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  • for loop will not loop

    - by Bjørn Jostein Aurheim
    I have a for loop that I will use to compute time intervals to add to an ArrayList. The problem is that I can not prove that the for loop is being executed. Nothing is printed when using the system.out.println() statement, and nothing is added to the array from inside the loop ... any sugestions? // lager tidspunkter og legger disse inn i en Array kalt tider tid.setTimer(16); tid.setMinutter(0); tid.setSekunder(0); tider.add(tid.asString());// String "16:00" is added as it should System.out.println("tiden er: "+tid.asString());// gives 16:00 printed for(int i=0;i>12;i++){ System.out.println("er i løkken");// gives nothing printed tid.increaseMinutter(30); System.out.println(tid.asString());// gives nothing printed tider.add(tid.asString()); }

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  • Referenced vector does not pass through functions

    - by kylepayne
    The referenced vector to functions does not hold the information in memory. Do I have to use pointers? Thanks. #include <iostream> #include <cstdlib> #include <vector> #include <string> using namespace std; void menu(); void addvector(vector<string>& vec); void subvector(vector<string>& vec); void vectorsize(const vector<string>& vec); void printvec(const vector<string>& vec); void printvec_bw(const vector<string>& vec); int main() { vector<string> svector; menu(); return 0; } //functions definitions void menu() { vector<string> svector; int choice = 0; cout << "Thanks for using this program! \n" << "Enter 1 to add a string to the vector \n" << "Enter 2 to remove the last string from the vector \n" << "Enter 3 to print the vector size \n" << "Enter 4 to print the contents of the vector \n" << "Enter 5 ----------------------------------- backwards \n" << "Enter 6 to end the program \n"; cin >> choice; switch(choice) { case 1: addvector(svector); menu(); break; case 2: subvector(svector); menu(); break; case 3: vectorsize(svector); menu(); break; case 4: printvec(svector); menu(); break; case 5: printvec_bw(svector); menu(); break; case 6: exit(1); default: cout << "not a valid choice \n"; // menu is structured so that all other functions are called from it. } } void addvector(vector<string>& vec) { //string line; //int i = 0; //cin.ignore(1, '\n'); //cout << "Enter the string please \n"; //getline(cin, line); vec.push_back("the police man's beard is half-constructed"); } void subvector(vector<string>& vec) { vec.pop_back(); return; } void vectorsize(const vector<string>& vec) { if (vec.empty()) { cout << "vector is empty"; } else { cout << vec.size() << endl; } return; } void printvec(const vector<string>& vec) { for(int i = 0; i < vec.size(); i++) { cout << vec[i] << endl; } return; } void printvec_bw(const vector<string>& vec) { for(int i = vec.size(); i > 0; i--) { cout << vec[i] << endl; } return; }

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  • Generic List .First not working LINQ

    - by Hurricanepkt
    var stuff = ctx.spReport(); var StuffAssembled = new List<ReportCLS>(); var val = new List<ReportCLS>(); foreach (var item in stuff) { StuffAssembled.Add(new ReportCLS(item)); } val.Add(StuffAssembled.First()); Keeps throwing System.Collections.Generic.List' does not contain a definition for 'First' and no extension method 'First' accepting a first argument of type 'System.Collections.Generic.List' could be found (are you missing a using directive or an assembly reference?) what is going wrong ? moreover how do i fix it? Thanks

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  • Why is Flexigird not working on IE

    - by Jrubins
    Hi I have a page with a flexigrid on it and it works on FF,Chrome,Opera except IE. it points out that the error is at line of "if(!btn.separator)" which is null or not an object. Well, every thing inside that block is an error on IE cause i think the error is on the "btn" objects.. has anyone ever encountered this error? this is from the latest version of flexigrid for(i=0;i< p.buttons.length;i++){ var btnfor = p.buttons[i]; if(!btn.separator) { //do things here } } Thanks Jrubins

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  • Android 1.6: onActivityResult is not called

    - by Seb
    Hi, I have a problem with the method "onActivityResult". I create a new Activity from my main activity: Intent intent = new Intent(this, NewActivity.class); startActivityForResult(intent, 0); The new Activity is ended like this: Intent resultIntent = new Intent(); resultIntent.putExtra("vid", hmvenues.get(venues[currentPosition])); resultIntent.putExtra("name", venues[currentPosition]); setResult(RESULT_OK, resultIntent); finish(); But the Method onActivityResult seem to be not called @Override public void onActivityResult(int requestCode, int resultCode, Intent data) { Log.d(this.getClass().getName(),"onActivityResult"); ... } Does anyone have an idea, what I did wrong? Thanks!! Seb

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  • .NET ClickOnce not installing prerequisite files?

