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  • Recording custom variables to identify individual users with Google Analytics

    - by mrtsherman
    I have been asked by our marketing department to add Google Analytics custom variable tracking to my company's website. As the website uses server side includes, modifications to the tracking tag roll out globally - maintenance is therefore a headache! So, if I add the following code (keeping in mind SSI so every page has the same code): // visitor level tracking, id = 12345 // Record a unique id for each visitor. When they return also track this id _gaq.push(['_setCustomVar', 1, 'id', '12345', 1]); // page level tracking // If the user signs up for our newsletter we set newsletter to true // Each page they subsequently visit should also mark this as true _gaq.push(['_setCustomVar', 1, 'newsletter', 'true', 1]); I don't use GA and the marketing people don't use custom variables, so we don't actually know how or if this will work. Therefore my questions are:- Do I want Page, Session or Visitor level tracking? What happens when the same code is used on every page? Can GA 'overwrite' a setting. For example, if I set newsletter to true on page X and then user navigates to page Y, will the variable also be marked there?

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  • Quartz and UIImageView

    - by Vince Grassia
    I'm working on an application for iPhone that lets the user draw on a UIImageView. Everything is working fine except when I move a UITabBar into the view, the part the user drew on is showing up on the tab bar.

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  • cocos2dx - Custom Fragment Shader and CCRenderTexture

    - by saiy2k
    I have a CCRenderTexture that is filled with a sprite when the scene is loaded, as follows, canvas = CCRenderTexture::create(this->getContentSize().width, this->getContentSize().height); canvas->setPosition(data->position); canvas->beginWithClear(0.0, 0.0, 0.0, 0); this->visit(); canvas->end(); The above code is written within a class, which derives from CCSprite (Hence this). Then, in another function applyShader(), I create a sprite named splat, from the texture of CCRenderTexture *canvas. Thus splat will contain the whole texture of canvas. Now I apply a custom fragment shader to the splat by calling the function splat->renderShader(), which will modify some small portion of the whole texture. Then I draw the modified texture back to the CCRenderTexture *canvas. Hence, applyShader() will * take a texture from CCRenderTexture, * create a sprite based on it, * apply a fragment shader to it * and draw the modified texture back to CCRenderTexture. This applyShader() will be called repetitively and its code is as follows: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->renderShader(); art->canvas->begin(); splat->visit(); art->canvas->end(); My shader code is (nothing fancy) precision mediump float; varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; uniform float params[5]; void main() { gl_FragColor = texture2D(u_texture, v_texCoord); return; } So, with the above code I expect the original sprite this to get rendered over and over again without any visual changes. But on each call to applyShader(), the texture is getting stretched a little and the stretched image is getting rendered. After some 10 calls, the image gets so distorted. Can someone please tell me where I am going wrong? Thanks :-) PS: All code shown here is partial, not complete code. Edit: Adding Screens Update: The problem has nothing to do with shaders it seems. It happens even when I dont call renderShader(). The actual lines of code is: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->setPosition( ccp( art->getContentSize().width * 0.5, art->getContentSize().height * 0.5 ) ); splat->setFlipY(true); art->canvas->begin(); splat->visit(); art->canvas->end();

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Upgrading SSIS Custom Components for SQL Server 2012

