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  • BizTalk - generating schema from Oracle stored proc with table variable argument

    - by Ron Savage
    I'm trying to set up a simple example project in BizTalk that gets changes made to a table in a SQL Server db and updates a copy of that table in an Oracle db. On the SQL Server side, I have a stored proc named GetItemChanges() that returns a variable number of records. On the Oracle side, I have a stored proc named Update_Item_Region_Table() designed to take a table of records as a parameter so that it can process all the records returned from GetItemChanges() in one call. It is defined like this: create or replace type itemrec is OBJECT ( UPC VARCHAR2(15), REGION VARCHAR2(5), LONG_DESCRIPTION VARCHAR2(50), POS_DESCRIPTION VARCHAR2(30), POS_DEPT VARCHAR2(5), ITEM_SIZE VARCHAR2(10), ITEM_UOM VARCHAR2(5), BRAND VARCHAR2(10), ITEM_STATUS VARCHAR2(5), TIME_STAMP VARCHAR2(20), COSTEDBYWEIGHT INTEGER ); create or replace type tbl_of_rec is table of itemrec; create or replace PROCEDURE Update_Item_Region_table ( Item_Data tbl_of_rec ) IS errcode integer; errmsg varchar2(4000); BEGIN for recIndex in 1 .. Item_Data.COUNT loop update FL_ITEM_REGION_TEST set Region = Item_Data(recIndex).Region, Long_description = Item_Data(recIndex).Long_description, Pos_Description = Item_Data(recIndex).Pos_description, Pos_Dept = Item_Data(recIndex).Pos_dept, Item_Size = Item_Data(recIndex).Item_Size, Item_Uom = Item_Data(recIndex).Item_Uom, Brand = Item_Data(recIndex).Brand, Item_Status = Item_Data(recIndex).Item_Status, Timestamp = to_date(Item_Data(recIndex).Time_stamp, 'yyyy-mm-dd HH24:mi:ss'), CostedByWeight = Item_Data(recIndex).CostedByWeight where UPC = Item_Data(recIndex).UPC; log_message(Item_Data(recIndex).Region, '', 'Updated item ' || Item_Data(recIndex).UPC || '.'); end loop; EXCEPTION WHEN OTHERS THEN errcode := SQLCODE(); errmsg := SQLERRM(); log_message('CE', '', 'Error in Update_Item_Region_table(): Code [' || errcode || '], Msg [' || errmsg || '] ...'); END; In my BizTalk project I generate the schemas and binding information for both stored procedures. For the Oracle procedure, I specified a path for the GeneratedUserTypesAssemblyFilePath parameter to generate a DLL to contain the definition of the data types. In the Send Port on the server, I put the path to that Types DLL in the UserAssembliesLoadPath parameter. I created a map to translate the GetItemChanges() schema to the Update_Item_Region_Table() schema. When I run it the data is extracted and transformed fine but causes an exception trying to pass the data to the Oracle proc: *The adapter failed to transmit message going to send port "WcfSendPort_OracleDBBinding_HOST_DATA_Procedure_Custom" with URL "oracledb://dvotst/". It will be retransmitted after the retry interval specified for this Send Port. Details:"System.InvalidOperationException: Custom type mapping for 'HOST_DATA.TBL_OF_REC' is not specified or is invalid.* So it is apparently not getting the information about the custom data type TBL_OF_REC into the Types DLL. Any tips on how to make this work?

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  • Is it correct or incorrect for a Java JAR to contain its own dependencies?

    - by 4herpsand7derpsago
    I guess this is a two-part question. I am trying to write my own Ant task (MyFirstTask) that can be used in other project's build.xml buildfiles. To do this, I need to compile and package my Ant task inside its own JAR. Because this Ant task that I have written is fairly complicated, it has about 20 dependencies (other JAR files), such as using XStream for OX-mapping, Guice for DI, etc. I am currently writing the package task in the build.xml file inside the MyFirstTask project (the buildfile that will package myfirsttask.jar, which is the reusable Ant task). I am suddenly realizing that I don't fully understand the intention of a Java JAR. Is it that a JAR should not contain dependencies, and leave it to the runtime configuration (the app container, the runtime environment, etc.) to supply it with the dependencies it needs? I would assume if this is the case, an executable JAR is an exception to the rule, yes? Or, is it the intention for Java JARs to also include their dependencies? Either way, I don't want to be forcing my users to be copying-n-pasting 25+ JARs into their Ant libs; that's just cruel. I like the way WAR files are set up, where the classpath for dependencies is defined under the classes/ directory. I guess, ultimately, I'd like my JAR structure to look like: myfirsttask.jar/ com/ --> the root package of my compiled binaries config/ --> config files, XML, XSD, etc. classes/ --> all dependencies, guice-3.0.jar, xstream-1.4.3.jar, etc. META-INF/ MANIFEST.MF I assume that in order to accomplish this (and get the runtime classpath to also look into the classes/ directory), I'll need to modify the MANIFEST.MF somehow (I know there's a manifest attribute called ClassPath, I believe?). I'm just having a tough time putting everything together, and have a looming/lingering question about the very intent of JARs to begin with. Can someone please confirm whether Oracle intends for JARs to contain their dependencies or not? And, either way, what I would have to do in the manifest (or anywhere else) to make sure that, at runtime, the classpath can find the dependencies stored under the classes/ directory? Thanks in advance!

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  • ADO Exception in HQL query

    - by Yoav
    I have 2 classes: Project and DataStructure. Class Project contains member List<DataStructure. My goal is to load a Project and all its DataStructures in one call. public class Project { public virtual string Id { get { } set { } } public virtual string Name { get { } set { } } public virtual ISet<DataStructure> DataStructures { get { } set { } } } public class DataStructure { public virtual string Id { get { } set { } } public virtual string Name { get { } set { } } public virtual string Description { get { } set { } } public virtual Project Project { get { } set { } } public virtual IList<DataField> Fields { get { } set { } } } Note that DataStructure also contains a list of class DataField but I don’t want to load these right now. Mapping in Fluent NHibernate: public class ProjectMap : ClassMap<Project> { public ProjectMap() { Table("PROJECTS"); Id(x => x.Pk, "PK"); Map(x => x.Id, "ID"); Map(x => x.Name, "NAME"); HasMany<DataStructure>(x => x.DataStructures).KeyColumn("FK_PROJECT"); } } public class DataStructureMap : ClassMap<DataStructure> { public DataStructureMap() { Table("DATA_STRUCTURES"); Map(x => x.Id, "ID"); Map(x => x.Name, "NAME"); Map(x => x.Description, "DESCRIPTION"); References<Project>(x => x.Project, "FK_PROJECT"); HasMany<DataField>(x => x.Fields).KeyColumn("FK_DATA_STRUCTURE"); } } This is my query: using (ISession session = SessionFactory.OpenSession()) { IQuery query = session.CreateQuery("from Project pr left join pr.DataStructure"); project = query.List<Project>(); } query.List() returns this exception: NHibernate.Exceptions.GenericADOException: Could not execute query[SQL: SQL not available] ---> System.ArgumentException: The value "System.Object[]" is not of type "Project" and cannot be used in this generic collection.

