Search Results

Search found 3337 results on 134 pages for 'terrain rendering'.

Page 45/134 | < Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >

  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

    Read the article

  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

    Read the article

  • Which combing css technique?

    - by DotnetShadow
    Hi there, Which of the following would you say is the best way to go when combining files for CSS: Say I have a master.css file that is used across all pages on my website (page1.aspx, page2.aspx) Page1.aspx - A specific page that has some unique css that is only ever used on that page, so I create a page1.css and it also uses another css grids.css Page2.aspx - Another specific page that is different from all other pages on the site and is different to page1.aspx, I'll name this page2.aspx and make a page2.css this doesn't use grids.css So would you combine the scripts as: Option1: Combine scripts csshandler.axd?d=master.css,page1.css,grids.css when visiting page1 Combine scripts csshandler.axd?d=master.css,page2.css when visiting page2 Benefits: Page specific, rendering quicker since only selectors for that page need to be matched up no unused selectors Drawback: Multiple combinations of master.css + page specific hence master.css has to be downloaded for each page Option2: Combine all scripts whether a page needs them or not csshandler.axd?d=master.css,page1.css,page2.css,grids.css (master, page1 and page2) that way it gets cached as one. The problem is that rendering maybe slower since it will have to try and match EVERY selector in the css with selectors on the page even the missing ones, so in the case of page2.aspx that doesn't use grids.css the selectors in grids.css will need to be parsed to see if they are in page2 which means rendering will be slow Benefits: One file will ever be downloaded and cached doesn't matter what page you visit Drawback: Unused selectors will need to be parsed by the browser slower rendering Option3: Leave the master file on it's own and only combine other scripts (the benefit of this is because master is used across all pages there is a chance that this is cached so doesn't need to keep on downloading csshandler.axd?d=Master.css csshandler.axd?d=page1.css,grids.css Benefits: master.css file can be cached doesn't matter what page you visit. Not many unused selectors as page spefic is applied Drawback: Initially minimum of 2 HTTP request will have to be made What do you guys think? Cheers DotnetShadow

    Read the article

  • Which combining css technique?

    - by DotnetShadow
    Hi there, Which of the following would you say is the best way to go when combining files for CSS: Say I have a master.css file that is used across all pages on my website (page1.aspx, page2.aspx) Page1.aspx - A specific page that has some unique css that is only ever used on that page, so I create a page1.css and it also uses another css grids.css Page2.aspx - Another specific page that is different from all other pages on the site and is different to page1.aspx, I'll name this page2.aspx and make a page2.css this doesn't use grids.css So would you combine the scripts as: Option1: Combine scripts csshandler.axd?d=master.css,page1.css,grids.css when visiting page1 Combine scripts csshandler.axd?d=master.css,page2.css when visiting page2 Benefits: Page specific, rendering quicker since only selectors for that page need to be matched up no unused selectors Drawback: Multiple combinations of master.css + page specific hence master.css has to be downloaded for each page Option2: Combine all scripts whether a page needs them or not csshandler.axd?d=master.css,page1.css,page2.css,grids.css (master, page1 and page2) that way it gets cached as one. The problem is that rendering maybe slower since it will have to try and match EVERY selector in the css with selectors on the page even the missing ones, so in the case of page2.aspx that doesn't use grids.css the selectors in grids.css will need to be parsed to see if they are in page2 which means rendering will be slow Benefits: One file will ever be downloaded and cached doesn't matter what page you visit Drawback: Unused selectors will need to be parsed by the browser slower rendering Option3: Leave the master file on it's own and only combine other scripts (the benefit of this is because master is used across all pages there is a chance that this is cached so doesn't need to keep on downloading csshandler.axd?d=Master.css csshandler.axd?d=page1.css,grids.css Benefits: master.css file can be cached doesn't matter what page you visit. Not many unused selectors as page spefic is applied Drawback: Initially minimum of 2 HTTP request will have to be made What do you guys think? Cheers DotnetShadow

    Read the article

  • Symfony 1.2 to 2.3 migration

    - by Bonswouar
    I've got a pretty big Symfony 1.2 project to migrate. First, I modified my .htaccess so I can have some pages handled by Symfony 2. What I'd like to do, to make the migration smoother, is to be able to render some SF2 action/templates/methods/... inside SF1. I added the autoloader to the SF1 app, so I can access to twig rendering methods and other stuff. But how can I call a SF2 action ? For example, if I want to migrate only the footer first, I would also need some php methods, not only rendering. That was previously in SF1 component, where should it be now ? If you've got any suggestion about the way of migrating, don't hesitate ! EDIT 1 : Apparently, the only way to do something like that is to render a full twig template, and/or in this template call some other partial twig templates with render(url, params). Here is my SF1 code to be able to render twig templates : public static function getTwig() { require_once __DIR__.'SF2_PATH/vendor/twig/extensions/lib/Twig/Extensions/Autoloader.php'; Twig_Autoloader::register(); $loader = new Twig_Loader_Filesystem( __DIR__.'SF2_PATH/sf2/src/VENDOR/BUNDLE/'); $twig = new Twig_Environment($loader, array( 'cache' => __DIR__.'SF2_PATH/sf2/app/cache/dev/twig', )); return $twig; } And so : $twig->loadTemplate('header.html.twig'); EDIT 2 : That doesn't seem to work, if in a twig template I try to render an other one with {{render(controller('BUNDLE:CONTROLER:ACTION', {})) }} for example Twig_Error : The function "controller" does not exist. And if I try to render the url Unknown tag name "render". I guess Symfony 2 twig functionalities are not loaded, how can I do that ? EDIT 3 : Ok, now I can do it, but I've got the following message... Twig_Error_Runtime An exception has been thrown during the rendering of a template ("Rendering a fragment can only be done when handling a master Request.") in ...

    Read the article

  • How do I fix the alpha value after calling GDI text functions?

