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  • Can we use both Google Analytics (Asynchronous) and Google Analytics with Display Advertising code in same page

    - by Gadde
    I have Google Analytics (Asynchronous) script <script type=”text/javascript”> _gaq.push(['_setAccount', 'UA-XXXXX-X']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> and Google Analytics with Display Advertising Script <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-XXXXX-X-yz']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://' : 'http://') + 'stats.g.doubleclick.net/dc.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> The UA - codes are different can i use both the codes ? I've read some where that Universal Analytics will not interfere with previous versions of Google Analytics. If i have upgraded to Universal Analytics, If the UA - codes are different should i use only the Universal Analytics script or should i use both Universal Analytics script and Universal Analytics script. please advise.....

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  • Live search/filter as you type in client approach

    - by Pinoniq
    As an exercise for myself to practice my JavaScript "skills" I'm trying to write a client-side filter. It should be able to filter "content blocks" as the user types. By "content block", I mean a list of DomElements that each contain at least one text node - it is possible that they contain more, and even a different amount of text nodes, nested inside other nodes, etc. I've thought of 2 approaches: On page initialization, scan all nodes and store all the text in some kind of Map or a tree. Simply iterate over every item and check whether it has the string to search/filter for. One could add performance here by caching, only filtering the current remaining items if text is added, etc. Obviously, if the number of nodes is really big, option 1 will take a while to build the 'index' but it will perform faster once it is built. Option 2 however will be available right on page load since no initialization is performed. But of course it will take longer to search. So my question is: what is the best approach here? And how would one implement 'caching' and/or 'index'?

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  • Model binding nested collections in ASP.NET MVC

    - by MartinHN
    Hi I'm using Steve Sanderson's BeginCollectionItem helper with ASP.NET MVC 2 to model bind a collection if items. That works fine, as long as the Model of the collection items does not contain another collection. I have a model like this: -Product --Variants ---IncludedAttributes Whenever I render and model bind the Variants collection, it works jusst fine. But with the IncludedAttributes collection, I cannot use the BeginCollectionItem helper because the id and names value won't honor the id and names value that was produced for it's parent Variant: <div class="variant"> <input type="hidden" value="bbd4fdd4-fa22-49f9-8a5e-3ff7e2942126" autocomplete="off" name="Variants.index"> <input type="hidden" value="0" name="Variants[bbd4fdd4-fa22-49f9-8a5e-3ff7e2942126].SlotAmount" id="Variants_bbd4fdd4-fa22-49f9-8a5e-3ff7e2942126__SlotAmount"> <table class="included-attributes"> <input type="hidden" value="0" name="Variants.IncludedAttributes[c5989db5-b1e1-485b-b09d-a9e50dd1d2cb].Id" id="Variants_IncludedAttributes_c5989db5-b1e1-485b-b09d-a9e50dd1d2cb__Id" class="attribute-id"> <tr> <td> <input type="hidden" value="0" name="Variants.IncludedAttributes[c5989db5-b1e1-485b-b09d-a9e50dd1d2cb].Id" id="Variants_IncludedAttributes_c5989db5-b1e1-485b-b09d-a9e50dd1d2cb__Id" class="attribute-id"> </td> </tr> </table> </div> If you look at the name of the first hidden field inside the table, it is Variants.IncludedAttributes - where it should have been Variants[bbd4fdd4-fa22-49f9-8a5e-3ff7e2942126].IncludedAttributes[...]... That is because when I call BeginCollectionItem the second time (On the IncludedAttributes collection) there's given no information about the item index value of it's parent Variant. My code for rendering a Variant looks like this: <div class="product-variant round-content-box grid_6" data-id="<%: Model.AttributeType.Id %>"> <h2><%: Model.AttributeType.AttributeTypeName %></h2> <div class="box-content"> <% using (Html.BeginCollectionItem("Variants")) { %> <div class="slot-amount"> <label class="inline" for="slotAmountSelectList"><%: Text.amountOfThisVariant %>:</label> <select id="slotAmountSelectList"><option value="1">1</option><option value="2">2</option></select> </div> <div class="add-values"> <label class="inline" for="txtProductAttributeSearch"><%: Text.addVariantItems %>:</label> <input type="text" id="txtProductAttributeSearch" class="product-attribute-search" /><span><%: Text.or %> <a class="select-from-list-link" href="#select-from-list" data-id="<%: Model.AttributeType.Id %>"><%: Text.selectFromList.ToLowerInvariant() %></a></span> <div class="clear"></div> </div> <%: Html.HiddenFor(m=>m.SlotAmount) %> <div class="included-attributes"> <table> <thead> <tr> <th><%: Text.name %></th> <th style="width: 80px;"><%: Text.price %></th> <th><%: Text.shipping %></th> <th style="width: 90px;"><%: Text.image %></th> </tr> </thead> <tbody> <% for (int i = 0; i < Model.IncludedAttributes.Count; i++) { %> <tr><%: Html.EditorFor(m => m.IncludedAttributes[i]) %></tr> <% } %> </tbody> </table> </div> <% } %> </div> </div> And the code for rendering an IncludedAttribute: <% using (Html.BeginCollectionItem("Variants.IncludedAttributes")) { %> <td> <%: Model.AttributeName %> <%: Html.HiddenFor(m => m.Id, new { @class = "attribute-id" })%> <%: Html.HiddenFor(m => m.ProductAttributeTypeId) %> </td> <td><%: Model.Price.ToCurrencyString() %></td> <td><%: Html.DropDownListFor(m => m.RequiredShippingTypeId, AppData.GetShippingTypesSelectListItems(Model.RequiredShippingTypeId)) %></td> <td><%: Model.ImageId %></td> <% } %>

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  • Facebook Connect login button not rendering