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  • NHibernate unable to create SessionFactory

    - by Tyler
    I'm having a bit of trouble setting up NHibernate, and I'm not too sure what the problem is exactly. I'm attempting to save a domain object to the database (Oracle 10g XE). However, I'm getting a TypeInitializationException while trying to create the ISessionFactory. Here is what my hibernate.cfg.xml looks like: <?xml version="1.0" encoding="utf-8"?> <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2" > <session-factory name="MyProject.DataAccess"> <property name="connection.driver_class">NHibernate.Driver.OracleClientDriver</property> <property name="connection.connection_string"> User ID=myid;Password=mypassword;Data Source=localhost </property> <property name="show_sql">true</property> <property name="dialect">NHibernate.Dialect.OracleDialect</property> <property name="proxyfactory.factory_class">NHibernate.ByteCode.LinFu.ProxyFactoryFactory, NHibernate.ByteCode.LinFu</property> <mapping resource="MyProject/Domain/User.hbm.xml"/> </session-factory> </hibernate-configuration> I created a DAO which I will use to persist domain objects to the database. The DAO uses a HibernateUtil class that creates the SessionFactory. Both classes are in the DataAccess namespace along with the Hibernate configuration. This is where the exception is occuring. Here's that class: public class HibernateUtil { private static ISessionFactory SessionFactory = BuildSessionFactory(); private static ISessionFactory BuildSessionFactory() { try { // This seems to be where the problem occurs return new Configuration().Configure().BuildSessionFactory(); } catch (TypeInitializationException ex) { Console.WriteLine("Initial SessionFactory creation failed." + ex); throw new Exception("Unable to create SessionFactory."); } } public static ISessionFactory GetSessionFactory() { return SessionFactory; } } The DataAccess namespace references the NHibernate DLLs. This is virtually the same setup I've used with Hibernate in Java, so I'm not entirely sure what I'm doing wrong here. Any ideas? Edit The innermost exception is the following: "Could not find file 'C:\Users\Tyler\Documents\Visual Studio 2010\Projects\MyProject\MyProject\ConsoleApplication\bin\Debug\hibernate.cfg.xml'." ConsoleApplication contains the entry point where I've created a User object and am trying to persist it with my DAO. Why is it looking for the configuration file there? The actual persisting takes place in the DAO, which is in DataAccess. Also, when I add the configuration file to ConsoleApplication, it still does not find it.

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  • Why does every thread in my application use a different hibernate session?

    - by Ittai
    Hi, I have a web-application which uses hibernate and for some reason every thread (httprequest or other threads related to queueing) uses a different session. I've implemented a HibernateSessionFactory class which looks like this: public class HibernateSessionFactory { private static final ThreadLocal<Session> threadLocal = new ThreadLocal<Session>(); private static Configuration configuration = new AnnotationConfiguration(); private static org.hibernate.SessionFactory sessionFactory; static { try { configuration.configure(configFile); sessionFactory = configuration.buildSessionFactory(); } catch (Exception e) {} } private HibernateSessionFactory() {} public static Session getSession() throws HibernateException { Session session = (Session) threadLocal.get(); if (session == null || !session.isOpen()) { if (sessionFactory == null) { rebuildSessionFactory();//This method basically does what the static init block does } session = (sessionFactory != null) ? sessionFactory.openSession(): null; threadLocal.set(session); } return session; } //More non relevant methods here. Now from my testing it seems that the threadLocal member is indeed initialized only once when the class is first loaded by the JVM but for some reason when different threads access the getSession() method they use different sessions. When a thread first accesses this class (Session) threadLocal.get(); will return null but as expected all other access requests will yeild the same session. I'm not sure how this can be happening as the threadLocal variable is final and the method threadLocal.set(session) is only used in the above context (which I'm 99.9% sure has to yeild a non null session as I would have encountered a NullPointerException at a different part of my app). I'm not sure this is relevant but these are the main parts of my hibernate.cfg.xml file: <hibernate-configuration> <session-factory> <property name="connection.url">someURL</property> <property name="connection.driver_class"> com.microsoft.sqlserver.jdbc.SQLServerDriver</property> <property name="dialect">org.hibernate.dialect.SQLServerDialect</property> <property name="hibernate.connection.isolation">1</property> <property name="hibernate.connection.username">User</property> <property name="hibernate.connection.password">Password</property> <property name="hibernate.connection.pool_size">10</property> <property name="show_sql">false</property> <property name="current_session_context_class">thread</property> <property name="hibernate.hbm2ddl.auto">update</property> <property name="hibernate.cache.use_second_level_cache">false</property> <property name="hibernate.cache.provider_class">org.hibernate.cache.NoCacheProvider</property> <!-- Mapping files --> I'd appreciate any help granted and of course if anyone has any questions I'd be happy to clarify. Ittai

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  • How to distort the desktop screen

    - by HaifengWang
    Hi friends, I want to change the shape of the desktop screen, so what are displayed on the desktop will be distorted at the same time. And the user can still operate the PC with the mouse on the distorted desktop(Run the applications, Open the "My Computer" and so on). I think I must get the projection matrix of the screen coordinate at first. Then transform the matrix, and map the desktop buffer image to the distorted mesh. Are there any interfaces which can modify the shape of the desktop screen in OpenGL or DirectX? Would you please give me some tip on it. Thank you very much in advance. Please refer to the picture from http://oi53.tinypic.com/bhewdx.jpg BR, Haifeng Addition1: I'm sorry! Maybe I didn't express clearly what I want to implement. What I want to implement is to modify the shape of the screen. So we can distort the shapes of all the applications which are run on Windows at the same time. For example that the window of "My Computer" will be distorted with the distortion of the desktop screen. And we can still operate the PC with mouse from the distorted desktop(Click the shortcut to run a program). Addition2: The projection matrix is just my assume. There isn't any desktop projection matrix by which the desktop surface is projected to the screen. What I want to implement is to change the shape of the desktop, as the same with mapping the desktop to an 3D mesh. But the user can still operate the OS on the distorted desktop(Click the shortcut to run a program, open the ie to surf the internet). Addition3: The shapes of all the programs run on the OS are changed with the distortion of the screen. It's realtime. The user can still operate the OS on the distorted screen as usually. Maybe we can intercept or override the GPU itself to implement the effect. I'm investigating GDI, I think I can find some clue for that. The first step is to find how to show the desktop on the screen.

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  • Passing ViewModel for backbone.js from MVC3 Server-Side

    - by Roman
    In ASP.NET MVC there is Model, View and Controller. MODEL represents entities which are stored in database and essentially is all the data used in a application (for example, generated by EntityFramework, "DB First" approach). Not all data from model you want to show in the view (for example, hashs of passwords). So you create VIEW MODEL, each for every strongly-typed-razor-view you have in application. Like this: using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace MyProject.ViewModels.SomeController.SomeAction { public class ViewModel { public ViewModel() { Entities1 = new List<ViewEntity1>(); Entities2 = new List<ViewEntity2>(); } public List<ViewEntity1> Entities1 { get; set; } public List<ViewEntity2> Entities2 { get; set; } } public class ViewEntity1 { //some properties from original DB-entity you want to show } public class ViewEntity2 { } } When you create complex client-side interfaces (I do), you use some pattern for javascript on client, MVC or MVVM (I know only these). So, with MVC on client you have another model (Backbone.Model for example), which is third model in application. It is a bit much. Why don`t we use the same ViewModel model on a client (in backbone.js or another framework)? Is there a way to transfer CS-coded model to JS-coded? Like in MVVM pattern, with knockout.js, when you can do like this: in SomeAction.cshtml: <div style="display: none;" id="view_model">@Json.Encode(Model)</div> after that in Javascript-code var ViewModel = ko.mapping.fromJSON($("#view_model").get(0).innerHTML); now you can extend your ViewModel with some actions, event handlers, etc: ko.utils.extend(ViewModel, { some_function: function () { //some code } }); So, we are not building the same view model on the client again, we are transferring existing view model from server. At least, data. But knockout.js is not suitable for me, you can`t build complex UI with it, it is just data-binding. I need something more structural, like backbone.js. The only way to build ViewModel for backbone.js I can see now is re-writing same ViewModel in JS from server with hands. Is there any ways to transfer it from server? To reuse the same viewmodel on server view and client view?

