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  • jQuery validation per multiple fieldsets, how to use different event to trigger validation per secti

    - by Jesse
    Hi All! I have a really, really long form (about 300 fields) that I broke down into different sections using this slick jQuery plugin Form Wizard. If you group your form into different fieldsets, the FormWizard will automagically display one section at a time, with a Next hyperlink to take you to the next section: <a id="step0Next" class="next" href="#">Next ></a> My question is this: Using the jQuery Validation plugin, how can I validate each fieldset when a user clicks Next, and so forth, instead of using the Submit button. Put differently, how can I change the trigger event from Submit to six different hyperlinks for six separate sections? Thanks for helping this newb out.

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  • perl: tk: a way/widget that allows pixel level control over the output

    - by chhh
    I want something like a canvas, but where i'd be able to manipulate pixels easily in addition to all the provided geometries, that can be drawn on canvas. Is it possible to embed something like GD::Image into a canvas? So then I maybe could make the image transparent and set some pixels in it (GD::Image-setPixel()) positioning it over the canvas? ps: well, that doesn't necessarily have to be perl, as there seem to be bindings for all the libs for most scripting (and not only) languages.

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Making dtSearch highlight one hit per phrase, rather than one hit per word-in-a-phrase

    - by Chris
    I'm using dtSearch to highlight text search matches within a document. The code to do this, minus some details and cleanup, is roughly along these lines: SearchJob sj = new SearchJob(); sj.Request = "\"audit trail\""; // the user query sj.FoldersToSearch.Add(path_to_src_document); sj.Execute(); FileConverter fileConverter = new FileConverter(); fileConverter.SetInputItem(sj.Results, 0); fileConvert.BeforeHit = "<a name=\"HH_%%ThisHit%%\"/><b>"; fileConverter.AfterHit = "</b>"; fileConverter.Execute(); string myHighlightedDoc = fileConverter.OutputString; If I give dtSearch a quoted phrase query like "audit trail" then dtSearch will do hit highlighting like this: An <a name="HH_0"/><b>audit</b> <a name="HH_1"/><b>trail</b> is a fun thing to have an <a name="HH_2"/><b>audit</b> <a name="HH_last"/><b>trail</b> about! Note that each word of the phrase is highlighted separately. Instead, I would like phrases to get highlighted as whole units, like this: An <a name="HH_0"/><b>audit trail</b> is a fun thing to have an <a name="HH_last"/><b>audit trail</b> about! This would A) make highlighting look better, B) improve behavior of my javascript that helps users navigate from hit to hit, and C) give more accurate counts of total # hits. Is there good ways to make dtSearch highlight phrases this way?

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  • XSL unique values per node per position

    - by Nathan Colin
    this get ever more complicated :) now i face another issue in last question we managed to take unique values from only one parent node now with: <?xml version="1.0" encoding="ISO-8859-1"?> <roots> <root> <name>first</name> <item> <something>A</something> <something>A</something> </item> <item> <something>B</something> <something>A</something> </item> <item> <something>C</something> <something>P</something> </item> <item> <something>A</something> <something>L</something> </item> <item> <something>A</something> <something>A</something> </item> <item> <something>B</something> <something>A</something> </item> <item> <something>D</something> <something>A</something> </item> </root> <root> <name>second</name> <item> <something>E</something> <something>A</something> </item> <item> <something>B</something> <something>A</something> </item> <item> <something>F</something> <something>A</something> </item> <item> <something>A</something> <something>A</something> </item> <item> <something>A</something> <something>A</something> </item> <item> <something>B</something> <something>H</something> </item> <item> <something>D</something> <something>G</something> </item> </root> </roots> now i need to get the unique values depending only from one node before but just from the elements on the second position <?xml version="1.0" encoding="ISO-8859-1"?> <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:output indent="yes" method="text"/> <xsl:key name="item-by-value" match="something" use="concat(normalize-space(.), ' ', generate-id(./ancestor::root))"/> <xsl:key name="rootkey" match="root" use="name"/> <xsl:template match="/"> <xsl:for-each select="key('rootkey','first')"> <xsl:for-each select="item/something[1]"> <xsl:sort /> <xsl:if test="generate-id() = generate-id(key('item-by-value', concat(normalize-space(.), ' ', generate-id(./ancestor::root))))"> <xsl:value-of select="."/> </xsl:if> </xsl:for-each> <xsl:text>_________</xsl:text> <xsl:for-each select="item/something[2]"> <xsl:sort /> <xsl:if test="generate-id() = generate-id(key('item-by-value', concat(normalize-space(.), ' ', generate-id(./ancestor::root))))"> <xsl:value-of select="."/> </xsl:if> </xsl:for-each> </xsl:for-each> </xsl:template> </xsl:stylesheet> with this XSL i get ABCD__LP where the result i need is ABCD__ALP any ideas?

