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  • Codeigniter view file looping query

    - by user2505513
    Right, I'm unsure about how to code my view file to generate following query results WITHOUT compromising the principles of mvc. Query in model: SELECT * FROM events GROUP BY country, area ORDER BY country, area View: <?php if (isset($query)):?> <?php foreach ($query as $row):?> <h2><?=$row->country?></h2> <h3><?=$row->area?></h3> <?php endforeach;?> <?php endif;?> I want the results to display: England North South West - utilising the GROUP BY parameter As opposed to: England North England South England West Has anybody any advice as to how to achieve this?

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  • Inline Zend Navigation links in view content saved to db

    - by takeshin
    I'm storing the page content in the database (both as markup and HTML code) and displaying this content in the view (let's say it's CMS or forum post). The this data have also some links to internal pages existing in sitemap (Zend_Navigation object). It's easy to insert the link in page body just by using <a> tag. But the contents of this inline links does not change when I update the sorce XML for Zend Navigation (url's, attributes, ACL permissions). How do you handle this case? Special markup for the link, converting the link using url view helper? Iterate Zend_Navigation object extracting specific link (one by one)?

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  • How do I get the action name from a base controller?

    - by griegs
    Hi, I'd like to implement a base controller on one of my controllers. Within that base controller, I'd like to be able to get the current executing ActionResult name. How would I go about doing this? public class HomeController : ControllerBase { public ActionResult Index() { And; public class ControllerBase : Controller { public ControllerBase() { //method which will get the executing ActionResult } }

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  • Skinny controller in ASP.NET MVC 4

