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  • How To SSH Hop With Key Forwarding from Windows

    - by Aviad
    Do you have the need to work with SSH keys from Windows and you find that this becomes a hassle very quickly? HTG goes into how to make the process as transparent as possible, using The PuTTY package suite. Image by kaneda99. HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • The Frustrating Life of Zelda Universe Henchmen [Video]

    - by Jason Fitzpatrick
    Life as the Ganon’s henchmen in the Legend of Zelda universe is mostly hard work, vague instructions, and no glamour if this insider’s video is to be believed. [via Cracked] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • How to Do a Full Shutdown in Windows 8 Without Disabling Hybrid Boot

    - by Taylor Gibb
    Windows 8 comes with a new Hybrid Boot feature, which decreases boot times. But from time to time you may find you need to do a classic, full shutdown. Here’s how to do just that without disabling Hybrid Boot. How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Talk About OEM Vender Crapware Overkill! [Humorous Image]

    - by Asian Angel
    It is natural to expect some company-branded crapware on OEM computers, but this is just a bit much! View the Full-Size Version of the Image Getting a new laptop ready for a customer…my god Toshiba, WTF? [via Reddit - Tech Support Gore] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Mounting Nexus 7 on Ubuntu 12.04 through USB?

    - by Pomario
    I would like to transfer files between my Ubuntu 12.04 and Nexus 7 (Android 4.2) I have followed another post carefully. BUT upon... mount /mnt/nexus7 I get... Android device detected, assigning default bug flags.Listing File Information on Device with name: (NULL) and even doing an "ls" in "/mnt" generates... ls: cannot access nexus7: Transport endpoint is not connected Ideas why that is happening???

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  • The Little Server that Could [Humorous Image]

    - by Asian Angel
    Anyone up for a bit of miniaturized water-skiing fun? Note: Make sure to visit the Reddit link below for some enjoyable comment reading. Would not want to go to work and find this [via Reddit - Tech Support Gore] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • Common Misconceptions in Physics [Video]

    - by Jason Fitzpatrick
    Take a tour of common misconceptions in physics–such as the nature of gravity and velocity–with this brief and simply animated video courtesy of MinutePhysics. Common Physics Misconceptions [via Neatorama] How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Is CPU Performance Affected by Age?

    - by Jason Fitzpatrick
    Your computer feels a little slower than it did this time last year; is that change something you can chalk up to an aging processor? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • What libgdx project files can I ignore from version control?

    - by Zhen
    In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: *-android/.settings/ *-android/bin/ *-desktop/.settings/ *-desktop/bin/ *-html/.settings/ *-html/gwt-unitCache/ *-html/war/WEB-INF/classes/ *-html/war/WEB-INF/deploy/ *-html/war/assets/ *-html/war/ */.settings/ */bin/ Am I missing some? Is there a complete list somewhere?

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  • The ‘Coolest’ Server You will Ever See [Video]

    - by Asian Angel
    What is a little bit of snow-covered server between friends, right? From YouTube: This is an experimental Free Air Cooling setup called a Helsinki Chamber. You can learn more about this experimental server cooling technology here. Snow is not a problem for servers in Finland [via Fail Desk] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Projet Magenta : un clone d'iOS voit le jour, une développeuse reconstruit un iPhone OS 1 libre et matériel-agnostique

    Projet Magenta : un clone d'iOS voit le jour Une développeuse reconstruit un iPhone OS 1 libre et matériel-agnostique La domination des OS mobiles est depuis quelque temps cloîtrée à un triumvirat de tête qui semble accaparer innovation et parts de marché : Android, iOS et Windows Phone. Une percée remarquable d'un nouveau système peut paraître improbable, sauf si le challenger venait à naître de l'un de ces mastodontes du marché. Non, il ne s'agit pas de l'annonce fantasmatique d'un fork d'Android, mais d'u...

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  • Application Visibility Issues

    Recently we became aware that some Android applications were not visible on the Android Marketplace. While we were internally troubleshooting and qualifying the fix and communicating with our...

