Search Results

Search found 19940 results on 798 pages for 'edit distance'.

Page 44/798 | < Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >

  • SQL database self interaction entity

    - by Ricardo Costa
    I've been working on a database, wich is referent to an Aeroport management. I'm having a problem that it's freaking me out.. What i'm trying to do is, assuming that a client wants to know the distance between 2 locations, in miles or kms. As an example, if the user wants to know the distance between London and Amsterdam, should that distance be calculated by a formule or should it be already stored on the database? (1,N) ____________ ____________|__ | | | | | City/Airport |<---------| |______________| How can i show to user the distance between his 2 choices? RicardoCosta

    Read the article

  • More than one unique key for HashMap problem (Java)

    - by Alex Cheng
    This question is a continuation of this thread: In short: To solve my problem, I want to use Map<Set<String>, String>. However, after I sort my data entries in Excel, remove the unnecessary parameters, and the following came out: flow content ==> content content flow content ==> content depth distance flow content ==> content depth within flow content ==> content depth within distance flow content ==> content within flow content ==> content within distance I have more than one unique key for the hashmap if that is the case. How do I go around this... anyone have any idea? I was thinking of maybe Map<Set <String>, List <String>> so that I can do something like: Set <flow content>, List <'content content','content depth distance','content depth within ', ..., 'content within distance'> But because I am parsing the entries line by line I can't figure out the way how to store values of the same repeated keys (flow content) into the same list and add it to the map. Anyone have a rough logic on how can this be done in Java? Thanks in advance.

    Read the article

  • how can i edit my admission form which i filled wrong . their is no other form is avilable now ...what i do ??? [closed]

    - by user60065
    Hi, I am a 2nd year student in graduation. Recently I filled an admission form for final year admission but it came back to me after 2 days because I had entered wrong information. I want to edit the wrong information and I have scanned the form. I am looking for a good online site where I can upload the scanned document and convert same into an editable format. I don’t mind paying. If any can point to a good site will be great & thanks in advance

    Read the article

  • AJAX jQuery click results in function event being fired twice

    - by pmagunia
    I have an AJAX chat room module in Drupal and I am trying to insert BBCode stlye tex tags to the submit box when the user clicks Insert Tex. I managed to get the following code to work the first time but afterwards when I click Insert Tex it inserts the tex tags triple times. $('#edit-chatroom-message-entry-submit').click(function (e) { e.preventDefault(); e.stopPropagation(); if ($('#edit-chatroom-message-entry-box').val()){ Drupal.chatroom.postMessage($('#edit-chatroom-message-entry-box').val()); $('#edit-chatroom-message-entry-box').val('').focus(); } }); $('#edit-chatroom-tex-submit').click(function (e) { e.preventDefault(); e.stopPropagation(); $('#edit-chatroom-message-entry-box').val($('#edit-chatroom-message-entry-box').val() + '[tex][/tex]'); }); I would appreciate it if a suggestion could be make to make the code work properly.

    Read the article

  • Rails: common approach for handling exceptions in restful actions on objects that have been destroye

    - by Greg
    It is very common in Rails for an objects_controller controller to have RESTful edit and destroy actions like so: def edit @object = Object.find(params[:id]) end def destroy @object = Object.find(params[:id]) @object.destroy redirect_to :back end With an associated view that provides edit and destroy links like so: <%= link_to "Edit the Object", edit_object_path(object) %> <%= link_to "Delete", object, :confirm => 'Are you sure?', :method => :delete %> And it is easy to blow this up. If I open two browser windows, A and B, destroy an object with the "Delete" link in browser A and then press the "Edit" link in browser B, the find() in the edit action throws an exception. Obviously there are several ways to deal with this in the edit action: catch the exception and recover gracefully use @object = find(:first, "conditions... etc. and test the @object before going further But seeing as this is such a common pattern, I would love to know how other folks deal with this situation.