    Having finally got around to upgrading my custom components to SQL Server 2012, I thought I’d share some notes on the process. One of the goals was minimal duplication, so the same code files are used to build the 2008 and 2012 components, I just have a separate project file. The high level steps are listed below, followed by some more details. Create a 2012 copy of the project file Upgrade project, just open the new project file is VS2010 Change target framework to .NET 4.0 Set conditional compilation symbol for DENALI Change any conditional code, including assembly version and UI type name Edit project file to change referenced assemblies for 2012 Change target framework to .NET 4.0 Open the project properties. On the Applications page, change the Target framework to .NET Framework 4. Set conditional compilation symbol for DENALI Re-open the project properties. On the Build tab, first change the Configuration to All Configurations, then set a Conditional compilation symbol of DENALI. Change any conditional code, including assembly version and UI type name The value doesn’t have to be DENALI, it can actually be anything you like, that is just what I use. It is how I control sections of code that vary between versions. There were several API changes between 2005 and 2008, as well as interface name changes. Whilst we don’t have the same issues between 2008 and 2012, I still have some sections of code that do change such as the assembly attributes. #if DENALI [assembly: AssemblyDescription("Data Generator Source for SQL Server Integration Services 2012")] [assembly: AssemblyCopyright("Copyright © 2012 Konesans Ltd")] [assembly: AssemblyVersion("3.0.0.0")] #else [assembly: AssemblyDescription("Data Generator Source for SQL Server Integration Services 2008")] [assembly: AssemblyCopyright("Copyright © 2008 Konesans Ltd")] [assembly: AssemblyVersion("2.0.0.0")] #endif The Visual Studio editor automatically formats the code based on the current compilation symbols, hence in this case the 2008 code is grey to indicate it is disabled. As you can see in the previous example I have distinct assembly version attributes, ensuring I can run both 2008 and 2012 versions of my component side by side. For custom components with a user interface, be sure to update the UITypeName property of the DtsTask or DtsPipelineComponent attributes. As above I use the conditional compilation symbol to control the code. #if DENALI [DtsTask ( DisplayName = "File Watcher Task", Description = "File Watcher Task", IconResource = "Konesans.Dts.Tasks.FileWatcherTask.FileWatcherTask.ico", UITypeName = "Konesans.Dts.Tasks.FileWatcherTask.FileWatcherTaskUI,Konesans.Dts.Tasks.FileWatcherTask,Version=3.0.0.0,Culture=Neutral,PublicKeyToken=b2ab4a111192992b", TaskContact = "File Watcher Task; Konesans Ltd; Copyright © 2012 Konesans Ltd; http://www.konesans.com" )] #else [DtsTask ( DisplayName = "File Watcher Task", Description = "File Watcher Task", IconResource = "Konesans.Dts.Tasks.FileWatcherTask.FileWatcherTask.ico", UITypeName = "Konesans.Dts.Tasks.FileWatcherTask.FileWatcherTaskUI,Konesans.Dts.Tasks.FileWatcherTask,Version=2.0.0.0,Culture=Neutral,PublicKeyToken=b2ab4a111192992b", TaskContact = "File Watcher Task; Konesans Ltd; Copyright © 2004-2008 Konesans Ltd; http://www.konesans.com" )] #endif public sealed class FileWatcherTask: Task, IDTSComponentPersist, IDTSBreakpointSite, IDTSSuspend { // .. code goes on... } Shown below is another example I found that needed changing. I borrow one of the MS editors, and use it against a custom property, but need to ensure I reference the correct version of the MS controls assembly. This section of code is actually shared between the 2005, 2008 and 2012 versions of my component hence it has test for both DENALI and KATMAI symbols. #if DENALI const string multiLineUI = "Microsoft.DataTransformationServices.Controls.ModalMultilineStringEditor, Microsoft.DataTransformationServices.Controls, Version=11.0.00.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91"; #elif KATMAI const string multiLineUI = "Microsoft.DataTransformationServices.Controls.ModalMultilineStringEditor, Microsoft.DataTransformationServices.Controls, Version=10.0.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91"; #else const string multiLineUI = "Microsoft.DataTransformationServices.Controls.ModalMultilineStringEditor, Microsoft.DataTransformationServices.Controls, Version=9.0.242.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91"; #endif // Create Match Expression parameter IDTSCustomPropertyCollection100 propertyCollection = outputColumn.CustomPropertyCollection; IDTSCustomProperty100 property = propertyCollection.New(); property = propertyCollection.New(); property.Name = MatchParams.Name; property.Description = MatchParams.Description; property.TypeConverter = typeof(MultilineStringConverter).AssemblyQualifiedName; property.UITypeEditor = multiLineUI; property.Value = MatchParams.DefaultValue; Edit project file to change referenced assemblies for 2012 We now need to edit the project file itself. Open the MyComponente2012.cproj  in you favourite text editor, and then perform a couple of find and replaces as listed below: Find Replace Comment Version=10.0.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91 Version=11.0.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91 Change the assembly references version from SQL Server 2008 to SQL Server 2012. Microsoft SQL Server\100\ Microsoft SQL Server\110\ Change any assembly reference hint path locations from from SQL Server 2008 to SQL Server 2012. If you use any Build Events during development, such as copying the component assembly to the DTS folder, or calling GACUTIL to install it into the GAC, you can also change these now. An example of my new post-build event for a pipeline component is shown below, which uses the .NET 4.0 path for GACUTIL. It also uses the 110 folder location, instead of 100 for SQL Server 2008, but that was covered the the previous find and replace. "C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Bin\NETFX 4.0 Tools\gacutil.exe" /if "$(TargetPath)" copy "$(TargetPath)" "%ProgramFiles%\Microsoft SQL Server\110\DTS\PipelineComponents" /Y