    - by thangchung
    Rails community are always inspire a lot of best ideas. I really love this community by the time. One of these is "Fat models and skinny controllers". I have spent a lot of time on ASP.NET MVC, and really I did some miss-takes, because I made the controller so fat. That make controller is really dirty and very hard to maintain in the future. It is violate seriously SRP principle and KISS as well. But how can we achieve that in ASP.NET MVC? That question is really clear after I read "Manning ASP.NET MVC 4 in Action". It is simple that we can separate it into ActionResult, and try to implementing logic and persistence data inside this. In last 2 years, I have read this from Jimmy Bogard blog, but in that time I never had a consideration about it. That's enough for talking now. I just published a sample on ASP.NET MVC 4, implemented on Visual Studio 2012 RC at here. I used EF framework at here for implementing persistence layer, and also use 2 free templates from internet to make the UI for this sample. In this sample, I try to implementing the simple magazine website that managing all articles, categories and news. It is not finished at all in this time, but no problems, because I just show you about how can we make the controller skinny. And I wanna hear more about your ideas. The first thing, I am abstract the base ActionResult class like this:    public abstract class MyActionResult : ActionResult, IEnsureNotNull     {         public abstract void EnsureAllInjectInstanceNotNull();     }     public abstract class ActionResultBase<TController> : MyActionResult where TController : Controller     {         protected readonly Expression<Func<TController, ActionResult>> ViewNameExpression;         protected readonly IExConfigurationManager ConfigurationManager;         protected ActionResultBase (Expression<Func<TController, ActionResult>> expr)             : this(DependencyResolver.Current.GetService<IExConfigurationManager>(), expr)         {         }         protected ActionResultBase(             IExConfigurationManager configurationManager,             Expression<Func<TController, ActionResult>> expr)         {             Guard.ArgumentNotNull(expr, "ViewNameExpression");             Guard.ArgumentNotNull(configurationManager, "ConfigurationManager");             ViewNameExpression = expr;             ConfigurationManager = configurationManager;         }         protected ViewResult GetViewResult<TViewModel>(TViewModel viewModel)         {             var m = (MethodCallExpression)ViewNameExpression.Body;             if (m.Method.ReturnType != typeof(ActionResult))             {                 throw new ArgumentException("ControllerAction method '" + m.Method.Name + "' does not return type ActionResult");             }             var result = new ViewResult             {                 ViewName = m.Method.Name             };             result.ViewData.Model = viewModel;             return result;         }         public override void ExecuteResult(ControllerContext context)         {             EnsureAllInjectInstanceNotNull();         }     } I also have an interface for validation all inject objects. This interface make sure all inject objects that I inject using Autofac container are not null. The implementation of this as below public interface IEnsureNotNull     {         void EnsureAllInjectInstanceNotNull();     } Afterwards, I am just simple implementing the HomePageViewModelActionResult class like this public class HomePageViewModelActionResult<TController> : ActionResultBase<TController> where TController : Controller     {         #region variables & ctors         private readonly ICategoryRepository _categoryRepository;         private readonly IItemRepository _itemRepository;         private readonly int _numOfPage;         public HomePageViewModelActionResult(Expression<Func<TController, ActionResult>> viewNameExpression)             : this(viewNameExpression,                    DependencyResolver.Current.GetService<ICategoryRepository>(),                    DependencyResolver.Current.GetService<IItemRepository>())         {         }         public HomePageViewModelActionResult(             Expression<Func<TController, ActionResult>> viewNameExpression,             ICategoryRepository categoryRepository,             IItemRepository itemRepository)             : base(viewNameExpression)         {             _categoryRepository = categoryRepository;             _itemRepository = itemRepository;             _numOfPage = ConfigurationManager.GetAppConfigBy("NumOfPage").ToInteger();         }         #endregion         #region implementation         public override void ExecuteResult(ControllerContext context)         {             base.ExecuteResult(context);             var cats = _categoryRepository.GetCategories();             var mainViewModel = new HomePageViewModel();             var headerViewModel = new HeaderViewModel();             var footerViewModel = new FooterViewModel();             var mainPageViewModel = new MainPageViewModel();             headerViewModel.SiteTitle = "Magazine Website";             if (cats != null && cats.Any())             {                 headerViewModel.Categories = cats.ToList();                 footerViewModel.Categories = cats.ToList();             }             mainPageViewModel.LeftColumn = BindingDataForMainPageLeftColumnViewModel();             mainPageViewModel.RightColumn = BindingDataForMainPageRightColumnViewModel();             mainViewModel.Header = headerViewModel;             mainViewModel.DashBoard = new DashboardViewModel();             mainViewModel.Footer = footerViewModel;             mainViewModel.MainPage = mainPageViewModel;             GetViewResult(mainViewModel).ExecuteResult(context);         }         public override void EnsureAllInjectInstanceNotNull()         {             Guard.ArgumentNotNull(_categoryRepository, "CategoryRepository");             Guard.ArgumentNotNull(_itemRepository, "ItemRepository");             Guard.ArgumentMustMoreThanZero(_numOfPage, "NumOfPage");         }         #endregion         #region private functions         private MainPageRightColumnViewModel BindingDataForMainPageRightColumnViewModel()         {             var mainPageRightCol = new MainPageRightColumnViewModel();             mainPageRightCol.LatestNews = _itemRepository.GetNewestItem(_numOfPage).ToList();             mainPageRightCol.MostViews = _itemRepository.GetMostViews(_numOfPage).ToList();             return mainPageRightCol;         }         private MainPageLeftColumnViewModel BindingDataForMainPageLeftColumnViewModel()         {             var mainPageLeftCol = new MainPageLeftColumnViewModel();             var items = _itemRepository.GetNewestItem(_numOfPage);             if (items != null && items.Any())             {                 var firstItem = items.First();                 if (firstItem == null)                     throw new NoNullAllowedException("First Item".ToNotNullErrorMessage());                 if (firstItem.ItemContent == null)                     throw new NoNullAllowedException("First ItemContent".ToNotNullErrorMessage());                 mainPageLeftCol.FirstItem = firstItem;                 if (items.Count() > 1)                 {                     mainPageLeftCol.RemainItems = items.Where(x => x.ItemContent != null && x.Id != mainPageLeftCol.FirstItem.Id).ToList();                 }             }             return mainPageLeftCol;         }         #endregion     }  Final step, I get into HomeController and add some line of codes like this [Authorize]     public class HomeController : BaseController     {         [AllowAnonymous]         public ActionResult Index()         {             return new HomePageViewModelActionResult<HomeController>(x=>x.Index());         }         [AllowAnonymous]         public ActionResult Details(int id)         {             return new DetailsViewModelActionResult<HomeController>(x => x.Details(id), id);         }         [AllowAnonymous]         public ActionResult Category(int id)         {             return new CategoryViewModelActionResult<HomeController>(x => x.Category(id), id);         }     } As you see, the code in controller is really skinny, and all the logic I move to the custom ActionResult class. Some people said, it just move the code out of controller and put it to another class, so it is still hard to maintain. Look like it just move the complicate codes from one place to another place. But if you have a look and think it in details, you have to find out if you have code for processing all logic that related to HttpContext or something like this. You can do it on Controller, and try to delegating another logic  (such as processing business requirement, persistence data,...) to custom ActionResult class. Tell me more your thinking, I am really willing to hear all of its from you guys. All source codes can be find out at here. Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="http://weblogs.asp.net//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs");

