be used to create them.   Creating Linear Gradients Linear gradients can be created using the 2D context’s createLinearGradient function. The function takes the starting x,y coordinates and ending x,y coordinates of the gradient:   createLinearGradient(x1, y1, x2, y2);   By changing the start and end coordinates you can control the direction that the gradient renders. For example, adding the following coordinates causes the gradient to render from left to right since the y value stays at 0 for both points while the x value changes from 0 to 200. var lgrad = ctx.createLinearGradient(0, 0, 200, 0); Here’s an example of how changing the coordinates affects the gradient direction:   Once a linear gradient object has been created you can set color stops using the addColorStop() function. It takes the location where the color should appear in the gradient with 0 being the beginning and 1 being at the end (0.5 would be in the middle) as well as the color to display in the gradient. lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray');   An example of combining createLinearGradient() with addColorStop() is shown next:   Using createLinearGradient() var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); var lgrad = ctx.createLinearGradient(0, 0, 200, 0); lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray'); ctx.fillStyle = lgrad; ctx.fillRect(0, 0, 200, 200); ctx.strokeRect(0, 0, 200, 200); This code renders a white to gray gradient as shown next: A live example of using createLinearGradient() is shown next. Click the Result tab to see the code in action.   In the next post on the HTML5 Canvas I’ll take a look at radial gradients and how they can be used. In the meantime, if you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight. It has over 4 1/2 hours of canvas goodness packed in it.

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • Android TextView Justify Text

    - by Peter
    Hey, How do you get the text of a TextView to be Justified (with text flush on the left- and right- hand sides)? I found a possible solution here, but it does not work (even if you change vertical-center to center_vertical, etc). Cheers, Pete

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  • Sitecore Rich Text Html Editor Profile - set global default

    - by misteraidan
    OK I can't believe this can't be found anywhere so I'm asking the question. Is there a way to set the default Html Editor Profile in Sitecore so I don't have the override the Source field on each individual Rich Text field? e.g. I want to make this the default option for the Html editor: /sitecore/system/Settings/Html Editor Profiles/Rich Text Medium

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