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  • Select latest group by in nhibernate

    - by Kendrick
    I have Canine and CanineHandler objects in my application. The CanineHandler object has a PersonID (which references a completely different database), an EffectiveDate (which specifies when a handler started with the canine), and a FK reference to the Canine (CanineID). Given a specific PersonID, I want to find all canines they're currently responsible for. The (simplified) query I'd use in SQL would be: Select Canine.* from Canine inner join CanineHandler on(CanineHandler.CanineID=Canine.CanineID) inner join (select CanineID,Max(EffectiveDate) MaxEffectiveDate from caninehandler group by CanineID) as CurrentHandler on(CurrentHandler.CanineID=CanineHandler.CanineID and CurrentHandler.MaxEffectiveDate=CanineHandler.EffectiveDate) where CanineHandler.HandlerPersonID=@PersonID Edit: Added mapping files below: <class name="CanineHandler" table="CanineHandler" schema="dbo"> <id name="CanineHandlerID" type="Int32"> <generator class="identity" /> </id> <property name="EffectiveDate" type="DateTime" precision="16" not-null="true" /> <property name="HandlerPersonID" type="Int64" precision="19" not-null="true" /> <many-to-one name="Canine" class="Canine" column="CanineID" not-null="true" access="field.camelcase-underscore" /> </class> <class name="Canine" table="Canine"> <id name="CanineID" type="Int32"> <generator class="identity" /> </id> <property name="Name" type="String" length="64" not-null="true" /> ... <set name="CanineHandlers" table="CanineHandler" inverse="true" order-by="EffectiveDate desc" cascade="save-update" access="field.camelcase-underscore"> <key column="CanineID" /> <one-to-many class="CanineHandler" /> </set> <property name="IsDeleted" type="Boolean" not-null="true" /> </class> I haven't tried yet, but I'm guessing I could do this in HQL. I haven't had to write anything in HQL yet, so I'll have to tackle that eventually anyway, but my question is whether/how I can do this sub-query with the criterion/subqueries objects. I got as far as creating the following detached criteria: DetachedCriteria effectiveHandlers = DetachedCriteria.For<Canine>() .SetProjection(Projections.ProjectionList() .Add(Projections.Max("EffectiveDate"),"MaxEffectiveDate") .Add(Projections.GroupProperty("CanineID"),"handledCanineID") ); but I can't figure out how to do the inner join. If I do this: Session.CreateCriteria<Canine>() .CreateCriteria("CanineHandler", "handler", NHibernate.SqlCommand.JoinType.InnerJoin) .List<Canine>(); I get an error "could not resolve property: CanineHandler of: OPS.CanineApp.Model.Canine". Obviously I'm missing something(s) but from the documentation I got the impression that should return a list of Canines that have handlers (possibly with duplicates). Until I can make this work, adding the subquery isn't going to work... I've found similar questions, such as http://stackoverflow.com/questions/747382/only-get-latest-results-using-nhibernate but none of the answers really seem to apply with the kind of direct result I'm looking for. Any help or suggestion is greatly appreciated.

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Generate A Simple Read-Only DAL?

    - by David
    I've been looking around for a simple solution to this, trying my best to lean towards something like NHibernate, but so far everything I've found seems to be trying to solve a slightly different problem. Here's what I'm looking at in my current project: We have an IBM iSeries database as a primary repository for a third party software suite used for our core business (a financial institution). Part of what my team does is write applications that report on or key off of a lot of this data in some way. In the past, we've been manually creating ADO .NET connections (we're using .NET 3.5 and Visual Studio 2008, by the way) and manually writing queries, etc. Moving forward, I'd like to simplify the process of getting data from there for the development team. Rather than creating connections and queries and all that each time, I'd much rather a developer be able to simply do something like this: var something = (from t in TableName select t); And, ideally, they'd just get some IQueryable or IEnumerable of generated entities. This would be done inside a new domain core that I'm building where these entities would live and the applications would interface with it through a request/response service layer. A few things to note are: The entities that correspond to the database tables should be generated once and we'd prefer to manually keep them updated over time. That is, if columns/tables are added to the database then we shouldn't have to do anything. (If some are deleted, of course, it will break, but that's fine.) But if we need to use a new column, we should be able to just add it to the necessary class(es) without having to re-gen the whole thing. The whole thing should be SELECT-only. We're not doing a full DAL here because we don't want to be able to break anything in the database (even accidentally). We don't need any kind of mapping between our domain objects and the generated entity types. The domain barely covers a fraction of the data that's in there, most of it we'll never need, and we would rather just create re-usable maps manually over time. I already have a logical separation for the DAL where my "repository" classes return domain objects, I'm just looking for a better alternative to manual ADO to be used inside the repository classes. Any suggestions? It seems like what I'm doing is just enough outside the normal demand for DAL/ORM tools/tutorials online that I haven't been able to find anything. Or maybe I'm just overlooking something obvious?

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  • JPA Database strcture for internationalisation

    - by IrishDubGuy
    I am trying to get a JPA implementation of a simple approach to internationalisation. I want to have a table of translated strings that I can reference in multiple fields in multiple tables. So all text occurrences in all tables will be replaced by a reference to the translated strings table. In combination with a language id, this would give a unique row in the translated strings table for that particular field. For example, consider a schema that has entities Course and Module as follows :- Course int course_id, int name, int description Module int module_id, int name The course.name, course.description and module.name are all referencing the id field of the translated strings table :- TranslatedString int id, String lang, String content That all seems simple enough. I get one table for all strings that could be internationalised and that table is used across all the other tables. How might I do this in JPA, using eclipselink 2.4? I've looked at embedded ElementCollection, ala this... JPA 2.0: Mapping a Map - it isn't exactly what i'm after cos it looks like it is relating the translated strings table to the pk of the owning table. This means I can only have one translatable string field per entity (unless I add new join columns into the translatable strings table, which defeats the point, its the opposite of what I am trying to do). I'm also not clear on how this would work across entites, presumably the id of each entity would have to use a database wide sequence to ensure uniqueness of the translatable strings table. BTW, I tried the example as laid out in that link and it didn't work for me - as soon as the entity had a localizedString map added, persisting it caused the client side to bomb but no obvious error on the server side and nothing persisted in the DB :S I been around the houses on this about 9 hours so far, I've looked at this Internationalization with Hibernate which appears to be trying to do the same thing as the link above (without the table definitions it hard to see what he achieved). Any help would be gratefully achieved at this point... Edit 1 - re AMS anwser below, I'm not sure that really addresses the issue. In his example it leaves the storing of the description text to some other process. The idea of this type of approach is that the entity object takes the text and locale and this (somehow!) ends up in the translatable strings table. In the first link I gave, the guy is attempting to do this by using an embedded map, which I feel is the right approach. His way though has two issues - one it doesn't seem to work! and two if it did work, it is storing the FK in the embedded table instead of the other way round (I think, I can't get it to run so I can't see exactly how it persists). I suspect the correct approach ends up with a map reference in place of each text that needs translating (the map being locale-content), but I can't see how to do this in a way that allows for multiple maps in one entity (without having corresponding multiple columns in the translatable strings table)...

