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  • Transferring data from 2d Dynamic array in C to CUDA and back

    - by Soumya
    I have a dynamically declared 2D array in my C program, the contents of which I want to transfer to a CUDA kernel for further processing. Once processed, I want to populate the dynamically declared 2D array in my C code with the CUDA processed data. I am able to do this with static 2D C arrays but not with dynamically declared C arrays. Any inputs would be welcome! I mean the dynamic array of dynamic arrays. The test code that I have written is as below. #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <stdio.h> #include <conio.h> #include <math.h> #include <stdlib.h> const int nItt = 10; const int nP = 5; __device__ int d_nItt = 10; __device__ int d_nP = 5; __global__ void arr_chk(float *d_x_k, float *d_w_k, int row_num) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; int index1 = (row_num * d_nP) + index; if ( (index1 >= row_num * d_nP) && (index1 < ((row_num +1)*d_nP))) //Modifying only one row data pertaining to one particular iteration { d_x_k[index1] = row_num * d_nP; d_w_k[index1] = index; } } float **mat_create2(int r, int c) { float **dynamicArray; dynamicArray = (float **) malloc (sizeof (float)*r); for(int i=0; i<r; i++) { dynamicArray[i] = (float *) malloc (sizeof (float)*c); for(int j= 0; j<c;j++) { dynamicArray[i][j] = 0; } } return dynamicArray; } /* Freeing memory - here only number of rows are passed*/ void cleanup2d(float **mat_arr, int x) { int i; for(i=0; i<x; i++) { free(mat_arr[i]); } free(mat_arr); } int main() { //float w_k[nItt][nP]; //Static array declaration - works! //float x_k[nItt][nP]; // if I uncomment this dynamic declaration and comment the static one, it does not work..... float **w_k = mat_create2(nItt,nP); float **x_k = mat_create2(nItt,nP); float *d_w_k, *d_x_k; // Device variables for w_k and x_k int nblocks, blocksize, nthreads; for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { x_k[i][j] = (nP*i); w_k[i][j] = j; } } for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } int size1 = nItt * nP * sizeof(float); printf("\nThe array size in memory bytes is: %d\n",size1); cudaMalloc( (void**)&d_x_k, size1 ); cudaMalloc( (void**)&d_w_k, size1 ); if((nP*nItt)<32) { blocksize = nP*nItt; nblocks = 1; } else { blocksize = 32; // Defines the number of threads running per block. Taken equal to warp size nthreads = blocksize; nblocks = ceil(float(nP*nItt) / nthreads); // Calculated total number of blocks thus required } for(int i = 0; i< nItt; i++) { cudaMemcpy( d_x_k, x_k, size1,cudaMemcpyHostToDevice ); //copy of x_k to device cudaMemcpy( d_w_k, w_k, size1,cudaMemcpyHostToDevice ); //copy of w_k to device arr_chk<<<nblocks, blocksize>>>(d_x_k,d_w_k,i); cudaMemcpy( x_k, d_x_k, size1, cudaMemcpyDeviceToHost ); cudaMemcpy( w_k, d_w_k, size1, cudaMemcpyDeviceToHost ); } printf("\nVerification after return from gpu\n"); for(int i = 0; i<nItt; i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } cudaFree( d_x_k ); cudaFree( d_w_k ); cleanup2d(x_k,nItt); cleanup2d(w_k,nItt); getch(); return 0;

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  • uninitialized local variable

    - by blitzeus
    This code compiles and runs though gives a Microsoft compiler error that I cant fix warning C4700: uninitialized local variable 'ptr4D' used. This is in the last line of the code, I think #include <iostream> using namespace std; const int DIM0 = 2, DIM1 = 3, DIM2 = 4, DIM3 = 5; void TestDeclar(); int main(){ TestDeclar(); cout << "Done!\n"; return 0; } void TestDeclar(){ //24 - array of 5 floats float xa[DIM3], xb[DIM3], xc[DIM3], xd[DIM3], xe[DIM3], xf[DIM3]; float xg[DIM3], xh[DIM3], xi[DIM3], xj[DIM3], xk[DIM3], xl[DIM3]; float xm[DIM3], xn[DIM3], xo[DIM3], xp[DIM3], xq[DIM3], xr[DIM3]; float xs[DIM3], xt[DIM3], xu[DIM3], xv[DIM3], xw[DIM3], xx[DIM3]; //6 - array of 4 pointers to floats float *ya[DIM2] = {xa, xb, xc, xd}, *yb[DIM2] = {xe, xf, xg, xh}; float *yc[DIM2] = {xi, xj, xk, xl}, *yd[DIM2] = {xm, xn, xo, xp}; float *ye[DIM2] = {xq, xr, xs, xt}, *yf[DIM2] = {xu, xv, xw, xx}; //2 - array of 3 pointers to pointers of floats float **za[DIM1] = {ya, yb, yc}; float **zb[DIM1] = {yd, ye, yf}; //array of 2 pointers to pointers to pointers of floats float ***ptr4D[DIM0] = {za, zb}; cout << &***ptr4D[DIM0] << '\n'; }