    - by tloflin
    I'm trying to implement a Facebook Connect Single Sign-on site. I originally just had a Connect button (<fb:login-button>), which the user had to click every time they wanted to sign in. I now have the auto login and logout features working. That is, my site will detect a logged-in Facebook account and automatically authenticate them if it can find a match to one of my site's user accounts, and automatically deauthenticate if the Facebook session is lost. I also have a manual logout button that will log the user out of both my site and Facebook. All of those are working correctly, but now my original Connect button is intermittently not being rendered correctly. It just shows up as the plain XHTML (ie., it looks like plain text--not a button--and is unclickable), and no XFBML is applied. Here is the basic code: On every page: <body> {...} <script src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php" type="text/javascript"></script> <script type="text/javascript> FB.init('APIKey', '/xd_receiver.htm'); var isAuth; // isAuth determines if the user is authenticated on my site // it should be true on the logout page, false on the login page FB.ensureInit(function(){ var session = FB.Facebook.apiClient.get_session(); if (session && !isAuth) { PageMethods.FacebookLogin(session.uid, session.session_key, FBLogin, FBLoginFail); // This is an AJAX call that authenticates the user on my site. } else if(!session && isFBAuth) { PageMethods.FacebookLogout(FBLogout, FBLogoutFail); // This is an AJAX call that deauthenticates the user on my site. } // the callback functions do nothing at the moment }); </script> {...} </body> On the login page: (this page is not visible to logged in users) <body> {...} <script src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php" type="text/javascript"></script> <script type="text/javascript> FB.init('APIKey', '/xd_receiver.htm'); {...} // auto-auth code as on every page </script> <!-- This is the button that fails to render --> <fb:login-button v="2" onlogin="UserSignedIntoFB();" size="large" autologoutlink="true"><fb:intl>Login With Your Facebook Account</fb:intl></fb:login-button> <script type="text/javascript"> function UserSignedIntoFB() { {...} // posts back to the server which authenticates the user on my site & redirects } </script> {...} </body> On the logout page: (this page is not visible to logged out users) <body> {...} <script src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php" type="text/javascript"></script> <script type="text/javascript> FB.init('APIKey', '/xd_receiver.htm'); {...} // auto-auth code as on every page </script> <script type="text/javascript"> function FBLoggedOut() { {...} // posts back to the server which deauthenticates the user on my site & redirects to login } function Logout() { if (FB.Facebook.apiClient.get_session()) { FB.Connect.logout(FBLoggedOut); // logs out of Facebook if it's a Facebook account return false; } else { return true; // posts back if it's a non-Facebook account & redirects to login } } </script> <a onclick="return Logout();" href="postback_url">Sign Out</a> {...} </body> Some things I've already looked at: The automatic login and logout are working great. I can log in and out of Facebook on another tab and my site will notice the session changes and update accordingly. The logout seems to be working fine: when clicked, it deauthenticates the user and logs them out of Facebook, as intended. The issue seems to usually happen after a Facebook user is logged out, but it happens somewhat intermittently; it might happen before they ever login, and it goes away after a few minutes/refreshes. Some cookies are left over after the login/logout process, but deleting them does not fix the issue. Restarting the browser does not fix the issue. The user is definitely logged out of Facebook and my site when the problem occurs. I've checked for Facebook sessions and site authentication. All external script calls are being served up correctly. I have a suspicion that there's something else I need to be doing upon logout (like clearing session or cookies), but according to everything I've read about Facebook Connect, all I need to do is call the logout function (and deauthenticate on my server-side). I'm really at a loss; does anybody have any ideas what could be wrong?

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  • Problems with Widgets in dojox DataGrid

    - by Kitson
    I am trying to include some editing Widgets in my dojox.grid.DataGrid seem to be having a lot of difficulty. I have tried everything I can think of to get it to work, but something just isn't going right. When I started having problems, I tried to copy almost exactly from the grid tests and model my "breakout" of code just like that, but without success. Basic editing of the Grid seems to work. In the example below, the "Events" column allows edits, but the two columns that are using the cellType attribute don't work. In fact they also seem to ignore the other attributes (like the styles) which would seem to indicate that some sort of issue was run into, but there is nothing in FireBug. Also I get the same behaviour between Chrome and Firefox. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Insert title here</title> <link id="themeStyles" rel="stylesheet" href="javascript/dojotoolkit/dijit/themes/tundra/tundra.css"> <style type="text/css"> @import "css/gctilog.css"; @import "javascript/dojotoolkit/dojo/resources/dojo.css"; @import "javascript/dojotoolkit/dijit/themes/tundra/tundra.css"; @import "javascript/dojotoolkit/dojox/grid/resources/Grid.css"; @import "javascript/dojotoolkit/dojox/grid/resources/tundraGrid.css"; @import "javascript/dojotoolkit/ocp/resources/MultiStateCheckBox.css"; </style> <script type="text/javascript" src="javascript/dojotoolkit/dojo/dojo.js" djConfig="parseOnLoad:true, isDebug:true, locale:'en-gb'"></script> <script type="text/javascript"> dojo.require("dojo.currency"); dojo.require("dijit.dijit"); dojo.require("dijit.form.HorizontalSlider"); dojo.require("dojox.data.JsonRestStore"); dojo.require("dojox.grid.DataGrid"); dojo.require("dojox.layout.ExpandoPane"); dojo.require("dojox.timing"); dojo.require("ocp.MultiStateCheckBox"); dojo.require("dojo.parser"); formatCurrency = function(inDatum){ return isNaN(inDatum) ? '...' : dojo.currency.format(inDatum, this.constraint); } </script> <script type="text/javascript" src="javascript/formatter.js"></script> <script type="text/javascript" src="javascript/utilities.js"></script> </head> <body class="tundra"> <div name="labelCallids">Call IDs</div> <div dojoType="dojox.data.JsonRestStore" id="callidStore4" jsId="callidStore4" target="logmap/maps.php/maps/4/callids/" idAttribute="callid"></div> <table dojoType="dojox.grid.DataGrid" id="callidGrid4" store="callidStore4" query="{ callid: '*' }" style="width: 950px; border: 1px solid rgb(0,156,221); margin-left: 15px;" clientSort="false" autoHeight="10" noDataMessage="No Call IDs Available..."> <thead> <tr> <th field="callid" width="375px">Call ID</th> <th cellType="dojox.grid.cells.ComboBox" field="type" options="SIP,TLib" editable="true" width="10em" styles='text-align: center;'>Type</th> <th field="event_count" width="40px" editable="true" styles="text-align: right;">Events</th> <th field="start_ts" width="75px" formatter="secToHourMinSecMS">Start</th> <th field="end_ts" width="75px" formatter="secToHourMinSecMS">End</th> <th field="duration" width="75px" formatter="secToHourMinSecMS">Duration</th> <th cellType="dojox.grid.cells._Widget" widgetClass="dijit.form.HorizontalSlider" field="include" formatter="formatCurrency" constraint="{currency:'EUR'}" editable="true" width="10em" styles='text-align: right;'>Amount</th> </tr> </thead> </table> </body> </html> Is there anything that I am missing. It would seem to be fundamental, but I just can't seem to see it. [EDIT] What I have done instead is return a dijit Widget using the formatter to return a widget. So in the declarative model, I specify something like this: <th field="type" formatter="getMultiField" width="10em" styles='text-align: center;'>Type</th> And then I wrote a JavaScript function like the below to return the widget I wanted. function getMultiField(value) { var jsonValue = JSON.parse(value); //I provide the value of the widget as JSON //from my data store, so I need to parse it var control = new ocp.MultiStateCheckBox({ //my custom widget id : "dMSCB"+(new Date).getTime()+Math.ceil(Math.random()*100000), //generate a unique ID value : jsonValue.value, onChange : function (value {...}) //code to manipulate the underlying data store }); return control; //The dojo 1.4 grid can handle a returned Widget }

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  • Android image click in horizontal page view