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  • Google To Shutter Nexus One Store

    <b>Enterprise Mobile Today:</b> "Google's experiment as an Android phone retailer has come to an end with the announcement it plans to shut down the Nexus One Android Web store and will sell its HTC-designed phone in the retail outlets of the two carriers it has left."

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  • The Secret Identities of Linux Distributions

    <b>IT World:</b> "In the embedded space, there's been a lot of talk about whether Android is fragmented, and if that fragmentation will ultimately hurt Android, because developers won't know what version to code for and users won't know which one to use."

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Is there any way to get an ExtJS GridPanel to automatically resize its width, but still be contained

    - by Micah
    I want to include an ExtJS GridPanel inside a larger layout, which in turn must be rendered inside a particular div in some pre-existing HTML that I don't control. From my experiments, it appears that the GridPanel only resizes itself correctly if it's within a Viewport. For instance, with this code the GridPanel automatically resizes: new Ext.Viewport( { layout: 'anchor', items: [ { xtype: 'panel', title: 'foo', layout: 'fit', items: [ { xtype: 'grid', // define the grid here... but if I replace the first three lines with the lines below, it doesn't: new Ext.Panel( { layout: 'anchor', renderTo: 'RenderUntoThisDiv', The trouble is, Viewport always renders directly to the body of the HTML document, and I need to render within a particular div. If there is a way to get the GridPanel to resize itself correctly, despite not being contained in a ViewPort, that would be ideal. If not, if I could get the Viewport to render the elements within the div, I'd be fine with that. All of my ExtJS objects can be contained within the same div. Does anybody know of a way to get a GridPanel to resize itself correctly, but still be contained inside some non-ExtJS-generated HTML?

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  • log4j additivity, category logging level and appender threshold

    - by GBa
    I'm having troubles understanding the relation between additivity, category logging level and appender threshold... here's the scenario (my log4j.properties file): log4j.category.GeneralPurpose.classTypes=INFO, webAppLogger log4j.additivity.GeneralPurpose.classTypes=true log4j.category.GeneralPurpose=ERROR, defaultLogger log4j.additivity.GeneralPurpose=false log4j.appender.webAppLogger=org.apache.log4j.RollingFileAppender log4j.appender.webAppLogger.File=webapps/someWebApp/logs/webApp.log log4j.appender.webAppLogger.MaxFileSize=3000KB log4j.appender.webAppLogger.MaxBackupIndex=10 log4j.appender.webAppLogger.layout=org.apache.log4j.PatternLayout log4j.appender.webAppLogger.layout.ConversionPattern=%d [%t] (%F:%L) %-5p - %m%n log4j.appender.webAppLogger.Encoding=UTF-8 log4j.appender.defaultLogger=org.apache.log4j.RollingFileAppender log4j.appender.defaultLogger.File=logs/server.log log4j.appender.defaultLogger.MaxFileSize=3000KB log4j.appender.defaultLogger.MaxBackupIndex=10 log4j.appender.defaultLogger.layout=org.apache.log4j.PatternLayout log4j.appender.defaultLogger.layout.ConversionPattern=%d [%t] (%F:%L) %-5p - %m%n log4j.appender.defaultLogger.Encoding=UTF-8 insights: category GeneralPurpose.classTypes is INFO category GeneralPurpose.classTypes has additivity TRUE category GeneralPurpose is ERROR category GeneralPurpose has additivity FALSE with the current configuration I would have assumed that INFO messages sent to category GeneralPurpose.classTypes.* would be only logged to webAppLogger since the parent logger (cateogry) is set with ERROR level logging. However, this is not the case, the message is logged twice (one in each log file). Looks like the ERROR logging level for the parent category is not taken into consideration when the event is sent as part of additivity... is my observation correct or am I missing something ? how should I alter the configuration in order to achieve only ERROR level loggings in server.log ? thanks, GBa.

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  • Production settings file for log4j?