    Read the article

  • Workaround with paths in vista

    - by Argiropoulos Stavros
    Not really a programming question but i think quite relative. I have a .exe running in my windows XP PC. This exe needs a file in the same directory to run and has no problem finding it in XP BUT in Vista(I tried this in several machines and works in some of them) fails to run. I'm guessing there is a problem finding the path.The program is written in basic(Yes i know..) I attach the code below. Can you think of any workarounds? Thank you The exe is located in c:\tools Also the program runs in windows console(It starts but then during the execution cannot find a custom file type .TOP made by the creator of the program) ' PROGRAMM TOP11.BAS DEFDBL A-Z CLS LOCATE 1, 1 COLOR 14, 1 FOR i = 1 TO 80 PRINT "±"; NEXT i LOCATE 1, 35: PRINT "?? TOP11 ??" PRINT " €€‚—‚„‘ ’— ‹„’†‘„— ‘’† „”€„€ ’†‘ ‡€€‘‘†‘ ‰€ † „.‚.‘.€. " COLOR 7, 0 PRINT "-------------------------------------------------------------------------------" PRINT INPUT "ƒ?©« «¦¤ ©¬¤«?©«? ¤???... : ", Factor# INPUT "¤¦£ ¨®e¦¬ [.TOP] : ", topfile$ VIEW PRINT 7 TO 25 file1$ = topfile$ + ".TOP" file2$ = topfile$ + ".T_P" file3$ = "Syntel" OPEN file3$ FOR OUTPUT AS #3 PRINT #3, " ‘¬¤«?©«?? ¤??? = " + STR$(Factor#) + " †‹„‹†€: " + DATE$ CLOSE #3 command1$ = "copy" + " " + file1$ + " " + file2$ SHELL command1$ '’¦ ¨®e¦ .TOP ¤« ¨a­«  £ «¤ ?«a?¥ .T_P OPEN file2$ FOR INPUT AS #1 OPEN file1$ FOR OUTPUT AS #2 bb$ = " \\\ \ , ###.#### ###.#### ####.### ##.### " DO LINE INPUT #1, Line$ Line$ = RTRIM$(LTRIM$(Line$)) icode$ = LEFT$(Line$, 1) IF icode$ = "1" THEN Line$ = " " + Line$ PRINT #2, Line$ PRINT Line$ ELSEIF icode$ = "2" THEN Line$ = " " + Line$ PRINT #2, Line$ PRINT Line$ ELSEIF icode$ = "3" THEN Number$ = MID$(Line$, 3, 6) Hangle = VAL(MID$(Line$, 14, 9)) Zangle = VAL(MID$(Line$, 25, 9)) Distance = VAL(MID$(Line$, 36, 9)) Distance = Distance * Factor# Height = VAL(MID$(Line$, 48, 6)) PRINT #2, USING bb$; icode$; Number$; Hangle; Zangle; Distance; Height PRINT USING bb$; icode$; Number$; Hangle; Zangle; Distance; Height ELSE END IF LOOP UNTIL EOF(1) VIEW PRINT CLS LOCATE 1, 1 PRINT " *** ’„‘ ’“ ‚€‹‹€’‘ *** " END