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  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

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  • Saving custom attributes in NSAttributedString

    - by regulus6633
    I need to add a custom attribute to the selected text in an NSTextView. So I can do that by getting the attributed string for the selection, adding a custom attribute to it, and then replacing the selection with my new attributed string. So now I get the text view's attributed string as NSData and write it to a file. Later when I open that file and restore it to the text view my custom attributes are gone! After working out the entire scheme for my custom attribute I find that custom attributes are not saved for you. Look at the IMPORTANT note here: http://developer.apple.com/mac/library/DOCUMENTATION/Cocoa/Conceptual/AttributedStrings/Tasks/RTFAndAttrStrings.html So I have no idea how to save and restore my documents with this custom attribute. Any help?

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  • UIButton not firing selector if I draw it using CALayer

    - by Horatiu Paraschiv
    Hi everybody I create this button like this: _myButton = [[UIButton buttonWithType:UIButtonTypeCustom] retain]; DLBadgeLayerDelegate *layerDelegate = [[DLBadgeLayerDelegate alloc] init]; _myButton.frame = CGRectMake(0.0 , 0.0, 100.0, 100.0); [_myButton addTarget:self action:@selector(myButtonTapped:) forControlEvents:UIControlEventTouchUpInside]; _myButton.layer.backgroundColor = [[UIColor redColor] CGColor]; _myButton.center = CGPointMake(10.0, 10.0); [self addSubview:_myButton]; [_myButton release]; The button appears on the screen but if I tap on it nothing happens. If I just create a Rounded rect button instead with no custom drawing on its layer or if I just leave the layer line of code out all works well. Do you have any Idea why do I get this behaviour as I would like to do some custom drawing in the button's layer?

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  • Custom validator not invoked when using Validation Application Block through configuration

    - by Chris
    I have set up a ruleset in my configuration file which has two validators, one of which is a built-in NotNullValidator, the other of which is a custom validator. The problem is that I see the NotNullValidator hit, but not my custom validator. The custom validator is being used to validate an Entity Framework entity object. I have used the debugger to confirm the NotNull is hit (I forced a failure condition so I saw it set an invalid result), but it never steps into the custom one. I am using MVC as the web app, so I defined the ruleset in a config file at that layer, but my custom validator is defined in another project. However, I wouldn't have thought that to be a problem because when I use the Enterprise Library Configuration tool inside Visual Studio 2008 it is able to set the type properly for the custom validator. As well, I believe the custom validator is fine as it builds ok, and the config tool can reference it properly. Does anybody have any ideas what the problem could be, or even what to do/try to debug further? Here is a stripped down version of my custom validator: [ConfigurationElementType(typeof(CustomValidatorData))] public sealed class UserAccountValidator : Validator { public UserAccountValidator(NameValueCollection attributes) : base(string.Empty, "User Account") { } protected override string DefaultMessageTemplate { get { throw new NotImplementedException(); } } protected override void DoValidate(object objectToValidate, object currentTarget, string key, ValidationResults results) { if (!currentTarget.GetType().Equals(typeof(UserAccount))) { throw new Exception(); } UserAccount userAccountToValidate = (UserAccount)currentTarget; // snipped code ... this.LogValidationResult(results, "The User Account is invalid", currentTarget, key); } } Here is the XML of my ruleset in Validation.config (the NotNull rule is only there to force a failure so I could see it getting hit, and it does): <validation> <type defaultRuleset="default" assemblyName="MyProj.Entities, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" name="MyProj.Entities.UserAccount"> <ruleset name="default"> <properties> <property name="HashedPassword"> <validator negated="true" messageTemplate="" messageTemplateResourceName="" messageTemplateResourceType="" tag="" type="Microsoft.Practices.EnterpriseLibrary.Validation.Validators.NotNullValidator, Microsoft.Practices.EnterpriseLibrary.Validation, Version=4.1.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" name="Not Null Validator" /> </property> <property name="Property"> <validator messageTemplate="" messageTemplateResourceName="" messageTemplateResourceType="" tag="" type="MyProj.Entities.UserAccountValidator, MyProj.Entities, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" name="Custom Validator" /> </property> </properties> </ruleset> </type> </validation> And here is the stripped down version of the way I invoke the validation: var type = entity.GetType() var validator = ValidationFactory.CreateValidator(type, "default", new FileConfigurationSource("Validation.config")) var results = validator.Validate(entity) Any advice would be much appreciated! Thanks, Chris