    - by Daniel Stutzbach
    I have a application that uses the Aero glass effect, so each pixel has an alpha value in addition to red, green, and blue values. I have one custom-draw control that has a solid white background (alpha = 255). I would like to draw solid text on the control using the GDI text functions. However, these functions set the alpha value to an arbitrary value, causing the text to translucently show whatever window is beneath my application's. After calling rendering the text, I would like to go through all of the pixels in the control and set their alpha value back to 255. What's the best way to do that? I haven't had any luck with the BitBlt, GetPixel, and SetPixel functions. They appear to be oblivious to the alpha value. Here are other solutions that I have considered and rejected: Draw to a bitmap, then copy the bitmap to the device: With this approach, the text rendering does not make use of the characteristics of the monitor (e.g., ClearText). Use GDI+ for text rendering: This application originally used GDI+ for text rendering (before I started working on Aero support). I switched to GDI because of difficulties I encountered trying to accurately measure strings with GDI+. I'd rather not switch back. Set the Aero region to avoid the control in question: My application's window is actually a child window of a different application running in a different process. I don't have direct control over the Aero settings on the top-level window. The application is written in C# using Windows Forms, though I'm not above using Interop to call Win32 API functions.

    Read the article

  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

    Read the article

  • OpenGL CPU vs. GPU

    - by Nitrex88
    So I've always been under the impression that doing work on the GPU is always faster than on the CPU. Because of this, in OpenGL, I usually try to do intensive tasks in shaders so they get the speed boost from the GPU. However, now I'm starting to realize that some things simply work better on the CPU and actually perform worse on the GPU (particularly when a geometry shader is involved). For example, in a recent project I did involving procedurally generated terrain, I tried passing a grid of single triangles into a geometry shader, and tesselated each of these triangles into quads with 400 vertices whose height was determined by a noise function. This worked fine, and looked great, but easily maxed out the GPU with only 25 base triangles and caused a very slow framerate. I then discovered that tesselating on the CPU instead, and setting the height (using noise function) in the vertex shader was actually faster! This prompted me to question the benefits of using the GPU as much as possible... So, I was wondering if someone could describe the general pros and cons of using the GPU vs CPU for intensive graphics tasks. I know this mainly comes down to what your trying to achieve, so if necessary, use the above scenario to discuss why the "CPU + vertex shader" was actually faster than doing everything in the geometry shader on the GPU. It's possible my hardware (newest macbook pro) isn't optomized well for the geometry shader (thus causing the slow framerate). Also, I read that the vertex shader is very good with parallelism, and would love a quick explanation of how this may have played a role in speeding up my procedural terrain. Any info/advice about CPU/GPU/shaders would be awesome!

    Read the article

  • OpenGL CPU vs. GPU

    - by Nitrex88
    So I've always been under the impression that doing work on the GPU is always faster than on the CPU. Because of this, in OpenGL, I usually try to do intensive tasks in shaders so they get the speed boost from the GPU. However, now I'm starting to realize that some things simply work better on the CPU and actually perform worse on the GPU (particularly when a geometry shader is involved). For example, in a recent project I did involving procedurally generated terrain, I tried passing a grid of single triangles into a geometry shader, and tesselated each of these triangles into quads with 400 vertices whose height was determined by a noise function. This worked fine, and looked great, but easily maxed out the GPU with only 25 base triangles and caused a very slow framerate. I then discovered that tesselating on the CPU instead, and setting the height (using noise function) in the vertex shader was actually faster! This prompted me to question the benefits of using the GPU as much as possible... So, I was wondering if someone could describe the general pros and cons of using the GPU vs CPU for intensive graphics tasks. I know this mainly comes down to what your trying to achieve, so if necessary, use the above scenario to discuss why the "CPU + vertex shader" was actually faster than doing everything in the geometry shader on the GPU. It's possible my hardware (newest macbook pro) isn't optomized well for the geometry shader (thus causing the slow framerate). Also, I read that the vertex shader is very good with parallelism, and would love a quick explanation of how this may have played a role in speeding up my procedural terrain. Any info/advice about CPU/GPU/shaders would be awesome!

    Read the article

  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

    Read the article

  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game (that is, not for the sake of scenery, but for the sake of gameplay) needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than the natural way cities arise, scattered on the land based on resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards? The reason I'm asking is that I'd previously pondered taking existing maps from fantasy fiction (my own and others), putting the information into the system as a base point, and then generating a good world to play in from it. This seems covered by existing technology, that is, where the designer puts in all the necessary information such as the city populations, resources, biomes, road networks and rivers, then allows the PCG fill in the gaps. But now I'm wondering if it may be possible to have a content generator generate also the overall design. Generate the cities and population centres, balancing them so that there is a natural seeming need of commerce, then generate the positions and connectivity, then from the type of city produce the list of necessary resources that must be nearby, and only then, maybe given some rules on how to make the journey between cities both believable and interesting, generate the final content including the roads, the choke points, the bridges and tunnels, ferries and the terrain including the biomes and coastline necessary. If this has been done before, I'd like to know, and would like to know what went wrong, and what went right.