    - by James
    Here is my current log4j settings file. Are these settings ideal for production use or is there something I should remove/tweak or change? I ask because I was getting all my threads being hung due to log4j blocking. I checked my open file descriptors I was only using 113. # ***** Set root logger level to WARN and its two appenders to stdout and R. log4j.rootLogger=warn, stdout, R # ***** stdout is set to be a ConsoleAppender. log4j.appender.stdout=org.apache.log4j.ConsoleAppender # ***** stdout uses PatternLayout. log4j.appender.stdout.layout=org.apache.log4j.PatternLayout # ***** Pattern to output the caller's file name and line number. log4j.appender.stdout.layout.ConversionPattern=%5p [%t] (%F:%L) - %m%n # ***** R is set to be a RollingFileAppender. log4j.appender.R=org.apache.log4j.RollingFileAppender log4j.appender.R.File=logs/myapp.log # ***** Max file size is set to 100KB log4j.appender.R.MaxFileSize=102400KB # ***** Keep one backup file log4j.appender.R.MaxBackupIndex=5 # ***** R uses PatternLayout. log4j.appender.R.layout=org.apache.log4j.PatternLayout log4j.appender.R.layout.ConversionPattern=%p %t %d %c - %m%n #set httpclient debug levels log4j.logger.org.apache.component=ERROR,stdout log4j.logger.httpclient.wire=ERROR,stdout log4j.logger.org.apache.commons.httpclient=ERROR,stdout log4j.logger.org.apache.http.client.protocol=ERROR,stdout UPDATE*** Adding thread dump sample from all my threads (100) "pool-1-thread-5" - Thread t@25 java.lang.Thread.State: BLOCKED on org.apache.log4j.spi.RootLogger@1d45a585 owned by: pool-1-thread-35 at org.apache.log4j.Category.callAppenders(Category.java:201) at org.apache.log4j.Category.forcedLog(Category.java:388) at org.apache.log4j.Category.error(Category.java:302)

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  • How do I log from inside my web application in Tomcat 6.

    - by Carlos
    How do I log from within my web application deployed on Tomcat 6? Where should I expect the logging output to go (internal tomcat log files, or will another logfile be generated)? I see a ton of documentation but am having a hard time finding a direct answer to the above questions. Where should I expect the logging to show up (currently it is log4j is not generating a log file and it is not showing up in my console). I am trying to follow http://www.laliluna.de/articles/log4j-tutorial.html . ### direct log messages to stdout ### log4j.appender.stdout=org.apache.log4j.ConsoleAppender log4j.appender.stdout.Target=System.out log4j.appender.stdout.layout=org.apache.log4j.PatternLayout log4j.appender.stdout.layout.ConversionPattern=%d{ABSOLUTE} %5p %c{1}:%L - %m%n ### file appender log4j.appender.file=org.apache.log4j.RollingFileAppender log4j.appender.file.maxFileSize=100KB log4j.appender.file.maxBackupIndex=5 log4j.appender.file.File=test.log log4j.appender.file.threshold=info log4j.appender.file.layout=org.apache.log4j.PatternLayout log4j.appender.file.layout.ConversionPattern=%d{ABSOLUTE} %5p %c{1}:%L - %m%n log4j.rootLogger=debug, stdout In my application I define a log object: private static org.apache.log4j.Logger log = Logger.getLogger(MyClass.class); log.error("LOGGING!"); Thanks for the help.

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  • How to load static files from view HTML in web2py?

    - by MikeWyatt
    Given a view with layout, how can I load static files (CSS and JS, essentially) into the <head> from the view file? layout.html <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="{{=T.accepted_language or 'en'}}"> <head> <title>{{=response.title or request.application}}</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <!-- include requires CSS files {{response.files.append(URL(request.application,'static','base.css'))}} {{response.files.append(URL(request.application,'static','ez-plug-min.css'))}} --> {{include 'web2py_ajax.html'}} </head> <body> {{include}} </body> </html> myview.html {{extend 'layout.html'}} {{response.files.append(URL(r=request,c='static',f='myview.css'))}} <h1>Some header</h1> <div> some content </div> In the above example, the "myview.css" file is either ignored by web2py or stripped out by the browser. So what is the best way to load page-specific files like this CSS file? I'd rather not stuff all my static files into my layout.