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  • Filtering custom fields on wordpress admin page

    - by Kyril
    I'm currently working on a wordpress 2.9.2 plugin (my first) that creates additional custom fields that will later be read from the template. The plugin adds an additional meta box to the "Edit Post" screen which is responsible for manipulating these values. My problem is that the custom fields generated by the plugin also show up in the "Custom Fields" box. Ideally I would like for the custom fields generated by the plugin to be managed separately from any other custom fields for that same post/page. Is there a way that I can filter fields specific to my plugin to prevent them from being displayed in the "Custom Fields" box? I have yet to locate any action or filter that will let me capture and manipulate those values before they are rendered on "Edit Post".

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  • SharpGL: Can't draw all lines from List

    - by Miko Kronn
    I have: float[,] nodesN = null; //indexes: //number of node; //value index 0->x, 1->y, 2->temperature int[,] elements = null; //indexes: //indexof element (triangle) //1, 2, 3 - vertexes (from nodesN) List<Pair> edges = null; //Pair is a class containing two int values which are //indexes of nodesN And function which is supposed do all elements and edges on SharpGL.OpenGLCtrl private void openGLCtrl1_Load(object sender, EventArgs e) { gl = this.glCtrl.OpenGL; gl.ClearColor(this.BackColor.R / 255.0f, this.BackColor.G / 255.0f, this.BackColor.B / 255.0f, 1.0f); gl.Clear(OpenGL.COLOR_BUFFER_BIT | OpenGL.DEPTH_BUFFER_BIT); } float glMinX = -2f; float glMaxX = 2f; float glMinY = -2f; float glMaxY = 2f; private void openGLControl1_OpenGLDraw(object sender, PaintEventArgs e) { gl.Clear(OpenGL.COLOR_BUFFER_BIT | OpenGL.DEPTH_BUFFER_BIT); gl.LoadIdentity(); gl.Translate(0.0f, 0.0f, -6.0f); if (!draw) return; bool drawElements = false; if (drawElements) { gl.Begin(OpenGL.TRIANGLES); for (int i = 0; i < elementNo; i++) { for (int j = 0; j < 3; j++) { float x, y, t; x = nodesN[elements[i, j], 0]; y = nodesN[elements[i, j], 1]; t = nodesN[elements[i, j], 2]; gl.Color(t, 0.0f, 1.0f - t); gl.Vertex(x, y, 0.0f); } } gl.End(); } gl.Color(0f, 0f, 0f); gl.Begin(OpenGL.LINES); //for(int i=edges.Count-1; i>=0; i--) for(int i=0; i<edges.Count; i++) { float x1, y1, x2, y2; x1 = nodesN[edges[i].First, 0]; y1 = nodesN[edges[i].First, 1]; x2 = nodesN[edges[i].Second, 0]; y2 = nodesN[edges[i].Second, 1]; gl.Vertex(x1, y1, 0.0f); gl.Vertex(x2, y2, 0.0f); } gl.End(); } But it doesn't draw all the edges. If i change drawElements it draws different number of edges. Changing for(int i=0; i<edges.Count; i++) to for(int i=edges.Count-1; i>=0; i--) shows that esges are generated correctly, but they are not drawn. Images: for(int i=0; i<edges.Count; i++) drawElements=false for(int i=edges.Count-1; i>=0; i--) drawElements=false for(int i=0; i<edges.Count; i++) drawElements=true for(int i=edges.Count-1; i>=0; i--) drawElements=true What is wrong with this? How can I draw all edges?

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  • Windows service fails to start with custom user until started once with local user

    - by Gauls
    All of a sudden my Windows service application after installation does not start. (Some services stop automatically if they have no work to do.) The service uses a custom user. If I change the logon setting to use the local system account, the service starts fine. Then when I go back and change the login setting to use this custom account (local user - custom user under user group), the service will start. Why doesn't it work in the first place?

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  • Is SugarCRM really adequate for custom development?