    Read the article

  • C++ Parallel Asynchonous task

    - by Doodlemeat
    I am currently building a randomly generated terrain game where terrain is created automatically around the player. I am experiencing lag when the generated process is active, as I am running quite heavy tasks with post-processing and creating physics bodies. Then I came to mind using a parallel asynchronous task to do the post-processing for me. But I have no idea how I am going to do that. I have searched for C++ std::async but I believe that is not what I want. In the examples I found, a task returned something. I want the task to change objects in the main program. This is what I want: // Main program // Chunks that needs to be processed. // NOTE! These chunks are already generated, but need post-processing only! std::vector<Chunk*> unprocessedChunks; And then my task could look something like this, running like a loop constantly checking if there is chunks to process. // Asynced task if(unprocessedChunks.size() > 0) { processChunk(unprocessedChunks.pop()); } I know it's not far from easy as I wrote it, but it would be a huge help for me if you could push me at the right direction. In Java, I could type something like this: asynced_task = startAsyncTask(new PostProcessTask()); And that task would run until I do this: asynced_task.cancel();

    Read the article

  • CodePlex Daily Summary for Thursday, February 03, 2011

    CodePlex Daily Summary for Thursday, February 03, 2011Popular ReleasesValue Injecter - object(s) to -> object mapper: 2.3: it lets you define your own convention-based matching algorithms (ValueInjections) in order to match up (inject) source values to destination values. inject from multiple sources in one InjectFrom added ConventionInjectionFacebook C# SDK: 5.0.1 (BETA): This is second BETA release of the version 5 branch of the Facebook C# SDK. Remember this is a BETA build. Some things may change or not work exactly as planned. We are absolutely looking for feedback on this release to help us improve the final 5.X.X release. This release contains some breaking changes. Particularly with authentication. After spending time reviewing the trouble areas that people are having using this SDK (and Facebook in general) we decided to spend a good deal of time work...TweetSharp: TweetSharp v2.0.0.0 - Preview 10: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 9 ChangesAdded support for trends Added support for Silverlight 4 Elevated WP7 fixes Third Party Library VersionsHammock v1.1.7: http://hammock.codeplex.com Json.NET 4.0 Release 1: http://json.codeplex.comJSON Toolkit: JSON Toolkit 1.0: Updates: bug fixed: extra "r" character appear in strings with "\r"Phalanger - The PHP Language Compiler for the .NET Framework: 2.0 (February 2011): Next release of Phalanger; again faster, more stable and ready for daily use. Based on many user experiences this release is one more step closer to be perfect compiler and runtime of your old PHP applications; or perfect platform for migrating to .NET. February 2011 release of Phalanger introduces several changes, enhancements and fixes. See complete changelist for all the changes. To improve the performance of your application using MySQL, please use Managed MySQL Extension for Phalanger....Chemistry Add-in for Word: Chemistry Add-in for Word - Version 1.0: On February 1, 2011, we announced the availability of version 1 of the Chemistry Add-in for Word, as well as the assignment of the open source project to the Outercurve Foundation by Microsoft Research and the University of Cambridge. System RequirementsHardware RequirementsAny computer that can run Office 2007 or Office 2010. Software RequirementsYour computer must have the following software: Any version of Windows that can run Office 2007 or Office 2010, which includes Windows XP SP3 and...StyleCop for ReSharper: StyleCop for ReSharper 5.1.15005.000: Applied patch from rodpl for merging of stylecop setting files with settings in parent folder. Previous release: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new Objec...Minecraft Tools: Minecraft Topographical Survey 1.4: MTS requires version 4 of the .NET Framework - you must download it from Microsoft if you have not previously installed it. This version of MTS adds MCRegion support and fixes bugs that caused rendering to fail for some users. New in this version of MTS: Support for rendering worlds compressed with MCRegion Fixed rendering failure when encountering non-NBT files with the .dat extension Fixed rendering failure when encountering corrupt NBT files Minor GUI updates Note that the command...MVC Controls Toolkit: Mvc Controls Toolkit 0.8: Fixed the following bugs: *Variable name error in the jvascript file that prevented the use of the deleted item template of the Datagrid *Now after the changes applied to an item of the DataGrid are cancelled all input fields are reset to the very initial value they had. *Other minor bugs. Added: *This version is available both for MVC2, and MVC 3. The MVC 3 version has a release number of 0.85. This way one can install both version. *Client Validation support has been added to all control...Office Web.UI: Beta preview (Source): This is the first Beta. it includes full source code and all available controls. Some designers are not ready, and some features are not finalized allready (missing properties, draft styles) ThanksASP.net Ribbon: Version 2.2: This release brings some new controls (part of Office Web.UI). A few bugs are fixed and it includes the "auto resize" feature as you resize the window. (It can cause an infinite loop when the window is too reduced, it's why this release is not marked as "stable"). I will release more versions 2.3, 2.4... until V3 which will be the official launch of Office Web.UI. Both products will evolve at the same speed. Thanks.Barcode Rendering Framework: 2.1.1.0: Finally fixed bugs with code 128 symbology. It was envisioned that this would be the last release to target VS2008 but support will continue due in no small part to a desire to add