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  • Incompatible type in assignment

    - by coure06
    Getting error: Incompatible type in assignment at fValue = ..., see the code static float t = 0; float d = .5; static float fValue = 0; fValue = [self easeOutBounce:t andB:0 andC:30 andD:d]; here is the method -(float) easeOutBounce:(float)t andB:(float)b andC:(float)c andD:(float)d { if ((t/=d) < (1/2.75)) { return c*(7.5625*t*t) + b; } else if (t < (2/2.75)) { return c*(7.5625*(t-=(1.5/2.75))t + .75) + b; } else if (t < (2.5/2.75)) { return c(7.5625*(t-=(2.25/2.75))t + .9375) + b; } else { return c(7.5625*(t-=(2.625/2.75))*t + .984375) + b; } }

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  • Working with Jquery. How to change css class of an element in same root

    - by Shantanu Gupta
    I want to change css class of an element on certain event in jquery. eg. focusin: function() { if(this.val()=="First Name") $(this).find("span ").css } $(this).find("span which contains _set").class= mycssclass here I want to change the CSS class of span element whose id contains "_set" as a part of substring in class name and also want to change the text i.e. InnerHtml property of javascript of this span element

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  • php class that auto attaches .js and .css files, possible?

    - by Haroldo
    I want the class to auto-attach its required css and js files when instantiated... is there any way of a class knowing where it is (and its files) in relation to the root? if 1 is possible, is there a way to check if a css/js file has already been referenced in the file, or is this not necessary(do browsers ignore duplicate css/js file references)?

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • Debugging Tips for Skinning

    - by Christian David Straub
    Another guest post by Jeanne Waldman.If you are developing a skin for your Fusion Application in JDeveloper you should know these tips.   1. Firebug is your friend 2. Uncompress the css style classes 3. CHECK_FILE_MODIFICATION so that you see your skinning changes right away 4. View the generated CSS File   1. Firebug is your friend Install Firebug (http://getfirebug.com/layout) into Firefox and use it to view your rendered jspx page in the browser. You can select the HTML dom nodes on your page and you can see the css styles applied to each dom node.   2. Uncompress the css style classes By default the styleclasses that are rendered are compressed. You may see style classes like class="x10" and class="x2e". But in your skin css file you have styleclasses like: af|inputText::content or af|panelBox::header   It is easier for you to develop a skin and debug a skin with Firebug if you see the uncompressed styleclasses. To do this, a. open web.xml b. add   <context-param>     <param-name>org.apache.myfaces.trinidad.DISABLE_CONTENT_COMPRESSION</param-name>     <param-value>true</param-value>   </context-param> c. save d. restart the server and re-run your page.   3. CHECK_FILE_MODIFICATION so that you see your skinning changes right away   For performance sake the ADF Faces framework does not check if you skin .css file has changed on every render. But this is exactly what you want to happen when you are developing or debugging a skin. You want your changes to get noticed right away, without restarting the server.   To do this, a. open web.xml b. add   <context-param>     <description>If this parameter is true, there will be an automatic check of the modification date of your JSPs, and saved state will be discarded when JSP's change. It will also automatically check if your skinning css files have changed without you having to restart the server. This makes development easier, but adds overhead. For this reason this parameter should be set to false when your application is deployed.</description>     <param-name>org.apache.myfaces.trinidad.CHECK_FILE_MODIFICATION</param-name>     <param-value>false</param-value>   </context-param> c. save d. restart the server and re-run your page. e. from then on, you can change your skin's .css file, save it and refresh your page and you should see the changes right away   4. View the generated CSS File   There are different ways to view the generated CSS File which is your skin's css file merged in with all the skins it extends and processed and generated to the filesystem and linked to your generated html page. One way is to view it with Firebug. The problem with this approach is you might see something that is a little different than the actual css file because Firebug may do some extra processing. I like to view the generated css file by: Right click on your page in the browser 

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • OpenGL Tessellation makes point

    - by urza57
    A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void main( void ) { vec4 position = gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * position; ecPosition = gl_ModelViewMatrix * position; ecNormal = normalize(gl_NormalMatrix * gl_Normal); } My tessellation control shader : layout(vertices = 3) out; out vec4 ecPosition3[]; in vec3 ecNormal[]; in vec4 ecPosition[]; out vec3 myNormal[]; void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; myNormal[gl_InvocationID] = ecNormal[gl_InvocationID]; ecPosition3[gl_InvocationID] = ecPosition[gl_InvocationID]; gl_TessLevelOuter[0] = float(4.0); gl_TessLevelOuter[1] = float(4.0); gl_TessLevelOuter[2] = float(4.0); gl_TessLevelInner[0] = float(4.0); } And my Tessellation Evaluation shader: layout(triangles, equal_spacing, ccw) in; in vec3 myNormal[]; in vec4 ecPosition3[]; out vec3 ecNormal; out vec4 ecPosition; void main() { float u = gl_TessCoord.x; float v = gl_TessCoord.y; float w = gl_TessCoord.z; vec3 position = vec4(gl_in[0].gl_Position.xyz * u + gl_in[1].gl_Position.xyz * v + gl_in[2].gl_Position.xyz * w ); vec3 position2 = vec4(ecPosition3[0].xyz * u + ecPosition3[1].xyz * v + ecPosition3[2].xyz * w ); vec3 normal = myNormal[0] * u + myNormal[1] * v + myNormal[2] * w ); ecNormal = normal; gl_Position = vec4(position, 1.0); ecPosition = vec4(position2, 1.0); } Thank you !