    Read the article

  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

    Read the article

  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

    Read the article

  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

    Read the article

  • SQL SERVER – SSAS – Multidimensional Space Terms and Explanation

    - by pinaldave
    I was presenting on SQL Server session at one of the Tech Ed On Road event in India. I was asked very interesting question during ‘Stump the Speaker‘ session. I am sharing the same with all of you over here. Question: Can you tell me in simple words what is dimension, member and other terms of multidimensional space? There is no simple example for it. This is extreme fundamental question if you know Analysis Service. Those who have no exposure to the same and have not yet started on this subject, may find it a bit difficult. I really liked his question so I decided to answer him there as well blog about the same over here. Answer: Here are the most important terms of multidimensional space – dimension, member, value, attribute and size. Dimension – It describes the point of interests for analysis. Member – It is one of the point of interests in the dimension. Value – It uniquely describes the member. Attribute – It is collection of multiple members. Size – It is total numbers for any dimension. Let us understand this further detail taking example of any space. I am going to take example of distance as a space in our example. Dimension – Distance is a dimension for us. Member – Kilometer – We can measure distance in Kilometer. Value – 4 – We can measure distance in the kilometer unit and the value of the unit can be 4. Attribute – Kilometer, Miles, Meter – The complete set of members is called attribute. Size – 100 KM – The maximum size decided for the dimension is called size. The same example can be also defined by using time space. Here is the example using time space. Dimension – Time Member – Date Value – 25 Attribute – 1, 2, 3…31 Size – 31 I hope it is clear enough that what are various multidimensional space and its terms. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Business Intelligence, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

    Read the article

  • Configuring log4j on weblogic server for web applications.

    - by adejuanc
    To configure Weblogic server : 1.- Read the following link : How to Use Log4j with WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html#wp1014610 Here the step by step : 2.- Go to WL_HOME/server/lib and copy wllog4j.jar to the server CLASSPATH, to do this copy the file into DOMAIN_NAME/lib 3.- Download log4j jar (in my case I had not the file) from http://logging.apache.org/log4j/1.2/download.html , in this case the last available version is log4j-1.2.17.jar, and copy the file into DOMAIN_NAME/lib (As step 2). 4.- In this case I activate log4j using WLST (Weblogic Scripting Tool), as bellow : 4.1 .- As you're using windows, execute a terminal window and go to DOMAIN_NAME/bin and run the file setDomainEnv.cmd (this file will set the environment to run java). 4.2 .- Execute the following comands : C:\>java weblogic.WLST wls:/offline> connect('username','password') wls:/mydomain/serverConfig> edit() wls:/mydomain/edit> startEdit() wls:/mydomain/edit !> cd("Servers/$YOUR_SERVER_NAME/Log/$YOUR_SERVER_NAME" wls:/mydomain/edit/Servers/myserver/Log/myserver !> cmo.setLog4jLoggingEnabled(true) wls:/mydomain/edit/Servers/myserver/Log/myserver !> save() wls:/mydomain/edit/Servers/myserver/Log/myserver !> activate() you can use ls() to list the objects under the WLS directory this will activate log4j to use it with WLS. Configuring WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html To configure applications : 1. Create a log4j.properties file as bellow log4j.debug=TRUE log4j.rootLogger=INFO, R log4j.appender.R=org.apache.log4j.RollingFileAppender log4j.appender.R.File=/home/server.log log4j.appender.R.MaxFileSize=100KB log4j.appender.R.MaxBackupIndex=5 log4j.appender.R.layout=org.apache.log4j.PatternLayout log4j.appender.R.layout.ConversionPattern=%d{yyyy-MM-dd HH:mm:ss.SSSS} %p %t %c – %m%n 2. Copy the file to /WEB-INF/classes directory. of your application. 3.- implement also the last action provided to activate log4j on WLS

    Read the article

  • getting bone base and tip positions from a transform matrix?

    - by ddos
    I need this for a Blender3d script, but you don't really need to know Blender to answer this. I need to get bone head and tip positions from a transform matrix read from a file. The position of base is the location part of the matrix, length of the bone (distance from base to tip) is the scale, position of the tip is calculated from the scale (distance from bone base) and rotation part of the matrix. So how to calculate these? bone.base([x,y,z]) # x,y,z - floats bone.tip([x,y,z])

    Read the article

  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

    Read the article

  • Using default parameters for 404 error (PHP with mvc design)?