SSRS support in the future.xUnit.net - Unit Testing for .NET: xUnit.net 1.7: xUnit.net release 1.7Build #1540 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision) Ad...DoddleReport - Automatic HTML/Excel/PDF Reporting: DoddleReport 1.0: DoddleReport will add automatic tabular-based reporting (HTML/PDF/Excel/etc) for any LINQ Query, IEnumerable, DataTable or SharePoint List For SharePoint integration please click Here PDF Reporting has been placed into a separate assembly because it requies AbcPdf http://www.websupergoo.com/download.htmSpark View Engine: Spark v1.5: Release Notes There have been a lot of minor changes going on since version 1.1, but most important to note are the major changes which include: Support for HTML5 "section" tag. Spark has now renamed its own section tag to "segment" instead to avoid clashes. You can still use "section" in a Spark sense for legacy support by specifying ParseSectionAsSegment = true if needed while you transition Bindings - this is a massive feature that further simplifies your views by giving you a powerful ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.0.0.3: Version: 2.0.0.3 (Milestone 3): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Remark The sample applications are using Microsoft’s IoC container MEF. However, the WPF Application Framework (WAF) doesn’t force you to use the same IoC container in your application. You can use ...Rawr: Rawr 4.0.17 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 and on the Version Notes page: http://rawr.codeplex.com/wikipage?title=VersionNotes As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you...Squiggle - A Free open source LAN Messenger: Squiggle 2.5 Beta: In this release following are the new features: Localization: Support for Arabic, French, German and Chinese (Simplified) Bridge: Connect two Squiggle nets across the WAN or different subnets Aliases: Special codes with special meaning can be embedded in message like (version),(datetime),(time),(date),(you),(me) Commands: cls, /exit, /offline, /online, /busy, /away, /main Sound notifications: Get audio alerts on contact online, message received, buzz Broadcast for group: You can ri...VivoSocial: VivoSocial 7.4.2: Version 7.4.2 of VivoSocial has been released. If you experienced any issues with the previous version, please update your modules to the 7.4.2 release and see if they persist. If you have any questions about this release, please post them in our Support forums. If you are experiencing a bug or would like to request a new feature, please submit it to our issue tracker. Web Controls * Updated Business Objects and added a new SQL Data Provider File. Groups * Fixed a security issue whe...PHP Manager for IIS: PHP Manager 1.1.1 for IIS 7: This is a minor release of PHP Manager for IIS 7. It contains all the functionality available in 56962 plus several bug fixes (see change list for more details). Also, this release includes Russian language support. SHA1 codes for the downloads are: PHPManagerForIIS-1.1.0-x86.msi - 6570B4A8AC8B5B776171C2BA0572C190F0900DE2 PHPManagerForIIS-1.1.0-x64.msi - 12EDE004EFEE57282EF11A8BAD1DC1ADFD66A654New Projectsanael: Algorithms of recognition using neural network based on facebook informationsBressam Contábil: TesteCrazyKTVfromCashbox: get song lists from Cashbox and inserted or update the crazyktv databasedatajs - JavaScript Library for data-centric web applications: datajs is a new cross-browser JavaScript library that enables data-centric web applications by leveraging modern protocols such as JSON and OData and HTML5-enabled browser features. It's designed to be small, fast and easy to use.Delta's Data Access Layer: The data access layer is designed to allow .NET developers to quickly integrate any IDb compatible data source in to their applications and easily fill business objects.Dynamic Mocking Framework: This framework is my first open-source project. With this framework you can mock any public properties and methods (virtual and non-virtual). Based on DynamicObject features of Microsoft Net Framework 4. Programming language: C# Loja em dia: Controle de lojaRovio Library: A wrapper library for Rovio mobile robot written in C#. Used for teaching Robotics courses at the University of Lincoln, UK.Scalable state synchronization infrastructure using P2P: An infrastructure that provides synchronization between peers using WCF P2P.Many applications need to share information between various instances of the application. This infrastructure simplifies the use of peer channel by handling the various patterns of nodes states.Send Documents as attachments with SharePoint 2010: Sends documents from SharePoint 2010 document libraries as email-attachments via Outlook. SheHuiShiJianZhongXin: ?????? - ?????SlimDXControl: SlimDXControl is a WPF control that wraps the complexity of managing a D3DImage for you. You just have to implement the actual DirectX rendering piece -- no messing about with device management or IsFrontBufferAvailableChanged. SplitWmvToBmps: Often task in image processing is to split video (wmv) file we got from web-camera or photocamera to set of bmpsTechpath: TechpathThats-Me App SDK: The Thats-Me App SDK implements the API interface of the social network "Thats-Me" and prepaire it for using on Android, iOS and Windows Phone 7TrackIT: time tracking appuDbCompare: uDBCompare compares various items (Doc Types, Media Types, Templates, Data Types, Relationships, Dictionary Items, & Macros) in the current Umbraco database to a remote database. Versioned TFS 2010 Build: Versioned Build for TFS 2010. Allows for 4 version numbers (Called Major, Minor, Emergency and Build), Will also update the build number into any AssemblyInfo files in the project before building (effectively giving your binaries the same version number).WalkMeIL: VS plugin that contains managed debugging engine.Where2Go: Travel CompanionZombies On Board: XNA, Flixel, Beholder, GameZune HD 2v2 Yugioh Calculator: A small yugioh calculator that can be used for 2 vs 2 duels with separate life points.