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  • Post data to MVC3 controller without pagerefresh

    - by Smooth
    I have this script that basically has 4 select boxes, what I want is that for the 2 top select boxes, he submits the optionvalue that is selected to an action (which can be found at "ProductKoppeling/ProductKoppelingPartial"), I want to let him submit this data when I click on an option but without page refresh. I tried JSON and I tried Ajax, but I didn't get it working.. How should i do this? <script language="javascript" type="text/javascript"> function delete_1() { var answer = confirm("U staat op het punt dit product te verwijderen, wilt u doorgaan?") if (answer) { document.getElementById('Actie_1').value = '5'; document.getElementById('hpg_submit').submit(); } } function delete_2() { var answer = confirm("U staat op het punt dit product te verwijderen, wilt u doorgaan?") if (answer) { document.getElementById('Actie_2').value = '6'; document.getElementById('pg_submit').submit(); } } function delete_3() { var answer = confirm("U staat op het punt dit product te verwijderen, wilt u doorgaan?") if (answer) { document.getElementById('Actie_3').value = '6'; document.getElementById('p_submit').submit(); } } </script> <div style="width: 500px; float: left;"> @using (Html.BeginForm("ProductKoppelingPartial", "ProductKoppeling", FormMethod.Post, new { id = "onload_submit" })) { @Html.DropDownList("Klant.Id", (ViewBag.Klant as SelectList), new { onchange = "document.getElementById('onload_submit').submit()" }) } <div style="clear: both"></div> <div style="float: left;"> <b>Hoofdgroepen</b><br /> @using (Html.BeginForm("ProductKoppelingPartial", "ProductKoppeling", FormMethod.Post, new { id = "hpg_submit" })) { if (ViewBag.SelectedKlant != null) { <input type="hidden" name="Klant.Id" value="@ViewBag.SelectedKlant.Id" /> } <select style="width: 200px;" size="6" id="HoofdProductGroep" name="HoofdProductGroep.Id" onchange="document.getElementById('hpg_submit').submit();"> @foreach (var hpg in ViewBag.HoofdProductGroep) { if (ViewBag.SelectedHPG != null) { if (hpg.Id == ViewBag.SelectedHPG.Id) { <option value="@hpg.Id" selected="selected">@hpg.Naam</option> } else { <option value="@hpg.Id">@hpg.Naam</option> } } else { <option value="@hpg.Id">@hpg.Naam</option> } } </select> <input type="hidden" name="Actie" id="Actie_1" value="0" /> <br /> <img src="../../Content/toevoegen.png" style="cursor: pointer; width: 30px;" onclick="document.getElementById('Actie_1').value='1';document.getElementById('hpg_submit').submit();" /> <img src="../../Content/bewerken.png" style="cursor: pointer; float: none; width: 30px;" onclick="document.getElementById('Actie_1').value='2';document.getElementById('hpg_submit').submit();" /> <img src="../../Content/verwijderen.png" style="cursor: pointer; float: none; width: 30px;" onclick="delete_1()" /> } </div> <div style="float: right;"> <b>Groepen</b><br /> @using (Html.BeginForm("ProductKoppelingPartial", "ProductKoppeling", FormMethod.Post, new { id = "pg_submit" })) { if (ViewBag.SelectedHPG != null) { <input type="hidden" name="HoofdProductGroep.Id" value="@ViewBag.SelectedHPG.Id" /> } if (ViewBag.SelectedKlant != null) { <input type="hidden" name="Klant.Id" value="@ViewBag.SelectedKlant.Id" /> } <select size="6" style="width: 200px;" id="ProductGroep_Id" name="ProductGroep.Id" onchange="document.getElementById('pg_submit').submit();"> @foreach (var pg in ViewBag.ProductGroep) { if (ViewBag.SelectedPG != null) { if (pg.Id == ViewBag.SelectedPG.Id) { <option value="@pg.Id" selected="selected">@pg.Naam</option> } else { <option value="@pg.Id">@pg.Naam</option> } } else { <option value="@pg.Id">@pg.Naam</option> } } </select> <input type="hidden" name="Actie" id="Actie_2" value="0" /> <br /> <img src="../../Content/toevoegen.png" style="cursor: pointer; width: 30px;" onclick="document.getElementById('Actie_2').value='3';document.getElementById('pg_submit').submit();" /> <img src="../../Content/bewerken.png" style="cursor: pointer; float: none; width: 30px;" onclick="document.getElementById('Actie_2').value='4';document.getElementById('pg_submit').submit();" /> <img src="../../Content/verwijderen.png" style="cursor: pointer; float: none; width: 30px;" onclick="delete_2()" /> } </div> <div style="clear: both; height: 25px;"></div> @using (Html.BeginForm("Save", "ProductKoppeling", FormMethod.Post, new { id = "p_submit" })) { <div style="float: left"> <b>Producten</b><br /> <select size="18" style="width: 200px;" name="Product.Id"> @foreach (var p in ViewBag.Product) { <option value="@p.Id">@p.Naam</option> } </select> @if (ViewBag.SelectedPG != null) { if (ViewBag.SelectedPG.Id != null) { <input type="hidden" name="ProductGroep.Id" value="@ViewBag.SelectedPG.Id" /> } } <input type="hidden" name="Actie" id="Actie_3" value="0" /> <br /> <img src="../../Content/toevoegen.png" style="cursor: pointer; width: 30px;" onclick="document.getElementById('Actie_3').value='1';document.getElementById('p_submit').submit();" /> <img src="../../Content/bewerken.png" style="cursor: pointer; float: none; width: 30px;" onclick="document.getElementById('Actie_3').value='2';document.getElementById('p_submit').submit();" /> <img src="../../Content/verwijderen.png" style="cursor: pointer; float: none; width: 30px;" onclick="delete_3()" /> <br /> </div> <div style="float: left; width: 100px;"> <center> <br /><br /><br /><br /> <a style="cursor: pointer; float: none; color: blue; font-size: 30px;" onclick="document.getElementById('p_submit').submit();">»</a> <br /><br /><br /><br /><br /><br /><br /><br /><br /> <a style="cursor: pointer; float: none; color: blue; font-size: 30px;" onclick="document.getElementById('pgp_submit').submit();">«</a> </center> </div> } <div style="float: right;"> <b>Producten in groepen</b><br /> @using (Html.BeginForm("Delete", "ProductKoppeling", FormMethod.Post, new { id = "pgp_submit" })) { <select size="18" style="width: 200px;" name="ProductGroepProduct.Id"> @foreach (var pgp in ViewBag.ProductGroepProduct) { if (pgp != null) { if (pgp.Product != null) { <option value="@pgp.Id">@pgp.Product.Naam</option> } } } </select> } </div>

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  • how to properly transfer user input from index to invoice?