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  • Behaviour Driven Maturity Model

    - by Michael Stephenson
    Originally posted on: http://geekswithblogs.net/michaelstephenson/archive/2013/07/02/153326.aspxFor anyone who is interested I have written a small paper about the theory behind the BizTalk Maturity Assessment using a generic framework I have called the "Behaviour Driven Maturity Model" and then how it could be applied to the assessment of other subjects.The paper is on the following link:http://btsmaturity.blob.core.windows.net/behaviour-driven-model/Behaviour%20Based%20Maturity%20Model%20-%20Introduction.pdfIf you would like to create a model for a different subject area based on the details of this paper then I would encourage this as much as possible, all I ask is the following:1. Let us know your doing it so we can help tell people about each others activities2. Make it free to the community3. Reference back to BizTalkMaturity.com as the source of your model

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  • NEC Corporation uPD720200 USB 3.0 controller doesn't run at full speed

    - by Radek Zyskowski
    I have fresh install of Ubuntu 10.10. I have external HD on USB 3.0. Trying to connect this via PCI Express NEC controller. dmesg: [ 8966.820078] usb 6-3: new high speed USB device using xhci_hcd and address 0 [ 8966.839831] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.840580] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.841329] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.842079] xhci_hcd 0000:02:00.0: WARN: short transfer on control ep [ 8966.843343] scsi8 : usb-storage 6-3:1.0 [ 8967.847144] scsi 8:0:0:0: Direct-Access SAMSUNG HD204UI 1AQ1 PQ: 0 ANSI: 5 [ 8967.847589] sd 8:0:0:0: Attached scsi generic sg2 type 0 [ 8967.847923] sd 8:0:0:0: [sdb] 3907029168 512-byte logical blocks: (2.00 TB/1.81 TiB) [ 8967.848341] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.850959] sd 8:0:0:0: [sdb] Write Protect is off [ 8967.850963] sd 8:0:0:0: [sdb] Mode Sense: 23 00 00 00 [ 8967.850966] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.851818] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.852365] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.852370] sdb: sdb1 [ 8967.871315] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.871853] sd 8:0:0:0: [sdb] Assuming drive cache: write through [ 8967.871856] sd 8:0:0:0: [sdb] Attached SCSI disk [ 8967.950728] xhci_hcd 0000:02:00.0: WARN: Stalled endpoint [ 8967.951355] sd 8:0:0:0: [sdb] Sense Key : Recovered Error [current] [descriptor] [ 8967.951361] Descriptor sense data with sense descriptors (in hex): [ 8967.951363] 72 01 04 1d 00 00 00 0e 09 0c 00 00 00 00 00 00 [ 8967.951375] 00 00 00 00 00 50 [ 8967.951380] sd 8:0:0:0: [sdb] ASC=0x4 ASCQ=0x1d [ 8968.790076] xhci_hcd 0000:02:00.0: HC died; cleaning up [ 8968.790076] usb 6-3: USB disconnect, address 2 [ 8999.008554] scsi 8:0:0:0: [sdb] Unhandled error code [ 8999.008558] scsi 8:0:0:0: [sdb] Result: hostbyte=DID_TIME_OUT driverbyte=DRIVER_OK [ 8999.008562] scsi 8:0:0:0: [sdb] CDB: Read(10): 28 00 74 70 97 39 00 00 3e 00 [ 8999.008573] end_request: I/O error, dev sdb, sector 1953535801 [ 8999.008578] Buffer I/O error on device sdb1, logical block 1953535738 [ 8999.008582] Buffer I/O error on device sdb1, logical block 1953535739 [ 8999.008585] Buffer I/O error on device sdb1, logical block 1953535740 [ 8999.008589] Buffer I/O error on device sdb1, logical block 1953535741 [ 8999.008592] Buffer I/O error on device sdb1, logical block 1953535742 [ 8999.008595] Buffer I/O error on device sdb1, logical block 1953535743 [ 8999.008600] Buffer I/O error on device sdb1, logical block 1953535744 [ 8999.008603] Buffer I/O error on device sdb1, logical block 1953535745 [ 8999.008606] Buffer I/O error on device sdb1, logical block 1953535746 [ 8999.008609] Buffer I/O error on device sdb1, logical block 1953535747 [ 8999.008642] scsi 8:0:0:0: rejecting I/O to offline device [ 8999.008747] scsi 8:0:0:0: [sdb] Unhandled error code [ 8999.008749] scsi 8:0:0:0: [sdb] Result: hostbyte=DID_NO_CONNECT driverbyte=DRIVER_OK [ 8999.008752] scsi 8:0:0:0: [sdb] CDB: Read(10): 28 00 74 70 97 77 00 00 3e 00 [ 8999.008760] end_request: I/O error, dev sdb, sector 1953535863 sudo lspci -v 2:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30) Physical Slot: 32 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at fe9fe000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable- Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [140] Device Serial Number ff-ff-ff-ff-ff-ff-ff-ff Capabilities: [150] #18 Kernel driver in use: xhci_hcd Kernel modules: xhci-hcd If I try to put into this controller any USB 2.0, it works fine. But USB 3.0 nope. Any idea?