    Read the article

  • A free standing ASP.NET Pager Web Control

    - by Rick Strahl
    Paging in ASP.NET has been relatively easy with stock controls supporting basic paging functionality. However, recently I built an MVC application and one of the things I ran into was that I HAD TO build manual paging support into a few of my pages. Dealing with list controls and rendering markup is easy enough, but doing paging is a little more involved. I ended up with a small but flexible component that can be dropped anywhere. As it turns out the task of creating a semi-generic Pager control for MVC was fairly easily. Now I’m back to working in Web Forms and thought to myself that the way I created the pager in MVC actually would also work in ASP.NET – in fact quite a bit easier since the whole thing can be conveniently wrapped up into an easily reusable control. A standalone pager would provider easier reuse in various pages and a more consistent pager display regardless of what kind of 'control’ the pager is associated with. Why a Pager Control? At first blush it might sound silly to create a new pager control – after all Web Forms has pretty decent paging support, doesn’t it? Well, sort of. Yes the GridView control has automatic paging built in and the ListView control has the related DataPager control. The built in ASP.NET paging has several issues though: Postback and JavaScript requirements If you look at paging links in ASP.NET they are always postback links with javascript:__doPostback() calls that go back to the server. While that works fine and actually has some benefit like the fact that paging saves changes to the page and post them back, it’s not very SEO friendly. Basically if you use javascript based navigation nosearch engine will follow the paging links which effectively cuts off list content on the first page. The DataPager control does support GET based links via the QueryStringParameter property, but the control is effectively tied to the ListView control (which is the only control that implements IPageableItemContainer). DataSource Controls required for Efficient Data Paging Retrieval The only way you can get paging to work efficiently where only the few records you display on the page are queried for and retrieved from the database you have to use a DataSource control - only the Linq and Entity DataSource controls  support this natively. While you can retrieve this data yourself manually, there’s no way to just assign the page number and render the pager based on this custom subset. Other than that default paging requires a full resultset for ASP.NET to filter the data and display only a subset which can be very resource intensive and wasteful if you’re dealing with largish resultsets (although I’m a firm believer in returning actually usable sets :-}). If you use your own business layer that doesn’t fit an ObjectDataSource you’re SOL. That’s a real shame too because with LINQ based querying it’s real easy to retrieve a subset of data that is just the data you want to display but the native Pager functionality doesn’t support just setting properties to display just the subset AFAIK. DataPager is not Free Standing The DataPager control is the closest thing to a decent Pager implementation that ASP.NET has, but alas it’s not a free standing component – it works off a related control and the only one that it effectively supports from the stock ASP.NET controls is the ListView control. This means you can’t use the same data pager formatting for a grid and a list view or vice versa and you’re always tied to the control. Paging Events In order to handle paging you have to deal with paging events. The events fire at specific time instances in the page pipeline and because of this you often have to handle data binding in a way to work around the paging events or else end up double binding your data sources based on paging. Yuk. Styling The GridView pager is a royal pain to beat into submission for styled rendering. The DataPager control has many more options and template layout and it renders somewhat cleaner, but it too is not exactly easy to get a decent display for. Not a Generic Solution The problem with the ASP.NET controls too is that it’s not generic. GridView, DataGrid use their own internal paging, ListView can use a DataPager and if you want to manually create data layout – well you’re on your own. IOW, depending on what you use you likely have very different looking Paging experiences. So, I figured I’ve struggled with this once too many and finally sat down and built a Pager control. The Pager Control My goal was to create a totally free standing control that has no dependencies on other controls and certainly no requirements for using DataSource controls. The idea is that you should be able to use this pager control without any sort of data requirements at all – you should just be able to set properties and be able to display a pager. The Pager control I ended up with has the following features: Completely free standing Pager control – no control or data dependencies Complete manual control – Pager can render without any data dependency Easy to use: Only need to set PageSize, ActivePage and TotalItems Supports optional filtering of IQueryable for efficient queries and Pager rendering Supports optional full set filtering of IEnumerable<T> and DataTable Page links are plain HTTP GET href Links Control automatically picks up Page links on the URL and assigns them (automatic page detection no page index changing events to hookup) Full CSS Styling support On the downside there’s no templating support for the control so the layout of the pager is relatively fixed. All elements however are stylable and there are options to control the text, and layout options such as whether to display first and last pages and the previous/next buttons and so on. To give you an idea what the pager looks like, here are two differently styled examples (all via CSS):   The markup for these two pagers looks like this: <ww:Pager runat="server" id="ItemPager" PageSize="5" PageLinkCssClass="gridpagerbutton" SelectedPageCssClass="gridpagerbutton-selected" PagesTextCssClass="gridpagertext" CssClass="gridpager" RenderContainerDiv="true" ContainerDivCssClass="gridpagercontainer" MaxPagesToDisplay="6" PagesText="Item Pages:" NextText="next" PreviousText="previous" /> <ww:Pager runat="server" id="ItemPager2" PageSize="5" RenderContainerDiv="true" MaxPagesToDisplay="6" /> The latter example uses default style settings so it there’s not much to set. The first example on the other hand explicitly assigns custom styles and overrides a few of the formatting options. Styling The styling is based on a number of CSS classes of which the the main pager, pagerbutton and pagerbutton-selected classes are the important ones. Other styles like pagerbutton-next/prev/first/last are based on the pagerbutton style. The default styling shown for the red outlined pager looks like this: .pagercontainer { margin: 20px 0; background: whitesmoke; padding: 5px; } .pager { float: right; font-size: 10pt; text-align: left; } .pagerbutton,.pagerbutton-selected,.pagertext { display: block; float: left; text-align: center; border: solid 2px maroon; min-width: 18px; margin-left: 3px; text-decoration: none; padding: 4px; } .pagerbutton-selected { font-size: 130%; font-weight: bold; color: maroon; border-width: 0px; background: khaki; } .pagerbutton-first { margin-right: 12px; } .pagerbutton-last,.pagerbutton-prev { margin-left: 12px; } .pagertext { border: none; margin-left: 30px; font-weight: bold; } .pagerbutton a { text-decoration: none; } .pagerbutton:hover { background-color: maroon; color: cornsilk; } .pagerbutton-prev { background-image: url(images/prev.png); background-position: 2px center; background-repeat: no-repeat; width: 35px; padding-left: 20px; } .pagerbutton-next { background-image: url(images/next.png); background-position: 40px center; background-repeat: no-repeat; width: 35px; padding-right: 20px; margin-right: 0px; } Yup that’s a lot of styling settings although not all of them are required. The key ones are