    - by JaseemAmeer
    I've implemented horizontal page view with many images. And I'm trying to create a click event on the image. public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.pbase); ImageView binfo,bheacno; tvHeacno=(TextView) findViewById(R.id.tvheacno); heacno=getHeacno(); tvHeacno.setText(heacno); MyPagerAdapter adapter=new MyPagerAdapter(); ViewPager myPager=(ViewPager)findViewById(R.id.mythreepanelpager); myPager.setAdapter(adapter); myPager.setCurrentItem(0); binfo=(ImageView) findViewById(R.id.ivinfo); bheacno=(ImageView) findViewById(R.id.ivheacno); binfo.setOnClickListener(this); bheacno.setOnClickListener(this); } then i've MyPagerAdapter class and the onclik method. it returns null to binfo and hence fails at binfo.setOnClickListener(this) I've done image click before on normal pages successfully. Is it because of horizontal page views? How can I solve this issue?? <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="match_parent" android:layout_height="match_parent"> <LinearLayout android:orientation="vertical" android:layout_width="match_parent" android:layout_height="match_parent"> <LinearLayout android:layout_weight="33" android:layout_gravity="top" android:orientation="horizontal" android:layout_width="match_parent" android:layout_height="match_parent"> <LinearLayout android:layout_weight="33" android:layout_gravity="center_horizontal" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivinfo" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/information" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text=" Information " /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="center_horizontal" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivheacno" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/heacno" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Get HEAC Number" /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="center_horizontal" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivpi" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/pi" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Personal Information" /> </LinearLayout> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="center" android:orientation="horizontal" android:layout_width="match_parent" android:layout_height="match_parent"> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivassn" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/assn" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Add Social Security Number" /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivvssn" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/vssn" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="View Social Security Number" /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivdssn" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/dssn" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Delete Social Security Number" /> </LinearLayout> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="bottom" android:orientation="horizontal" android:layout_width="match_parent" android:layout_height="match_parent"> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivali" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/ali" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Add Low Income" /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivvli" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/vli" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="View Low Income" /> </LinearLayout> <LinearLayout android:layout_weight="33" android:layout_gravity="left" android:orientation="vertical" android:layout_width="wrap_content" android:layout_height="wrap_content"> <ImageView android:gravity="center" android:layout_weight="50" android:id="@+id/ivdli" android:layout_width="wrap_content" android:layout_gravity="center" android:layout_height="wrap_content" android:src="@drawable/dli" /> <TextView android:layout_height="wrap_content" android:layout_width="wrap_content" android:textColor="@android:color/black" android:layout_weight="50" android:layout_gravity="center" android:gravity="center" android:text="Delete Low Income" /> </LinearLayout> </LinearLayout> </LinearLayout>

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  • Problems with sending a multipart/alternative email with PHP

    - by saturdayplace
    Here's the script that's builds/sends the email: $boundary = md5(date('U')); $to = $email; $subject = "My Subject"; $headers = "From: [email protected]" . "\r\n". "X-Mailer: PHP/".phpversion() ."\r\n". "MIME-Version: 1.0" . "\r\n". "Content-Type: multipart/alternative; boundary=--$boundary". "\r\n". "Content-Transfer-Encoding: 7bit". "\r\n"; $text = "You really ought remember the birthdays"; $html = '<html> <head> <title>Birthday Reminders for August</title> </head> <body> <p>Here are the birthdays upcoming in August!</p> <table> <tr> <th>Person</th><th>Day</th><th>Month</th><th>Year</th> </tr> <tr> <td>Joe</td><td>3rd</td><td>August</td><td>1970</td> </tr> <tr> <td>Sally</td><td>17th</td><td>August</td><td>1973</td> </tr> </table> </body> </html> '; $message = "Multipart Message coming up" . "\r\n\r\n". "--".$boundary. "Content-Type: text/plain; charset=\"iso-8859-1\"" . "Content-Transfer-Encoding: 7bit". $text. "--".$boundary. "Content-Type: text/html; charset=\"iso-8859-1\"". "Content-Transfer-Encoding: 7bit". $html. "--".$boundary."--"; mail("[email protected]", $subject, $message, $headers); It sends the message just fine, and my recipient receives it, but they get the whole thing in text/plain instead of in multipart/alternative. Viewing the source of the received message gives this (lots of cruft removed): Delivered-To: [email protected] Received: by 10.90.100.4 with SMTP id x4cs111413agb; Wed, 25 Mar 2009 16:39:32 -0700 (PDT) Received: by 10.100.153.6 with SMTP id a6mr85081ane.123.1238024372342; Wed, 25 Mar 2009 16:39:32 -0700 (PDT) Return-Path: <[email protected]> --- snip --- Date: Wed, 25 Mar 2009 17:37:36 -0600 (MDT) Message-Id: <[email protected]> To: [email protected] Subject: My Subject From: [email protected] X-Mailer: PHP/4.3.9 MIME-Version: 1.0 Content-Type: text/plain; boundary="--66131caf569f63b24f43d529d8973560" Content-Transfer-Encoding: 7bit X-OriginalArrivalTime: 25 Mar 2009 23:38:30.0531 (UTC) FILETIME=[CDC4E530:01C9ADA2] X-TM-AS-Product-Ver: SMEX-8.0.0.1181-5.600.1016-16540.005 X-TM-AS-Result: No--4.921300-8.000000-31 X-TM-AS-User-Approved-Sender: No X-TM-AS-User-Blocked-Sender: No Multipart Message coming up --66131caf569f63b24f43d529d8973560 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit You really ought remember the birthdays --66131caf569f63b24f43d529d8973560 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: 7bit <html> <head> <title>Birthday Reminders for August</title> </head> <body> <p>Here are the birthdays upcoming in August!</p> <table> <tr> <th>Person</th><th>Day</th><th>Month</th><th>Year</th> </tr> <tr> <td>Joe</td><td>3rd</td><td>August</td><td>1970</td> </tr> <tr> <td>Sally</td><td>17th</td><td>August</td><td>1973</td> </tr> </table> </body> </html> --66131caf569f63b24f43d529d8973560-- It looks like the content-type header is getting changed along the way from multipart/alternative to text/plain. I'm no sysadmin, so if this is a sendmail issue I'm in way over my head. Any suggestions?