    - by proudgeekdad
    I have a .NET project that uses Crystal Reports. The application is distributed using ClickOnce. Things work great if the user has Crystal installed on their computer. However, not all of the end users have Crystal Reports installed on their computers. These users are receiving the following error... "Unable to install or run the application. The application requires that assembly CrystalDecisions.ReportAppServer.XmlSerialize Version 10.5.3700.0 be installed in the Global Assembly Cache (GAC) first." Is there a way to force ClickOnce installs to ensure that a prerequisite is installed?

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  • UISwitch text not showing on device

    - by iFloh
    Hi, I have a screen with several UISwitch controls. On my iPhone simulator this screen works correctly and The Switch text shows as On/Off. Different on my testing device (iPod Touch). Here the text seems to get lost and I only get "1" (instead of "On") and "0" (instead of "Off"). I don't know where the iPod Touch is different and why it's not showing correctly. Anyone had a similar experience? Is this a bug? Cheers

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  • Clean way to output values in ASP.NET MVC Views when value is not null

    - by Swoop
    Is there a better way to write the code below? I have quite a few blocks that are similar, and this is making the code in the Viewpage very messy to work with. The data value with the associated label only needs to be output when certain conditions are met, which is almost always if the value is not null. The options I can think is to use a response.write to atleast minimize the usage of the ASP script tags, or to format the webpage is such a way that the label displays with an appropriate n/a type value. <% if (myData.Balance != null) { %> Balance: <%= String.Format("{0:C}", (myData.Balance))%> <% } %>

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  • ASP.NET MVC: View does not get rendered with updated model value

    - by Newton
    I'm experiencing the a challenge in populating the child records. My previous code was like - <%= Html.TextBox("DyeOrder.Summary[" + i + "].Ratio", Model.DyeOrder.Summary[i].Ratio.ToString("#0.00"), ratioProperties) %> This code does not render the updated values after post back. To resolve this issue my work around was like - <%= "<input id='DyeOrder_Summary_" + i + "__Ratio' name='DyeOrder.Summary[" + i + "].Ratio' value='" + Model.DyeOrder.Summary[i].Ratio.ToString("#0.00") + "' " + ratioCss + " type='text' />"%> This is very clumsy to me. Is there any better ideas...

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  • page.replace_html for entire div not partial?

    - by odpogn
    My sites navigation is within my <%= render 'layouts/header' %. I want to use ajax so that when a user clicks on a navigation link, only the refreshes. is not a partial, is there a way to refresh the content of that div without using a partial? <div id="container"> <%= render 'layouts/header' %> <div id="content"> <% flash.each do |key, value| %> <div class="flash <%= key %>"><%= value %></div> <% end %> <%= yield %> </div> </div>

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  • rowupdating not giving new values.