pagerbutton, pager and pager selection. The others (which are implicitly created by the control based on the pagerbutton style) are for custom markup of the ‘special’ buttons. In my apps I tend to have two kinds of pages: Those that are associated with typical ‘grid’ displays that display purely tabular data and those that have a more looser list like layout. The two pagers shown above represent these two views and the pager and gridpager styles in my standard style sheet reflect these two styles. Configuring the Pager with Code Finally lets look at what it takes to hook up the pager. As mentioned in the highlights the Pager control is completely independent of other controls so if you just want to display a pager on its own it’s as simple as dropping the control and assigning the PageSize, ActivePage and either TotalPages or TotalItems. So for this markup: <ww:Pager runat="server" id="ItemPagerManual" PageSize="5" MaxPagesToDisplay="6" /> I can use code as simple as: ItemPagerManual.PageSize = 3; ItemPagerManual.ActivePage = 4;ItemPagerManual.TotalItems = 20; Note that ActivePage is not required - it will automatically use any Page=x query string value and assign it, although you can override it as I did above. TotalItems can be any value that you retrieve from a result set or manually assign as I did above. A more realistic scenario based on a LINQ to SQL IQueryable result is even easier. In this example, I have a UserControl that contains a ListView control that renders IQueryable data. I use a User Control here because there are different views the user can choose from with each view being a different user control. This incidentally also highlights one of the nice features of the pager: Because the pager is independent of the control I can put the pager on the host page instead of into each of the user controls. IOW, there’s only one Pager control, but there are potentially many user controls/listviews that hold the actual display data. The following code demonstrates how to use the Pager with an IQueryable that loads only the records it displays: protected voidPage_Load(objectsender, EventArgs e) {     Category = Request.Params["Category"] ?? string.Empty;     IQueryable<wws_Item> ItemList = ItemRepository.GetItemsByCategory(Category);     // Update the page and filter the list down     ItemList = ItemPager.FilterIQueryable<wws_Item>(ItemList); // Render user control with a list view Control ulItemList = LoadControl("~/usercontrols/" + App.Configuration.ItemListType + ".ascx"); ((IInventoryItemListControl)ulItemList).InventoryItemList = ItemList; phItemList.Controls.Add(ulItemList); // placeholder } The code uses a business object to retrieve Items by category as an IQueryable which means that the result is only an expression tree that hasn’t execute SQL yet and can be further filtered. I then pass this IQueryable to the FilterIQueryable() helper method of the control which does two main things: Filters the IQueryable to retrieve only the data displayed on the active page Sets the Totaltems property and calculates TotalPages on the Pager and that’s it! When the Pager renders it uses those values, plus the PageSize and ActivePage properties to render the Pager. In addition to IQueryable there are also filter methods for IEnumerable<T> and DataTable, but these versions just filter the data by removing rows/items from the entire already retrieved data. Output Generated and Paging Links The output generated creates pager links as plain href links. Here’s what the output looks like: <div id="ItemPager" class="pagercontainer"> <div class="pager"> <span class="pagertext">Pages: </span><a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=1" class="pagerbutton" />1</a> <a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=2" class="pagerbutton" />2</a> <a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=3" class="pagerbutton" />3</a> <span class="pagerbutton-selected">4</span> <a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=5" class="pagerbutton" />5</a> <a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=6" class="pagerbutton" />6</a> <a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=20" class="pagerbutton pagerbutton-last" />20</a>&nbsp;<a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=3" class="pagerbutton pagerbutton-prev" />Prev</a>&nbsp;<a href="http://localhost/WestWindWebStore/itemlist.aspx?Page=5" class="pagerbutton pagerbutton-next" />Next</a></div> <br clear="all" /> </div> </div> The links point back to the current page and simply append a Page= page link into the page. When the page gets reloaded with the new page number the pager automatically detects the page number and automatically assigns the ActivePage property which results in the appropriate page to be displayed. The code shown in the previous section is all that’s needed to handle paging. Note that HTTP GET based paging is different than the Postback paging ASP.NET uses by default. Postback paging preserves modified page content when clicking on pager buttons, but this control will simply load a new page – no page preservation at this time. The advantage of not using Postback paging is that the URLs generated are plain HTML links that a search engine can follow where __doPostback() links are not. Pager with a Grid The pager also works in combination with grid controls so it’s easy to bypass the grid control’s paging features if desired. In the following example I use a gridView control and binds it to a DataTable result which is also filterable by the Pager control. The very basic plain vanilla ASP.NET grid markup looks like this: <div style="width: 600px; margin: 0 auto;padding: 20px; "> <asp:DataGrid runat="server" AutoGenerateColumns="True" ID="gdItems" CssClass="blackborder" style="width: 600px;"> <AlternatingItemStyle CssClass="gridalternate" /> <HeaderStyle CssClass="gridheader" /> </asp:DataGrid> <ww:Pager runat="server" ID="Pager" CssClass="gridpager" ContainerDivCssClass="gridpagercontainer" PageLinkCssClass="gridpagerbutton" SelectedPageCssClass="gridpagerbutton-selected" PageSize="8" RenderContainerDiv="true" MaxPagesToDisplay="6" /> </div> and looks like this when rendered: using custom set of CSS styles. The code behind for this code is also very simple: protected void Page_Load(object sender, EventArgs e) { string category = Request.Params["category"] ?? ""; busItem itemRep = WebStoreFactory.GetItem(); var items = itemRep.GetItemsByCategory(category) .Select(itm => new {Sku = itm.Sku, Description = itm.Description}); // run query into a DataTable for demonstration DataTable dt = itemRep.Converter.ToDataTable(items,"TItems"); // Remove all items not on the current page dt = Pager.FilterDataTable(dt,0); // bind and display gdItems.DataSource = dt; gdItems.DataBind(); } A little contrived I suppose since the list could already be bound from the list of elements, but this is to demonstrate that you can also bind against a DataTable if your business layer returns those. Unfortunately there’s no way to filter a DataReader as it’s a one way forward only reader and the reader is required by the DataSource to perform the bindings.  However, you can still use a DataReader as long as your business logic filters the data prior to rendering and provides a total item count (most likely as a second query). Control Creation The control itself is a pretty brute force ASP.NET control. Nothing clever about this other than some basic rendering logic and some simple calculations and update routines to determine which buttons need to be shown. You can take a look at the full code from the West Wind Web Toolkit’s Repository (note there are a few dependencies). To give you an idea how the control works here is the Render() method: /// <summary> /// overridden to handle custom pager rendering for runtime and design time /// </summary> /// <param name="writer"></param> protected override void Render(HtmlTextWriter writer) { base.Render(writer); if (TotalPages == 0 && TotalItems > 0) TotalPages = CalculateTotalPagesFromTotalItems(); if (DesignMode) TotalPages = 10; // don't render pager if there's only one page if (TotalPages < 2) return; if (RenderContainerDiv) { if (!string.IsNullOrEmpty(ContainerDivCssClass)) writer.AddAttribute("class", ContainerDivCssClass); writer.RenderBeginTag("div"); } // main pager wrapper writer.WriteBeginTag("div"); writer.AddAttribute("id", this.ClientID); if (!string.IsNullOrEmpty(CssClass)) writer.WriteAttribute("class", this.CssClass); writer.Write(HtmlTextWriter.TagRightChar + "\r\n"); // Pages Text writer.WriteBeginTag("span"); if (!string.IsNullOrEmpty(PagesTextCssClass)) writer.WriteAttribute("class", PagesTextCssClass); writer.Write(HtmlTextWriter.TagRightChar); writer.Write(this.PagesText); writer.WriteEndTag("span"); // if the base url is empty use the current URL FixupBaseUrl(); // set _startPage and _endPage ConfigurePagesToRender(); // write out first page link if (ShowFirstAndLastPageLinks && _startPage != 1) { writer.WriteBeginTag("a"); string pageUrl = StringUtils.SetUrlEncodedKey(BaseUrl, QueryStringPageField, (1).ToString()); writer.WriteAttribute("href", pageUrl); if (!string.IsNullOrEmpty(PageLinkCssClass)) writer.WriteAttribute("class", PageLinkCssClass + " " + PageLinkCssClass + "-first"); writer.Write(HtmlTextWriter.SelfClosingTagEnd); writer.Write("1"); writer.WriteEndTag("a"); writer.Write("&nbsp;"); } // write out all the page links for (int i = _startPage; i < _endPage + 1; i++) { if (i == ActivePage) { writer.WriteBeginTag("span"); if (!string.IsNullOrEmpty(SelectedPageCssClass)) writer.WriteAttribute("class", SelectedPageCssClass); writer.Write(HtmlTextWriter.TagRightChar); writer.Write(i.ToString()); writer.WriteEndTag("span"); } else { writer.WriteBeginTag("a"); string pageUrl = StringUtils.SetUrlEncodedKey(BaseUrl, QueryStringPageField, i.ToString()).TrimEnd('&'); writer.WriteAttribute("href", pageUrl); if (!string.IsNullOrEmpty(PageLinkCssClass)) writer.WriteAttribute("class", PageLinkCssClass); writer.Write(HtmlTextWriter.SelfClosingTagEnd); writer.Write(i.ToString()); writer.WriteEndTag("a"); } writer.Write("\r\n"); } // write out last page link if (ShowFirstAndLastPageLinks && _endPage < TotalPages) { writer.WriteBeginTag("a"); string pageUrl = StringUtils.SetUrlEncodedKey(BaseUrl, QueryStringPageField, TotalPages.ToString()); writer.WriteAttribute("href", pageUrl); if (!string.IsNullOrEmpty(PageLinkCssClass)) writer.WriteAttribute("class", PageLinkCssClass + " " + PageLinkCssClass + "-last"); writer.Write(HtmlTextWriter.SelfClosingTagEnd); writer.Write(TotalPages.ToString()); writer.WriteEndTag("a"); } // Previous link if (ShowPreviousNextLinks && !string.IsNullOrEmpty(PreviousText) && ActivePage > 1) { writer.Write("&nbsp;"); writer.WriteBeginTag("a"); string pageUrl = StringUtils.SetUrlEncodedKey(BaseUrl, QueryStringPageField, (ActivePage - 1).ToString()); writer.WriteAttribute("href", pageUrl); if (!string.IsNullOrEmpty(PageLinkCssClass)) writer.WriteAttribute("class", PageLinkCssClass + " " + PageLinkCssClass + "-prev"); writer.Write(HtmlTextWriter.SelfClosingTagEnd); writer.Write(PreviousText); writer.WriteEndTag("a"); } // Next link if (ShowPreviousNextLinks && !string.IsNullOrEmpty(NextText) && ActivePage < TotalPages) { writer.Write("&nbsp;"); writer.WriteBeginTag("a"); string pageUrl = StringUtils.SetUrlEncodedKey(BaseUrl, QueryStringPageField, (ActivePage + 1).ToString()); writer.WriteAttribute("href", pageUrl); if (!string.IsNullOrEmpty(PageLinkCssClass)) writer.WriteAttribute("class", PageLinkCssClass + " " + PageLinkCssClass + "-next"); writer.Write(HtmlTextWriter.SelfClosingTagEnd); writer.Write(NextText); writer.WriteEndTag("a"); } writer.WriteEndTag("div"); if (RenderContainerDiv) { if (RenderContainerDivBreak) writer.Write("<br clear=\"all\" />\r\n"); writer.WriteEndTag("div"); } } As I said pretty much brute force rendering based on the control’s property settings of which there are quite a few: You can also see the pager in the designer above. unfortunately the VS designer (both 2010 and 2008) fails to render the float: left CSS styles properly and starts wrapping after margins are applied in the special buttons. Not a big deal since VS does at least respect the spacing (the floated elements overlay). Then again I’m not using the designer anyway :-}. Filtering Data What makes the Pager easy to use is the filter methods built into the control. While this functionality is clearly not the most politically correct design choice as it violates separation of concerns, it’s very useful for typical pager operation. While I actually have filter methods that do something similar in my business layer, having it exposed on the control makes the control a lot more useful for typical databinding scenarios. Of course these methods are optional – if you have a business layer that can provide filtered page queries for you can use that instead and assign the TotalItems property manually. There are three filter method types available for IQueryable, IEnumerable and for DataTable which tend to be the most common use cases in my apps old and new. The IQueryable version is pretty simple as it can simply rely on on .Skip() and .Take() with LINQ: /// <summary> /// <summary> /// Queries the database for the ActivePage applied manually /// or from the Request["page"] variable. This routine /// figures out and sets TotalPages, ActivePage and /// returns a filtered subset IQueryable that contains /// only the items from the ActivePage. /// </summary> /// <param name="query"></param> /// <param name="activePage"> /// The page you want to display. Sets the ActivePage property when passed. /// Pass 0 or smaller to use ActivePage setting. /// </param> /// <returns></returns> public IQueryable<T> FilterIQueryable<T>(IQueryable<T> query, int activePage) where T : class, new() { ActivePage = activePage < 1 ? ActivePage : activePage; if (ActivePage < 1) ActivePage = 1; TotalItems = query.Count(); if (TotalItems <= PageSize) { ActivePage = 1; TotalPages = 1; return query; } int skip = ActivePage - 1; if (skip > 0) query = query.Skip(skip * PageSize); _TotalPages = CalculateTotalPagesFromTotalItems(); return query.Take(PageSize); } The IEnumerable<T> version simply  converts the IEnumerable to an IQuerable and calls back into this method for filtering. The DataTable version requires a little more work to manually parse and filter records (I didn’t want to add the Linq DataSetExtensions assembly just for this): /// <summary> /// Filters a data table for an ActivePage. /// /// Note: Modifies the data set permanently by remove DataRows /// </summary> /// <param name="dt">Full result DataTable</param> /// <param name="activePage">Page to display. 0 to use ActivePage property </param> /// <returns></returns> public DataTable FilterDataTable(DataTable dt, int activePage) { ActivePage = activePage < 1 ? ActivePage : activePage; if (ActivePage < 1) ActivePage = 1; TotalItems = dt.Rows.Count; if (TotalItems <= PageSize) { ActivePage = 1; TotalPages = 1; return dt; } int skip = ActivePage - 1; if (skip > 0) { for (int i = 0; i < skip * PageSize; i++ ) dt.Rows.RemoveAt(0); } while(dt.Rows.Count > PageSize) dt.Rows.RemoveAt(PageSize); return dt; } Using the Pager Control The pager as it is is a first cut I built a couple of weeks ago and since then have been tweaking a little as part of an internal project I’m working on. I’ve replaced a bunch of pagers on various older pages with this pager without any issues and have what now feels like a more consistent user interface where paging looks and feels the same across different controls. As a bonus I’m only loading the data from the database that I need to display a single page. With the preset class tags applied too adding a pager is now as easy as dropping the control and adding the style sheet for styling to be consistent – no fuss, no muss. Schweet. Hopefully some of you may find this as useful as I have or at least as a baseline to build ontop of… Resources The Pager is part of the West Wind Web & Ajax Toolkit Pager.cs Source Code (some toolkit dependencies) Westwind.css base stylesheet with .pager and .gridpager styles Pager Example Page © Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  