    - by Romel
    I got a dillema, I'm trying to find a solution for my code. How do I make it so that when the user inputs a given quantity in the text box from the index.php it will transfer that input quantity to the invoice.php. I've tried doing the post method but it seems like it's not working :/ As always, any help or suggestions will be greatly appreciated! I hope it's something simple:( Here's my code: index.php <html> <style> body{ background-image: url('URL HERE'); font-family: "Helvetica"; font-size:15px; } h1{ color:black; text-align:center; } p{ font-size:15px; } </style> <h1> STORE TITLE HERE </h1> <body> <form action="login.php" method="post"> <?php //Include products info.inc (Which holds all our product arrays and info) //Credit: Tracy & Mark (THank you!) include 'products_info.inc'; /*The following code centers my table on the page, makes the table background white, makes the table 50% of the browser window, gives it a border of 1 px, gives a padding of 2 px between the cell border and content, and gives 1 px of spacing between cells. */ echo "<table align=center bgcolor='FFFFFF' width=50% border=1 cellpadding=1 cellspacing=2>"; //Credit: Tracy & Mark (THank you!) echo '<th>Product</th> <th>Description</th> <th>Price</th> <th>Quantity</th>'; //The following code loops through the whole table body and then prints each row. for($i=0; $i<count($allfood); $i++) { //Credit: Tracy & Mark (THank you!) echo "<tr align=center>"; echo "<td>{$allfood[$i]['Product']}</td>"; echo "<td>{$allfood[$i]['Description']}</td>"; echo "<td>{$allfood[$i]['Price']}</td>"; echo "<td>{$allfood[$i]['Quantity']}</td>"; echo "</tr>"; } //This code ends the table. echo "</table>"; echo "<br>"; ?> <br><center><input type='submit' name='purchase' value='Purchase'></center> </form> </body> </html> And here's my invoice.php <html> <style> body{ background-image: url('URL HERE'); font-family: "Helvetica"; font-size:15px; } h1{ color:black; text-align:center; } p{ font-size:15px; } </style> <h1> Invoice </h1> </html> <?php //Include products info.inc (Which holds all our product arrays and info) //Credit: Tracy & Mark (Thank you!) include 'products_info.inc'; //Display the invoice & 'WELCOME USER. THANK YOU FOR USING THIS DAMN THING msg' /*The following code centers my invoice table on the page, makes the table background white, makes the table 50% of the browser window, gives it a border of 1 px, gives a padding of 2 px between the cell border and content, and gives 1 px of spacing between cells. */ echo "<table align=center bgcolor='FFFFFF' width=50% border=1 cellpadding=1cellspacing=2>"; echo "<tr>"; echo "<td align=center><b>Product</b></td>"; echo "<td align=center><b>Quantity</b></td>"; echo "<td align=center><b>Price</></td>"; echo "<td align=center><b>Extended Price</b></td>"; echo "</tr>"; for($i=0; $i<count($allfood); $i++) { //Credit: Tracy & Mark (Thank you!) $qty= @$_POST['Quantity']['$i']; // This calculates the price if the user orders more than 1 item. $extendedprice = $qty*$allfood[$i]['Price']; echo "<tr>"; echo "<td align=center>{$allfood[$i]['Product']}</td>"; echo "<td align=center>$extendedprice</td>"; echo "<td align=center>{$allfood[$i]['Price']}</td>"; echo "</tr>"; } // The goal here was to make it so that if the user selected a certain quantity from index.php, it would carry over and display on the invoice.php if ($qty = 0) { echo "please choose 1"; } elseif ($qty > 0) { echo $qty; } /*echo "<tr>"; echo "<td align=center>Subtotal</b></td>"; echo "<td align=center></td>"; echo "<td align=center></td>"; echo "<tr>"; echo "<td align=center>Tax at 5.75%</td>"; echo "<td align=center></td>"; echo "<td align=center></td>"; echo "<tr>"; echo "<td align=center><b>Grand total</b></td>"; echo "<td align=center></td>"; echo "<td align=center></td>"; */ echo "</table>"; ?> <br> <center> <form action="index.php" method="post"> <input type="submit" name="home" value="Back to homepage"> </form> </center>

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  • Avoid Jquery Plugin Conflict

    - by user1511579
    on the same page i'm using this plugin: $g=jQuery.noConflict(); $g(function() { /* number of fieldsets */ var fieldsetCount = $g('#formElem').children().length; /* current position of fieldset / navigation link */ var current = 1; /* sum and save the widths of each one of the fieldsets set the final sum as the total width of the steps element */ var stepsWidth = 0; var widths = new Array(); $g('#steps .step').each(function(i){ var $step = $g(this); widths[i]   = stepsWidth; stepsWidth += $step.width(); }); $g('#steps').width(stepsWidth); /* to avoid problems in IE, focus the first input of the form */ $g('#formElem').children(':first').find(':input:first').focus(); /* show the navigation bar */ $g('#navigation_form').show(); /* when clicking on a navigation link  the form slides to the corresponding fieldset */ $g('#navigation_form a').bind('click',function(e){ var $this = $g(this); var prev = current; $this.closest('ul').find('li').removeClass('selected'); $this.parent().addClass('selected'); /* we store the position of the link in the current variable */ current = $this.parent().index() + 1; /* animate / slide to the next or to the corresponding fieldset. The order of the links in the navigation is the order of the fieldsets. Also, after sliding, we trigger the focus on the first  input element of the new fieldset If we clicked on the last link (confirmation), then we validate all the fieldsets, otherwise we validate the previous one before the form slided */ $g('#steps').stop().animate({ marginLeft: '-' + widths[current-1] + 'px' },500,function(){ if(current == fieldsetCount) validateSteps(); else validateStep(prev); $g('#formElem').children(':nth-child('+ parseInt(current) +')').find(':input:first').focus(); }); e.preventDefault(); }); /* clicking on the tab (on the last input of each fieldset), makes the form slide to the next step */ $g('#formElem > fieldset').each(function(){ var $fieldset = $g(this); $fieldset.children(':last').find(':input').keydown(function(e){ if (e.which == 9){ $g('#navigation_form li:nth-child(' + (parseInt(current)+1) + ') a').click(); /* force the blur for validation */ $g(this).blur(); e.preventDefault(); } }); }); /* validates errors on all the fieldsets records if the Form has errors in $('#formElem').data() */ function validateSteps(){ var FormErrors = false; for(var i = 1; i < fieldsetCount; ++i){ var error = validateStep(i); if(error == -1) FormErrors = true; } $g('#formElem').data('errors',FormErrors); } /* validates one fieldset and returns -1 if errors found, or 1 if not */ function validateStep(step){ if(step == fieldsetCount) return; var error = 1; var hasError = false; $g('#formElem').children(':nth-child('+ parseInt(step) +')').find(':input:not(button)').each(function(){ var $this = $g(this); var valueLength = jQuery.trim($this.val()).length; if(valueLength == ''){ hasError = true; $this.css('background-color','#FFEDEF'); } else $this.css('background-color','#FFFFFF'); }); var $link = $g('#navigation_form li:nth-child(' + parseInt(step) + ') a'); $link.parent().find('.error,.checked').remove(); var valclass = 'checked'; if(hasError){ error = -1; valclass = 'error'; } $g('<span class="'+valclass+'"></span>').insertAfter($link); return error; } /* if there are errors don't allow the user to submit */ $g('#registerButton').bind('click',function(){ if($g('#formElem').data('errors')){ alert('Please correct the errors in the Form'); return false; } }); }); and this one: (function($){ $countCursos = 1; $countFormsA = 1; $countFormsB = 1; $.fn.addForms = function(idform){ var adicionar_curso = "<p>"+ " <label for='nome_curso'>Nome do Curso</label>"+ " <input id='nome_curso' name='nome_curso["+$countCursos+"]' type='text' />"+ " </p>"; var myform2 = "<table>"+ " <tr>"+ " <td>Field C</td>"+ " <td><input type='text' name='fieldc["+$countFormsA+"]'></td>"+ " <td>Field D ("+$countFormsA+"):</td>"+ " <td><textarea name='fieldd["+$countFormsA+"]'></textarea></td>"+ " <td><button>remove</button></td>"+ " </tr>"+ "</table>"; var myform3 = "<table>"+ " <tr>"+ " <td>Field C</td>"+ " <td><input type='text' name='fieldc["+$countFormsB+"]'></td>"+ " <td>Field D ("+$countFormsB+"):</td>"+ " <td><textarea name='fieldd["+$countFormsB+"]'></textarea></td>"+ " <td><button>remove</button></td>"+ " </tr>"+ "</table>"; if(idform=='novo_curso'){ alert(idform); adicionar_curso = $("<div>"+adicionar_curso+"</div>"); $("button", $(adicionar_curso)).click(function(){ $(this).parent().parent().remove(); }); $(this).append(adicionar_curso); $countCursos++; } if(idform=='mybutton1'){ alert(idform); myform2 = $("<div>"+myform2+"</div>"); $("button", $(myform2)).click(function(){ $(this).parent().parent().remove(); }); $(this).append(myform2); $countFormsA++; } if(idform=='mybutton2'){ alert(idform); myform3 = $("<div>"+myform3+"</div>"); $("button", $(myform3)).click(function(){ $(this).parent().parent().remove(); }); $(this).append(myform3); $countFormsB++; } }; })(jQuery); $(function(){ $("#mybutton1").bind("click", function(e){ e.preventDefault(); var idform=this.id; if($countFormsA<3){ $("#container1").addForms(idform); } }); }); $(function(){ $("#novo_curso").bind("click", function(e){ e.preventDefault(); var idform=this.id; alert(idform); if($countCursos<3){ $("#outro_curso").addForms(idform); } }); }); $(function(){ $("#mybutton2").bind("click", function(e){ e.preventDefault(); var idform=this.id; if($countFormsB<3){ $("#container2").addForms(idform); } }); }); My problem is the two are making conflict: I added previously the $g on the first to avoid conflict, but the truth is they don't work together, any hint how can i configure the second one to avoid this? Thanks in advance!