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  • Very simple, terse and easy GUI programming “frameworks”

    - by jetxee
    Please list GUI programming libraries, toolkits, frameworks which allow to write GUI apps quickly. I mean in such a way, that GUI is described entirely in a human-readable (and human-writable) plain text file (code) code is terse (1 or 2 lines of code per widget/event pair), suitable for scripting structure and operation of the GUI is evident from the code (nesting of widgets and flow of events) details about how to build the GUI are hidden (things like mainloop, attaching event listeners, etc.) auto-layouts are supported (vboxes, hboxes, etc.) As answers suggest, this may be defined as declarative GUI programming, but it is not necessarily such. Any approach is OK if it works, is easy to use and terse. There are some GUI libraries/toolkits like this. They are listed below. Please extend the list if you see a qualifying toolkit missing. Indicate if the project is crossplatform, mature, active, and give an example if possible. Please use this wiki to discuss only Open Source projects. This is the list so far (in alphabetical order): Fudgets Fudgets is a Haskell library. Platform: Unix. Status: Experimental, but still maintained. An example: import Fudgets main = fudlogue (shellF "Hello" (labelF "Hello, world!" >+< quitButtonF)) GNUstep Renaissance Renaissance allows to describe GUI in simple XML. Platforms: OSX/GNUstep. Status: part of GNUstep. An example below: <window title="Example"> <vbox> <label font="big"> Click the button below to quit the application </label> <button title="Quit" action="terminate:"/> </vbox> </window> HTML HTML-based GUI (HTML + JS). Crossplatform, mature. Can be used entirely on the client side. Looking for a nice “helloworld” example. JavaFX JavaFX is usable for standalone (desktop) apps as well as for web applications. Not completely crossplatform, not yet completely open source. Status: 1.0 release. An example: Frame { content: Button { text: "Press Me" action: operation() { System.out.println("You pressed me"); } } visible: true } Screenshot is needed. Phooey Phooey is another Haskell library. Crossplatform (wxWidgets), HTML+JS backend planned. Mature and active. An example (a little more than a helloworld): ui1 :: UI () ui1 = title "Shopping List" $ do a <- title "apples" $ islider (0,10) 3 b <- title "bananas" $ islider (0,10) 7 title "total" $ showDisplay (liftA2 (+) a b) PythonCard PythonCard describes GUI in a Python dictionary. Crossplatform (wxWidgets). Some apps use it, but the project seems stalled. There is an active fork. I skip PythonCard example because it is too verbose for the contest. Shoes Shoes for Ruby. Platforms: Win/OSX/GTK+. Status: Young but active. A minimal app looks like this: Shoes.app { @push = button "Push me" @note = para "Nothing pushed so far" @push.click { @note.replace "Aha! Click!" } } Tcl/Tk Tcl/Tk. Crossplatform (its own widget set). Mature (probably even dated) and active. An example: #!/usr/bin/env wish button .hello -text "Hello, World!" -command { exit } pack .hello tkwait window . tekUI tekUI for Lua (and C). Platforms: X11, DirectFB. Status: Alpha (usable, but API still evolves). An example: #/usr/bin/env lua ui = require "tek.ui" ui.Application:new { Children = { ui.Window:new { Title = "Hello", Children = { ui.Text:new { Text = "_Hello, World!", Style = "button", Mode = "button", }, }, }, }, }:run() Treethon Treethon for Python. It describes GUI in a YAML file (Python in a YAML tree). Platform: GTK+. Status: work in proress. A simple app looks like this: _import: gtk view: gtk.Window() add: - view: gtk.Button('Hello World') on clicked: print view.get_label() Yet unnamed Python library by Richard Jones: This one is not released yet. The idea is to use Python context managers (with keyword) to structure GUI code. See Richard Jones' blog for details. with gui.vertical: text = gui.label('hello!') items = gui.selection(['one', 'two', 'three']) with gui.button('click me!'): def on_click(): text.value = items.value text.foreground = red XUL XUL + Javascript may be used to create stand-alone desktop apps with XULRunner as well as Mozilla extensions. Mature, open source, crossplatform. <?xml version="1.0"?> <?xml-stylesheet href="chrome://global/skin/" type="text/css"?> <window id="main" title="My App" width="300" height="300" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <caption label="Hello World"/> </window> Thank your for contributions!

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  • asp.net labels and asp.net textboxes are not lining up correctly?

    - by Xaisoft
    My Registration page currently looks like the following: The current styling I have for the above is image is: <style type="text/css"> #contactinfo label { float: left; width: 10em; margin-right: 0.5em; text-align: right; font-size: 14px; } #contactinfo p { padding: 5px; } #contactinfo input[type="text"], input[type="password"] { height: 1.5em; } #contactinfo select { padding: 0.25em; } #contactinfo input[type="text"]:focus, input[type="password"]:focus { background-color: #FFFFE0; } #contactinfo .update { margin-left: 12.5em; } #contactinfo .error { background-color: transparent; } #contactinfo .longtextbox { width: 20em; } #contactinfo .shorttextbox { width: 5em; } </style> and the markup is <div id="contactinfo"> <p> <asp:Label runat="server" AssociatedControlID="txtEmail">Email </asp:Label> <asp:TextBox ID="txtEmail" runat="server" CssClass="longtextbox" /> </p> <p> <asp:Label runat="server" AssociatedControlID="txtFirstName">First Name </asp:Label> <asp:TextBox ID="txtFirstName" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtFirstName" Text="First Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtLastName">Last Name </asp:Label> <asp:TextBox ID="txtLastName" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtLastName" Text="Last Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtBusinessName">Business Name </asp:Label> <asp:TextBox ID="txtBusinessName" runat="server" CssClass="longtextbox" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtBusinessName" Text="Business Name is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtPhone">Phone </asp:Label> <asp:TextBox ID="txtPhone" runat="server" ValidationGroup="AccountValidation" /> </p> <p> <asp:Label runat="server" AssociatedControlID="txtAddress">Address </asp:Label> <asp:TextBox ID="txtAddress" runat="server" CssClass="longtextbox" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator runat="server" ControlToValidate="txtAddress" Text="Address is required." ValidationGroup="AccountValidation" CssClass="error"></asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="txtCity">City </asp:Label><asp:TextBox ID="txtCity" runat="server" ValidationGroup="AccountValidation" /> <asp:RequiredFieldValidator ID="RequiredFieldValidator4" runat="server" ControlToValidate="txtCity" Text="City is required." ValidationGroup="AccountValidation" CssClass="error"> </asp:RequiredFieldValidator> </p> <p> <asp:Label runat="server" AssociatedControlID="ddlState">State </asp:Label> <asp:DropDownList ID="ddlState" runat="server" DataSourceID="dsStates" DataTextField="Name" DataValueField="Id"> </asp:DropDownList> </p> <p> <asp:Label runat="server" AssociatedControlID="txtZipcode">Zipcode</asp:Label> <asp:TextBox ID="txtZipCode" runat="server" CssClass="shorttextbox" ValidationGroup="AccountValidation" /> </p> </div> As you can see from above, I have every label field pair wrapped in a p tag so it breaks to the next line, but I am not sure if I need to do this. I want to get city, state, and zip all on the same line, but as soon as I move all the labels and inputs for city,state,zip into one p tag, it looks like the following and I don't know how to fix it.