    - by pankaj
    Hi, I am working on a application where i am using rowupdating event of the gridview. I am using templatefield in my columns so i am not able to get the new values from the textboxws that i am having in the gridview. How can i get the new values from the textboxes. Following is my code in rowupdating: protected void gviewTemplate_RowUpdating(object sender, GridViewUpdateEventArgs e) { gviewTemplate.EditIndex = -1; string rowNum = ViewState["ID"].ToString(); Label lbl2 = (Label)gviewTemplate.Rows[e.RowIndex].FindControl("lblTemplateName"); Label lbl1 = (Label)gviewTemplate.Rows[e.RowIndex].FindControl("lblUploaded"); TextBox txtTempName = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtTemplateName"); TextBox txtHeading = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtHeading"); TextBox txtCoupon = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtCouponText"); TextBox txtBrand = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtBrandName"); TextBox txtSearchText = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtSearch"); TextBox txtDiscount = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtDiscount"); TextBox txtStartDt = (TextBox)gviewTemplate.Rows[e.RowIndex].FindControl("txtStartDt"); } i want to get the new values form these textboxes but it is always giving me old values. and yes, e.Newvalues is not giving me anything. It is always empty. This is small extract from my gridview design: <asp:GridView runat="server" AutoGenerateColumns="False" ID="gviewTemplate" onrowdatabound="gviewTemplate_RowDataBound" DataKeyNames="F1" onrowcommand="gviewTemplate_RowCommand" onrowediting="gviewTemplate_RowEditing" onrowcancelingedit="gviewTemplate_RowCancelingEdit" onrowupdating="gviewTemplate_RowUpdating" onrowdeleting="gviewTemplate_RowDeleting" onrowupdated="gviewTemplate_RowUpdated"> <Columns> <asp:TemplateField HeaderText="Uploaded Image"> <EditItemTemplate> <asp:LinkButton Text="Reload" runat="server" OnClick="lbtnReloadImage_Click" CommandName="reload" ID="lbtnReloadImage"></asp:LinkButton> </EditItemTemplate> <ItemTemplate> <table id="Table2" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label Runat="server" Text='<%# Eval("Uploaded") %>' ID="lblUploaded"></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Template Name"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtTemplateName" Width="60" Runat="server" Text='<%# Eval("F1") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator1" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtTemplateName">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table3" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label ID="lblTemplateName" runat="server" Text='<%# Eval("F1") %>'></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Heading"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtHeading" Runat="server" Width="60" Text='<%# Eval("F2") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator2" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtHeading">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table4" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label ID="lblHeading" runat="server" Text='<%# Eval("F2") %>'></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Coupon Text"> <ItemStyle VerticalAlign="Top" HorizontalAlign="Center" /> <EditItemTemplate> <asp:TextBox ID="txtCouponText" Runat="server" Width="80" Text='<%# Bind("F3") %>'></asp:TextBox> <asp:RequiredFieldValidator ID="RequiredFieldValidator3" Runat="server" ErrorMessage="You must provide a Product Name." ControlToValidate="txtCouponText">*</asp:RequiredFieldValidator> </EditItemTemplate> <ItemTemplate> <table id="Table5" runat="server" width="100%" cellpadding="0" cellspacing="0" border="0"> <tr> <td> <asp:Label Runat="server" Text='<%# Bind("F3") %>' ID="lblCouponText"></asp:Label> </td> </tr> </table> </ItemTemplate> </asp:TemplateField> Can anyone please tell me how to get the new values from these textboxes?

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  • jQuery slider not working in Wordpress plugin

    - by Matt Facer
    I've written a plugin for wordpress and I want to use a slider on my page. In it's most basic form (now) to test, I have the for the slider on my page <div id="wpge-slider"></div> then in the plugin, I have my init action add_action('init', 'wpge_init' ); function wpge_init() { wp_enqueue_script('jquery'); wp_enqueue_script('jquery-ui-core'); wp_enqueue_script('wpge_search_results', get_bloginfo('wpurl') . '/wp-content/plugins/myplugintest/js/wpge_search_results.js', array('jquery'), '1.0'); } then in my own javascript page, I have jQuery(document).ready(function($) { $("#wpge-slider").slider(); }); Everything (to me) looks ok, and the scripts ARE being called in the header. I can see them on the page... yet the slider is not showing. Can anyone see where I'm going wrong?!

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  • my jComboBox does not react to my keyListener and actionPerform perfroms weired stuff

    - by aladdin
    hi I am trying to search for UserName and return values onto jComboBox, here is the code public void actionPerformed(java.awt.event.ActionEvent e) { sr = new Search(((String) jComboBoxReceiver.getSelectedItem())); usrList = sr.searchUser(); String[] userList = new String[usrList.size()] ; for(int i=0;i<usrList.size();i++){ userList[i]= usrList.get(i).getUserName(); } model = new DefaultComboBoxModel(userList); jComboBoxReceiver.setModel(model); } However, if i do that, it does perform correctly, however, it will go search for the first item again, which is very confusing... then i tried using key Pressed if(e.getKeyCode()==13){ sr = new Search(((String) jComboBoxReceiver.getSelectedItem())); usrList = sr.searchUser(); String[] userList = new String[usrList.size()] ; for(int i=0;i<usrList.size();i++){ userList[i]= usrList.get(i).getUserName(); } model = new DefaultComboBoxModel(userList); jComboBoxReceiver.setModel(model); } And this one does not react at all ...