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  • JavaScript functions broke my page jumps?

    - by Mark
    Hi everybody, I'm trying to develop a personal website and running into some issues. At the top of my page I had a horizontal table that contained 6 different images (buttons) that linked to different sections of the page. I wanted to spice up the buttons with JavaScript and make the image of the button change onMouseOver and onMouseOut so I found a way to do so online with some JavaScript but the problem now is that the buttons no longer jump to the appropriate section of the page when using Google Chrome or Safari, but in IE 9 they still do work correctly... Here is my old code that worked properly: <html> ... <body> <center> <table border="1" style="color:#D80000;text-align:center"> <tr> <td> <a href="#about"><img src="images/aboutMe.png" alt="About Me"></a> </td> <td> <a href="#courses"><img src="images/courseList.png" alt="Courses"></a> </td> <td> <a href="#work"><img src="images/workHistory.png" alt="Work History"></a> </td> <td> <a href="#places"><img src="images/placesBeen.png" alt="Places I've Been"></a> </td> <td> <a href="#games"><img src="images/gamesPlay.png" alt="Games I Play"></a> </td> <td> <a href="#contact"><img src="images/contactMe.png" alt="Contact"></a> </td> </tr> </table> </center> ... </body> </html> Here is my new code that is now broken: <html> <head> ... <script type="text/javascript"> <!-- if (document.images) { <!-- Preload original Images --> var about_init= new Image(); about_init.src="images/aboutMe.png"; var courses_init= new Image(); courses_init.src="images/courseList.png"; var work_init= new Image(); work_init.src="images/workHistory.png"; var places_init= new Image(); places_init.src="images/placesBeen.png"; var games_init= new Image(); games_init.src="images/gamesPlay.png"; var contact_init= new Image(); contact_init.src="images/contactMe.png"; <!--Preload images for mouseover --> var about_new= new Image(); about_new.src="images/aboutAlt.png"; var courses_new= new Image(); courses_new.src="images/courseAlt.png"; var work_new= new Image(); work_new.src="images/workAlt.png"; var places_new= new Image(); places_new.src="images/placesAlt.png"; var games_new= new Image(); games_new.src="images/gamesAlt.png"; var contact_new= new Image(); contact_new.src="images/contactAlt.png"; } function change_it(the_name) { if (document.images) { document.images[the_name].src= eval(the_name+"_new.src"); } } function change_back(the_name) { if (document.images) { document.images[the_name].src= eval(the_name+"_init.src"); } } //--> </script> </head> <body> ... <center> <table border="1" style="color:#D80000;text-align:center"> <tr> <td> <a href="#about" onMouseOver="change_it('about')" onMouseOut="change_back('about')"><img src="images/aboutMe.png" name="about" id="about" border="0" alt="About Me"></a> </td> <td> <a href="#courses" onMouseOver="change_it('courses')" onMouseOut="change_back('courses')"><img src="images/courseList.png" name="courses" id="courses" border="0" alt="Courses"></a> </td> <td> <a href="#work" onMouseOver="change_it('work')" onMouseOut="change_back('work')"><img src="images/workHistory.png" name="work" id="work" border="0" alt="Work History"></a> </td> <td> <a href="#places" onMouseOver="change_it('places')" onMouseOut="change_back('places')"><img src="images/placesBeen.png" name="places" id="places" border="0" alt="Places I've Been"></a> </td> <td> <a href="#games" onMouseOver="change_it('games')" onMouseOut="change_back('games')"><img src="images/gamesPlay.png" name="games" id="games" border="0" alt="Games I Play"></a> </td> <td> <a href="#contact" onMouseOver="change_it('contact')" onMouseOut="change_back('contact')"><img src="images/contactMe.png" name="contact" id="contact" border="0" alt="Contact"></a> </td> </tr> </table> </center> ... </body> </html> The images properly switch when the mouse is moved over/off them, but the jump to the corresponding page sections seems to be broken, it seems like they're all jumping to the #about section now. Once again, the weirder thing is that this is only the case when I'm using Google Chrome on my laptop running Windows 7 or Safari using my iPhone 4 but when I use the new Internet Explorer 9 on my laptop running Windows 7 all the buttons still link correctly. Any idea what's breaking the links?

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  • How to use data of one table in 'where' clause of another table?

    - by sahar
    hello, i need ur help guys..i m making website for 'home docor ideas'..i have a log in form(login-form.php) in which when 'log in' and 'password' is inserted,after verification through login-execute.php, redirected to viewOrder.php where user can view all of the orders ordered by clients.. all is fine up till here.. but what i want is,when user get logged in ,he view only that order which is ordered by him not all customer's orders.. two tables are there in database: members and order_insert.. in 'members' table, login and password is stored and in 'order_insert',orders of customers is stored.. codes of these three pages is as follows.. ......................... login-form.php ......................... <form id="loginForm" name="loginForm" method="post" action="login-exec.php"> <table width="300" border="0" align="center" cellpadding="2" cellspacing="0"> <tr> <td width="112"><b>Login</b></td> <td width="188"><input name="login" type="text" class="textfield" id="login" /></td> </tr> <tr> <td><b>Password</b></td> <td><input name="password" type="password" class="textfield" id="password" /></td> </tr> <tr> <td>&nbsp;</td> <td><input type="submit" name="Submit" value="Login" /></td> </tr> </table> </form> ......................... login-execute.php ......................... <?php //Start session session_start(); //Include database connection details require_once('config.php'); //Array to store validation errors $errmsg_arr = array(); //Validation error flag $errflag = false; //Connect to mysql server $link = mysql_connect(DB_HOST, DB_USER, DB_PASSWORD); if(!$link) { die('Failed to connect to server: ' . mysql_error()); } //Select database $db = mysql_select_db(DB_DATABASE); if(!$db) { die("Unable to select database"); } //Function to sanitize values received from the form. Prevents SQL injection function clean($str) { $str = @trim($str); if(get_magic_quotes_gpc()) { $str = stripslashes($str); } return mysql_real_escape_string($str); } //Sanitize the POST values $login = clean($_POST['login']); $password = clean($_POST['password']); //Input Validations if($login == '') { $errmsg_arr[] = 'Login ID missing'; $errflag = true; } if($password == '') { $errmsg_arr[] = 'Password missing'; $errflag = true; } //If there are input validations, redirect back to the login form if($errflag) { $_SESSION['ERRMSG_ARR'] = $errmsg_arr; session_write_close(); header("location: login-form.php"); exit(); } //Create query $qry="SELECT * FROM members WHERE login='$login' AND passwd='".md5($_POST['password'])."'"; $result=mysql_query($qry); //Check whether the query was successful or not if($result) { if(mysql_num_rows($result) == 1) { //Login Successful session_regenerate_id(); $member = mysql_fetch_assoc($result); $_SESSION['SESS_MEMBER_ID'] = $member['member_id']; $_SESSION['SESS_FIRST_NAME'] = $member['firstname']; $_SESSION['SESS_LAST_NAME'] = $member['lastname']; session_write_close(); header("location: viewOrder.php"); exit(); }else { //Login failed header("location: login-failed.php"); exit(); } }else { die("Query failed"); } ?> ............................. viewOrder.php .............................. <html> <body bgcolor="#FFFFFF" > <? $host="localhost"; // Host name $username="root"; // Mysql username $password=""; // Mysql password $db_name="mydatabase"; // Database name $tbl_name="order_insert"; // Table name $tbl_name2="members"; // connect to server and databases mysql_connect("$host", "$username", "$password")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); $result = mysql_query("SELECT * FROM $tbl_name "); print "<center>"; $output .= "<table width=1100 border=1 bordercolor=black>"; $output .= "<tr align=center><td>ID</td><td>First Name</td><td>Last Name</td><td>E Mail</td><td> City </td><td> Country </td><td> Phone</td><td>Decoration Type</td><td>Service Description</td><td>Budget</td><td>Update</td><td>Delete</td></tr>"; $output .= "<th></th><th></th>"; $output .= "</tr>\n\n"; while ($row = mysql_fetch_assoc($result)){ $output .= "<tr>\n"; foreach ($row as $col=>$val){ $output .= " <td>$val</td>\n"; } // end foreach $keyVal = $row["id"]; $output .= "<td><a href='update.php?ID=$row[orderId]' >Update </a></td>"; $output .= "<td><a href='delete.php?ID=$row[orderId]' >Delete </a></td>"; $output .= "</tr>\n\n"; }// end while $output .= "</table></center>"; print "$output"; ?>&nbsp;&nbsp;&nbsp;<br> <br> <center><table > <tr><td> <form action="home.php"><font color="#FF0000"><input type="submit" name="btn" style="color:#CC0000" value="<--Back" ></font></form></td></tr></table></center> </body> </html> ..... your help and suggestions will be appreciated