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  • Turning off hibernate logging console output

    - by Jared
    I'm using hibernate 3 and want to stop it from dumping all the startup messages to the console. I tried commenting out the stdout lines in log4j.properties but no luck. I've pasted my log file below. Also I'm using eclipse with the standard project structure and have a copy of log4j.properties in both the root of the project folder and the bin folder. ### direct log messages to stdout ### #log4j.appender.stdout=org.apache.log4j.ConsoleAppender #log4j.appender.stdout.Target=System.out #log4j.appender.stdout.layout=org.apache.log4j.PatternLayout #log4j.appender.stdout.layout.ConversionPattern=%d{ABSOLUTE} %5p %c{1}:%L - %m%n ### direct messages to file hibernate.log ### log4j.appender.file=org.apache.log4j.FileAppender log4j.appender.file.File=hibernate.log log4j.appender.file.layout=org.apache.log4j.PatternLayout log4j.appender.file.layout.ConversionPattern=%d{ABSOLUTE} %5p %c{1}:%L - %m%n ### set log levels - for more verbose logging change 'info' to 'debug' ### log4j.rootLogger=warn, stdout #log4j.logger.org.hibernate=info log4j.logger.org.hibernate=debug ### log HQL query parser activity #log4j.logger.org.hibernate.hql.ast.AST=debug ### log just the SQL #log4j.logger.org.hibernate.SQL=debug ### log JDBC bind parameters ### log4j.logger.org.hibernate.type=info #log4j.logger.org.hibernate.type=debug ### log schema export/update ### log4j.logger.org.hibernate.tool.hbm2ddl=debug ### log HQL parse trees #log4j.logger.org.hibernate.hql=debug ### log cache activity ### #log4j.logger.org.hibernate.cache=debug ### log transaction activity #log4j.logger.org.hibernate.transaction=debug ### log JDBC resource acquisition #log4j.logger.org.hibernate.jdbc=debug ### enable the following line if you want to track down connection ### ### leakages when using DriverManagerConnectionProvider ### #log4j.logger.org.hibernate.connection.DriverManagerConnectionProvider=trac5

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  • WPF DockPanel doesn't respect the "Filled" control's desired size

    - by Dan Puzey
    I have the following Xaml (simplified for brevity, but will repro the problem in Xamlpad or Kaxaml): <DockPanel Width="400"> <TextBlock DockPanel.Dock="Left" TextWrapping="Wrap"> Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum massa metus, ornare in fringilla nec, fringilla at orci. Nunc pharetra enim sit amet sapien aliquet eu euismod turpis vehicula. Aenean gravida tempus lectus ut ornare. Nullam massa augue, suscipit vel consectetur fringilla, pretium vitae neque. </TextBlock> <Button MinWidth="100" VerticalAlignment="Center" HorizontalAlignment="Left">Hello world</Button> </DockPanel> My problem is that I want the Button to take its minimum 100px of space, and for the text to wrap suitably to leave that space. However, what happens is that the text wraps as close to 400px as possible, and then the Button is clipped. If I Snoop the output I can see that the button is rendering at the desired 100px, but it's being clipped off the side of the DockPanel. If I reverse the Dock (so the button is docked "Right" and the TextBlock fills) then I get the layout I want, but unfortunately that's not an option due to the surrounding layout. Is there something I can do that will make the DockPanel a) not clip and b) layout in a way that respects the MinWidth? Or am I stuck finding an alternative layout mechanism? Thanks in advance!