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  • Pixel tracking problem in PHP

    - by kash
    Let me first explain what i am trying to do: step 1 : domain-a.com - cookie is set using a redirecting PHP script(placed on domain-b.com) when a link to domain-b.com is clicked from this domain step 2 : domain-b.com-main website -after a certain browsing user reaches domain-c.com step 3 : domain-c.com - when user reaches the thankyou page I placed an img tag with src = PHP confirmation script. (which confirms the cookie-placed on domain-b.com) Everything is working like charm with Chrome and FF, but IE is not able detect or recognize the cookie inside the confirmation script on step-3. I am not able to find any specific reason for this. I will really appreciate if anyone can help on this.

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  • Rails - 1 entry in model per field, per day

    - by Elliot
    Lets say I have a food model in the model, every day, people enter how many lbs of pizza/vegetables/fruit they eat. each food is its own column my issue is, I'd like it so they can only enter that in once (for that food type) every 24 hours (based on created_at). This possible?

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  • asp.net-mvc feature - one css file per (view / master-page / user-control)

    - by Mendy
    I'm trying to implement the following feature: I want just one css file to be attached for any page that I rendered. For example take StackOverflow site. For the questions page, we will have questions.css file. so.com/questions ---> questions.css so.com/question/1234/title ---> question.css so.com/about ---> about.css so.com/faq ---> faq.css Now, I know that this css files share code in common, because they may have the same MasterPage(s) / UserControls. So, the solution need to take into account MasterPages, views and usercontrols as well. So, what will be the right solution for this kind of problem? I'm thinking about one solution, I'll put is as an answer, but maybe you have a better solution for this?

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Optimized OCR black/white pixel algorithm