    - by user1175327
    I have a custom made Framework (written in PHP). It all works very good, but i have some doubts about a certain thing. Right now when a user call this url for example: http://host.com/user/edit/12 Which would resolve to: user = userController edit = editAction() in userController 12 = treated as a param But suppose the controller 'userController' doesn't exist. Then i could throw a 404. But on the other hand, the url could also be used as params for the indexController (which is the default controller). So in that case: controller = indexController user = could be an action in indexController, otherwise treated as a param edit = treated as a param 12 = treated as a param That is actually how it works right now in my framework. So basically, i never throw a 404. I could ofcourse say that only params can be given if the controller name is explicitly named in the URL. So if i want the above url: http://host.com/user/edit/12 To be invoked by the indexController, in the indexAction. Then i specifically have to tell what controller and action it uses in the URL. So the URL should become: http://host.com/index/index/user/edit/12 index = indexController index (2nd one) = the action method user = treated as a param edit = treated as a param 12 = treated as a param That way, when a controller doesn't exist, i don't reroute everything as a param to the index controller and simply throw a 404 error. Now my question is, which one is more preffered? Should i allow both options to be configurable in a config file? Or should i always use one of them. Simply because that's the only and best way to do it?

    Read the article

  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

    Read the article

  • Training of SEO - Open to All

    SEO is a very important subject matter nowadays and the SEO courses could be acquired through distance learning. Distance learning is basically a field of education which focuses upon giving education to students who are not physically present in a traditional classroom of a college or university.

    Read the article

  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

    Read the article

  • Bluetooth push application

    - by Paul Kassey
    I am considering the technical viability of software that I want to write. Is there a way that I can push data to a phone (iPhone or Andriod) via Bluetooth without pairing with it? I want to be able to walk into a room and have a computer push data to my phone when I get a certain distance from it, or push data to any phone automatically when it comes within a certain distance to a Bluetooth-ready device?