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  • Function not recognized from jQuery

    - by coffeeaddict
    I've got a .js file that has this function in it: function showDialog(divID) { var dialogDiv = $(divID); dialogDiv.dialog ( { bgiframe: true, modal: true, autoOpen: false, show: 'blind' } ) And in my page this: <script type="text/javascript"> $(function() { $("input.invokeDialog").click.showDialog("#testDialog"); }); </script> I'm trying to figure out why it doesn't recognize my showDialog function. Is it not possible to reference it with the dot as I am doing? Do I need a jQuery specific function or syntax for it to know that it's a jQuery function or is there no such thing?

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  • Embedded Record is not getting loaded in Ember.js

    - by Venky
    Following is the JSON data I am trying to load using ember-data: { "product" : [ { "id" : 1, "name" : "product1", "master" : { "id" : 1, "name" : "product1", "images" : [ { "id" : 1, "productUrl" : "/images/product1_1.jpg" }, { "id" : 2, "productUrl" : "/images/product1_2.jpg" } ] } }, { "id" : 2, "name" : "product2", "master" : { "id" : 2, "name" : "product2", "images" : [ { "id" : 3, "productUrl" : "/images/product2_1.jpg" }, { "id" : 4, "productUrl" : "/images/product2_2.jpg" } ] } } ] } The models are as follows: App.Product = DS.Model.extend name: DS.attr('string') description: DS.attr('string') master: DS.belongsTo('master') App.Master = DS.Model.extend images: DS.hasMany('image') App.Image = DS.Model.extend productUrl: DS.attr('string') The Application Serializer code is as follows: App.ApplicationSerializer = DS.ActiveModelSerializer.extend(DS.EmbeddedRecordsMixin, attrs: { images: { embedded : 'always' } master: { embedded : 'always' } } ) The problem is that the "master" model records are being returned empty. I am not sure, where I am going wrong. I am using the following platform configuration: ember-source (1.4.0) ember-data-source (1.0.0.beta.7) ember-rails (0.15.0) Rails (4.1.0) Thanks

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  • Mono - Could not find a 'Sub Main' in ''

    - by lampej
    I started a new solution (with multiple projects) and am trying to get it to build. Initially I was getting an internal compiler error and thought maybe it had to do with MySql, so I removed all references to MySql. Now I am getting the error "Could not find a 'Sub Main' in ''". I have made sure that all of my projects have a Main subroutine like this: Public Shared Sub Main() End Sub 2 out of the 7 projects will compile. I don't know what makes these projects different from the others, and the error message isn't very helpful. Any experience with this one?

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  • dynamically added radio buttons onclick event not working ?

    - by Anil Namde
    I am trying following, 1. Get response using Ajax from the users selection which returns me the list of the radio buttons attributes as 2. Once i get the attribute list i am creating the radio buttons using createElement() 3. Then i am attaching the event to the radio button for onclick buttons. 4. Then i add element to the DOM using appedChild The below is code for adding radio button (for IE) var radio = '<input '; radio += 'type ="radio" '; radio += 'id="' + id + '" '; radio += 'value="" '; radio += '/>'; radioButton = document.createElement(radio); radioButton.onClick = function(){alert('this is test')} ele.appendChild(radioButton); ele.innerHTML += 'none' + '<br/>'; Now in all this when i am adding the radio button to the DOM onclick is not working and i don't understand why ? Thanks all

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  • Accessing "Mapi32.dll" with C#. [not solved]

    - by Code Smack
    Hello, I am using VS 2008 C# Windows Application. I have this DLL Import I am trying to use. [DllImport("Mapi32.dll", PreserveSig = true)] private static extern void WrapCompressedRTFStream( [MarshalAs(UnmanagedType.Interface)] UCOMIStream lpCompressedRTFStream, uint ulflags, [MarshalAs(UnmanagedType.Interface)] out UCOMIStream lpUncompressedRTFStream ); public const uint MAPI_MODIFY = 0x00000001; public const uint STORE_UNCOMPRESSED_RTF = 0x00008000; I have a compressed string that is in CompressedRFTFormat. How do I pass the string into the WrapCompressedRTFStream? I do not understand what the method is expecting. I am trying to use it on a button. RichText1.text = WrapCompressedRTFStream(_CompressedRichText.ToString(),something,somethingelse); The first error I get is "cannot convert from 'string' to 'System.Runtime.InteropServices.UCOMIStream" I hope someone who understands this posts an answer that helps!