    - by eagle
    I am writing a simple OCR solution for a finite set of characters. That is, I know the exact way all 26 letters in the alphabet will look like. I am using C# and am able to easily determine if a given pixel should be treated as black or white. I am generating a matrix of black/white pixels for every single character. So for example, the letter I (capital i), might look like the following: 01110 00100 00100 00100 01110 Note: all points, which I use later in this post, assume that the top left pixel is (0, 0), bottom right pixel is (4, 4). 1's represent black pixels, and 0's represent white pixels. I would create a corresponding matrix in C# like this: CreateLetter("I", new List<List<bool>>() { new List<bool>() { false, true, true, true, false }, new List<bool>() { false, false, true, false, false }, new List<bool>() { false, false, true, false, false }, new List<bool>() { false, false, true, false, false }, new List<bool>() { false, true, true, true, false } }); I know I could probably optimize this part by using a multi-dimensional array instead, but let's ignore that for now, this is for illustrative purposes. Every letter is exactly the same dimensions, 10px by 11px (10px by 11px is the actual dimensions of a character in my real program. I simplified this to 5px by 5px in this posting since it is much easier to "draw" the letters using 0's and 1's on a smaller image). Now when I give it a 10px by 11px part of an image to analyze with OCR, it would need to run on every single letter (26) on every single pixel (10 * 11 = 110) which would mean 2,860 (26 * 110) iterations (in the worst case) for every single character. I was thinking this could be optimized by defining the unique characteristics of every character. So, for example, let's assume that the set of characters only consists of 5 distinct letters: I, A, O, B, and L. These might look like the following: 01110 00100 00100 01100 01000 00100 01010 01010 01010 01000 00100 01110 01010 01100 01000 00100 01010 01010 01010 01000 01110 01010 00100 01100 01110 After analyzing the unique characteristics of every character, I can significantly reduce the number of tests that need to be performed to test for a character. For example, for the "I" character, I could define it's unique characteristics as having a black pixel in the coordinate (3, 0) since no other characters have that pixel as black. So instead of testing 110 pixels for a match on the "I" character, I reduced it to a 1 pixel test. This is what it might look like for all these characters: var LetterI = new OcrLetter() { Name = "I", BlackPixels = new List<Point>() { new Point (3, 0) } } var LetterA = new OcrLetter() { Name = "A", WhitePixels = new List<Point>() { new Point(2, 4) } } var LetterO = new OcrLetter() { Name = "O", BlackPixels = new List<Point>() { new Point(3, 2) }, WhitePixels = new List<Point>() { new Point(2, 2) } } var LetterB = new OcrLetter() { Name = "B", BlackPixels = new List<Point>() { new Point(3, 1) }, WhitePixels = new List<Point>() { new Point(3, 2) } } var LetterL = new OcrLetter() { Name = "L", BlackPixels = new List<Point>() { new Point(1, 1), new Point(3, 4) }, WhitePixels = new List<Point>() { new Point(2, 2) } } This is challenging to do manually for 5 characters and gets much harder the greater the amount of letters that are added. You also want to guarantee that you have the minimum set of unique characteristics of a letter since you want it to be optimized as much as possible. I want to create an algorithm that will identify the unique characteristics of all the letters and would generate similar code to that above. I would then use this optimized black/white matrix to identify characters. How do I take the 26 letters that have all their black/white pixels filled in (e.g. the CreateLetter code block) and convert them to an optimized set of unique characteristics that define a letter (e.g. the new OcrLetter() code block)? And how would I guarantee that it is the most efficient definition set of unique characteristics (e.g. instead of defining 6 points as the unique characteristics, there might be a way to do it with 1 or 2 points, as the letter "I" in my example was able to). An alternative solution I've come up with is using a hash table, which will reduce it from 2,860 iterations to 110 iterations, a 26 time reduction. This is how it might work: I would populate it with data similar to the following: Letters["01110 00100 00100 00100 01110"] = "I"; Letters["00100 01010 01110 01010 01010"] = "A"; Letters["00100 01010 01010 01010 00100"] = "O"; Letters["01100 01010 01100 01010 01100"] = "B"; Now when I reach a location in the image to process, I convert it to a string such as: "01110 00100 00100 00100 01110" and simply find it in the hash table. This solution seems very simple, however, this still requires 110 iterations to generate this string for each letter. In big O notation, the algorithm is the same since O(110N) = O(2860N) = O(N) for N letters to process on the page. However, it is still improved by a constant factor of 26, a significant improvement (e.g. instead of it taking 26 minutes, it would take 1 minute). Update: Most of the solutions provided so far have not addressed the issue of identifying the unique characteristics of a character and rather provide alternative solutions. I am still looking for this solution which, as far as I can tell, is the only way to achieve the fastest OCR processing. I just came up with a partial solution: For each pixel, in the grid, store the letters that have it as a black pixel. Using these letters: I A O B L 01110 00100 00100 01100 01000 00100 01010 01010 01010 01000 00100 01110 01010 01100 01000 00100 01010 01010 01010 01000 01110 01010 00100 01100 01110 You would have something like this: CreatePixel(new Point(0, 0), new List<Char>() { }); CreatePixel(new Point(1, 0), new List<Char>() { 'I', 'B', 'L' }); CreatePixel(new Point(2, 0), new List<Char>() { 'I', 'A', 'O', 'B' }); CreatePixel(new Point(3, 0), new List<Char>() { 'I' }); CreatePixel(new Point(4, 0), new List<Char>() { }); CreatePixel(new Point(0, 1), new List<Char>() { }); CreatePixel(new Point(1, 1), new List<Char>() { 'A', 'B', 'L' }); CreatePixel(new Point(2, 1), new List<Char>() { 'I' }); CreatePixel(new Point(3, 1), new List<Char>() { 'A', 'O', 'B' }); // ... CreatePixel(new Point(2, 2), new List<Char>() { 'I', 'A', 'B' }); CreatePixel(new Point(3, 2), new List<Char>() { 'A', 'O' }); // ... CreatePixel(new Point(2, 4), new List<Char>() { 'I', 'O', 'B', 'L' }); CreatePixel(new Point(3, 4), new List<Char>() { 'I', 'A', 'L' }); CreatePixel(new Point(4, 4), new List<Char>() { }); Now for every letter, in order to find the unique characteristics, you need to look at which buckets it belongs to, as well as the amount of other characters in the bucket. So let's take the example of "I". We go to all the buckets it belongs to (1,0; 2,0; 3,0; ...; 3,4) and see that the one with the least amount of other characters is (3,0). In fact, it only has 1 character, meaning it must be an "I" in this case, and we found our unique characteristic. You can also do the same for pixels that would be white. Notice that bucket (2,0) contains all the letters except for "L", this means that it could be used as a white pixel test. Similarly, (2,4) doesn't contain an 'A'. Buckets that either contain all the letters or none of the letters can be discarded immediately, since these pixels can't help define a unique characteristic (e.g. 1,1; 4,0; 0,1; 4,4). It gets trickier when you don't have a 1 pixel test for a letter, for example in the case of 'O' and 'B'. Let's walk through the test for 'O'... It's contained in the following buckets: // Bucket Count Letters // 2,0 4 I, A, O, B // 3,1 3 A, O, B // 3,2 2 A, O // 2,4 4 I, O, B, L Additionally, we also have a few white pixel tests that can help: (I only listed those that are missing at most 2). The Missing Count was calculated as (5 - Bucket.Count). // Bucket Missing Count Missing Letters // 1,0 2 A, O // 1,1 2 I, O // 2,2 2 O, L // 3,4 2 O, B So now we can take the shortest black pixel bucket (3,2) and see that when we test for (3,2) we know it is either an 'A' or an 'O'. So we need an easy way to tell the difference between an 'A' and an 'O'. We could either look for a black pixel bucket that contains 'O' but not 'A' (e.g. 2,4) or a white pixel bucket that contains an 'O' but not an 'A' (e.g. 1,1). Either of these could be used in combination with the (3,2) pixel to uniquely identify the letter 'O' with only 2 tests. This seems like a simple algorithm when there are 5 characters, but how would I do this when there are 26 letters and a lot more pixels overlapping? For example, let's say that after the (3,2) pixel test, it found 10 different characters that contain the pixel (and this was the least from all the buckets). Now I need to find differences from 9 other characters instead of only 1 other character. How would I achieve my goal of getting the least amount of checks as possible, and ensure that I am not running extraneous tests?