    Read the article

  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

    Read the article

  • HTML Email template Table help needed

    - by user1870691
    I need help setting up an email newsletter template as one of the columns is not being displayed properly, the column containing heading 2 is not being displayed properly it is being displayed towards right side of the page instead of aligning with the template elements. Here is the code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> </head> <body> <!--Table Start-->&nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" align="center" cellpadding="0" cellspacing="0" class="cont-bg" bgcolor="#f1f1f1" style="background-color: #f1f1f1; padding: 27px 0px 0px; width: 100%; background-position: initial initial; background-repeat: initial initial;"> <tbody> <tr> <td align="center" valign="top" width="1133">&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; <!--Main Part Start-->&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" align="center" cellpadding="0" cellspacing="0" style="width: 650px;"> <tbody> <tr> <td align="left" valign="top">&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; <!--Header Part Start-->&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; <table border="0" align="center" cellpadding="0" cellspacing="0" style="width: 650px; height: 682px;"> <tbody> <tr> <td colspan="2" align="right" valign="top" mc:edit="view" style="font: normal 12px arial, helvetica, sans-serif; color: #000000; padding-bottom: 22px;">You can&rsquo;t see this email?<a href="#"> View it in your browser.</a></td> </tr> <tr><!--Logo Start--> <td width="287" align="left" valign="top" bgcolor="#ffffff" style="background: #fff;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <p align="left"><br /> <img src="commstellogo.png" width="208" height="45" border="0" align="left" /></p> </td> <!--Logo End--><!--Menu Part Start--> <td width="363" height="94" align="left" valign="middle" bgcolor="#ffffff" style="background: #fff;">&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 340px;"> <tbody> <tr> <td align="right" valign="top" mc:edit="date" style="font: bold 18px arial, helvetica, sans-serif; color: #2f2f2f; text-transform: uppercase; padding-bottom: 8px;">01727 260 101</td> </tr> <tr> <td align="left" valign="top">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 340px;"> <tbody> <tr> <td width="16" align="left" valign="top"><img mc:edit="h-icin" src="images/home-icon.png" width="16" height="19" alt="" /></td> <td width="64" align="left" valign="middle" mc:edit="h-text" style="font: bold 12px arial, helvetica, sans-serif; color: #414141; padding-left: 9px;"><a href="#" style="color: #414141;">Home</a></td> <td width="16" align="left" valign="top"><img mc:edit="s-icon" src="images/setting.png" width="16" height="19" alt="" /></td> <td width="79" align="left" valign="middle" mc:edit="s-text" style="font: bold 12px arial, helvetica, sans-serif; color: #414141; padding-left: 9px;"><a href="#" style="color: #414141;">Services</a></td> <td width="16" align="left" valign="top"><img mc:edit="a-icon" src="images/about-us.png" width="16" height="19" alt="" /></td> <td width="77" align="left" valign="middle" mc:edit="a-text" style="font: bold 12px arial, helvetica, sans-serif; color: #414141; padding-left: 9px;"><a href="#" style="color: #414141;">About us</a></td> <td width="18" align="left" valign="top"><img mc:edit="s-icon" src="images/support.png" width="16" height="19" alt="" /></td> <td width="54" align="right" valign="middle" mc:edit="s-text" style="font: bold 12px arial, helvetica, sans-serif; color: #414141; padding-left: 9px;"><a href="#">Contact</a></td> </tr> </tbody> </table> </td> </tr> </tbody> </table> </td> <!--Menu Part End--></tr> <tr> <td colspan="2" align="left" valign="top" height="548">&nbsp; &nbsp;&nbsp; &nbsp; &nbsp; <!--Banner Start-->&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 650px;"> <tbody> <tr> <td align="left" valign="top"><img mc:edit="banner-image" src="#" width="649" height="356" alt="" style="display: block;" /></td> </tr> <tr> <td align="left" valign="top" bgcolor="#2f2f2f" style="padding: 25px 0px 18px 20px; background: #2f2f2f;">&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 611px;"> <tbody> <tr> <td align="left" valign="top" mc:edit="banner-title" style="font: normal 24px arial, helvetica, sans-serif; color: #fff; padding-bottom: 8px;">Heading Area</td> </tr> <tr> <td align="left" valign="top" mc:edit="banner-text" style="font: normal 12px arial, helvetica, sans-serif; color: #fff; line-height: 18px; padding: 0px 0px 12px 4px;">Vivamus interdum mauris urna. Nullam egestas augue elit. Aliquam pretium elit varius metus hendrerit volutpat. <b>20% off</b> Vivamus interdum mauris urna. Nullam egestas augue elit. Aliquam pretium elit varius metus hendrerit volutpat.