    - by dukeofgaming
    I used SugarCRM for a project about two years ago, I ran into errors from the very installation, having to hack the actual installation file to deploy the software in the server... and other erros that I can't recall now. Two years after, I'm picking it up for a project once again... oh dear, I'm feeling like I should have developed the whole thing from scratch myself. Some examples: I couldn't install it in the server (again)... I had to install it locally, then copy the files and database over to the server and manually edit the config file. Constantly getting deployment errors from the module builder... one reason is SugarCRM keeps creating a record in the upgrade_history table for a file that does not exist, I keep deleting such record and it keeps coming back corrupt. I get other deployment errors, but have not figured them out... then I have to rollback all files and database to try again. I deleted a custom module with relationships, the relationships stayed in the other modules and cannot be deleted anymore, PHP warnings all over the place. Quick create for custom modules does not appear, hack needed. Its whole cache directory is a joke, permanent data/files are stored there. The module builder interface disappears required fields. Edit the wrong thing, module builder won't deploy again... then pray Quick Repair and/or Rebuild Relationships do the trick. My impression of SugarCRM now is that, regardless of its pretty exterior and apparent functionality, it is a very low quality piece of software. This even scared me more: http://amplicate.com/hate/sugarcrm; a quote: I wis this info had been available when I tried to implement it 2 years ago... I searched high and low and the only info I found was positive. Yes, it's a piece of crap. The community edition was full of bugs... nothing worked. Essentially I got fired for implementing it. I'm glad though, because now I work for myself, am much happier and make more money... so, I should really thank SugarCRM for sucking so much I guess! I figured that perhaps some of you have had similar experiences, and have either sticked with SugarCRM or moved on to another solution. I'm very interested in knowing what your resolutions were -or your current situations are- to make up my own mind, since the project I'm working on is long term and I'm feeling SugarCRM will be more an obstacle than an aid. Thanks in advance.

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  • Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform]

    - by Asian Angel
    Are you looking for an easy way to create custom sized thumbnail images for use in blog posts, photo albums, and more? Whether is it a single image or a CD full, Simple Image Resizer is the right app to get the job done for you. To add the new PPA for Simple Image Resizer open the Ubuntu Software Center, go to the Edit Menu, and select Software Sources. Access the Other Software Tab in the Software Sources Window and add the first of the PPAs shown below (outlined in red). The second PPA will be automatically added to your system. Once you have the new PPAs set up, go back to the Ubuntu Software Center and click on the PPA listing for Rafael Sachetto on the left (highlighted with red in the image). The listing for Simple Image Resizer will be right at the top…click Install to add the program to your system. After the installation is complete you can find Simple Image Resizer listed as Sir in the Graphics sub-menu. When you open Simple Image Resizer you will need to browse for the directory containing the images you want to work with, select a destination folder, choose a target format and prefix, enter the desired pixel size for converted images, and set the quality level. Convert your image(s) when ready… Note: You will need to determine the image size that best suits your needs before-hand. For our example we chose to convert a single image. A quick check shows our new “thumbnailed” image looking very nice. Simple Image Resizer can convert “into and from” the following image formats: .jpeg, .png, .bmp, .gif, .xpm, .pgm, .pbm, and .ppm Command Line Installation Note: For older Ubuntu systems (9.04 and previous) see the link provided below. sudo add-apt-repository ppa:rsachetto/ppa sudo apt-get update && sudo apt-get install sir Links Note: Simple Image Resizer is available for Ubuntu, Slackware Linux, and Windows. Simple Image Resizer PPA at Launchpad Simple Image Resizer Homepage Command Line Installation for Older Ubuntu Systems Bonus The anime wallpaper shown in the screenshots above can be found here: The end where it begins [DesktopNexus] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic]

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  • Set Custom Reload Times for Individual Webpages in Chrome

