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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Why is Desktop Unity using the global application menu?

    - by Kazade
    It was announced in another question that the desktop version of Unity will keep the global menu by default. Here are the facts: The global menu was introduced into UNE to save vertical screen space because at Netbook resolutions the vertical space is limited. On a modern desktop with a high resolution, there is ample vertical space making this unnecessary On the announcement of UNE global menus, Mark Shuttleworth himself said the following: "There are outstanding questions about the usability of a panel-hosted menu on much larger screens, where the window and the menu could be very far apart." The benefits of a global menu don't seem to carry across to a high-resolution desktop and instead seem to bring draw backs (increased mouse travel, large distance between the menu and its associated window). The other worrying factor is that applications seem to be moving away from having a menu bar, and instead of innovating on this and defining new guidelines for moving away from the menu, we are giving it prime place right at the top of the desktop. If applications continue moving away from the desktop we will have an inconsistent experience concerning where to locate application related options/tools depending on which app you are using (e.g. Chrome). Finally, the current global menu bar implementation doesn't work for all apps, and doesn't even work for all apps in the default install. This means that the default desktop implementation will be inconsistent. So, there are a bunch of reasons why moving to a global menu is a bad idea, so we need some pretty convincing arguments for why it is a good idea. What are the reasons for the global menu implementation in the desktop version of Unity?

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • For photography use, is Unity is overheating my laptop? Should I try OpenSuse instead?

    - by SoT
    I am a perfect noob here in the Linux world. Previously was using Windows 7. Mine is an HP laptop - Intel core2duo T5470 @ 1.60GHz × 2 / 965GM with 2GB RAM. I installed Ubuntu 12.04TLS and is quite liking it's display. I really recognized it is 3D before knowing it was Unity 3D interface. My uses are image editing, home uses, downloads, browsing etc.. No video-editing/gaming at all. Being a Photography enthusiast I use image editing programs fairly more. But I am now feeling my laptop is getting a bit overheated - processor and hard-disk. I tried lm-sensor and could not make out much of it. Installed Xsensors.7. It gives the same output as lm-sensors gave me. It gives temperature for 4 things Temp1, temp2, temp3, and temp4. For "acpitz". Please guide me in this. However I wanted to ask something more. Which one is better for working with images - photography I mean - openSUSE 12.1 or Ubuntu with unity 3D? Can I get the display quality with the openSUSE distribution? I heard for laptops openSUSE uses power more efficiently, is there any truth? Please suggest me whether I should try openSUSE or not. If so with which GUI? KDE or GNOME? Thanks in advance. Regards SoT

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  • Google Maps JS API v3 - Simple Multiple Marker Example

    - by Wes
    Fairly new to the Google Maps Api. I've got an array of data that I want to cycle through and plot on a map. Seems fairly simple, but all the multi-marker tutorials I have found are quite complex. Lets use the data array from google's site for an example: var locations = [ ['Bondi Beach', -33.890542, 151.274856, 4], ['Coogee Beach', -33.923036, 151.259052, 5], ['Cronulla Beach', -34.028249, 151.157507, 3], ['Manly Beach', -33.80010128657071, 151.28747820854187, 2], ['Maroubra Beach', -33.950198, 151.259302, 1] ]; I simply want to plot all of these points and have an infoWindow pop up when clicked to display the name. Any help is greatly appreciated!

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  • Reading a document's content from the gdata API?

    - by user246114
    Hi, I'm using the java library to access the gdata api. I just want to be able to print the contents of a document. I setup my project to list all the docs in my feed, now that I have a document listing, I want to print its contents: for (DocumentListEntry entry : feed.getEntries()) { // Ok, how do we print the doc's contents now? entry.getContents(); } It looks like we're supposed to get the URL from the entry, then read the contents at the URL ourselves. I found a post stating that this is how we get that URL: MediaContent content = (MediaContent)entry.getContent(); String url = content.getUri(); but when I try to read from it, I get an html response saying 'this content has moved'. I read that this is because we have to authenticate our http-read method, but I'm not sure how to do that. Is there really no built-in way to do this? Thanks

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  • Placing a library part using the Revit Api

    - by ADAM
    I am using the revit api to import a family symbol. The code below is working however it loads the family into revit, and then you have to manually drag it from the familys tree or insert using the relevant family tool. Document document = commandData.Application.ActiveDocument; document.LoadFamilySymbol(fileName, name, out gotSymbol); How do i get it to the point where it is asking the user where they want it placed? (similar to when you click "load into project" when you are editing a family) so they dont have to drag it from the familys tree

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  • GData API works in Android 2.0 SDK & up?

    - by user266361
    I used GData API to pull in Calender info. It works fine if I use 1.6. But the same code, if I change to Android 2.0 & up, it would throw AuthenticationException. Below is my code for ur ref: CalendarService myService = new CalendarService("My Application"); myService.setUserCredentials(args[0],args[1]); // Set up the URL and the object that will handle the connection: URL feedUrl = new URL("http://www.google.com/calendar/feeds/"+args[0]+"/private/full"); args[0] & args[1] are the credentials. AuthenticationException will be thrown when calling myService.setUserCredentials(). Anybody has any clue?

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  • updated validation example for web api

    - by MonkeyBonkey
    I tried the validation example code for web api on the latest mvc 4 download and I'm getting some errors. Does anyone have an updated example of the ValidationActionFilter class. Here's the original code public class ValidationActionFilter : ActionFilterAttribute { public override void OnActionExecuting(HttpActionContext context) { var modelState = context.ModelState; if (!modelState.IsValid) { dynamic errors = new JsonObject(); foreach (var key in modelState.Keys) { var state = modelState[key]; if (state.Errors.Any()) { errors[key] = state.Errors.First().ErrorMessage; } } context.Response = new HttpResponseMessage<JsonValue>(errors, HttpStatusCode.BadRequest); } } } I'm getting an error on HttpResponseMessage The non-generic type 'System.Net.Http.HttpResponseMessage' cannot be used with type arguments Also it looks like I need to add a Json reference, but should I be using JSON.net instead? An example of this using Json.net?

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  • Cannot resolve Dictionary in Unity container

    - by IanR
    Hi, I've just stumbled upon this: within a Unity container, I want to register IDictionary<TK, TV>; assume that it's IDictionary<string, int> _unityContainer = new UnityContainer() .RegisterType<IDictionary<string, int>, Dictionary<string, int>>(); but if I try var d = _unityContainer.Resolve<IDictionary<string, int>>(); it fails to resolve... I get... Microsoft.Practices.Unity.ResolutionFailedException: Microsoft.Practices.Unity.ResolutionFailedException: Resolution of the dependency failed, type = "System.Collections.Generic.IDictionary`2[System.String,System.Int32]", name = "(none)". Exception occurred while: while resolving. Exception is: InvalidOperationException - The type Dictionary`2 has multiple constructors of length 2. Unable to disambiguate. At the time of the exception, the container was: Resolving System.Collections.Generic.Dictionary2[System.String,System.Int32],(none) (mapped from System.Collections.Generic.IDictionary2[System.String,System.Int32], (none)) --- System.InvalidOperationException: The type Dictionary`2 has multiple constructors of length 2. Unable to disambiguate.. So it looks like it has found the Type to resolve (being Dictionary<string, int>) but failed to new it up... How come unity can't resolve this type? If I type IDictionary<string, int> d = new Dictionary<string, int>() that works... any ideas? thanks!

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  • database api commands

    - by Rahul Mehta
    As I am developing database api for a project. I am developing commands for getting data from database. e.g. i have one gib table so command for that is getgib name alias limit fields if user pass the name e.g. getgib rahul than it will return all the gib data whose name is like rahul. if alias is given than it will return the all the gib owned by the user whose alias(userid) given . So i want to design the commands. limit : is to limit the record in query, fields : is the extra fields i want to add in the select query . so as now commands are set but now Question 1 : i want the gibs by the gibid , so how to make this or any suggestion to improve my command is welcome. Question 2 : if user don't want to specify the name , and he want only the gibs by providing alias then at this what separator at the place of name i should used.

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  • What can I do with the twitter API?

    - by aditya menon
    I've tried googling for this but could not find concrete developer examples. When building mundane daily web applications like Classified websites, Job boards or Intranet targeted Document Management Systems, how can the twitter API help me do more things. May I please have some examples on how developers have used twitter to make their apps better? Other than the obvious use for promotional and search engine optimization purpose (yay there's a new job post on our site), what can I do with it? Also, am I late to the party? I hear a lot of upset on the internet about how twitter is apparently slowly betraying developers (I don't understand the specifics), so should I even look at the system or consider alternatives?

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  • Ruby on Rails background API polling

    - by Matthew Turney
    I need to integrate a free/busy calendar integration with Zimbra. Unlike outlook, it seems, Zimbra requires polling their API. I need to be able to grab the free/busy data in background tasks for 10's of thousands of users on a regular time interval, preferably every few minutes. What would be the best way to implement this in a Rails application without bogging down our current resque tasks? I have considered moving this process to something like node.js or something similar in Ruby. The biggest problem is that we have no control over the IO, as each clients Zimbra instances could be slow and we don't want to create a huge backup in tasks. Thoughts and ideas?

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  • Auto-provisioning hosting via API

    - by user101289
    I've built a sort of 'software as a service' website package for a specific industry. What I am looking to do is create a payment gateway that allows users to subscribe-- and once the subscription is active, it would auto-provision a web hosting plan for them (a shared account on a server, probably in a chroot'd environment so each user would be insulated from others). Ideally it would auto-install a CMS as well. Tons of web hosts provide a simple reseller plan where I could manually create all the users' hosting accounts-- but so far none that I've found allow you to do this via API. Is there a way to do this short of writing custom shell scripts on something like an EC2 platform? I'd prefer to leave all the server maintenance in the hands of dedicated support staff rather than having to manually handle updates, backups, etc. Thanks for any tips.

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  • Combining MVVM Light Toolkit and Unity 2.0

    - by Alan Cordner
    This is more of a commentary than a question, though feedback would be nice. I have been tasked to create the user interface for a new project we are doing. We want to use WPF and I wanted to learn all of the modern UI design techniques available. Since I am fairly new to WPF I have been researching what is available. I think I have pretty much settled on using MVVM Light Toolkit (mainly because of its "Blendability" and the EventToCommand behavior!), but I wanted to incorporate IoC also. So, here is what I have come up with. I have modified the default ViewModelLocator class in a MVVM Light project to use a UnityContainer to handle dependency injections. Considering I didn't know what 90% of these terms meant 3 months ago, I think I'm on the right track. // Example of MVVM Light Toolkit ViewModelLocator class that implements Microsoft // Unity 2.0 Inversion of Control container to resolve ViewModel dependencies. using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class ViewModelLocator { public static UnityContainer Container { get; set; } #region Constructors static ViewModelLocator() { if (Container == null) { Container = new UnityContainer(); // register all dependencies required by view models Container .RegisterType<IDialogService, ModalDialogService>(new ContainerControlledLifetimeManager()) .RegisterType<ILoggerService, LogFileService>(new ContainerControlledLifetimeManager()) ; } } /// <summary> /// Initializes a new instance of the ViewModelLocator class. /// </summary> public ViewModelLocator() { ////if (ViewModelBase.IsInDesignModeStatic) ////{ //// // Create design time view models ////} ////else ////{ //// // Create run time view models ////} CreateMain(); } #endregion #region MainViewModel private static MainViewModel _main; /// <summary> /// Gets the Main property. /// </summary> public static MainViewModel MainStatic { get { if (_main == null) { CreateMain(); } return _main; } } /// <summary> /// Gets the Main property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public MainViewModel Main { get { return MainStatic; } } /// <summary> /// Provides a deterministic way to delete the Main property. /// </summary> public static void ClearMain() { _main.Cleanup(); _main = null; } /// <summary> /// Provides a deterministic way to create the Main property. /// </summary> public static void CreateMain() { if (_main == null) { // allow Unity to resolve the view model and hold onto reference _main = Container.Resolve<MainViewModel>(); } } #endregion #region OrderViewModel // property to hold the order number (injected into OrderViewModel() constructor when resolved) public static string OrderToView { get; set; } /// <summary> /// Gets the OrderViewModel property. /// </summary> public static OrderViewModel OrderViewModelStatic { get { // allow Unity to resolve the view model // do not keep local reference to the instance resolved because we need a new instance // each time - the corresponding View is a UserControl that can be used multiple times // within a single window/view // pass current value of OrderToView parameter to constructor! return Container.Resolve<OrderViewModel>(new ParameterOverride("orderNumber", OrderToView)); } } /// <summary> /// Gets the OrderViewModel property. /// </summary> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1822:MarkMembersAsStatic", Justification = "This non-static member is needed for data binding purposes.")] public OrderViewModel Order { get { return OrderViewModelStatic; } } #endregion /// <summary> /// Cleans up all the resources. /// </summary> public static void Cleanup() { ClearMain(); Container = null; } } } And the MainViewModel class showing dependency injection usage: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { public class MainViewModel : ViewModelBase { private IDialogService _dialogs; private ILoggerService _logger; /// <summary> /// Initializes a new instance of the MainViewModel class. This default constructor calls the /// non-default constructor resolving the interfaces used by this view model. /// </summary> public MainViewModel() : this(ViewModelLocator.Container.Resolve<IDialogService>(), ViewModelLocator.Container.Resolve<ILoggerService>()) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. } else { // Code runs "for real" } } /// <summary> /// Initializes a new instance of the MainViewModel class. /// Interfaces are automatically resolved by the IoC container. /// </summary> /// <param name="dialogs">Interface to dialog service</param> /// <param name="logger">Interface to logger service</param> public MainViewModel(IDialogService dialogs, ILoggerService logger) { _dialogs = dialogs; _logger = logger; if (IsInDesignMode) { // Code runs in Blend --> create design time data. _dialogs.ShowMessage("Running in design-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in design-time mode!"); } else { // Code runs "for real" _dialogs.ShowMessage("Running in run-time mode!", "Injection Constructor", DialogButton.OK, DialogImage.Information); _logger.WriteLine("Running in run-time mode!"); } } public override void Cleanup() { // Clean up if needed _dialogs = null; _logger = null; base.Cleanup(); } } } And the OrderViewModel class: using GalaSoft.MvvmLight; using Microsoft.Practices.Unity; namespace MVVMLightUnityExample { /// <summary> /// This class contains properties that a View can data bind to. /// <para> /// Use the <strong>mvvminpc</strong> snippet to add bindable properties to this ViewModel. /// </para> /// <para> /// You can also use Blend to data bind with the tool's support. /// </para> /// <para> /// See http://www.galasoft.ch/mvvm/getstarted /// </para> /// </summary> public class OrderViewModel : ViewModelBase { private const string testOrderNumber = "123456"; private Order _order; /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel() : this(testOrderNumber) { } /// <summary> /// Initializes a new instance of the OrderViewModel class. /// </summary> public OrderViewModel(string orderNumber) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. _order = new Order(orderNumber, "My Company", "Our Address"); } else { _order = GetOrder(orderNumber); } } public override void Cleanup() { // Clean own resources if needed _order = null; base.Cleanup(); } } } And the code that could be used to display an order view for a specific order: public void ShowOrder(string orderNumber) { // pass the order number to show to ViewModelLocator to be injected //into the constructor of the OrderViewModel instance ViewModelLocator.OrderToShow = orderNumber; View.OrderView orderView = new View.OrderView(); } These examples have been stripped down to show only the IoC ideas. It took a lot of trial and error, searching the internet for examples, and finding out that the Unity 2.0 documentation is lacking (at best) to come up with this solution. Let me know if you think it could be improved.

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  • Google Map API v3 — set bounds and center

    - by Michael Bradley
    Hi, I've recently switched to Google Maps API V3. I'm working of a simple example which plots markers from an array, however I do not know how to center and zoom automatically with respect to the markers. I've searched the net high and low, including Google's own documentation, but have not found a clear answer. I know I could simply take an average of the co-ordinates, but how would I set the zoom accordingly? Could somebody please point me in the right direction? Perhaps you know of a good tutorial. Many thanks in advance, Michael function initialize() { var myOptions = { zoom: 10, center: new google.maps.LatLng(-33.9, 151.2), mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById("map_canvas"),myOptions); setMarkers(map, beaches); } var beaches = [ ['Bondi Beach', -33.890542, 151.274856, 4], ['Coogee Beach', -33.423036, 151.259052, 5], ['Cronulla Beach', -34.028249, 121.157507, 3], ['Manly Beach', -33.80010128657071, 151.28747820854187, 2], ['Maroubra Beach', -33.450198, 151.259302, 1] ]; function setMarkers(map, locations) { var image = new google.maps.MarkerImage('images/beachflag.png', new google.maps.Size(20, 32), new google.maps.Point(0,0), new google.maps.Point(0, 32)); var shadow = new google.maps.MarkerImage('images/beachflag_shadow.png', new google.maps.Size(37, 32), new google.maps.Point(0,0), new google.maps.Point(0, 32)); var lat = map.getCenter().lat(); var lng = map.getCenter().lng(); var shape = { coord: [1, 1, 1, 20, 18, 20, 18 , 1], type: 'poly' }; for (var i = 0; i < locations.length; i++) { var beach = locations[i]; var myLatLng = new google.maps.LatLng(beach[1], beach[2]); var marker = new google.maps.Marker({ position: myLatLng, map: map, shadow: shadow, icon: image, shape: shape, title: beach[0], zIndex: beach[3] }); } }

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  • Getting Facebook Posts Permalink from Facebook Graph API Search

    - by Alexia
    I want to use the Facebook Graph API to search the public status updates concerning a keyword. For example, this works great: http://graph.facebook.com/search?q=obama&type=post It shows me all the posts with the word "obama" in it. If the post is a picture, it actually returns a field called "link" which is the permalink to the picture on the actual Facebook website, in the user's profile. Which is exactly what I want, but for pictures. But if the post in question is just a status update, i.e. just text, all it returns is the 3 fields: message, created_time, and updated_time. How do I view this actual status update on www.facebook.com? I realize I can view it on graph.facebook.com in JSON format, but I want to actually be able to show the permalink to the status update, or post. The final result I would like to retrieve might look something like this: http://www.facebook.com/[user id]/posts/[post id] With the [user id] and [post id] fields swapped out with the actual IDs, obviously. TIA!

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  • flickr api advice

    - by sico87
    Hi There, I am working with the API from flickr trying to get my photosets into my site, my problem is I am wanting to only show the primary image for each set but current it is showing all the images from each of my sets. Can anyone see where I am going wrong? <?php $f = new phpFlickr(FLICKR_API_KEY); $f->enablecache("fs", $_SERVER['DOCUMENT_ROOT']. '/../system/cache'); $result = $f->people_findByusername(FLICKR_USERNAME); $user = $result['id']; $photosets = $f->photosets_getList($user); $count = 1; foreach ($photosets['photoset'] as $ph_set): ?> <li> <h2>Images</h2> <h2>Videos</h2> <?php $photoset_id = $ph_set['id']; $photos = $f->photosets_getPhotos($photoset_id); foreach ($photos['photoset']['photo'] as $photo): ?> <a rel="lightbox[album<?=$count;?>]" href="<?= $f->buildPhotoURL($photo, 'medium') ?>" title="<?= $photo['title'] ?>"> <img src="<?= $f->buildPhotoURL($photo, 'rectangle') ?>" alt="<?= $photo['title'] ?>" width="210" height="160" title="<?= $photo['title'] ?>" /> <h3><?=$ph_set['title']?></h3> <p><?=$ph_set['description'];?></p> </a> <?php endforeach; ?> </li> <?php $count++; ?> <?php endforeach; ?>

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  • User must have accepted TOS - Facebook Graph API error when posting photos to group page

    - by user370309
    Hi all, I've been struggling to upload an image from the user's computer and posted to our group page using the Facebook Graph API. I was able to send a post request to facebook with the image however, I'm getting this error back: ERROR: (#200) User must have accepted TOS. To some extent, I don't believe that I need the user to authorize himself as the photo is being uploaded to our group page. This below, is the code i'm using: if($albumId != null) { $args = array( 'message' = $description ); $args[basename($photoPath)] = '@' . realpath($photoPath); $ch = curl_init(); $url = 'https://graph.facebook.com/'.$albumId.'/photos?'.$token; curl_setopt($ch, CURLOPT_URL, $url); curl_setopt($ch, CURLOPT_HEADER, false); curl_setopt($ch, CURLOPT_RETURNTRANSFER, true); curl_setopt($ch, CURLOPT_POST, true); curl_setopt($ch, CURLOPT_POSTFIELDS, $args); curl_setopt($ch, CURLOPT_SSL_VERIFYHOST, 0); curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, 0); $data = curl_exec($ch); $photoId = json_decode($data, true); if(isset($photoId['error'])) die('ERROR: '.$photoId['error']['message']); $temp = explode('.', sprintf('%f', $photoId['id'])); $photoId = $temp[0]; return $photoId; } Can somebody tell me if I need to request extra permissions from the user or what i'm doing wrong? Thanks very much!