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  • jQuery Validation plugin: prompt for override

    - by Sam Carleton
    I have a jQuery form that has validation of a sort. It is a data entry screen with two 'recommend ranges', one is 36-84, the other 50-300. The business rules call for the values to be either blank or greater than zero, but to prompt for confirmation if the values are outside of the range listed above. I have seen some other threads that talk about setting the class="cancel" on the submit button. From what I can tell, this will simply disable the validation. I need to prompt for a "do you want to continue, yes or no?" and if no stop the submit, if yes, continue. Below is an example from the book Pro jQuery. By default the top row needs to be between 10 and 20 to submit. How would you change it so that it prompts you and if you say Yes it submits, no prevents the submit: <!DOCTYPE html> <html> <head> <title>Example</title> <script src="jquery-1.7.js" type="text/javascript"></script> <script src="jquery.tmpl.js" type="text/javascript"></script> <script src="jquery.validate.js" type="text/javascript"></script> <style type="text/css"> h1 { min-width: 70px; border: thick double black; margin-left: auto; margin-right: auto; text-align: center; font-size: x-large; padding: .5em; color: darkgreen; background-image: url("border.png"); background-size: contain; margin-top: 0; } .dtable {display: table;} .drow {display: table-row;} .dcell {display: table-cell; padding: 10px;} .dcell > * {vertical-align: middle} input {width: 2em; text-align: right; border: thin solid black; padding: 2px;} label {width: 5em; padding-left: .5em; display: inline-block;} #buttonDiv {text-align: center;} #oblock {display: block; margin-left: auto; margin-right: auto; min-width: 700px; } div.errorMsg {color: red} .invalidElem {border: medium solid red} </style> <script type="text/javascript"> $(document).ready(function() { var data = [ { name: "Astor", product: "astor", stocklevel: "10", price: "2.99"}, { name: "Daffodil", product: "daffodil", stocklevel: "12", price: "1.99"}, { name: "Rose", product: "rose", stocklevel: "2", price: "4.99"}, { name: "Peony", product: "peony", stocklevel: "0", price: "1.50"}, { name: "Primula", product: "primula", stocklevel: "1", price: "3.12"}, { name: "Snowdrop", product: "snowdrop", stocklevel: "15", price: "0.99"}, ]; var templResult = $('#flowerTmpl').tmpl(data); templResult.slice(0, 3).appendTo('#row1'); templResult.slice(3).appendTo("#row2"); $('form').validate({ highlight: function(element, errorClass) { $(element).add($(element).parent()).addClass("invalidElem"); }, unhighlight: function(element, errorClass) { $(element).add($(element).parent()).removeClass("invalidElem"); }, errorElement: "div", errorClass: "errorMsg" }); $.validator.addClassRules({ flowerValidation: { required: true, min: 0, max: 100, digits: true, } }) $('#row1 input').each(function(index, elem) { $(elem).rules("add", { min: 10, max: 20 }) }); $('input').addClass("flowerValidation").change(function(e) { $('form').validate().element($(e.target)); }); }); </script> <script id="flowerTmpl" type="text/x-jquery-tmpl"> <div class="dcell"> <img src="${product}.png"/> <label for="${product}">${name}: </label> <input name="${product}" value="0" required /> </div> </script> </head> <body> <h1>Jacqui's Flower Shop</h1> <form method="post" action="http://node.jacquisflowershop.com/order"> <div id="oblock"> <div class="dtable"> <div id="row1" class="drow"> </div> <div id="row2"class="drow"> </div> </div> </div> <div id="buttonDiv"><button type="submit">Place Order</button></div> </form> </body> </html>

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  • rowupdating not giving new values.

    - by pankaj
    Hi, I am working on a application where i am using rowupdating event of the gridview. I am using templatefield in my columns so i am not able to get the new values from the textboxws that i am having in the gridview. How can i get the new values from the textboxes. Following is my code in rowupdating: protected void gviewTemplate_RowUpdating(object sender, GridViewUpdateEventArgs e) { gviewTemplate.EditIndex = -1; string rowNum = ViewState["ID"].ToString(); Label lbl2 = (Label)gviewTemplate.Rows[e.RowIndex].FindControl("lblTemplateName"); Label lbl1 = (Label)gviewTemplate.Rows[e.RowIndex].FindControl("lblUploaded"); TextBox txtTempName = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtTemplateName"); TextBox txtHeading = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtHeading"); TextBox txtCoupon = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtCouponText"); TextBox txtBrand = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtBrandName"); TextBox txtSearchText = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtSearch"); TextBox txtDiscount = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtDiscount"); TextBox txtStartDt = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtStartDt"); } i want to get the new values form these textboxes but it is always giving me old values. and yes, e.Newvalues is not giving me anything. It is always empty. This is small extract from my gridview design: <asp:GridView runat="server" AutoGenerateColumns="False" ID="gviewTemplate" onrowdatabound="gviewTemplate_RowDataBound" DataKeyNames="F1" onrowcommand="gviewTemplate_RowCommand" onrowediting="gviewTemplate_RowEditing" onrowcancelingedit="gviewTemplate_RowCancelingEdit" onrowupdating="gviewTemplate_RowUpdating" onrowdeleting="gviewTemplate_RowDeleting" onrowupdated="gviewTemplate_RowUpdated"> <Columns> <asp:TemplateField HeaderText="Uploaded Image"> <EditItemTemplate> <asp:LinkButton Text="Reload" runat="server" OnClick="lbtnReloadImage_Click" CommandName="reload" ID="lbtnReloadImage"></asp:LinkButton> </EditItemTemplate> <ItemTemplate> <table id="Table2" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label Runat="server" Text='<%# Eval("Uploaded") %>' ID="lblUploaded"></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Template Name"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtTemplateName" Width="60" Runat="server" Text='<%# Eval("F1") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator1" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtTemplateName">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table3" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label ID="lblTemplateName" runat="server" Text='<%# Eval("F1") %>'></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Heading"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtHeading" Runat="server" Width="60" Text='<%# Eval("F2") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator2" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtHeading">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table4" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label ID="lblHeading" runat="server" Text='<%# Eval("F2") %>'></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Coupon Text"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtCouponText" Runat="server" Width="80" Text='<%# Bind("F3") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator3" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtCouponText">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table5" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label Runat="server" Text='<%# Bind("F3") %>' ID="lblCouponText"></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> Can anyone please tell me how to get the new values from these textboxes?

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  • Php mail pulling form data from previous page