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  • slot function not getting called

    - by chappar
    I am learning QT and trying out some examples. I am trying to make a dialog that disappears a label when a button is pressed and makes it appear when the same button is pressed again. Below is the code. #include <QApplication> #include <QPushButton> #include <QLabel> #include <QDialog> #include <QObject> #include <QHBoxLayout> int main(int argc, char ** argv) { QApplication app(argc, argv); QDialog *dialog = new QDialog; QPushButton *testButton = new QPushButton(QObject::tr("test")); QLabel * testLabel = new QLabel (QObject::tr("test")); QHBoxLayout * layout = new QHBoxLayout; layout->addWidget(testButton); layout->addWidget(testLabel); QObject::connect(testButton, SIGNAL(toggled(bool)), testLabel, SLOT(setVisible(bool))); dialog->setLayout(layout); dialog->show(); return app.exec(); } It is not working. Whenever i press the test button nothing happens. But if i change the signal slot connections as QObject::connect(testButton, SIGNAL(clicked(bool)), testLabel, SLOT(setVisible(bool))); it makes the label disappear. So, why it is not working with signal "toggled". What i am guessing is, it is not able to find that signal. Can you guys throw some light?

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  • Uncaught TypeError: Object [object Object] has no method 'onAdded'

    - by user3604227
    I am using ExtJS4 with Java servlets. I am following the MVC architecture for ExtJS. I am trying a simple example of displaying a border layout but it doesnt work and I get the following error in ext-all.js in the javascript console: Uncaught TypeError: Object [object Object] has no method 'onAdded' Here is my code: app.js Ext.Loader.setConfig({ enabled : true }); Ext.application({ name : 'IN', appFolder : 'app', controllers : [ 'Items' ], launch : function() { console.log('in LAUNCH-appjs'); Ext.create('Ext.container.Viewport', { items : [ { xtype : 'borderlyt' } ] }); } }); Items.js (controller) Ext.define('IN.controller.Items', { extend : 'Ext.app.Controller', views : [ 'item.Border' ], init : function() { this.control({ 'viewport > panel' : { render : this.onPanelRendered } }); }, onPanelRendered : function() { console.log('The panel was rendered'); } }); Border.js (view) Ext.define('IN.view.item.Border',{extend : 'Ext.layout.container.Border', alias : 'widget.borderlyt', title : 'Border layout' , autoShow : true, renderTo : Ext.getBody(), defaults : { split : true, layout : 'border', autoScroll : true, height : 800, width : 500 }, items : [ { region : 'north', html : "Header here..", id : 'mainHeader' }, { region : 'west', width : 140, html : "Its West..", }, { region : 'south', html : "This is my temp footer content", height : 30, margins : '0 5 5 5', bodyPadding : 2, id : 'mainFooter' }, { id : 'mainContent', collapsible : false, region : 'center', margins : '5', border : true, } ] }); The folder structure for the Webcontent is as follows: WebContent app controller Items.js model store view item Border.js ext_js resources src ext_all.js index.html app.js Can someone help me resolve this error? Thanks in advance

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  • How to create a log file in the folder which will be created at run time

    - by swati
    Hello Everyone, I new to apache logger.I am using apache log4j for my application. I am using the following configuration file configure the root logger log4j.rootLogger=INFO, STDOUT, DAILY configure the console appender log4j.appender.STDOUT=org.apache.log4j.ConsoleAppender log4j.appender.STDOUT.Target=System.out log4j.appender.STDOUT.layout=org.apache.log4j.PatternLayout log4j.appender.STDOUT.layout.conversionPattern=%d{yyyy-MM-dd HH:mm:ss.SSS} [%p] %c:%L - %m%n configure the daily rolling file appender log4j.appender.DAILY=org.apache.log4j.DailyRollingFileAppender log4j.appender.DAILY.File=log4jtest.log log4j.appender.DAILY.DatePattern='.'yyyy-MM-dd-HH-mm log4j.appender.DAILY.layout=org.apache.log4j.PatternLayout log4j.appender.DAILY.layout.conversionPattern=%d{yyyy-MM-dd HH:mm:ss.SSS} [%p] %c:%L - %m%n So when my application runs it creates a folder called somename_2010-04-09-23-09 . My log file has to be created inside of this somename_2010-04-09-23-09 folder.(Which created at run time..). Is there anyway to do that.. Is there anyway we can specify in the configuration file so that it will create at run time the log file inside of the folder somename_2010-04-09-23-03 folder..? I would really appreciate if some one can answer to my questions. Thanks, Swati

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