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  • JqueryUI serialize data not working on first record

    - by peace
    I am using jqueryUI v1.8. I have created a modal dialog form to edit records of a table. When the edit link on the record is clicked the record data is displayed on the form and the user edits the record. When the user submits this form the data is serialized and posted via ajax to update the database. This works well with all records except the first one. Nothing is posted to server for update only for the first record. alert(serializeddata); is empty. Similarly, The first form element in every record chosen for editing does not show the actual value the first time. Once you cancel editing and close the dialog and reopen you can see the fields accurate data. How do I resolve this?

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  • Configurator Scan not picking up views

    - by mxmissile
    New to Py and Python. I'm trying to get pyramid Configurator scan to find my views, but I seem to be missing something, it's not picking up my "view" index here are my files: app.py from wsgiref.simple_server import make_server from pyramid.config import Configurator if __name__ == '__main__': config = Configurator() config.add_route('home', '/') config.scan() app = config.make_wsgi_app() server = make_server('0.0.0.0', 6543, app) server.serve_forever() and index.py from pyramid.view import view_config from pyramid.response import Response @view_config(route_name='home') def index(request): print'Incoming request' return Response('<body><h1>Home</h1></body>') Its returning a 404. However, if I remove config.scan() and add the view manually it works fine. from wsgiref.simple_server import make_server from pyramid.config import Configurator from index import index if __name__ == '__main__': config = Configurator() config.add_route('home', '/') config.add_view(index, route_name='home')

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  • Can run Javascript but not jQuery?

    - by blazonix
    I'm running into a strange problem - I tried running a basic function in JS and jQuery, and while the former worked, the latter didn't. JS - okay alert('Works'); jQuery - not okay $(document).ready({ alert('Works'); }); Here's some facts: My references to the jQuery library are correct (And pretty sure my Internet connection is steady :) I'm using a CDN - CloudFlare to be exact, but I've switched development mode on and Rocket Loader off - so all the code I've uploaded to the server is WYSIWYG (CloudFlare adds some stuff in the tags if you leave Rocket Loader on. I tried running the alert code in the head section, and elsewhere in the body tags, to no avail. What could have possibly gone wrong? EDIT 1: The page is here - http://casestudieslounge.com/chat/BIM/WebContent/chat.php

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  • Customizing File Linkage for a Build Configuration (Not Buil Target)

    - by ZaBlanc
    I have a project that has several build configurations (FREE version, male-only, female-only, etc.). I am avoiding using multiple build targets because (A) the products are mostly all the same and (B) I don't want to have to do checkbox-management to keep every file I have included with all the targets. However, I have just a few files it would be nice NOT to include in certain builds. For example, I have male and female voice files, but I only want the male files in the male build and female voices in the female build. Question...is there a way to manage the build configuration to prevent these files from being included/linked in? What are my options?

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  • not getting new updated data while using AJAX in calling partial file

    - by dharin
    I have called the partial file form the loop. now when i update , i do not actually get updated result but need to do refresh for getting updated result. the code is like this : the file1 @folders.each do |@folder| = render :partial => 'folders/group_list' the partial file %div{:id => "group_list_#{@folder.id}"} // this is the div which needs to be updated = group_member(@folder) //this is the helper method I need the updated @folder from controller but I always get file1's @folder controller side def any_method .. some code .. @folder = Folder.find(params[:folder_id]) render :partial => '/folders/group_list' end

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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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  • <jaxrs:client> not getting autowired

    - by himangshu
    I am trying to build a restful client using jaxrs:client as defined in http://svn.apache.org/repos/asf/cxf/trunk/systests/jaxrs/src/test/resources/jaxrs_soap_rest/WEB-INF/beans.xml In my test class I am getting org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'com.abc.service.ExportServiceTest': Injection of autowired dependencies failed; nested exception is org.springframework.beans.factory.BeanCreationException: Could not autowire field: private com.bankbazaar.service.ExportService com.abc.service.ExportServiceTest.exportClient; nested exception is org.springframework.beans.factory.NoSuchBeanDefinitionException: No matching bean of type [com.abc.service.ExportService] found for dependency: expected at least 1 bean which qualifies as autowire candidate for this dependency. Dependency annotations: {@org.springframework.beans.factory.annotation.Autowired(required=true), @org.springframework.beans.factory.annotation.Qualifier(value=exportClient)} this is my spring config However exportClient=(ExportService)applicationContext.getBean("exportClient"); this works. Thanks Himangshu

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