    - by Asian Angel
    Do you have a webpage that needs to be reloaded every so often or perhaps you have multiple webpages that each need their own individual reload time? Now you can have the best of both with the AutoReloader extension for Google Chrome. Using AutoReloader When you first look at the drop-down window everything will be in a neutral “waiting” state. You can start using the extension immediately by simply entering the desired “time frame” for reloading a webpage. Notice for the “Repeat Option” that “0 = Continuous”… You may want to have a quick look through the “Options” to see if there are any “operational changes” that you would like to make. Once you enter a time click on the “Set Link” to start the timer. Notice that you can view the time remaining on the “Toolbar Button” unless you disabled the feature in the “Options”. Clicking on the “Toolbar Button” will show a larger version of the timer in the drop-down window along with a “Cancel Current Timer Link”. Here is the best part of all with AutoReloader…you can set up your own customized list of “Reload Times” and then access them through the drop-down window. Using the two times shown here we were able to set the “Productive Geek Webpage” up for 30 second reloads and the “TinyHacker Webpage” up for 1 minute reloads at the same time. There was no conflict whatsoever in running both “reload times” simultaneously. This is a really terrific feature! Conclusion Whether you have only one webpage or multiple pages that need periodic reloading (such as tracking a Woot-Off or an Ebay auction) the AutoReloader extension is the perfect tool for the job. Running custom reload times simultaneously have never been easier. Links Download the AutoReloader extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Set Up Automatic Timed Page Reloading on Your Webpages in FirefoxRemove Custom about:config Entries the Easy WayEnable Vista Black Style Theme for Google Chrome in XPActivate the Redesigned New-Tab Interface in Google ChromeModify Tab Ordering in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

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  • only cairo-dock work on my custom livecd

    - by Igi Shellshock
    i've made custom ubuntu with ubuntu builder, i've installed gnome-shell and cairo-dock from chroot.i've removed unity from chroot too. i've edited /etc/lightdm/lightdm.conf, change user-session = cairo-dock then i build, run on virtual box, livecd successful show the cairo dock but when i change to user-session = gnome-shell, dekstop show unity panel, i changed to gnome only, same show unity.why just cairo dock that work and gnome-shell not ? thank advance i'm sorry, my english is bad

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  • A Custom Copy Control - Copies any ASP.NET control

    A custom control that targets any ASP.NET control and renders it...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Custom keyboard shortcut to lauch a terminal and run a command in Unity

    - by David Weinraub
    I know this should be the simplest thing, but coming up empty. ;-( I would like to create a keyboard shortcut ctrl-alt-P that opens a terminal window and runs a ping command: ping -c 4 somefixeddomain.com [Useful for quickly checking whether my internet connection is actually working.] I have attempted to do this (in Unity, Ubuntu v11.10) using: Settings > Keyboard > Custom Shortcuts filling in all the obvious stuff, but no luck. All ideas welcome.

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  • Custom session: Window does not capture full screen area by default. 12.04

    - by juzerali
    I am trying to create a custom session by creating a custom.desktop file in /usr/share/xesessions folder. Remember this is not a gnome or some other session. I have created my own application for this session, which are simple. Case 1 Chrome Browser Contents of custom.desktop file [Desktop Entry] Name=Internet Kiosk Comment=This is an internet kiosk Exec=google-chrome --kiosk TryExec= Icon= Type=Application Issue Chrome browser starts in kiosk mode but does not capture complete screen area. Some area is left at the bottom and right side of the screen. Case 2 Custom pyGTK app (Quickly) Contents of custom.desktop file [Desktop Entry] Name=Custom Kiosk Comment=This is a custom kiosk Exec=~/MyCustomPyGTKApp TryExec= Icon= Type=Application Issue My custom pyGTK app has window.fullScreen() in the code. That means it should open in full screen without the window chrome (and it does under the normal session). But that too, leaves lots of space around it. Need Help Can anyone tell me whats going on here. I think its some issue with borders as pointed out at http://www.instructables.com/id/Setting-Up-Ubuntu-as-a-Kiosk-Web-Appliance/?ALLSTEPS in Step 8 If by chance, Google Chromium is not stretched to the edges with the --kiosk switch enabled there is a simple fix. To stretch Chromium simply log in as your regular user and edit chromeKiosk.sh to not have the --kiosk switch. Then log in as the restricted user, click the wrench and choose options. Then on the Personal Stuff tab select Hide system title bar and use compact borders. Close the options screen and stretch Chromium to fit the monitor. Then go back into the options window and set it to Use system title bar and borders. After this is done, log out of your restricted user (might need to just reboot) and log into your regular user. Edit chromeKiosk.sh back to include the --kiosk switch again and Chromium should be full screen next time you log into the restricted user. If I were to use a custom pyGTK or a gtkmm app, how should I get around this issue. window.fullScreen() should occupy the complete screen area. This has to be done programmatically or in some other way that can scale. I have to deploy this on large number of machines located at different geographical areas. Doing it manually on every machine is not possible.

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