    - by Mark
    So I have a form being filled out on one php like so: <p> <label for="first_name">First Name: </label> <input type="text" size="30" name="first_name" id="first_name"/> </p> <p> <label for="last_name"> Last Name:</label> <input type="text" size="30" name="last_name" id="last_name"/> </p> <p> <label for="address_street">Street:</label> <input type="text" size="30" name="address_street" id="address_street"/> </p> <p> <label for="address_city">City:</label> <input type="text" size="30" name="address_city" id="address_city"/> </p> <p> <label for="address_state">State/Province:</label> <input type="text" size="30" name="address_state" id="address_state"/> </p> <p> <label for="email">Your e-mail: </label> <input type="text" size="30" name="email" id="email"/> </p> <p> <label for="phone">Your phone number: </label> <input type="text" size="30" name="phone" id="phone"/> </p> This is on one php page. From here, it goes to another php which part of it contains script to send a html email to recipient. Problem is, I cannot seem to get it to pull the variables even though I thought I declared them correctly and mixed them into the html correctly. <?php $first_name = $_POST['first_name']; $last_name = $_POST['last_name']; $to = "[email protected], [email protected]"; $subject = "HTML email for ALPS"; $message .= ' <html> <body> <div style="display: inline-block; width: 28%; float: left;"> <img src="http://englishintheusa.com/images/alps-logo.jpg" alt="ALPS Language School" /> </div> <div style="display: inline-block; width: 68%; float: right;"> <p style="color: #4F81BD; font-size: 20px; text-decoration: underline;">Thanks You For Your Inquiry!</p> </div> <div style="padding-left: 20px; color: #666666; font-size: 16.8px; clear: both;"> <p>Dear $first_name $last_name ,</p> </br > <p>Thank you for the following inquiry:</p> </br > </br > </br > </br > <p>****Comment goes here****</p> </br > </br > <p>We will contact you within 2 business days. Our office is open Monday-Friday, 8:30 AM - 5:00 PM Pacific Standard Time.</p> </br > <p>Thank you for your interest!</p> </br > </br > <p>Best Regards,</p> </br > </br > <p>ALPS Language School</p> </br > </br > <p>430 Broadway East</p> <p>Seattle WA 98102</p> <p>Phone: 206.720.6363</p> <p>Fax: 206. 720.1806</p> <p>Email: [email protected]</p> </div> </body> </html>'; // Always set content-type when sending HTML email $headers .= "MIME-Version: 1.0" . "\r\n"; $headers .= "Content-type:text/html;charset=UTF-8" . "\r\n"; // More headers mail($to,$subject,$message,$headers); ?> So you see where I am trying to get first_name and last_name. Well it doesn't come out correctly. Can someone help here?

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  • how to find datakeys in oncheckedchanged event ?

    - by subodh
    <asp:Panel ID="pnlFocusAreaPanel" runat="server" GroupingText="Focus Area" Width="800"> <table cellspacing="0" cellpadding="0" width="750"> <tr> <td> <asp:GridView ID="dgFocusAreaDetails" runat="server" Width="100%" CssClass="dgStyle" AutoGenerateColumns="False" BorderColor="Silver" BorderWidth="1px" CellPadding="0" ShowHeader="False" OnSelectedIndexChanged="dgFocusAreaDetails_SelectedIndexChanged" DataKeyNames="PK_ID"> <FooterStyle Font-Underline="True" HorizontalAlign="Center" VerticalAlign="Middle"> </FooterStyle> <Columns> <asp:TemplateField HeaderText="Focus Area" HeaderStyle-BackColor="Silver"> <ItemStyle Width="90%" /> <ItemTemplate> <asp:Label runat="server" ID="lblFocusArea" Text='<%# DataBinder.Eval(Container.DataItem, "FOCUS_AREA_NAME").ToString()%>'> </asp:Label> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Is Current Valid" HeaderStyle-BackColor="Silver"> <ItemStyle Width="10%" HorizontalAlign="Center" /> <ItemTemplate> <asp:CheckBox ID="chkFocusArea" runat="server" OnCheckedChanged="OnCheckChangedEvent" AutoPostBack="true" /> </ItemTemplate> </asp:TemplateField> </Columns> </asp:GridView> </td> </tr> <tr> <td align="left"> <asp:TextBox ID="txtFocusArea" runat="server" Width="300px" CausesValidation="true" CssClass="txtStyle" ValidationGroup="focusArea"> </asp:TextBox> <cc1:TextBoxWatermarkExtender ID="txtFocusAreaWaterMark" runat="server" TargetControlID="txtFocusArea" WatermarkText="Add Focus Area" WatermarkCssClass="WaterMarkStyle"> </cc1:TextBoxWatermarkExtender> <asp:Button ID="btnAddFocusArea" runat="server" Text="AddFocusArea" CssClass="btnStyle" OnClick="btnAddFocusArea_Click" CausesValidation="true" ValidationGroup="focusArea" /> <asp:RequiredFieldValidator ID="reqtxtFocusArea" runat="server" ControlToValidate="txtFocusArea" ErrorMessage="Please enter focus area" Display="Dynamic" ValidationGroup="focusArea"> </asp:RequiredFieldValidator> <asp:RegularExpressionValidator ID="regexFocusArea" runat="server" ErrorMessage="Invalid characters(<,>,#)" ControlToValidate="txtFocusArea" ValidationExpression="^([^&lt;#&gt;]*)$" ValidationGroup="focusArea" Display="Dynamic" SetFocusOnError="true"> </asp:RegularExpressionValidator> </td> </tr> </table> </asp:Panel> and in code behind protected void btnAddFocusArea_Click(object sender, EventArgs e) { string strFocusArea = txtFocusArea.Text; OleDbConnection myConnection = new OleDbConnection(ConfigurationSettings.AppSettings["SQLConnectionString"]); if (strFocusArea == string.Empty || strFocusArea == txtFocusAreaWaterMark.WatermarkText) { lblError.Text = "Focus area is not entered"; } else { string insertQuery = "INSERT INTO LK_CODECAT_FOCUS_AREA(FOCUS_AREA_NAME,FK_ADDED_BY,ADDED_ON) "+ " VALUES('" + strFocusArea + "', "+Session["UserID"] +", GETDATE())"; try { myConnection.Open(); OleDbCommand myCommandToInsert = new OleDbCommand(insertQuery, myConnection); myCommandToInsert.ExecuteNonQuery(); } catch(Exception exc) { ExceptionLogger.LogException(exc); } finally { if (myConnection != null) { myConnection.Close(); } } PopulateFocusArea(); } txtFocusArea.Text = txtFocusAreaWaterMark.WatermarkText; } private void PopulateFocusArea() { OleDbConnection myConnection = new OleDbConnection(ConfigurationSettings.AppSettings["SQLConnectionString"]); string selectQuery = "SELECT PK_ID, FOCUS_AREA_NAME, IS_CURRENT_FOCUS FROM LK_CODECAT_FOCUS_AREA LKCFA ORDER BY FOCUS_AREA_NAME"; if (Session["RoleID"].ToString() == "1" || ((Session["WorkID"].ToString() != "9") || (Session["WorkID2"].ToString() != "9") || (Session["WorkID3"].ToString() != "9"))) { try { myConnection.Open(); OleDbCommand myCommandFocusArea = new OleDbCommand(selectQuery, myConnection); OleDbDataAdapter myAdapter = new OleDbDataAdapter(myCommandFocusArea); DataSet ds = new DataSet(); myAdapter.Fill(ds); dgFocusAreaDetails.DataSource = ds; dgFocusAreaDetails.ShowHeader = true; dgFocusAreaDetails.DataBind(); } catch (Exception exc) { ExceptionLogger.LogException(exc); } finally { if (myConnection != null) { myConnection.Close(); } } } } protected void dgFocusAreaDetails_SelectedIndexChanged(object sender, EventArgs e) { string selectedCategory = dgFocusAreaDetails.SelectedRow.Cells[1].Text; int index = dgFocusAreaDetails.SelectedIndex; lblError.Text = dgFocusAreaDetails.DataKeys[index].Value.ToString(); } public void OnCheckChangedEvent(object sender, EventArgs e) { CheckBox chk = (CheckBox)sender; string chkfocusarea = ((Control)chk).ID; //string focusAreaDetails = dgFocusAreaDetails.SelectedRow.Cells[0].Text; int index =Convert.ToInt32(dgFocusAreaDetails.SelectedIndex); if (chk.Checked) { string updateQuery = "UPDATE [LK_CODECAT_FOCUS_AREA] SET [IS_CURRENT_FOCUS] = 1 WHERE PK_ID = " +Convert.ToInt32( dgFocusAreaDetails.DataKeys[index].Value)+" "; } else { lblError.Text = "unchecked"; } } i want to know how i find the datakeyvalue on checked event.