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • World to Pixel Transformation

    - by D00d
    My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what I want. Now, I don't want to have to apply a transformation to each and every object's position when I draw them. As I happen to be using XNA, and spritebatch allows a Matrix to be passed in as an argument in it's begin method, I was wondering if there is a way to pass the World to Pixel transformation in there. Any suggestions? So far Matrix.CreateScale(new Vector3(zoom, zoom, 1)) puts the objects in their proper spot, but it also scales up the sprites. Is there a way to transform the position without enlarging the sprite? Thanks

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  • How many per-core licenses do I need?

    - by GavinPayneUK
      With SQL Server 2012, your licensing requirements can chose to use or be required to use a per-core model depending on the edition you’re deploying. This is a change to previous editions which used a per-CPU socket model that made counting how many per-CPU licences you needed easier – cores and HyperThreading didn’t influence the CPU socket count.  Any complications which people did have typically came from running SQL Server in a virtualised environment, was a vCPU a socket or did licensing...(read more)

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  • How add fog with pixel shader (HLSL) XNA?

    - by Mehdi Bugnard
    I started to make a small game in XNA . And recently i tried to add a "fog" on "pixel shader HLSL" with the class Effect from XNA . I search online about some tutorial and found many sample. But nothing want work on my game :-( . Before i already add a "fog" effect in my game and everything work, because i used the class "BasicEffect" but with the class "Effect" and HLSL, it's really more complicated. If somebody have an idea, it's will be wonderfull. Thanks again. Here is my code HLSL, i use. // Both techniques share this same pixel shader. float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { //return tex2D(Sampler, input.TextureCoordinate) * input.Color; float d = length(input.TextureCoordinate - cameraPos); float l = saturate((d-fogNear)/(fogFar-fogNear)); float fogFactory = clamp((d - fogNear) / (fogFar - fogNear), 0, 1) * l; return tex2D(Sampler, input.TextureCoordinate) * lerp(input.Color, fogColor, fogFactory); } Here is the screenShot With effect Without effect

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  • Defaulting the HLSL Vertex and Pixel Shader Levels to Feature Level 9_1 in VS 2012