</td> </tr> <tr> <td align="left" valign="top"><a href="#><img mc:edit="banner-read-more" src="#" width="128" height="31" alt="" /></a></td> </tr> </tbody> </table> </td> </tr> </tbody> </table> &nbsp; <!--Banner End--> &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;</td> </tr> </tbody> </table> <!--Header Part End--> &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;</td> </tr> <tr><!--Body Part Start--></tr> <tr> <td width="330" align="left" valign="top">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <!--Two column 1 Start-->&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 320px;"> <tbody> <tr> <td align="left" valign="top"><img mc:edit="two-coulmn-image1" src="businesstelephone.png" width="320" height="172" alt="" style="display: block;" /></td> </tr> <tr> <td align="left" valign="top" bgcolor="#2f2f2f" style="padding: 15px 0px 18px 20px; background: #2f2f2f;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 288px;"> <tbody> <tr> <td align="left" valign="top" mc:edit="banner-title" style="font: normal 24px arial, helvetica, sans-serif; color: #fff; padding-bottom: 5px;">Heading 2</td> </tr> <tr> <td align="left" valign="top" mc:edit="banner-text" style="font: normal 12px arial, helvetica, sans-serif; color: #fff; line-height: 18px; padding: 0px 0px 12px 4px;">Praesent viverra dui in orci pulvinar convallis. Nunc interdum, metus eget adipiscing rutrum, leo quam accumsan tellus, eget . It's easy and hassle free!</td> </tr> <tr> <td align="left" valign="top"><a href="#"><img mc:edit="read-more" src="#" width="128" height="31" alt="" /></a></td> </tr> </tbody> </table> &nbsp; &nbsp;</td> </tr> </tbody> </table> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <!--Two column 1 End--> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</td> <td width="320" align="left" valign="top">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <!--Two column 2 Start-->&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 320px;"> <tbody> <tr> <td align="left" valign="top"><img mc:edit="two-coulmn-image2" src="mobiles.png" width="320" height="172" alt="" style="display: block;" /></td> </tr> <tr> <td align="left" valign="top" bgcolor="#2f2f2f" style="padding: 15px 0px 18px 20px; background: #2f2f2f;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 288px;"> <tbody> <tr> <td align="left" valign="top" mc:edit="banner-title" style="font: normal 24px arial, helvetica, sans-serif; color: #fff; padding-bottom: 5px;">Heading 3</td> </tr> <tr> <td align="left" valign="top" mc:edit="banner-text" style="font: normal 12px arial, helvetica, sans-serif; color: #fff; line-height: 18px; padding: 0px 0px 12px 4px;">Nunc vel massa metus, vel varius mi. Sed sagittis consectetur nisi, sed imperdiet ipsum interdum non. Nunc consectetur odio et turpis eleifend semper. Pellentesque lorem purus</td> </tr> <tr> <td align="left" valign="top"><a href="#"><img mc:edit="read-more-1" src="images/read-more.png" width="128" height="31" alt="" /></a></td> </tr> </tbody> </table> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</td> </tr> </tbody> </table> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <!--Two column 2 End--> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</td> </tr> <!--Two column Part End--> <tr> <td>&nbsp;</td> </tr> </tbody> </table> </td> <!--Body Part End--></tr> <tr><!--Footer Part Start--> <td align="left" valign="top">&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp; <table border="0" cellspacing="0" cellpadding="0" style="width: 687px;"> <tbody> <tr> <td align="center" valign="top" bgcolor="#ffffff" style="background: #fff; padding: 28px 0px 27px 0px;" width="687">&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; <table border="0" align="center" cellpadding="0" cellspacing="0" style="width: 675px;"> <tbody> <tr> <td align="center" valign="top" mc:edit="un-sp-text" style="font: normal 12px arial, helvetica, sans-serif; color: #737373; line-height: 18px;" width="675">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <p align="center"><b>Copyright &copy; 2012 Company - Registered &amp; Dales 07765116</b></p> </td> </tr> <tr> <td align="center" valign="top" mc:edit="c-right-text" style="font: bold 12px arial, helvetica, sans-serif; color: #737373; line-height: 18px;" width="675">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <p align="center">Company Address<br /> T: 023227 000 201 &nbsp;E: <a href="#">[email protected]</a> &nbsp;W: <a href="#">company</a></p> </td> </tr> </tbody> </table> </td> </tr> <tr> <td align="center" valign="top" style="padding: 20px 0px 35px 0px;" width="687">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <p align="center">If you wish to unsubscribe from this email, please click here</p> </td> </tr> </tbody> </table> </td> <!--Footer Part End--></tr> </tbody> </table> <!--Main Part End--> &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; <!--Table Start--> </body> </html>