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • A Semantic Model For Html: TagBuilder and HtmlTags

    - by Ryan Ohs
    In this post I look into the code smell that is HTML literals and show how we can refactor these pesky strings into a friendlier and more maintainable model.   The Problem When I started writing MVC applications, I quickly realized that I built a lot of my HTML inside HtmlHelpers. As I did this, I ended up moving quite a bit of HTML into string literals inside my helper classes. As I wanted to add more attributes (such as classes) to my tags, I needed to keep adding overloads to my helpers. A good example of this end result is the default html helpers that come with the MVC framework. Too many overloads make me crazy! The problem with all these overloads is that they quickly muck up the API and nobody can remember exactly what order the parameters go in. I've seen many presenters (including members of the ASP.NET MVC team!) stumble before realizing that their view wasn't compiling because they needed one more null parameter in the call to Html.ActionLink(). What if instead of writing Html.ActionLink("Edit", "Edit", null, new { @class = "navigation" }) we could do Html.LinkToAction("Edit").Text("Edit").AddClass("navigation") ? Wouldn't that be much easier to remember and understand?  We can do this if we introduce a semantic model for building our HTML.   What is a Semantic Model? According to Martin Folwer, "a semantic model is an in-memory representation, usually an object model, of the same subject that the domain specific language describes." In our case, the model would be a set of classes that know how to render HTML. By using a semantic model we can free ourselves from dealing with strings and instead output the HTML (typically via ToString()) once we've added all the elements and attributes we desire to the model. There are two primary semantic models available in ASP.NET MVC: MVC 2.0's TagBuilder and FubuMVC's HtmlTags.   TagBuilder TagBuilder is the html builder that is available in ASP.NET MVC 2.0. I'm not a huge fan but it gets the job done -- for simple jobs.  Here's an overview of how to use TagBuilder. See my Tips section below for a few comments on that example. The disadvantage of TagBuilder is that unless you wrap it up with our own classes, you still have to write the actual tag name over and over in your code. eg. new TagBuilder("div") instead of new DivTag(). I also think it's method names are a little too long. Why not have AddClass() instead of AddCssClass() or Text() instead of SetInnerText()? What those methods are doing should be pretty obvious even in the short form. I also don't like that it wants to generate an id attribute from your input instead of letting you set it yourself using external conventions. (See GenerateId() and IdAttributeDotReplacement)). Obviously these come from Microsoft's default approach to MVC but may not be optimal for all programmers.   HtmlTags HtmlTags is in my opinion the much better option for generating html in ASP.NET MVC. It was actually written as a part of FubuMVC but is available as a stand alone library. HtmlTags provides a much cleaner syntax for writing HTML. There are classes for most of the major tags and it's trivial to create additional ones by inheriting from HtmlTag. There are also methods on each tag for the common attributes. For instance, FormTag has an Action() method. The SelectTag class allows you to set the default option or first option independent from adding other options. With TagBuilder there isn't even an abstraction for building selects! The project is open source and always improving. I'll hopefully find time to submit some of my own enhancements soon.   Tips 1) It's best not to have insanely overloaded html helpers. Use fluent builders. 2) In html helpers, return the TagBuilder/tag itself (not a string!) so that you can continue to add attributes outside the helper; see my first sample above. 3) Create a static entry point into your builders. I created a static Tags class that gives me access all the HtmlTag classes I need. This way I don't clutter my code with "new" keywords. eg. Tags.Div returns a new DivTag instance. 4) If you find yourself doing something a lot, create an extension method for it. I created a Nest() extension method that reads much more fluently than the AddChildren() method. It also accepts a params array of tags so I can very easily nest many children.   I hope you have found this post helpful. Join me in my war against HTML literals! I’ll have some more samples of how I use HtmlTags in future posts.