    - by Michael B. McLaughlin
    I love Visual Studio 2012. But this is not a post about that. This is a post about tweaking one particular parameter that I’ve found a bit annoying. Disclaimer: You will be modifying important MSBuild files. If you screw up you will break your build tools. And maybe your computer will catch fire. I’m not responsible. No warranties or guaranties of any sort. This info is provided “as is”. By default, if you add a new vertex shader or pixel shader item to a project, it will be set to build with shader profile 4.0_level_9_3. If you need 9_3 functionality, this is all well and good. But (especially for Windows Store apps) you really want to target the lowest shader profile possible so that your game will run on as many computers as possible. So it’s a good idea to default to 9_1. To do this you could add in new HLSL files via “Add->New Item->Visual C++->HLSL->______ Shader File (.hlsl)” and then edit the shader files’ properties to set them manually to use 9_1 via “Properties->HLSL Compiler->General->Shader Model”. This is fine unless you forget to do this once and then submit your game with 9_3 shaders instead of 9_1 shaders to the Windows Store or to some other game store. Then you’d wind up with either rejection or angry “this doesn’t work on my computer! ripoff!” messages. There’s another option though. In “Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\ItemTemplates\VC\HLSL\1033\VertexShader” (note the path might vary slightly for you if you are using a 32-bit system or have a non-ENU version of Visual Studio 2012) you will find a “VertexShader.vstemplate” file. If you open this file in a text editor (e.g. Notepad++), then inside the CustomParameters tag within the TemplateContent tag you should see a CustomParameter tag for the ShaderType, i.e.: <CustomParameter Name="$ShaderType$" Value="Vertex"/> On a new line, we are going to add another CustomParameter tag to the CustomParameters tag. It will look like this: <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/> such that we now have:     <CustomParameters>       <CustomParameter Name="$ShaderType$" Value="Vertex"/>       <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/>     </CustomParameters> You can then save the file (you will need to be an Administrator or have Administrator access). Back in the 1033 directory (or whatever the number is for your language), go into the “PixelShader” directory. Edit the “PixelShader.vstemplate” file and make the same change (note that this time $ShaderType$ is “Pixel” not “Vertex”; you shouldn’t be changing that line anyway, but if you were to just copy and replace the above four lines then you will wind up creating pixel shaders that the HLSL compiler would try to compile as vertex shaders, with all sort of weird errors as a result). Once you’ve added the $ShaderModel$ line to “PixelShader.vstemplate” and have saved it, everything should be done. Since Feature Level 9_1 and 9_3 don’t support any of the other shader types, those are set to default to their appropriate minimums already (Compute and Geometry are set to “4.0” and Domain and Hull are set to “5.0”, which are their respective minimums (though not all 4.0 cards support Compute shaders; they were an optional feature added with DirectX 10.1 and only became required for DirectX 11 hardware). In case you are wondering where these magic values come from, you can find them all in the “fxc.xml” file in the “\Program Files (x86)\MSBuild\Microsoft.CPP\v4.0\V110\1033” directory (or whatever your language number is; 1033 is ENU and various other product languages have their own respective numbers (see: http://msdn.microsoft.com/en-us/goglobal/bb964664.aspx ) such that Japanese is 1041 (for example), though for all I know MSBuild tasks might be 1033 for everyone). If, like me, you installed VS 2012 to a drive other than the C:\ drive, you will find the vstemplate files in the drive to which you installed VS 2012 (D:\ in my case) but you will find the fxc.xml file on the C:\ drive. You should not edit fxc.xml. You will almost definitely break things by doing that; it’s just something you can look through to see all the other options that the FXC task takes such that you could, if needed, add further CustomParameter tags if you wanted to default to other supported options. I haven’t tried any others though so I don’t have any advice on how to set them.

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  • Inheritance Mapping Strategies with Entity Framework Code First CTP5: Part 2 – Table per Type (TPT)