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  • How to obtain listview information without refreshing the page?

    - by user1808098
    I am currently developing an Android Application for my Final Year Project. But to be honest I do not have any basic knowledges and everything started from scratch and referring to online tutorials a lot. Here is my question, I was trying to retrieve data from listview activity. There are two listview in my page using button. I was able to display the first listview but when it get data for the second listview, the data for first listview is disappeared because the page is refreshed, vice versa. What code should I modified to get both the data in the page? (Database not implemented yet) Please help, thanks a lot. Below are my codings. Codings for XML. <!-- Location --> <TextView android:id="@+id/TextViewLocation" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:layout_marginBottom="10dip" android:text="Location Information" android:gravity="center" android:textSize="15dip" android:textColor="#025f7c"/> <!-- Condition Label --> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#372c24" android:text="Traffic Condition"/> <Button android:id="@+id/inputListView" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:layout_marginBottom="10dip" android:text="choose one..."/> <!-- Comment Label --> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#372c24" android:text="What's Happening?"/> <Button android:id="@+id/inputListView2" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:layout_marginBottom="10dip" android:text="choose one..."/> <!-- Suggestion Label --> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:textColor="#372c24" android:text="Comments / Suggestion"/> <EditText android:layout_width="fill_parent" android:layout_height="80dp" android:layout_marginTop="5dip" android:layout_marginBottom="10dip" android:singleLine="true"/> <!-- Image button --> <Button android:id="@+id/btnImage" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:text="Upload Image"/> <!-- Report button --> <Button android:id="@+id/btnReportCheckin" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:text="Report"/> <!-- Link to Logout --> <TextView android:id="@+id/linkLogout" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="5dip" android:layout_marginBottom="40dip" android:text="Log Out" android:gravity="center" android:textSize="20dip" android:textColor="#025f7c"/> </LinearLayout> <!-- Check or Report Form Ends --> Codings for Activity Class public class CheckinActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Set View to checkin.xml setContentView(R.layout.checkin); /* TextView LocationView = (TextView) findViewById(R.id.TextViewLocation); Intent h = getIntent(); // getting attached intent data String address = h.getStringExtra("address"); // displaying selected product name LocationView.setText(address); */ Button ListViewScreen = (Button) findViewById(R.id.inputListView); //Listening to Button ListViewScreen.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { //Switching to ListView Screen Intent i = new Intent(getApplicationContext(), ListViewActivity.class); startActivity(i); } } ); Button SelectedView = (Button) findViewById(R.id.inputListView); Intent i = getIntent(); // getting attached intent data String product = i.getStringExtra("product"); // displaying selected product name SelectedView.setText(product); Button ListView2Screen = (Button) findViewById(R.id.inputListView2); //Listening to Button ListView2Screen.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { //Switching to ListView Screen Intent j = new Intent(getApplicationContext(), ListView2Activity.class); startActivity(j); } } ); Button SelectedView2 = (Button) findViewById(R.id.inputListView2); Intent j = getIntent(); // getting attached intent data String product2 = j.getStringExtra("product2"); // displaying selected product name SelectedView2.setText(product2); TextView Logout = (TextView) findViewById(R.id.linkLogout); // Listening to Log out Logout.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { // Closing menu screen // Switching to Login Screen/closing register screen finish(); } }); } } Coding for listview class public class ListViewActivity extends ListActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // storing string resources into Array String[] traffic_condition = getResources().getStringArray(R.array.traffic_condition); // Binding resources Array to ListAdapter this.setListAdapter(new ArrayAdapter<String>(this, R.layout.listitem, R.id.listViewLayout, traffic_condition)); ListView lv = getListView(); // listening to single list item on click lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { // selected item String product = ((TextView) view).getText().toString(); // Launching new Activity on selecting single List Item Intent i = new Intent(getApplicationContext(), CheckinActivity.class); // sending data to new activity i.putExtra("product", product); startActivity(i); } }); } } Hope I made myself clear, I can provide a screen shot of my apps if it is required, thanks!

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  • Explain to me the following VS 2010 Extension Sample code..