    Read the article

  • ASP.NET MVC Return to Previous Page

    - by Jason Enochs
    I have a basic Edit method in my controller that redirects back to a top level listing (“Index”) when the edit succeeds. Standard setup after scaffolding. I am trying to change this Edit method to redirect back to the previous page (not Index). Since my Edit method is not using the default mapped input parameter “id”, I am using that to pass the previous URL. In my Edit “get” method, I use this line to grab the previous URL and it works fine: ViewBag.ReturnUrl = Request.UrlReferrer.AbsoluteUri; I send this return URL to the Edit “post” method by using my form tag like this: @using (Html.BeginForm(new { id = ViewBag.ReturnUrl })) Now this is where the wheels fall off. I can't seem to get the URL parsed from the id parameter properly. UPDATE**** Using Gary's example as a guide, I changing my parameter name from "id" to "returnUrl" and used a hidden field to pass my parameter. Lesson: Only use the id parameter how it was intended to be used...keep it simple. It works now... Here is my updated code. // // GET: /Question/Edit/5 public ActionResult Edit(int id) { Question question = db.Questions.Find(id); ViewBag.DomainId = new SelectList(db.Domains, "DomainId", "Name", question.DomainId); ViewBag.Answers = db.Questions .AsEnumerable() .Select(d => new SelectListItem { Text = d.Text, Value = d.QuestionId.ToString(), Selected = question.QuestionId == d.QuestionId }); ViewBag.returnUrl = Request.UrlReferrer; ViewBag.ExamId = db.Domains.Find(question.DomainId).ExamId; ViewBag.IndexByQuestion = string.Format("IndexByQuestion/{0}", question.QuestionId); return View(question); } // // POST: /Question/Edit/5 [HttpPost] public ActionResult Edit(Question question, string returnUrl) { int ExamId = db.Domains.Find(question.DomainId).ExamId; if (ModelState.IsValid) { db.Entry(question).State = EntityState.Modified; db.SaveChanges(); //return RedirectToAction("Index"); return Redirect(returnUrl); } ViewBag.DomainId = new SelectList(db.Domains, "DomainId", "Name", question.DomainId); return View(question); } and I changed my form tag to this: @using (Html.BeginForm()) { <input type="hidden" name="returnUrl" value="@ViewBag.returnUrl" /> Thanks Gary

    Read the article

  • Disregard a particular TD element

    - by RussellDias
    Below I have the code that allows me to edit a table row inline. However it edits ALL of the TDs within that row. My problem, along with the code, are stated below. Any help is appreciated. <tbody> <tr> <th scope="row">Test</th> <td class="amount">$124</td> <td class="amount" id="" >$154</td> <td class="diff">- 754</td> </tr> </tbody> The above table is just a sample. What I have been trying to accomplish is, to simply edit the TDs within that particular row, but I need it to disregard the diff TD. I'm fairly new to jQuery and have got the following code via the help of a jQuery book. $(document).ready(function() { TABLE.formwork('#current-expenses'); }); var TABLE = {}; TABLE.formwork = function(table){ var $tables = $(table); $tables.each(function () { var _table = $(this); _table.find('thead tr').append($('<th class="edit">&nbsp;</th>')); _table.find('tbody tr').append($('<td class="edit"><input type="button" value="Edit"/></td>')) }); $tables.find('.edit :button').live('click', function(e) { TABLE.editable(this); e.preventDefault(); }); } TABLE.editable = function(button) { var $button = $(button); var $row = $button.parents('tbody tr'); var $cells = $row.children('td').not('.edit'); if($row.data('flag')) { // in edit mode, move back to table // cell methods $cells.each(function () { var _cell = $(this); _cell.html(_cell.find('input').val()); }) $row.data('flag',false); $button.val('Edit'); } else { // in table mode, move to edit mode // cell methods $cells.each(function() { var _cell = $(this); _cell.data('text', _cell.html()).html(''); if($('td.diff')){ var $input = $('<input type="text" />') .val(_cell.data('text')) .width(_cell.width() - 16); _cell.append($input); } }) $row.data('flag', true); $button.val('Save'); } } I have attempted to alter the code so that it would disregard the diff class TD, but have had no luck so far.

    Read the article

  • Getting a loop when using link_to :back

    - by onildo
    I have this structure for the table course: Search page - Result Page - Edit Page - Show page When i go from result page to a specific course edit page, i edit it, and end up on the show page, but when i hit back, i get a loop from show to edit, and back to show and so on. I want the edit page to back to the result page if it came from there. im using this on both: <%= link_to "Back", :back %>

    Read the article

< Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >