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  • Associate a texture to an object (from a data-model, not graphical point of view).

    - by Raveline
    I'm writing a roguelike where objects and floor can be made of different materials. For instance, let's say we can have a wooden chair, an iron chair, a golden chair, and so on. I've got an Object class (I know, the name is terrible), which is more or less using a composite pattern, and a Material class. Material have different important properties (noise, color...). For the time being, there are 5 different instances of materials, created at the initialization of the game. How would connect an instance of Object with one of the 5 instances of materials ? I see three simple solutions : Using a pointer. Simple and brutal. Using an integer material-id, then get the materials out of a table when engine manipulates the object for various purposes (display, attack analysis, etc.). Not very beautiful, I think, and not very flexible. Using an integer material-id, then get the materials out of a std::map. A bit more flexible, but still not perfect. Do you see other possibilities ? If not, what would you choose (and why) ? Thanks in advance !

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  • What does this model error says in asp.net mvc?

    - by Pandiya Chendur
    My Html action link takes me to a view where i can see the details.. For Ex:http://localhost:1985/Materials/Details/4 But it shows error, The model item passed into the dictionary is of type 'System.Data.Linq.DataQuery`1[CrMVC.Models.ConstructionRepository+Materials]' but this dictionary requires a model item of type 'CrMVC.Models.ConstructionRepository+Materials'. And my model is... public IQueryable<Materials> GetMaterial(int id) { return from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id where m.Mat_id == id select new Materials() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; } public class Materials { private Int64 id; public string mat_Name; public string mes_Name; public Int64 Id { get { return id; } set { id = value; } } public string Mat_Name { get { return mat_Name; } set { mat_Name = value; } } public string Mes_Name { get { return mes_Name; } set { mes_Name = value; } } } } and my controller method... public ActionResult Details(int id) { var material = consRepository.GetMaterial(id).AsQueryable(); return View("Details", material); } Any suggestion what am i missing here?

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  • The Koyal Group Info Mag News¦Charged building material could make the renewable grid a reality

    - by Chyler Tilton
    What if your cell phone didn’t come with a battery? Imagine, instead, if the material from which your phone was built was a battery. The promise of strong load-bearing materials that can also work as batteries represents something of a holy grail for engineers. And in a letter published online in Nano Letters last week, a team of researchers from Vanderbilt University describes what it says is a breakthrough in turning that dream into an electrocharged reality. The researchers etched nanopores into silicon layers, which were infused with a polyethylene oxide-ionic liquid composite and coated with an atomically thin layer of carbon. In doing so, they created small but strong supercapacitor battery systems, which stored electricity in a solid electrolyte, instead of using corrosive chemical liquids found in traditional batteries. These supercapacitors could store and release about 98 percent of the energy that was used to charge them, and they held onto their charges even as they were squashed and stretched at pressures up to 44 pounds per square inch. Small pieces of them were even strong enough to hang a laptop from—a big, fat Dell, no less. Although the supercapacitors resemble small charcoal wafers, they could theoretically be molded into just about any shape, including a cell phone’s casing or the chassis of a sedan. They could also be charged—and evacuated of their charge—in less time than is the case for traditional batteries. “We’ve demonstrated, for the first time, the simple proof-of-concept that this can be done,” says Cary Pint, an assistant professor in the university’s mechanical engineering department and one of the authors of the new paper. “Now we can extend this to all kinds of different materials systems to make practical composites with materials specifically tailored to a host of different types of applications. We see this as being just the tip of a very massive iceberg.” Pint says potential applications for such materials would go well beyond “neat tech gadgets,” eventually becoming a “transformational technology” in everything from rocket ships to sedans to home building materials. “These types of systems could range in size from electric powered aircraft all the way down to little tiny flying robots, where adding an extra on-board battery inhibits the potential capability of the system,” Pint says. And they could help the world shift to the intermittencies of renewable energy power grids, where powerful batteries are needed to help keep the lights on when the sun is down or when the wind is not blowing. “Using the materials that make up a home as the native platform for energy storage to complement intermittent resources could also open the door to improve the prospects for solar energy on the U.S. grid,” Pint says. “I personally believe that these types of multifunctional materials are critical to a sustainable electric grid system that integrates solar energy as a key power source.”

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  • C# IQueryable<T> does my code make sense?

    - by Pandiya Chendur
    I use this to get a list of materials from my database.... public IQueryable<MaterialsObj> FindAllMaterials() { var materials = from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id select new MaterialsObj() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; return materials; } But i have seen in an example that has this, public IQueryable<MaterialsObj> FindAllMaterials() { return from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id select new MaterialsObj() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; } Is there a real big difference between the two methods... Assigning my linq query to a variable and returning it... Is it a good/bad practise? Any suggestion which should i use?

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  • get count from Iqueryable<T> in linq-to-sql?

    - by Pandiya Chendur
    The following code doesn't seem to get the correct count..... var materials = consRepository.FindAllMaterials().AsQueryable(); int count = materials.Count(); Is it the way to do it.... Here is my repository which fetches records... public IQueryable<MaterialsObj> FindAllMaterials() { var materials = from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id where m.Is_Deleted == 0 select new MaterialsObj() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; return materials; }

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Are you ready for the needed changes to your Supply Chain for 2013?

    - by Stephen Slade
    With the initiation of the Dodd-Frank Act, companies need to determine if their products contain 'conflict materials' from certain global markets as the Rep of Congo. The materials include metals such as gold, tin, tungsten and tantalum. Compaines with global sourcing face new disclosure requirements in Feb'13 related to business being done in Iran. Public companies are required to disclose to U.S. security regulators if they or their affiliates are engaged in business in Iran either directly or indirectly.  Is your supply chain compliant?  Do you have sourcing reports to validate?  Where are the materials in your chips & circuit boards coming from? In the next few weeks, responsible companies will be scrutinizing their supply chains, subs, JVs, and affiliates to search for exposure. Source: Brian Lane, Atty at Gibson Dunn Crutcher, as printed in the WSJ Tues, Dec 11, 2012 p.B8

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  • GLSL, all in one or many shader programs?

    - by stjepano
    I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, some materials have ambient occlusion map, some have specular map and bump map etc. Is it better to support everything in one vertex/fragment shader pair or is it better to create many vertex/fragment shaders and select them based on currently selected material? What is the usual shader strategy in OpenGL or D3D?

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  • SQL to XML open data and NIEM training video posted

    - by drrwebber
    Learn how to build a working XML query/response system with SQL database accessing and XML components from example NIEM schema and dictionary. Software development practitioners, business analysts and managers will find the materials accessible and valuable in showing the decision making processes that go into constructing a working XML exchange. The 22 minute video available online shows how to build a fully working ULEXS-SR exchange using a Vehicle license search example.  Also included are aspects of NIEM training for assembling an IEPD schema with data models. Materials are focused on practical implementers, after viewing the instruction material you can use the open source tools and apply to your own SQL to XML use cases and information exchange projects. All the SQL and XML code, editor tools, dictionary and instructions that accompany the tutorial video are also available for download so you can try everything yourself.  See http://www.youtube.com/user/TheCameditor to run the video. And the open source project web site (sponsored by Oracle) contains all the resources, downloads and supplemental materials. Enjoy.

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  • what does this asp.net mvc compile time error states?

    - by Pandiya Chendur
    I have a repository class and it has this, using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using CrMVC.BusinessObjects; namespace CrMVC.Models { public class ConstructionRepository { private CRDataContext db = new CRDataContext(); public IQueryable<MaterialsObj> FindAllMaterials() { var materials = from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id select new MaterialsObj() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; return materials; } } } And My MaterialsObj class is under CrMVC.BusinessObjects namespace and i using it in my repository class.... namespace CrMVC.BusinessObjects { public class MaterialsObj { //My logic here } } But when i compile this i get this error c:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\root\19360d4c\3d21e226\App_Web_materials.aspx.7d2669f4.a8f-zsw5.0.cs(148): error CS0426: The type name 'Materials' does not exist in the type 'CrMVC.Models.ConstructionRepository' Am i missing something any suggestion.... Edit: There is no class named Materials in my repository class then why i get this error..

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  • Is this Where condition in Linq-to-sql join correct?

    - by Pandiya Chendur
    I have the following Iqueryable method to show details of a singl material, public IQueryable<Materials> GetMaterial(int id) { return from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id where m.Mat_id equals id select new Materials() { Id = Convert.ToInt64(m.Mat_id), Mat_Name = m.Mat_Name, Mes_Name = Mt.Name, }; } Any suggestion....

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  • PHP Preg_replace after a specific amount of characters with a conditional

    - by Marc Ripley
    I've been working on this for a bit, but my regex is weak. I need to check to see if a number is a whole number (single digit) and append a ".001" to it if so. The problem is, it's in the middle of a line with values separated by commas. MATERIALS,1,1,9999;1 4PL1 PB_Mel,,1,6,0.173,0.173,0.375,0,0.375,0,0,0,0,2,0,1,1 Needs to be MATERIALS,1,1,9999;1 4PL1 PB_Mel,,1.001,6,0.173,0.173,0.375,0,0.375,0,0,0,0,2,0,1,1 The line must start with "MATERIALS". There are more than one MATERIALS lines. The value will always be after 5 commas. I was trying something like this to even replace the number, but I don't think the approach is quite right: $stripped = preg_replace('/(MATERIALS)(,.*?){4}(,\d+?),/', '\2,', $stripped); I tried going through a preg_match_all for if process, to at least get the conditional working, but I still have to replace the lines. for($i=0;$i<sizeof($materialsLines[0]);$i++) { $section = explode(",",$materialsLines[0][$i]); if (strlen($section[5]) == 1) { $section[5] .= ".001"; } $materialsLines[0][$i] = implode(",",$section); }

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  • 'Details' in asp.net mvc routing doesn't seem to get removed....

    - by Pandiya Chendur
    I am trying to remove Details from http://localhost:1985/Materials/Details/2/Steel but some how my route doesn't seem to work... public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); routes.MapRoute( "Default", "{controller}/{action}/{id}", new { controller = "Materials", action = "Index", id = "" } ); routes.MapRoute( "Details View", "{controller}/{id}/{name}", new { controller = "Materials", action = "Details", id = "", name = "" } ); } What am i doing wrong? Any suggestion....

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • UPK Hands-on Labs at OHUG

    - by Karen Rihs
    Going to OHUG, June 18-22? Be sure to attend one or more UPK hands-on labs! Choose from Basic, Advanced, What's New, and Prebuilt Content!   Oracle User Productivity Kit 11.1 Workshop – Basic Stephen Armbruster, Oracle Corporation June 19, 2012, 11:00 a.m. – 12:00 p.m. June 20, 2012, 4:30 – 5:30 p.m. The User Productivity Kit (UPK) is a comprehensive, cost-effective, customizable solution that helps your organization quickly create the critical documentation, training, and support materials needed to drive project team and user productivity throughout the lifecycle of your software. The User Productivity Kit provides system process documentation, user acceptance test scripts, comprehensive instructor-led training materials, web-based training materials, role-based performance support, and complete documentation. Also provided is the UPK Developer, which serves as a single-source development and customization tool to enable rapid content creation and customization. The User Productivity Kit delivers: Business process documentation for fit-gap analysis - providing time and cost savings that jump-start your implementation or upgrade User Acceptance test scripts to help test applications prior to go-live State-of-the-art instructional design tools to rapidly build and tailor documentation, instructor-led training materials, and web-based training to fit organizational needs Live-application performance support with transactional and procedural information to maximize user efficiency. By registering for this hands-on UPK workshop, participants will use UPK to build an application job aid and simulation that can be used as performance support for the application. But hurry, space is limited! Oracle User Productivity Kit 11.1 Workshop – Advanced Stephen Armbruster, Oracle Corporation June 20, 2012, 1:30 – 2:30 p.m. This special workshop is for those already familiar with UPK and will cover advanced concepts. In this workshop, you will gain an in-depth knowledge of working with the UPK Developer. Following this workshop, you will be able to: Create publishing categories Add a logo to a publishing project Publish using the newly created category Configure your own library view Manage topic history in a multi-user environment Oracle User Productivity Kit 11.1 Workshop – What’s NEW! Stephen Armbruster, Oracle Corporation June 19, 2012, 1:30 – 2:30 p.m. June 21, 2012, 1:00 – 2:00 p.m. This special workshop is for those already familiar with UPK and will focus on the new features included in the latest version 11.1. In this workshop, you will review most of the new features included in the UPK Developer. Oracle User Productivity Kit 11.1 Workshop – Prebuilt Content Stephen Armbruster, Oracle Corporation June 19, 2012, 4:30 – 5:30 p.m. June 21, 2012, 2:15 – 3:15 p.m. This special workshop is for those already familiar with UPK and will focus on the latest version 11.1. At the end of this workshop, you will be able to demonstrate how to: Import prebuilt content Modify content frames Add a decision frame Translate a topic into Spanish Stephen Armbruster is a principal sales consultant, specializing in HCM and UPK applications for Oracle over the past twelve years. In addition to his current role, he serves as an ambassador for the Fusion User Experience (UX) team and is tasked with evangelizing the UX for end users across all Oracle brands (Fusion, PSFT, JDE, and EBS).  He is also a trusted advisor to Oracle’s Product Management teams related to Learning Management Systems (LMS). Prior to joining Oracle, he was an instructor as well as an instructional technologist working in the medical diagnostics, high tech, and information management industries. As an expert in both LMS and UPK, he regularly speaks at Oracle conferences including Oracle OpenWorld and OHUG on topics that span using Oracle solutions to accomplish employee training, certification, and user adoption. His presentations are both entertaining and engaging.

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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • Is this a valid jquery getJSON call?

    - by Pandiya Chendur
    I am using jquery getJSON with asp.net mvc controller... I cant able to get it work.... public JsonResult GetMaterials(int currentPage,int pageSize) { var materials = consRepository.FindAllMaterials().AsQueryable(); var results = new PagedList<MaterialsObj>(materials, currentPage-1, pageSize); return Json(results); } and i am calling this with, $.getJSON('Materials/GetMaterials', "{'currentPage':1,'pageSize':5}", function(data) { }); This call doesn't seem to work.... when inspected through firebug i found this, The parameters dictionary contains a null entry for parameter 'currentPage' of non-nullable type 'System.Int32' for method 'System.Web.Mvc.JsonResult GetMaterials(Int32, Int32)' in 'CrMVC.Controllers.MaterialsController'. To make a parameter optional its type should be either a reference type or a Nullable type.<br> Parameter name: parameters

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  • Type or namespace name could not be found

    - by Pandiya Chendur
    I use this: public IQueryable<MaterialsView> FindAllMaterials() { var materials = from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id select new MaterialsView { MatId = m.Mat_Name, MesName = Mt.Name, MesType = m.Mat_Type }; return materials; } It gives me the following errors: The type or namespace name MaterialsView could not be found (are you missing a using directive or an assembly reference?) Cannot implicitly convert type System.Collections.Generic.IEnumerable<MaterialsView> to System.Linq.IQueryable<MaterialsView>. An explicit conversion exists (are you missing a cast?) The type arguments for method System.Linq.Enumerable.ToList<TSource>(System.Collections.Generic.IEnumerable<TSource>) cannot be inferred from the usage. Try specifying the type arguments explicitly. I have googled it and found this SO question but it doesn't help. What's wrong?

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  • How get divs count in jquery?

    - by Pandiya Chendur
    I used this jquery each function and iterated my json data with it.... $.each(data.Results, function() { divs += '<div class="resultsdiv"><br /> <span style="display: inline-block;width:150px;" class="resultName">' + this.Mat_Name + '</span><span class="resultfields" style="padding-left:10px;"> Measurement&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + this.Mes_Name + '</span>&nbsp;<a href="/Materials/Delete/' + this.Id + '"> Delete</a>&nbsp;<a href="/Materials/Details/' + this.Id + '">Details</a>&nbsp; <a href="/Materials/Edit/' + this.Id + '">Edit</a></div>'; }); alert(divs.length); doesnt seem to get the count.... Any suggestion...

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  • How to get rid of this error in asp.net-mvc?

    - by Pandiya Chendur
    I am using Linq-to-sql as an ORM. I wrote this innerjoin public IQueryable<Material> FindAllMaterials() { var materials=from m in db.Materials join Mt in db.MeasurementTypes on m.MeasurementTypeId equals Mt.Id select new { m.Mat_id, m.Mat_Name, Mt.Name, m.Mat_Type }; return materials; } But when i compile this i got an error Cannot implicitly convert type 'System.Linq.IQueryable<AnonymousType#1>' to 'System.Linq.IQueryable<CrMVC.Models.Material>'. An explicit conversion exists (are you missing a cast?) Am i missing some thing... Any suggestion....

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  • list images from directory by function

    - by osc2nuke
    i'm using this function: function getmyimages($qid){ $imgdir = 'modules/Projects/uploaded_project_images/'. $qid .''; // the directory, where your images are stored $allowed_types = array('png','jpg','jpeg','gif'); // list of filetypes you want to show $dimg = opendir($imgdir); while($imgfile = readdir($dimg)) { if(in_array(strtolower(substr($imgfile,-3)),$allowed_types)) { $a_img[] = $imgfile; sort($a_img); reset ($a_img); } } $totimg = count($a_img); // total image number for($x=0; $x < $totimg; $x++) { $size = getimagesize($imgdir.'/'.$a_img[$x]); // do whatever $halfwidth = ceil($size[0]/2); $halfheight = ceil($size[1]/2); $mytest = 'name: '.$a_img[$x].' width: '.$size[0].' height: '.$size[1].'<br /><a href="'. $imgdir .'/'.$a_img[$x].'">'. $a_img[$x]. '</a>'; } return $mytest; } And i call this function between a while row as: $sql_select = $db->sql_query('SELECT * from '.$prefix.'_projects WHERE topic=\''.$cid.'\''); OpenTable(); while ($row2 = $db->sql_fetchrow($sql_select)){ $qid = $row2['qid']; $project_query = $db->sql_query('SELECT p.uid, p.uname, p.subject, p.story, p.storyext, p.date, p.topic, p.pdate, p.materials, p.bidoptions, p.projectduration, pd.id_duration, pm.material_id, pbo.bidid, pc.cid FROM ' . $prefix . '_projects p, ' . $prefix . '_projects_duration pd, ' . $prefix . '_project_materials pm, ' . $prefix . '_project_bid_options pbo, ' . $prefix . '_project_categories pc WHERE p.topic=\''.$cid.'\' and p.qid=\''.$qid.'\' and p.bidoptions=pbo.bidid and p.materials=pm.material_id and p.projectduration=pd.id_duration'); while ($project_row = $db->sql_fetchrow($project_query)) { //$qid = $project_row['qid']; $uid = $project_row['uid']; $uname = $project_row['uname']; $subject = $project_row['subject']; $story = $project_row['story']; $storyext = $project_row['storyext']; $date = $project_row['date']; $topic = $project_row['topic']; $pdate = $project_row['pdate']; $materials = $project_row['materials']; $bidoptions = $project_row['bidoptions']; $projectduration = $project_row['projectduration']; //Get the topic name $topic_query = $db->sql_query('SELECT cid,title from '.$prefix.'_project_categories WHERE cid =\''.$cid.'\''); while ($topic_row = $db->sql_fetchrow($topic_query)) { $topic_id = $topic_row['cid']; $topic_title = $topic_row['title']; } //Get the material text $material_query = $db->sql_query('SELECT material_id,material_name from '.$prefix.'_project_materials WHERE material_id =\''.$materials.'\''); while ($material_row = $db->sql_fetchrow($material_query)) { $material_id = $material_row['material_id']; $material_name = $material_row['material_name']; } //Get the bid methode $bid_query = $db->sql_query('SELECT bidid,bidname from '.$prefix.'_project_bid_options WHERE bidid =\''.$bidoptions.'\''); while ($bid_row = $db->sql_fetchrow($bid_query)) { $bidid = $bid_row['bidid']; $bidname = $bid_row['bidname']; } //Get the project duration $duration_query = $db->sql_query('SELECT id_duration,duration_value,duration_alias from '.$prefix.'_projects_duration WHERE id_duration =\''.$projectduration.'\''); while ($duration_row = $db->sql_fetchrow($duration_query)) { $id_duration = $duration_row['id_duration']; $duration_value = $duration_row['duration_value']; $duration_alias = $duration_row['duration_alias']; } } echo '<br/><b>id</b>--->' .$qid. '<br/><b>uid</b>--->' .$uid. '<br/><b>username</b>--->' .$uname. '<br/><b>subject</b>--->'.$subject. '<br/><b>story1</b>--->'.$story. '<br/><b>story2</b>--->'.$storyext. '<br/><b>postdate</b>--->'.$date. '<br/><b>categorie</b>--->'.$topic_title . '<br/><b>project start</b>--->'.$pdate. '<br/><b>materials</b>--->'.$material_name. '<br/><b>bid methode</b>--->'.$bidname. '<br/><b>project duration</b>--->'.$duration_alias.'<br /><br /><br/><b>image url</b>--->'.getmyimages($qid).'<br /><br />'; } CloseTable(); the result outputs only the "last" file from the directories. if i do a echo instead of a return $mytest; it read the whole directory but ruïns the output.

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  • IE8 Slide Toggle Issue

    - by jef2904
    Im having some trouble with jQuery's slideToggle function in IE8 for some reason the DIV its opening closes immediately after its opened heres the code im using $("h3 a").click(function(){ id = $(this).attr("href"); $(id).slideToggle("slow"); }); and the HTML <h3><a href="#promo-materials">Graphic and Pormotional Materials</a></h3> <div id="promo-materials" class="center gallery"> <a href="images/portfolio/bistro.png" rel="facebox"> <img src="images/portfolio/thumbs/bistro.png" alt="" /> </a> <a href="images/portfolio/direct-savings.png" rel="facebox"> <img src="images/portfolio/thumbs/direct-savings.png" alt="" /> </a> </div> Here is a link to the functional page it works in all other browsers including IE7

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