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  • XNA model drawing problem

    - by user1990950
    When using this code: public static void DrawModel(Model model, Vector3 position, Vector3 offset, float xRotation, float yRotation, float zRotation, float allrot, float xScale, float yScale, float zScale) { position.Y *= -1; offset.Y *= -1; Matrix worldMatrix = ((Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation))) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation))) * (Matrix.CreateTranslation(offset) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot))) * Matrix.CreateScale(xScale, yScale, zScale); worldMatrix *= Matrix.CreateTranslation(position) * theCamera.GetTransformation() * Matrix.CreateTranslation(new Vector3(-(graphics.GraphicsDevice.Viewport.Width / 2), graphics.GraphicsDevice.Viewport.Height / 2, 0)); foreach (ModelMesh mesh in model.Meshes) { for (int i = 0; i < mesh.Effects.Count; i++) { ((BasicEffect)mesh.Effects[i]).EnableDefaultLighting(); ((BasicEffect)mesh.Effects[i]).World = worldMatrix; ((BasicEffect)mesh.Effects[i]).View = viewMatrix; ((BasicEffect)mesh.Effects[i]).Projection = projectionMatrix; } mesh.Draw(); } } The model rotates and then scales. It should scale and then rotate, but whenever I try to change it, it won't work.

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  • LibGdx, Texture an Object

    - by Gigi10012
    I want to set texture to an Object, this is my playerobject class: private boolean up; private float speed; private float fallacceleration = 20; private float acceleration = 15; private float maxSpeed = 300; SpriteBatch batch; public Player() { x = MyGdxGame.WIDTH - 9*MyGdxGame.WIDTH/10; y = MyGdxGame.HEIGHT - 3 * MyGdxGame.HEIGHT/10; shapex = new float[4]; shapey = new float[4]; radians = 2*MathUtils.PI; batch = new SpriteBatch(); } private void setShape() { //Simple Arrow Shape ...... } public void update(float dt) { setShape(); } public void draw(ShapeRenderer sr) { sr.setColor(0F, 0F, 0F, 1F); sr.begin(ShapeType.Line); //Drawing Shape .............. sr.end(); } What I have to do to add texture to that object? (I'm using LibGdx)

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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • can I store an id value in array of float type ?

    - by srikanth rongali
    I used, for(id value in values) to get the value from an NSArray. Now I want to store it in 2 dimensional float array[][]. When I try to assign the values to array it is giving error:incompatible types in assignment. I tried to cast the value but I got error: pointer value used where a floating point value was expected. I need to store the values in an 2 dimensional array . How can I make it ? Thank You. @implementation fromFileRead1 NSString *fileNameString; int numberOfEnemies, numberOfValues; -(id)init { if( (self = [super init]) ) { NSString *path = @"/Users/sridhar/Desktop/Projects/exampleOnFile2/enemyDetals.txt"; NSString *contentsOfFile = [[NSString alloc] initWithContentsOfFile:path]; NSArray *lines = [contentsOfFile componentsSeparatedByString:@"\n"]; numberOfEnemies = [lines count]; NSLog(@"The number of Lines: %d", numberOfEnemies); for (id line in lines) { NSLog(@"Line %@", line ); NSString *string1 = line; NSArray *split1 = [string1 componentsSeparatedByString:@","]; numberOfValues = [split1 count]; NSLog(@"The number of values in Row: %d", numberOfValues); for (id value in split1) { NSLog(@"value %@", value); float value1; value1 = [split1 objectAtIndex:2]); NSLog(@"VAlue of Value1 at index 2: %f", value1 ); } } } return self; } @end In enemyDetal.txt I have 1,3,3 2,3,2.8 10,2,1.6

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  • Nginx location regex is not matching

    - by shtuff.it
    The following has been working to cache css and js for me: location ~ "^(.*)\.(min.)?(css|js)$" { expires max; } results: $ curl -I http://mysite.com/test.css HTTP/1.1 200 OK Server: nginx Date: Thu, 16 Jan 2014 18:55:28 GMT Content-Type: text/css Content-Length: 19578 Last-Modified: Mon, 13 Jan 2014 18:54:53 GMT Connection: keep-alive Expires: Thu, 31 Dec 2037 23:55:55 GMT Cache-Control: max-age=315360000 X-Backend: stage01 Accept-Ranges: bytes I am trying to get versioning setup for my js / css using a 10 digit unix timestamp and am having issues getting a regex match with the following valid a regex. location ~ "^(.*)([\d]{10})\.(min\.)?(css|js)$" { expires max; } results: $ curl -I http://mysite.com/test_1234567890.css HTTP/1.1 200 OK Server: nginx Date: Thu, 16 Jan 2014 19:05:03 GMT Content-Type: text/css Content-Length: 19578 Last-Modified: Mon, 13 Jan 2014 18:54:53 GMT Connection: keep-alive X-Backend: stage01 Accept-Ranges: bytes