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  • Workaround: XNA 4 importing only part of 3d model from FBX

    - by Vitus
    Recently I found a problem with importing 3D models from FBX files: it sometimes imported partly. That is when you draw a 3D model, loaded from FBX file, processed by content pipeline, you got only part of meshes. “Sometimes” means that you got this error only for some files. Results of my research below. For example, I have 10Mb binary FBX file with a model, looks like: And when I load it, result Model instance contains only part of meshes and looks like: Because models from other files imported normally, I think that it’s a “bad format” file. When you add FBX file to your XNA Content project and build it, imported file processing by XNA Fbx Importer & Processor. On MSDN I found that FbxImporter designed to work with 2006.11 version of FBX format. My file is FBX 2012 format. Ok, I need to convert it to 2006 format. It can be done by using Autodesk FBX Converter 2012.1. I tried to convert it to other versions of FBX formats, but without success. And I also tried to import my FBX file to 3D MAX, and it imported correctly. Then I export model using 3D MAX, and it generate me other FBX, which I add to my XNA project. After that I got full model, that rendered well! So, internal data structure of FBX file is more important for right XNA import, than it version! Unfortunately, Autodesk FBX is not an open file format. If you want to work with FBX, you should use Autodesk FBX SDK. This way you can manually read content of FBX file, and use it everyway. Then I tried to convert my source FBX file to DAE Collada, and result DAE file back to FBX, using FBX Converter (FBX –> DAE –> FBX). The result FBX file can be imported normally.   Conclusion: XNA FbxImporter correct work doesn't depend on version (2006, 2011, etc) and form (binary, ascii) of FBX file. Internal FBX data structure much more important. To make FBX "readable" for XNA Importer you can use double conversion like FBX -> Collada -> FBX You also can use FBX SDK to manually load data from FBX P.S. Autodesk FBX Converter 2012 is more, than simple converter. It provide you tools like: FBX Explorer, which show you structure of FBX file; FBX Viewer, which render content of FBX and provide basic intercation like model move and zoom; FBX Take Manager, which allow to work with embedded animations

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  • Telecomunication SID model and resources [on hold]

    - by andygluk
    There is a SID model well-known in telecom industry. Following this model you define resources as resources owned by your enterprise, and then you build resource-oriented services on top of it and then customer-oriented services and so on... So everything is based on enterprise-owned resources, which you have to identify first. What I am looking for and what I am asking is some alternative to this model, build not on enterprise-owned resources, but on resources sell by enterprise. Say, you are selling licenses for using your products. So instead of building model on top of enterprise resources you may be interested to build it on top of licenses you are selling.

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  • asp.net mvc vs angular.js model binding