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • JAVA: Can't get context parameters in Filter

    - by DaTval
    Hello, I have a filter and parameters in web.xml web.xml is like this: <filter> <description> </description> <display-name>AllClassFilter</display-name> <filter-name>AllClassFilter</filter-name> <filter-class>com.datval.homework.AllClassFilter</filter-class> <init-param> <param-name>DB_URL</param-name> <param-value>jdbc:derby:C:/Users/admin/workspace/homework03/homework/databases/StudentsDB;create=true</param-value> </init-param> <init-param> <param-name>DB_DIALECT</param-name> <param-value>org.hibernate.dialect.DerbyDialect</param-value> </init-param> <init-param> <param-name>DB_DRIVER</param-name> <param-value>org.apache.derby.jdbc.EmbeddedDriver</param-value> </init-param> </filter> mapping is working well. But I can't get this parameters in my filter. public void init(FilterConfig config) throws ServletException { // TODO Auto-generated method stub debugMessage = config.getInitParameter("debugMessage"); ctx = config.getServletContext(); } public void doFilter(ServletRequest request, ServletResponse response, FilterChain chain) throws IOException, ServletException { // TODO Auto-generated method stub // place your code here ctx.log("Start - " + debugMessage); String myDbUrl = ctx.getInitParameter("DB_URL"); String DB_DIALECT = ctx.getInitParameter("DB_DIALECT"); String DB_DRIVER = ctx.getInitParameter("DB_DRIVER"); Map<String,String> pr = new HashMap<String,String>(); pr.put("hibernate.connection.url", myDbUrl); pr.put("hibernate.dialect", DB_DIALECT); pr.put("hibernate.connection.driver_class", DB_DRIVER); EntityManagerFactory emf = Persistence.createEntityManagerFactory("students",pr); EntityManager em = emf.createEntityManager(); request.setAttribute("em", em); chain.doFilter(request, response); em.close(); ctx.log("end - " + debugMessage); } I have checked and myDbUrl is null. What I'm doing wrong? Any idea? Sorry about code, I will change it later :)

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  • Making a grid on iPhone using Opengl

    - by TheGambler
    I'm trying to make a grid similar to what you would see in these geo games(geoDefense/geometry wars). I'm wanting to apply separate transformation matrixes to each to create different effects. So, it makes since to me that I need to draw each square separately to that I can apply a different transformation to each one. The problem I'm having is mapping these grids out or connecting the squares. The coordinate systems is still confusing to me. I know it would be easy just to create a huge triangle strip but I'm not able to figure out a way to apply separate transformations to each square( quad ) if I use triangle strips. So first question: Can you apply different transformations to quads if you use a triangle strip to draw a huge grid? If so, any tips suggestions on how to do so? If not, how does one usually connect textures without using triangle strips? Here is my coord setup: const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); Here is my draw: - (void)drawView:(GLView*)view; { int loop; //glColor4f(1.0, 1.0, 1.0, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Grid Loop for( loop = 0; loop < kNumberSectionsInGrid; loop++ ) { //glLoadIdentity(); static Matrix3D shearMatrix; Matrix3DSetShear(shearMatrix, 0.2, 0.2); static Matrix3D finalMatrix; //Matrix3DMultiply(temp2Matrix, shearMatrix, finalMatrix); glLoadMatrixf(shearMatrix); glTranslatef(-1.0f,(float)loop,-3.0f); glScalef(0.1, 0.1, 0.0); Vertex3D vertices[] = { {-1.0, 1.0, 0.5}, { 1.0, 1.0, 0.5}, { -1.0, -1.0, 0.5}, { 1.0, -1.0, 0.5} }; static const Vector3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, }; GLfloat texCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } glMatrixMode(GL_MODELVIEW);

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • jQuery memory game: if $('.opened').length; == number run function.

    - by Carl Papworth
    So I'm trying to change the a.heart when there is td.opened == 24. I'm not sure what's going wrong though since nothings happening. HTML: <body> <header> <div id="headerTitle"><a href="index.html">&lt;html<span class="heart">&hearts;</span>ve&gt;</a> </div> <div id="help"> <h2>?</h2> <div id="helpInfo"> <p>How many tiles are there? Let's see [calculating] 25...</p> </div> </div> </header> <div id="reward"> <div id="rewardContainer"> <div id="rewardBG" class="heart">&hearts; </div> <p>OMG, this must be luv<br><a href="index.html" class="exit">x</a></p> </div> </div> <div id="pageWrap"> <div id="mainContent"> <!-- DON'T BE A CHEATER !--> <table id="memory"> <tr> <td class="pair1"><a>&Psi;</a></td> <td class="pair2"><a>&para;</a></td> <td class="pair3"><a>&Xi;</a></td> <td class="pair1"><a>&Psi;</a></td> <td class="pair4"><a >&otimes;</a></td> </tr> <tr> <td class="pair5"><a>&spades;</a></td> <td class="pair6"><a >&Phi;</a></td> <td class="pair7"><a>&sect;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair4"><a>&otimes;</a></td> </tr> <tr> <td class="pair9"><a>&Omega;</a></td> <td class="pair2"><a>&para;</a></td> <td id="goal"> <a href="#reward" class="heart">&hearts;</a> </td> <td class="pair10"><a>&copy;</a></td> <td class="pair9"><a>&Omega;</a></td> </tr> <tr> <td class="pair11"><a>&there4;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair12"><a>&dagger;</a></td> <td class="pair6"><a>&Phi;</a></td> <td class="pair11"><a>&there4;</a></td> </tr> <tr> <td><a class="pair12">&dagger;</a></td> <td><a class="pair5">&spades;</a></td> <td><a class="pair10">&copy;</a></td> <td><a class="pair3">&Xi;</a></td> <td><a class="pair7">&sect;</a></td> </tr> </table> <!-- DON'T BE A CHEATER !--> </div> </div> <!-- END Page Wrap --> <footer> <div class="heartCollection"> <p>collect us if u need luv:<p> <ul> <li><a id="collection1">&hearts;</a></li> <li><a id="collection2">&hearts;</a></li> <li><a id="collection3">&hearts;</a></li> <li><a id="collection4">&hearts;</a></li> <li><a id="collection5">&hearts;</a></li> <li><a id="collection6">&hearts;</a></li> </ul> </div> <div class="credits">with love from Popm0uth ©2012</div> </footer> </body> </html> Javascript: var thisCard = $(this).text(); var activeCard = $('.active').text(); var openedCards = $('.opened').length; $(document).ready(function() { $('a.heart').css('color', '#CCCCCC'); $('a.heart').off('click'); function reset(){ $('td').removeClass('opened'); $('a').removeClass('visible'); $('td').removeClass('active'); }; $('td').click(openCard); function openCard(){ $(this).addClass('opened'); $(this).find('a').addClass('visible'); if ($(".active")[0]){ if ($(this).text() != $('.active').text()) { setTimeout(function(){ reset(); }, 1000); } else { $('.active').removeClass('active'); } } else { $(this).addClass("active"); } if (openedCards == 24){ $(".active").removeClass("active"); $("a.heart").css('color', '#ff63ff'); $("a.heart").off('click'); } } });