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  • .htaccess working on remote server but does not work on localhost. Getting 404 errors on localhost

    - by Afsheen Khosravian
    MY PROBLEM: When I visit localhost the site does not work. It shows some text from the site but it seems the server can not locate any other files. Here is a snippet of the errors from firebug: "NetworkError: 404 Not Found - localhost/css/popup.css" "NetworkError: 404 Not Found - localhost/css/style.css" "NetworkError: 404 Not Found - localhost/css/player.css" "NetworkError: 404 Not Found - localhost/css/ui-lightness/jquery-ui-1.8.11.custom.css" "NetworkError: 404 Not Found - localhost/js/jquery.js" It seems my server is looking for the files in the wrong places. For example, localhost/css/popup.css is actually located at localhost/app/webroot/css/popup.css. I have my site setup on a remote server with the same exact configurations and it works perfectly fine. I am just having this issue trying to run the site on my laptop at localhost. I edited my VirtualHosts file DocumentRoot and to /home/user/public_html/site.com/public/app/webroot/ and this reduces some errors but I feel that this is wrong and sort of hacking it since I didn't use these setting on my production server which works. The last note I want to make is that the website uses dynamic URLs. I dont know if that has anything to do with it. For example, on the production server the URLS are: site.com/#hello/12321. HERES WHAT I AM WORKING WITH: I have a LAMP server setup on my laptop which runs on Ubuntu 11.10. I have enabled mod_rewrite: sudo a2enmod rewrite Then I edited my Virtual Hosts file: <VirtualHost *:80> ServerName localhost DirectoryIndex index.php DocumentRoot /home/user/public_html/site.com/public <Directory /home/user/public_html/site.com/public/> Options Indexes FollowSymLinks MultiViews AllowOverride All Order allow,deny allow from all </Directory> </VirtualHost> Then I restarted apache. My website is using cakePHP. This is the directory structure of the website: "/home/user/public_html/site.com/public" contains: index.php app cake plugins vendors These are my .htaccess files: /home/user/public_html/site.com/public/app/.htaccess: <IfModule mod_rewrite.c> RewriteEngine on RewriteRule ^$ webroot/ [L] RewriteRule (.*) webroot/$1 [L] </IfModule> /home/user/public_html/site.com/public/app/webroot/.htaccess: <IfModule mod_rewrite.c> RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ index.php?url=$1 [QSA,L] </IfModule>

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  • Server error 500: Undefinable problem with my Zend Framework based site