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  • google maps api v2 - dynamic load (tens of thousands of) markers

    - by Adam
    Hello, how made with JavaScript+PHP+MYSQL and Google Maps API v2 dynamic load of markers? atm I have map follow example http://googlemapsapi.martinpearman.co.uk/infusions/google_maps_api/basic_page.php?map_id=8 but my marker_data_01.php (where are all markers listed - look code of example) have atm 4MB and will only have more, and more. So the question is: how load only this markers to marker_data_01.php (of some other modification of it, can be on same file as map, meaningless, I load it all from MySQL atm) what I look now: so for example (I dont know what number will good but I write this only for show what I wanna made OR JUST something like it), so top left corner for example have position: 10, top right corner for example have position: 30, bottom left corner for example have position: 5, bottom right corner for example have position: 15. -- so load only this markers what are in this box 10-30-5-15 with for example GET, and when I move map for example to 17-12-48-20 box then made next GET request and with this mysql quote and download next markers that what I see now, with this I can have map with unlimited markers, and when will be a lot of markers then clustering can link them, so with this ppl dont will need do "preload" of all markers DB (what have 4mb now and will have more), but only download that what they see at the moment, I know that is possible because a lot sites have it but I am not master of code langs, I know only a bit php and mysql (and html) :) // sorry for my english

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  • Multi tenancy with Unity

    - by Savvas Sopiadis
    Hi everybody! I'm trying to implement this scenario using Unity and i can't figure out how this could be done: the same web application (ASP.NET MVC) should be made accessible to more than one client (multi-tenant). The URL of the web site will differentiate the client (this i know how to get). So getting the URL one could set the (let's call it) IConnectionStringProvider parameter (which will be afterward injected into IRepository and so on). Through which mechanism (using Unity) do i set the IConnectionStringProvider parameter at run time? I have done this in the past using Windsor & IHandlerSelector (see this) but it's my first attempt using Unity. Any help is deeply appreciated! Thanks in advance

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  • flickr phpflickr api

    - by sea_1987
    Overview I am trying to get a photo feed on to my site using Flickr's api and the phpflickr library. I can successfully get the photoset on to my site, but it shows all the photos from every photoset, what I was hoping to achieve was to show the primary photo from each photoset, and then if the user clicked on the image it would show the full photoset in a lightbox/shadowbox. My Code <div id="images" class="tabnav"> <ul class="items"> <?php $count = 1; ?> <?php foreach ($photosets['photoset'] as $ph_set): ?> <?php $parentID = $ph_set['parent']; ?> <?php $photoset_id = $ph_set['id']; $photos = $f->photosets_getPhotos($photoset_id); foreach ($photos['photoset']['photo'] as $photo): ?> <li> <a rel="shadowbox['<?=$count;?>']" href="<?= $f->buildPhotoURL($photo, 'medium') ?>" title="<?= $photo['title'] ?>"> <img src="<?= $f->buildPhotoURL($photo, 'rectangle') ?>" alt="<?= $photo['title'] ?>" width="210" height="160" title="<?= $photo['title'] ?>" /> <h3><?=$ph_set['title']?></h3> <p><?=$ph_set['description'];?></p> </a> </li> <?php endforeach; ?> <?php $count++; ?> <?php endforeach; ?> </ul> </div> Another Attempt I have also tried calling the getPhotos function differently, instead of sending it without any parameters I sent it with parameters $photos = $f->photosets_getPhotos($photoset_id, NULL, NULL, 1, NULL); The above code stopped the showing all the photos from each photoset and started showing just the primary image, but it also stopped making the rest of the photos accesible to me. Is there something I can do to make this work? I am totally out iof ideas. Regards and thanks

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  • working with generic lifetime managers in unity config section

    - by Martin Bailey
    I have the following generic lifetime manager public class RequestLifetimeManager<T> : LifetimeManager, IDisposable { public override object GetValue() { return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName]; } public override void RemoveValue() { HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName); } public override void SetValue(object newValue) { HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue; } public void Dispose() { RemoveValue(); } } How do I reference this in the unity config section. Creating a type alias <typeAlias alias="requestLifeTimeManager`1" type=" UI.Common.Unity.RequestLifetimeManager`1, UI.Common" /> and specifying it as a lifetime manager <types> <type type="[interface]" mapTo="[concretetype]" > <lifetime type="requestLifeTimeManager`1" /> </type> </types> causes the following error Cannot create an instance of UI.Common.Unity.RequestLifetimeManager`1[T] because Type.ContainsGenericParameters is true. How do you reference generic lifetime managers ?

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