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  • Communicate progress from local Service

    - by kpdvx
    An application I'm building uses a local Service for downloading files from the web to the phone's SD card. In this app users can browse lists of books, and read them while online. A user can also download a pdf copy of a book for offline viewing. To handle downloads I'm using a locally bound Service. I do not want this Service to run all the time, only when downloading files. So that the Service can shut itself down when its tasks are complete, I am not binding to the service, rather I'm sending an "enqueue for download" command through the Intent passed to Context.startService. Books available for download are shown in a list. A user can choose to download a book by clicking on its row in the list. On download, I need to show download progress using a ProgressBar on the actual book list row. I need to also show, on the rows, if a book is enqueued for download, or if its download has completed or failed. The books can be shown in different activities throughout the application--in search, or in the user's list of favorite books, for example. When the books are shown in different places, these are not the same objects, but they are uniquely identified by their bookId. Because I do not want to bind to the service from every Activity, my tentative plan was to use a public static final HashMap on the Service class itself to contain a mapping of bookId to download status, an enum of enqueued, downloading, cancelled, etc. Each book view, when displayed, would check this static HashMap, and if the bookId is in the map, retrieve and display its status. I don't particularly like this idea, but at the moment it's the only way I can think of to retrieve status from the Service without having to bind to it and start it. Additionally I need to retrieve download progress percent from the Service, for a given bookId, if it is the active download. Again I'd rather not bind to the service from every activity, so I'm not sure how to go about retrieving current progress from the Service. My current plan is to use some sort of singleton mediator, that the Service will push updates to, and the views can read from. But I'm not terribly happy with this idea. The reason I'd like to avoid binding to the Service from each Activity is 1.) I'm already running another Service and 2.) binding is verbose and I'd like to avoid needing to pass around a reference to the Service (but admittedly this isn't too much of a problem). Perhaps binding to the local Service isn't expensive enough to warrant this other setup? Should I not be concerned about binding to it from each Activity? Maybe this is a non-issue?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Asyncronous While Loop?

    - by o7th Web Design
    I have a pretty great SqlDataReader wrapper in which I can map the output into a strongly typed list. What I am finding now is that on larger datasets with larger numbers of columns, performance could probably be a bit better if I can optimize my mapping. In thinking about this there is one section in particular that I am concerned about as it seems to be the heaviest hitter: while (_Rdr.Read()) { T newObject = new T(); for (int i = 0; i <= _Rdr.FieldCount - 1; ++i) { PropertyInfo info = (PropertyInfo)_ht[_Rdr.GetName(i).ToUpper()]; if ((info != null) && info.CanWrite) { info.SetValue(newObject, (_Rdr.GetValue(i) is DBNull) ? default(T) : _Rdr.GetValue(i), null); } } _en.Add(newObject); } _Rdr.Close(); What I would really like to know, is if there is a way that I can make this loop asyncronous? I feel that will make all the difference in the world with this beast :) Here is the entire Map method in case anyone can see where I can make further improvements on it... IList<T> Map<T> // Map our datareader object to a strongly typed list private static IList<T> Map<T>(IDataReader _Rdr) where T : new() { try { Type _t = typeof(T); List<T> _en = new List<T>(); Hashtable _ht = new Hashtable(); PropertyInfo[] _props = _t.GetProperties(); Parallel.ForEach(_props, info => { _ht[info.Name.ToUpper()] = info; }); while (_Rdr.Read()) { T newObject = new T(); for (int i = 0; i <= _Rdr.FieldCount - 1; ++i) { PropertyInfo info = (PropertyInfo)_ht[_Rdr.GetName(i).ToUpper()]; if ((info != null) && info.CanWrite) { info.SetValue(newObject, (_Rdr.GetValue(i) is DBNull) ? default(T) : _Rdr.GetValue(i), null); } } _en.Add(newObject); } _Rdr.Close(); return _en; }catch(Exception ex){ _Msg += "Wrapper.Map Exception: " + ex.Message; ErrorReporting.WriteEm.WriteItem(ex, "o7th.Class.Library.Data.Wrapper.Map", _Msg); return default(IList<T>); } }

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  • FFmpeg extract clip - stream frame rate differs from container frame rate (x264, aac)

    - by fideli
    Summary H.264 video seems to have a really high frame rate that requires a scaling factor to the applied to the duration of video that I'm trying to extract (900x lower). Body I'm trying to extract a clip from a movie that I have in MP4 format (created using Handbrake). After trying mencoder and VLC, I decided to give FFmpeg a shot since it was the least troublesome when it came to copying the codecs. That is, compared to mencoder and VLC, the resulting file was still playable in QuickTime (I know about Perian, etc, I'm just trying to learn how all this works). Anyway, my command was as follows: ffmpeg -ss 01:15:51 -t 00:05:59 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 During the copy, The following comes up: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from outofsight.mp4': Duration: 01:57:42.10, start: 0.000000, bitrate: 830 kb/s Stream #0.0(und): Video: h264, yuv420p, 720x384, 25 tbr, 22500 tbn, 45k tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16 Output #0, mp4, to 'out.mp4': Stream #0.0(und): Video: libx264, yuv420p, 720x384, q=2-31, 90k tbn, 22500 tbc Stream #0.1(eng): Audio: libfaac, 48000 Hz, stereo, s16 Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 2591 fps=2349 q=-1.0 size= 8144kB time=101.60 bitrate= 656.7kbits/s … Instead of a 5:59 duration clip, I get the entire rest of the movie. So, to test this, I ran the ffmpeg command with -t 00:00:01. What I got was exactly a 15:00 minute clip. So I did some black box engineering and decided to scale my -t option by calculating what value to enter given that 1 second was interpreted as 900 s. For my desired 359 s clip, I calculated 0.399 s and so my ffmpeg command became: ffmpeg -ss 01:15.51 -t 00:00:00.399 -i outofsight.mp4 \ -acodec copy -vcodec copy clip.mp4 This works, but I have no idea why the duration is scaled by 900. Investigating further, each ffmpeg run has the line: Seems stream 0 codec frame rate differs from container frame rate: 45000.00 (45000/1) -> 25.00 (25/1) 45000/25 = 1800. Must be a relation somewhere. Somehow, the obscenely high frame rate is causing issues with the timing. How is that frame rate so high? The best part about this is that the resulting clip.mp4 has the exact same feature (due to the copied video codec), and taking further clips from this needs the same scaling for the -t duration option. Therefore, I've made it available for anyone willing to check this out. Appendix The preamble for ffmpeg on my system (built using MacPorts ffmpeg port): FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --prefix=/opt/local --disable-vhook --enable-gpl --enable-postproc --enable-swscale --enable-avfilter --enable-avfilter-lavf --enable-libmp3lame --enable-libvorbis --enable-libtheora --enable-libdirac --enable-libschroedinger --enable-libfaac --enable-libfaad --enable-libxvid --enable-libx264 --mandir=/opt/local/share/man --enable-shared --enable-pthreads --cc=/usr/bin/gcc-4.2 --arch=x86_64 libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 1. 4. 0 / 1. 4. 0 libswscale 1. 7. 1 / 1. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Jan 4 2010 21:51:51, gcc: 4.2.1 (Apple Inc. build 5646) (dot 1)

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