    - by sanders
    Hello everyone, Lately I had to reinstall my development site on my ubuntu machine since my system crashed after an os update. 4 days later my site is still not running as it should. Whenever i do an action which has in it an action on a database, it stops working. For example when Registring a new user, i get the following error: [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP Notice: Trying to get property of non-object in /var/www/nrka2/application/bootstrap/Bootstrap.php on line 169, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP Stack trace:, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 1. {main}() /var/www/nrka2/public/index.php:0, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 2. require() /var/www/nrka2/public/index.php:2, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 3. Zend_Application->bootstrap() /var/www/nrka2/application/application.php:23, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 4. Zend_Application_Bootstrap_BootstrapAbstract->bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application.php:355, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 5. Zend_Application_Bootstrap_BootstrapAbstract->_bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:583, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 6. Zend_Application_Bootstrap_BootstrapAbstract->_executeResource() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:619, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 7. Bootstrap->_initViewSettings() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:666, referer: http://nrka2/user/register [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP Notice: Trying to get property of non-object in /var/www/nrka2/application/bootstrap/Bootstrap.php on line 169, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP Stack trace:, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 1. {main}() /var/www/nrka2/public/index.php:0, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 2. require() /var/www/nrka2/public/index.php:2, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 3. Zend_Application->bootstrap() /var/www/nrka2/application/application.php:23, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 4. Zend_Application_Bootstrap_BootstrapAbstract->bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application.php:355, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 5. Zend_Application_Bootstrap_BootstrapAbstract->_bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:583, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 6. Zend_Application_Bootstrap_BootstrapAbstract->_executeResource() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:619, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 7. Bootstrap->_initViewSettings() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:666, referer: http://nrka2/css/main.css My Bootstrap class looks like this: <?php class Bootstrap extends Zend_Application_Bootstrap_Bootstrap{ /** * * @var unknown_type */ public $frontcontroller; /** * * @var unknown_type */ protected $_logger; /** * * @var unknown_type */ protected $_acl; /** * * @var unknown_type */ protected $_auth; /** * Setup the logging */ protected function _initLogging() { $this->bootstrap('frontController'); $logger = new Zend_Log(); $writer = 'production' == $this->getEnvironment() ? new Zend_Log_Writer_Stream(APPLICATION_PATH . '/../data/logs/app.log') : new Zend_Log_Writer_Firebug(); $logger->addWriter($writer); if ('production' == $this->getEnvironment()) { $filter = new Zend_Log_Filter_Priority(Zend_Log::CRIT); $logger->addFilter($filter); } $this->_logger = $logger; Zend_Registry::set('log', $logger); } protected function _initDefaultModuleAutoloader(){ $this->_logger->info('Bootstrap '. __METHOD__); $this->_resourceLoader = new Zend_Application_Module_Autoloader(array( 'namespace' => 'EventManager', 'basePath' => APPLICATION_PATH . '/modules/eventManager', )); $this->_resourceLoader->addResourceTypes(array( 'modelResource' => array( 'path' => 'models/resources', 'namespace' => 'Resource', ), 'service' => array( 'path' => 'services', 'namespace' => 'Service' ), )); } // @todo develop this function protected function _initDbProfiler(){ $this->_logger->info('Bootstrap ' . __METHOD__); if ('production' !== $this->getEnvironment()) { $this->bootstrap('db'); $profiler = new Zend_Db_Profiler_Firebug('All DB Queries'); $profiler->setEnabled(true); $this->getPluginResource('db')->getDbAdapter()->setProfiler($profiler); } } /** * Add Controller Action Helpers */ protected function _initActionHelpers() { $this->_logger->info('Bootstrap ' . __METHOD__); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_Acl()); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_RedirectCommon()); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_Service()); } /** * * @return unknown_type */ protected function _initRoutes(){ $this->_logger->info('Initialize Routes '. __METHOD__); $this->bootstrap('frontController'); $router = $this->frontController->getRouter(); $route = new Zend_Controller_Router_route( 'register', array( 'controller' => 'user', 'action' => 'register' ) ); $router->addRoute('register',$route); $route = new Zend_Controller_Router_route( 'login', array( 'controller' => 'user', 'action' => 'login' ) ); $router->addRoute('login',$route); $route = new Zend_Controller_Router_route( 'logout', array( 'controller' => 'user', 'action' => 'logout' ) ); $router->addRoute('logout',$route); } /** * * @return void */ protected function _initLocale(){ $this->_logger->info('Bootstrap '.__METHOD__); $locale = new Zend_Locale('nl_NL'); Zend_Registry::set('Zend_Locale', $locale); } protected function _initAcl(){ $this->_acl = new EventManager_Service_Acl(); } /** * * @return void */ protected function _initViewSettings(){ $this->_logger->info('Bootstrap '.__METHOD__); $this->bootstrap('view'); $this->bootstrap('Acl'); $this->_view = $this->getResource('view'); //set encoding and doctype $this->_view->setEncoding('UTF-8'); $this->_view->doctype('XHTML1_STRICT'); $this->_view->headMeta()->appendHttpEquiv('Content-Type', 'text/html; charset=UTF-8'); $this->_view->headMeta()->appendHttpEquiv('Content-Language', 'en-US'); //@todo op een later moment moeten hier nog de stylesheets worden toegevoegd $this->_view->headLink()->appendStylesheet('/css/main.css'); //$this->_view->headTitle('Event Manager'); /* Set the head style. $this->_view->headTitle->headStyle(); */ $this->_view->headTitle()->setSeparator(' - '); $this->_auth = Zend_Auth::getInstance(); $navigation = new Zend_Config_Xml(APPLICATION_PATH.'/configs/navigation.xml','nav'); $navContainer = new Zend_Navigation($navigation); $this->_view->navigation($navContainer)->setAcl($this->_acl)->setRole($this->_auth->getStorage()->read()->usr_role); //THIS IS LINE 169!!!!!!!!! } /** * Add graceful error handling to the dispatch, this will handle * errors during Front Controller dispatch. */ public function run() { $errorHandling = $this->getOption('errorhandling'); try { parent::run(); } catch(Exception $e) { if (true == (bool) $errorHandling['graceful']) { $this->__handleErrors($e, $errorHandling['email']); } else { throw $e; } } } /** * Handle errors gracefully, this will work as long as the views, * and the Zend classes are available * * @param Exception $e * @param string $email */ protected function __handleErrors(Exception $e, $email) { header('HTTP/1.1 500 Internal Server Error'); $view = new Zend_View(); $view->addScriptPath(dirname(__FILE__) . '/../views/scripts'); echo $view->render('fatalError.phtml'); if ('' != $email) { $mail = new Zend_Mail(); $mail->setSubject('Fatal error in application Storefront'); $mail->addTo($email); $mail->setBodyText( $e->getFile() . "\n" . $e->getMessage() . "\n" . $e->getTraceAsString() . "\n" ); @$mail->send(); } } } I have tried to debug my code, but everyting goes well until I do somethign with the db. But I don't know what goes wrong with the db. I don't get any clear error messages. Can someone help me? Some more possible interesting data: [bootstrap] resources.db.adapter = "PDO_MYSQL" resources.db.isdefaulttableadapter = true resources.db.params.dbname = "ladosa" resources.db.params.username = "root" resources.db.params.password = "root" resources.db.params.hostname = "localhost" resources.db.params.charset = "UTF8" resources.db.params.profiler.enabled = true resources.db.params.profiler.class = Zend_Db_Profiler_Firebug Autoloadernamespaces[] = "Zend_" Autoloadernamespaces[] = "SF_" phpsettings.display_errors = 0 phpsettings.error_reporting = 8191 phpSettings.date.timezone = "Europe/Amsterdam" bootstrap.path = APPLICATION_PATH"/bootstrap/Bootstrap.php" pluginPaths.resource_ = APPLICATION_PATH"/resources" resources.frontcontroller.moduledirectory = APPLICATION_PATH"/modules" resources.frontcontroller.defaultmodule = "eventManager" resources.frontcontroller.params.prefixDefaultModule = true resources.frontcontroller.exceptions = false resources.view[] = "" resources.layout.layoutPath = APPLICATION_PATH "/layouts/scripts" resources.view.encoding = "UTF-8" resources.view.title = Rode kruis Vrijwilligers applicatie ;resources.view.helperPath.Default_View_Helper = APPLICATION_PATH "/modules/eventManager/views/helpers" resources.layout.layout = "main" [production:bootstrap] [development:bootstrap] ;resources.frontController.throwExceptions = 1 ;phpSettings.display_startup_errors=1 ;phpSettings.display_errors = 1 ;resources.frontcontroller.throwerrors = [test:production] btw. I CAN login to my database command line with the given username and password. Update: today i decided to investigate on my http request and i came to an error 500. My apache logs don't give any related information, I think. I posted the logs above. Any idea's?