    - by aw04
    So I've noticed a trend lately of .net web developers using angular.js on the client side of applications and I've become more curious as I play around with angular and compare it to how I would do things in asp.net mvc. I'll give a quick example of what really got me thinking. I recently came across a situation at work (I work in a .net environment) where I needed to create a table bound to a collection of objects that had the ability to add and remove rows/items from the collection. I had an add button that created a new object and appended a row to the end of the table, and a remove button in each row to remove a particular object/row. Using asp.net mvc, I first found myself making an ajax call to the server for each operation, updating the server side model, and refreshing part of the page to show the result in the table. This worked but I didn't really like the idea of calling the server to update the model each time, so I tried to come up with a solution to do this on the client side. It turned out to be quite a task, as I had to generate the html on add with validation and all and the correct indexing for the model binding to work. It got worse on remove, as I ended up with a crazy string replace function to recreate the indexes on each item to satisfy the binding requirements (if an item other than the last is removed, the indexes are no longer correct). Now out of curiosity, I tried to recreate this at home in angular (which I had no experience with) and it took me all of about 10 minutes with simple functions to add and remove items from the client side model. This is just one example, but it seems to me that I'm able to achieve the same results with far fewer calls to the server in angular because of the fact that it binds to a client side model. So my question is, is this a distinct advantage of using a javascript mvc framework or am I somehow under utilizing the power of asp.net mvc and am I right in thinking that these operations should be done on the client and have no business requiring calls to the server?

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • blacklist VGA compatible controller: Intel Corporation 82845G/GL[Brookdale-G]/GE

    - by Thomas Labensi
    I have an hp a310n pavillion I have installed an nvidia pci geforce card I want to blacklist the VGA compa[Brookdale-G]/GE Chipset Integrated Graphics Device (rev 03)integrated graphics what do I need to do?? tom@tom-DM167A-ABA-a310n:~$ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 82845G/GL[Brookdale-G]/GE Chipset Integrated Graphics Device (rev 03) 02:09.0 VGA compatible controller: NVIDIA Corporation NV11 [GeForce2 MX/MX 400] (rev b2) tom@tom-DM167A-ABA-a310n:~$ I'm using the nvidia via neuvoux and I want to really make sure I'm using the nvidia card

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • nvidia optimus laptops

    - by kellogs
    kellogs@kellogs-K52Jc ~ $ lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 03:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 80) 03:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 80) 03:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 80) 03:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 80) 03:00.5 Ethernet controller: JMicron Technology Corp. JMC250 PCI Express Gigabit Ethernet Controller (rev 03) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) kellogs@kellogs-K52Jc ~ $ inxi -SGx System: Host: kellogs-K52Jc Kernel: 3.5.0-17-generic x86_64 (64 bit, gcc: 4.7.2) Desktop: KDE 4.9.5 (Qt 4.8.3) Distro: Linux Mint 14 Nadia Graphics: Card: Intel Core Processor Integrated Graphics Controller bus-ID: 00:02.0 X.Org: 1.13.0 drivers: intel (unloaded: fbdev,vesa) Resolution: [email protected] GLX Renderer: Mesa DRI Intel Ironlake Mobile GLX Version: 2.1 Mesa 9.0.3 Direct Rendering: Yes Manufacturer advertises the K52Jc model which I bought as optimus enabled. However, no traces of it in the output above. Of course, Bumblebee would not start on this machine. Should I rest assured that is a defective / un-optimused machine ? thanks

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  • Ubuntu 11.10 Intel controller VGA detected but no signal

    - by Fred Zimmerman
    Ubuntu 11.10 Dell vostrum Intel® Sandybridge Mobile x86/MMX/SSE2 Displays ... correctly detects and identifies Viewsonic 27" VGA monitor, but monitor says it's receiving no signal Plugged into another monitor (Sony 20"), same result. $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) I've browsed these forums and tried everything that I can but nothing has worked. I need a stepwise troubleshooting plan.

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • Git commit messages with nvie branching model

    - by eykanal
    This Git branching model recommends branching for all development efforts and merging when complete: Branch Develop Merge when complete I'm wondering how this works in practice, given that performing a merge off this model will simply add a commit to the develop with whatever commit message happened to be the last one in line. Do people using this model do an interactive rebase on the feature branch before committing? If not, how do you ensure that the commits make sense on the main branch?

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  • Controller instantiation in Yii framework by directory and namespace

    - by Einoras Bružas
    Yii framework supports modules and also subdirectories in controllers directory, so path to some specific action could be /index.php?r=module/controller/action or /index.php?r=subdirectoryInControllerDir/controller/action. My goal here is to have multiple subdirectories in controllers dir. Inside these folders I would create Controllers with the same names as parent ones using namespaces. However if I wrote namespace mynamespace; class MyController extends \MyController { } Yii would load MyController instead of mynamespace\MyController; Any suggestions here?

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