    - by mortezam
    In the previous blog post you saw that there are three different approaches to representing an inheritance hierarchy and I explained Table per Hierarchy (TPH) as the default mapping strategy in EF Code First. We argued that the disadvantages of TPH may be too serious for our design since it results in denormalized schemas that can become a major burden in the long run. In today’s blog post we are going to learn about Table per Type (TPT) as another inheritance mapping strategy and we'll see that TPT doesn’t expose us to this problem. Table per Type (TPT)Table per Type is about representing inheritance relationships as relational foreign key associations. Every class/subclass that declares persistent properties—including abstract classes—has its own table. The table for subclasses contains columns only for each noninherited property (each property declared by the subclass itself) along with a primary key that is also a foreign key of the base class table. This approach is shown in the following figure: For example, if an instance of the CreditCard subclass is made persistent, the values of properties declared by the BillingDetail base class are persisted to a new row of the BillingDetails table. Only the values of properties declared by the subclass (i.e. CreditCard) are persisted to a new row of the CreditCards table. The two rows are linked together by their shared primary key value. Later, the subclass instance may be retrieved from the database by joining the subclass table with the base class table. TPT Advantages The primary advantage of this strategy is that the SQL schema is normalized. In addition, schema evolution is straightforward (modifying the base class or adding a new subclass is just a matter of modify/add one table). Integrity constraint definition are also straightforward (note how CardType in CreditCards table is now a non-nullable column). Another much more important advantage is the ability to handle polymorphic associations (a polymorphic association is an association to a base class, hence to all classes in the hierarchy with dynamic resolution of the concrete class at runtime). A polymorphic association to a particular subclass may be represented as a foreign key referencing the table of that particular subclass. Implement TPT in EF Code First We can create a TPT mapping simply by placing Table attribute on the subclasses to specify the mapped table name (Table attribute is a new data annotation and has been added to System.ComponentModel.DataAnnotations namespace in CTP5): public abstract class BillingDetail {     public int BillingDetailId { get; set; }     public string Owner { get; set; }     public string Number { get; set; } } [Table("BankAccounts")] public class BankAccount : BillingDetail {     public string BankName { get; set; }     public string Swift { get; set; } } [Table("CreditCards")] public class CreditCard : BillingDetail {     public int CardType { get; set; }     public string ExpiryMonth { get; set; }     public string ExpiryYear { get; set; } } public class InheritanceMappingContext : DbContext {     public DbSet<BillingDetail> BillingDetails { get; set; } } If you prefer fluent API, then you can create a TPT mapping by using ToTable() method: protected override void OnModelCreating(ModelBuilder modelBuilder) {     modelBuilder.Entity<BankAccount>().ToTable("BankAccounts");     modelBuilder.Entity<CreditCard>().ToTable("CreditCards"); } Generated SQL For QueriesLet’s take an example of a simple non-polymorphic query that returns a list of all the BankAccounts: var query = from b in context.BillingDetails.OfType<BankAccount>() select b; Executing this query (by invoking ToList() method) results in the following SQL statements being sent to the database (on the bottom, you can also see the result of executing the generated query in SQL Server Management Studio): Now, let’s take an example of a very simple polymorphic query that requests all the BillingDetails which includes both BankAccount and CreditCard types: projects some properties out of the base class BillingDetail, without querying for anything from any of the subclasses: var query = from b in context.BillingDetails             select new { b.BillingDetailId, b.Number, b.Owner }; -- var query = from b in context.BillingDetails select b; This LINQ query seems even more simple than the previous one but the resulting SQL query is not as simple as you might expect: -- As you can see, EF Code First relies on an INNER JOIN to detect the existence (or absence) of rows in the subclass tables CreditCards and BankAccounts so it can determine the concrete subclass for a particular row of the BillingDetails table. Also the SQL CASE statements that you see in the beginning of the query is just to ensure columns that are irrelevant for a particular row have NULL values in the returning flattened table. (e.g. BankName for a row that represents a CreditCard type) TPT ConsiderationsEven though this mapping strategy is deceptively simple, the experience shows that performance can be unacceptable for complex class hierarchies because queries always require a join across many tables. In addition, this mapping strategy is more difficult to implement by hand— even ad-hoc reporting is more complex. This is an important consideration if you plan to use handwritten SQL in your application (For ad hoc reporting, database views provide a way to offset the complexity of the TPT strategy. A view may be used to transform the table-per-type model into the much simpler table-per-hierarchy model.) SummaryIn this post we learned about Table per Type as the second inheritance mapping in our series. So far, the strategies we’ve discussed require extra consideration with regard to the SQL schema (e.g. in TPT, foreign keys are needed). This situation changes with the Table per Concrete Type (TPC) that we will discuss in the next post. References ADO.NET team blog Java Persistence with Hibernate book a { text-decoration: none; } a:visited { color: Blue; } .title { padding-bottom: 5px; font-family: Segoe UI; font-size: 11pt; font-weight: bold; padding-top: 15px; } .code, .typeName { font-family: consolas; } .typeName { color: #2b91af; } .padTop5 { padding-top: 5px; } .padTop10 { padding-top: 10px; } p.MsoNormal { margin-top: 0in; margin-right: 0in; margin-bottom: 10.0pt; margin-left: 0in; line-height: 115%; font-size: 11.0pt; font-family: "Calibri" , "sans-serif"; }

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  • What happens when you uninstall a per-user installation?

    - by CraigJ
    What happens if an MSI installation is set to install as per-user, and 3 different users log on and each install the app? Will Windows Installer recognise that the same MSI has already been installed into Program Files and therefore it doesn't need to install it again? What happens if one of the 3 users then uninstalls the app while they are logged in? Will Windows Installer recognise that 2 other users still need the app to be installed and therefore leave alone the app folder in Program Files?

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