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  • Server error 500: Undefinable problem with my Zend Framework based site

    - by sanders
    Lately I had to reinstall my development site on my ubuntu machine since my system crashed after an os update. 4 days later my site is still not running as it should. Whenever i do an action which has in it an action on a database, it stops working. For example when Registring a new user, i get the following error: [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP Notice: Trying to get property of non-object in /var/www/nrka2/application/bootstrap/Bootstrap.php on line 169, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP Stack trace:, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 1. {main}() /var/www/nrka2/public/index.php:0, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 2. require() /var/www/nrka2/public/index.php:2, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 3. Zend_Application->bootstrap() /var/www/nrka2/application/application.php:23, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 4. Zend_Application_Bootstrap_BootstrapAbstract->bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application.php:355, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 5. Zend_Application_Bootstrap_BootstrapAbstract->_bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:583, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 6. Zend_Application_Bootstrap_BootstrapAbstract->_executeResource() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:619, referer: http://nrka2/user/register [Sun Jul 25 20:07:20 2010] [error] [client 127.0.0.1] PHP 7. Bootstrap->_initViewSettings() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:666, referer: http://nrka2/user/register [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP Notice: Trying to get property of non-object in /var/www/nrka2/application/bootstrap/Bootstrap.php on line 169, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP Stack trace:, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 1. {main}() /var/www/nrka2/public/index.php:0, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 2. require() /var/www/nrka2/public/index.php:2, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 3. Zend_Application->bootstrap() /var/www/nrka2/application/application.php:23, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 4. Zend_Application_Bootstrap_BootstrapAbstract->bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application.php:355, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 5. Zend_Application_Bootstrap_BootstrapAbstract->_bootstrap() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:583, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 6. Zend_Application_Bootstrap_BootstrapAbstract->_executeResource() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:619, referer: http://nrka2/css/main.css [Sun Jul 25 20:07:22 2010] [error] [client 127.0.0.1] PHP 7. Bootstrap->_initViewSettings() /var/www/Zend/ZendFramework-1.10.6/library/Zend/Application/Bootstrap/BootstrapAbstract.php:666, referer: http://nrka2/css/main.css My Bootstrap class looks like this: <?php class Bootstrap extends Zend_Application_Bootstrap_Bootstrap{ /** * * @var unknown_type */ public $frontcontroller; /** * * @var unknown_type */ protected $_logger; /** * * @var unknown_type */ protected $_acl; /** * * @var unknown_type */ protected $_auth; /** * Setup the logging */ protected function _initLogging() { $this->bootstrap('frontController'); $logger = new Zend_Log(); $writer = 'production' == $this->getEnvironment() ? new Zend_Log_Writer_Stream(APPLICATION_PATH . '/../data/logs/app.log') : new Zend_Log_Writer_Firebug(); $logger->addWriter($writer); if ('production' == $this->getEnvironment()) { $filter = new Zend_Log_Filter_Priority(Zend_Log::CRIT); $logger->addFilter($filter); } $this->_logger = $logger; Zend_Registry::set('log', $logger); } protected function _initDefaultModuleAutoloader(){ $this->_logger->info('Bootstrap '. __METHOD__); $this->_resourceLoader = new Zend_Application_Module_Autoloader(array( 'namespace' => 'EventManager', 'basePath' => APPLICATION_PATH . '/modules/eventManager', )); $this->_resourceLoader->addResourceTypes(array( 'modelResource' => array( 'path' => 'models/resources', 'namespace' => 'Resource', ), 'service' => array( 'path' => 'services', 'namespace' => 'Service' ), )); } // @todo develop this function protected function _initDbProfiler(){ $this->_logger->info('Bootstrap ' . __METHOD__); if ('production' !== $this->getEnvironment()) { $this->bootstrap('db'); $profiler = new Zend_Db_Profiler_Firebug('All DB Queries'); $profiler->setEnabled(true); $this->getPluginResource('db')->getDbAdapter()->setProfiler($profiler); } } /** * Add Controller Action Helpers */ protected function _initActionHelpers() { $this->_logger->info('Bootstrap ' . __METHOD__); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_Acl()); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_RedirectCommon()); Zend_Controller_Action_HelperBroker::addHelper(new SF_Controller_Helper_Service()); } /** * * @return unknown_type */ protected function _initRoutes(){ $this->_logger->info('Initialize Routes '. __METHOD__); $this->bootstrap('frontController'); $router = $this->frontController->getRouter(); $route = new Zend_Controller_Router_route( 'register', array( 'controller' => 'user', 'action' => 'register' ) ); $router->addRoute('register',$route); $route = new Zend_Controller_Router_route( 'login', array( 'controller' => 'user', 'action' => 'login' ) ); $router->addRoute('login',$route); $route = new Zend_Controller_Router_route( 'logout', array( 'controller' => 'user', 'action' => 'logout' ) ); $router->addRoute('logout',$route); } /** * * @return void */ protected function _initLocale(){ $this->_logger->info('Bootstrap '.__METHOD__); $locale = new Zend_Locale('nl_NL'); Zend_Registry::set('Zend_Locale', $locale); } protected function _initAcl(){ $this->_acl = new EventManager_Service_Acl(); } /** * * @return void */ protected function _initViewSettings(){ $this->_logger->info('Bootstrap '.__METHOD__); $this->bootstrap('view'); $this->bootstrap('Acl'); $this->_view = $this->getResource('view'); //set encoding and doctype $this->_view->setEncoding('UTF-8'); $this->_view->doctype('XHTML1_STRICT'); $this->_view->headMeta()->appendHttpEquiv('Content-Type', 'text/html; charset=UTF-8'); $this->_view->headMeta()->appendHttpEquiv('Content-Language', 'en-US'); //@todo op een later moment moeten hier nog de stylesheets worden toegevoegd $this->_view->headLink()->appendStylesheet('/css/main.css'); //$this->_view->headTitle('Event Manager'); /* Set the head style. $this->_view->headTitle->headStyle(); */ $this->_view->headTitle()->setSeparator(' - '); $this->_auth = Zend_Auth::getInstance(); $navigation = new Zend_Config_Xml(APPLICATION_PATH.'/configs/navigation.xml','nav'); $navContainer = new Zend_Navigation($navigation); $this->_view->navigation($navContainer)->setAcl($this->_acl)->setRole($this->_auth->getStorage()->read()->usr_role); //THIS IS LINE 169!!!!!!!!! } /** * Add graceful error handling to the dispatch, this will handle * errors during Front Controller dispatch. */ public function run() { $errorHandling = $this->getOption('errorhandling'); try { parent::run(); } catch(Exception $e) { if (true == (bool) $errorHandling['graceful']) { $this->__handleErrors($e, $errorHandling['email']); } else { throw $e; } } } /** * Handle errors gracefully, this will work as long as the views, * and the Zend classes are available * * @param Exception $e * @param string $email */ protected function __handleErrors(Exception $e, $email) { header('HTTP/1.1 500 Internal Server Error'); $view = new Zend_View(); $view->addScriptPath(dirname(__FILE__) . '/../views/scripts'); echo $view->render('fatalError.phtml'); if ('' != $email) { $mail = new Zend_Mail(); $mail->setSubject('Fatal error in application Storefront'); $mail->addTo($email); $mail->setBodyText( $e->getFile() . "\n" . $e->getMessage() . "\n" . $e->getTraceAsString() . "\n" ); @$mail->send(); } } } I have tried to debug my code, but everyting goes well until I do somethign with the db. But I don't know what goes wrong with the db. I don't get any clear error messages. Can someone help me? Some more possible interesting data: [bootstrap] resources.db.adapter = "PDO_MYSQL" resources.db.isdefaulttableadapter = true resources.db.params.dbname = "ladosa" resources.db.params.username = "root" resources.db.params.password = "root" resources.db.params.hostname = "localhost" resources.db.params.charset = "UTF8" resources.db.params.profiler.enabled = true resources.db.params.profiler.class = Zend_Db_Profiler_Firebug Autoloadernamespaces[] = "Zend_" Autoloadernamespaces[] = "SF_" phpsettings.display_errors = 0 phpsettings.error_reporting = 8191 phpSettings.date.timezone = "Europe/Amsterdam" bootstrap.path = APPLICATION_PATH"/bootstrap/Bootstrap.php" pluginPaths.resource_ = APPLICATION_PATH"/resources" resources.frontcontroller.moduledirectory = APPLICATION_PATH"/modules" resources.frontcontroller.defaultmodule = "eventManager" resources.frontcontroller.params.prefixDefaultModule = true resources.frontcontroller.exceptions = false resources.view[] = "" resources.layout.layoutPath = APPLICATION_PATH "/layouts/scripts" resources.view.encoding = "UTF-8" resources.view.title = Rode kruis Vrijwilligers applicatie ;resources.view.helperPath.Default_View_Helper = APPLICATION_PATH "/modules/eventManager/views/helpers" resources.layout.layout = "main" [production:bootstrap] [development:bootstrap] ;resources.frontController.throwExceptions = 1 ;phpSettings.display_startup_errors=1 ;phpSettings.display_errors = 1 ;resources.frontcontroller.throwerrors = [test:production] btw. I CAN login to my database command line with the given username and password. Update: today i decided to investigate on my http request and i came to an error 500. My apache logs don't give any related information, I think. I posted the logs above. Any idea's?

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  • How would I go about setting a CSS gradient background in JavaScript?

    - by Dan
    The CSS gradient is described here, but I have no idea how to select for these properties in JavaScript. I would rather not use jQuery for this if at all possible. EDIT: Just doing the following doesn't seem to work... document.getElementById("selected-tab").style.background = "#860432"; document.getElementById("selected-tab").style.background = "-moz-linear-gradient(#b8042f, #860432)"; document.getElementById("selected-tab").style.background = "-o-linear-gradient(#b8042f, #860432)"; document.getElementById("selected-tab").style.background = "-webkit-gradient(linear, 0% 0%, 0% 100%, from(#b8042f), to(#860432))"; document.getElementById("selected-tab").style.background = "-webkit-linear-gradient(#b8042f, #860432)";

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  • A good course on HTML/CSS/JS/UX worth it in part time?

    - by zengr
    I am a java/ruby developer from the last 3yrs, trying my hands on JS now. I am fascinated by the awesome UI designs these days. Any app I make, the worst aspect is the UI and I suck at it. I end up copying a design and with a crappy one. I am a student in San Jose, CA, and will be working from next month on Java most probably. My questions are: Are there any good courses (in the the colleges in silicon valley) on web Design (Photoshop), html, css, JS? Is it worth it?

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  • Firefox 5 en version finale avec son nouveau kit de développement d'extensions en HTML, JavaScript et CSS, disponible en version Cloud

    Firefox 5 sort en version finale avec son nouveau kit de développement d'extensions En HTML, JavaScript et CSS, disponible aussi en version Cloud Mise à jour du 21/06/2011 par Idelways Firefox 5 est sorti aujourd'hui pour Windows, Linux, Mac OS et Android. Mozilla y finalise enfin quelques grands chantiers prévus initialement pour la version 4. Si cette version semble n'être qu'une mise à jour de Firefox 4, elle n'en est pas moins riche en nouveautés pour les développeurs. Son nouveau SDK (Kit de Développement) permet aux développeurs Web de construire des extensions Firefox complètes en utilisant simplem...

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  • HTML 5, CSS, JavaScript : Intel et Microsoft proposent trois formations gratuites en ligne les 12, 14 et 16 décembre prochains

    HTML 5, CSS, JavaScript : Intel et Microsoft proposent trois formations gratuites en ligne Les 12, 14 et 16 décembre prochains Intel propose 3 formations en ligne d'une heure chacune sur le HTML5 les 12, 14 et 16 décembre prochains en collaboration avec Microsoft. Ces webinars seront animés par des experts des deux sociétés. Ils s'inscrivent dans le cadre du programme dédié aux développeurs d'Intel, un programme lancé en parallèle de son AppUp Center et d'un SDK. Le 12 décembre, le sujet sera d'ailleurs le HTML5 et l'AppUp. « Le centre Intel AppUp(sm) supporte maintenant le langage HTML5 », précise ...

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  • Spring MVC absolute URL problem

    - by Umar
    Background I am developing an application (with Spring MVC) with its base path as: http://localhost:8080/myapplication/ I have a stylesheet /css/style.css that I am trying to refer with absolute path in a JSP as: <link rel="stylesheet" href="/css/style.css" type="text/css" media="screen, projection"> Problem The stylesheet never loads in the browser. When I follow the stylesheet link through browser's view source feature, the link appears to be: http://localhost:8080/css/style.css Which should have had been: http://localhost:8080/myapplication/css/style.css I used to fix this issue with html:rewrite tag while working with Struts. Is there any equivalent tag/technique in Spring MVC? Thanks for your time.

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