    - by ealshabaan
    Coders, I am building a VS 2010 extension and I am experimenting around some of the samples that came with the VS 2010 SDK. One of the sample projects is called TextAdornment. In that project there is a weirdo class that looks like the following: [Export(typeof(IWpfTextViewCreationListener))] [ContentType("text")] [TextViewRole(PredefinedTextViewRoles.Document)] internal sealed class TextAdornment1Factory : IWpfTextViewCreationListener While I was experimenting with this project, I tried to debug the project to see the flow of the program and I noticed that this class gets hit when I first start the debugging. Now my question is the following: what makes this class being the first class to get called when VS starts? In other words, why this class gets active and it runs as of some code instantiate an object of this class type? Here is the only two files in the sample project: TextAdornment1Factory.cs using System.ComponentModel.Composition; using Microsoft.VisualStudio.Text.Editor; using Microsoft.VisualStudio.Utilities; namespace TextAdornment1 { #region Adornment Factory /// /// Establishes an to place the adornment on and exports the /// that instantiates the adornment on the event of a 's creation /// [Export(typeof(IWpfTextViewCreationListener))] [ContentType("text")] [TextViewRole(PredefinedTextViewRoles.Document)] internal sealed class TextAdornment1Factory : IWpfTextViewCreationListener { /// /// Defines the adornment layer for the adornment. This layer is ordered /// after the selection layer in the Z-order /// [Export(typeof(AdornmentLayerDefinition))] [Name("TextAdornment1")] [Order(After = PredefinedAdornmentLayers.Selection, Before = PredefinedAdornmentLayers.Text)] [TextViewRole(PredefinedTextViewRoles.Document)] public AdornmentLayerDefinition editorAdornmentLayer = null; /// <summary> /// Instantiates a TextAdornment1 manager when a textView is created. /// </summary> /// <param name="textView">The <see cref="IWpfTextView"/> upon which the adornment should be placed</param> public void TextViewCreated(IWpfTextView textView) { new TextAdornment1(textView); } } #endregion //Adornment Factory } TextAdornment1.cs using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Microsoft.VisualStudio.Text; using Microsoft.VisualStudio.Text.Editor; using Microsoft.VisualStudio.Text.Formatting; namespace TextAdornment1 { /// ///TextAdornment1 places red boxes behind all the "A"s in the editor window /// public class TextAdornment1 { IAdornmentLayer _layer; IWpfTextView _view; Brush _brush; Pen _pen; ITextView textView; public TextAdornment1(IWpfTextView view) { _view = view; _layer = view.GetAdornmentLayer("TextAdornment1"); textView = view; //Listen to any event that changes the layout (text changes, scrolling, etc) _view.LayoutChanged += OnLayoutChanged; _view.Closed += new System.EventHandler(_view_Closed); //selectedText(); //Create the pen and brush to color the box behind the a's Brush brush = new SolidColorBrush(Color.FromArgb(0x20, 0x00, 0x00, 0xff)); brush.Freeze(); Brush penBrush = new SolidColorBrush(Colors.Red); penBrush.Freeze(); Pen pen = new Pen(penBrush, 0.5); pen.Freeze(); _brush = brush; _pen = pen; } void _view_Closed(object sender, System.EventArgs e) { MessageBox.Show(textView.Selection.IsEmpty.ToString()); } /// <summary> /// On layout change add the adornment to any reformatted lines /// </summary> private void OnLayoutChanged(object sender, TextViewLayoutChangedEventArgs e) { foreach (ITextViewLine line in e.NewOrReformattedLines) { this.CreateVisuals(line); } } private void selectedText() { } /// <summary> /// Within the given line add the scarlet box behind the a /// </summary> private void CreateVisuals(ITextViewLine line) { //grab a reference to the lines in the current TextView IWpfTextViewLineCollection textViewLines = _view.TextViewLines; int start = line.Start; int end = line.End; //Loop through each character, and place a box around any a for (int i = start; (i < end); ++i) { if (_view.TextSnapshot[i] == 'a') { SnapshotSpan span = new SnapshotSpan(_view.TextSnapshot, Span.FromBounds(i, i + 1)); Geometry g = textViewLines.GetMarkerGeometry(span); if (g != null) { GeometryDrawing drawing = new GeometryDrawing(_brush, _pen, g); drawing.Freeze(); DrawingImage drawingImage = new DrawingImage(drawing); drawingImage.Freeze(); Image image = new Image(); image.Source = drawingImage; //Align the image with the top of the bounds of the text geometry Canvas.SetLeft(image, g.Bounds.Left); Canvas.SetTop(image, g.Bounds.Top); _layer.AddAdornment(AdornmentPositioningBehavior.TextRelative, span, null, image, null); } } } } } }

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  • get iframe property and content

    - by zeroSeven
    is there a way to get the iframe properties and content and be able to display it? example: type it as Rich Text Editor on the iframe and it will be displayed as<b>Rich Text Editor</b> on some part of the page. Rich Text Editor == <b>Rich Text Editor</b> thank you in advance. <html> <head> <title>Rich Text Editor</title> </head> <script type="text/javascript"> function def() { document.getElementById("textEditor").contentWindow.document.designMode="on"; textEditor.document.open(); textEditor.document.write('<head><style type="text/css">body{ font-family:arial; font-size:13px;}</style></head>'); textEditor.document.close(); document.getElementById("fonts").selectedIndex=0; document.getElementById("size").selectedIndex=1; document.getElementById("color").selectedIndex=0; } function fontEdit(x,y) { document.getElementById("textEditor").contentWindow.document.execCommand(x,"",y); textEditor.focus(); } </script> <body onLoad="def()"> <center> <div style="width:500px; text-align:left; margin-bottom:10px "> <input type="button" id="bold" style="height:21px; width:21px; font-weight:bold;" value="B" onClick="fontEdit('bold')" /> <input type="button" id="italic" style="height:21px; width:21px; font-style:italic;" value="I" onClick="fontEdit('italic')" /> <input type="button" id="underline" style="height:21px; width:21px; text-decoration:underline;" value="U" onClick="fontEdit('underline')" /> | <input type="button" style="height:21px; width:21px;"value="L" onClick="fontEdit('justifyleft')" title="align left" /> <input type="button" style="height:21px; width:21px;"value="C" onClick="fontEdit('justifycenter')" title="center" /> <input type="button" style="height:21px; width:21px;"value="R" onClick="fontEdit('justifyright')" title="align right" /> | <select id="fonts" onChange="fontEdit('fontname',this[this.selectedIndex].value)"> <option value="Arial">Arial</option> <option value="Comic Sans MS">Comic Sans MS</option> <option value="Courier New">Courier New</option> <option value="Monotype Corsiva">Monotype</option> <option value="Tahoma">Tahoma</option> <option value="Times">Times</option> </select> <select id="size" onChange="fontEdit('fontsize',this[this.selectedIndex].value)"> <option value="1">1</option> <option value="2">2</option> <option value="3">3</option> <option value="4">4</option> <option value="5">5</option> </select> <select id="color" onChange="fontEdit('ForeColor',this[this.selectedIndex].value)"> <option value="black">-</option> <option style="color:red;" value="red">-</option> <option style="color:blue;" value="blue">-</option> <option style="color:green;" value="green">-</option> <option style="color:pink;" value="pink">-</option> </select> | <input type="button" style="height:21px; width:21px;"value="1" onClick="fontEdit('insertorderedlist')" title="Numbered List" /> <input type="button" style="height:21px; width:21px;"value="?" onClick="fontEdit('insertunorderedlist')" title="Bullets List" /> <input type="button" style="height:21px; width:21px;"value="?" onClick="fontEdit('outdent')" title="Outdent" /> <input type="button" style="height:21px; width:21px;"value="?" onClick="fontEdit('indent')" title="Indent" /> </div> <iframe id="textEditor" style="width:500px; height:170px;"> </iframe> </center> </body>

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  • PHP Array issue - not looping through foreach...

    - by Homer_J
    Ok, Here is the code: function fetch_questions($page) { global $link; $proc = mysqli_prepare($link, "SELECT * FROM tquestions_cwh WHERE page = ?"); mysqli_stmt_bind_param($proc, "i", $page); mysqli_stmt_execute($proc); $rows = array(); stmt_bind_assoc($proc, $rowq); // loop through all result rows while ($proc->fetch()) { // print_r($rowq); $rows[]=$rowq; } mysqli_stmt_close($proc); mysqli_clean_connection($link); return($rows); } I then add this to a php variable, like so: $qs = fetch_questions($page); I then loop through is, like so: foreach($qs as $value){ echo "<tr>".$value['qnum']." is the questions number and the question text is ".$value['qtext'].". The page and q values are ".$value['page']." and ".$value['questions']." respectively.</tr>"; The output, however is this: 8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively.8 is the questions number and the question text is I know how what I do fits into my team's objectives. The page and q values are 1 and q8 respectively. Which is not what I want, for information purposes, the array using the print function looks like this: Array ( [0] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [1] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [2] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [3] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [4] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [5] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [6] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) [7] => Array ( [questions] => q8 [qnum] => 8 [qtext] => I know how what I do fits into my team's objectives [page] => 1 ) ) Clearly it's not looping through and displaying each row as it should...any advice? Homer.

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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