    Read the article

  • Arch linux, openbox Monaco font problem

    - by z33m
    Im trying to setup a minimal desktop with openbox window manager on Arch linux. I noticed these weird font rendering issues with Monaco font. Below font size 13, alternate font sizes are rendered in an aliased, ugly manner. The same Arch installation has no problem rendering Monaco font when running under xfce. some of the characters even look completely different. I tried tweaking my .fonts.conf, but no luck.

    Read the article

  • Displaying Unicode on Chrome vs Firefox

    - by abel
    Unicode Rendering: Firefox vs Chrome OS: Windows XP SP3 My question is about the rendering of this post on Firefox vs Chrome. I can see a lot of boxes on Chrome, not so much on Firefox. Firefox: Chrome: What do I do? Update: Update 2 Changed Sans Serif fonts on Chrome to Arial Unicode and restarted Update 3 This is inspired by @Arjan's references The smilies on Firefox(The reference smilies are the ones below) The smilies on Chrome(The reference smilies are the ones below) Update: The source of the above post is displayed as below Firefox Chrome

    Read the article

  • Displaying Unicode (Bobince's post) on Chrome vs Firefox

    - by abel
    Unicode Rendering: Firefox vs Chrome OS: Windows XP SP3 My question is about the rendering of this post on Firefox vs Chrome. I can see a lot of boxes on Chrome, not so much on Firefox. Firefox: Chrome: What do I do? Update: Update 2 Changed Sans Serif fonts on Chrome to Arial Unicode and restarted Update 3 This is inspired by @Arjan's references The smilies on Firefox(The reference smilies are the ones below) The smilies on Chrome(The reference smilies are the ones below) Update: The source of the above post is displayed as below Firefox Chrome

    Read the article

  • Hardware profiling [closed]

    - by mgroves
    I'd like to upgrade my computer so that it's faster when editing/rendering video. I'm thinking of first getting a faster hard drive, but I'd like to be able to run some sort of profiling software to tell me what the bottleneck is when rendering video. Any suggestions about software that can do this for preferably Windows XP and preferably for free?

    Read the article

  • What video format works both on Windows and all Apple products out-of-the-box?

    - by Seppo Silaste
    What format and encoding should I use for video that would play out-of-the-box on both Windows and all Apple products (iPad, iPhone, etc.)? I know that the correct way to render an animation, is to first render it as images, but this is overkill when rendering short animations of a work in progress for the client to comment on. I have one client that views the vids on Windows and another that views them on iPad and iPhone. I'm hoping I could render just one video instead of rendering in two different formats.

    Read the article

  • glFramebufferTexture2D performance

    - by nornagon
    I'm doing heavy computation using the GPU, which involves a lot of render-to-texture operations. It's an iterative computation, so there's a lot of rendering to a texture, then rendering that texture to another texture, then rendering the second texture back to the first texture and so on, passing the texture through a shader each time. My question is: is it better to have a separate FBO for each texture I want to render into, or should I rather have one FBO and bind the target texture using glFramebufferTexture2D each time I want to change render target? My platform is OpenGL ES 2.0 on the iPhone.

    Read the article

  • MVC pattern and (Game) State pattern

    - by topright
    Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 classes, not 1). What are practical ways of combining these 2 concepts?

    Read the article

  • MVC pattern and State Machine

    - by topright
    I think of a game as a state machine. Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 MVC objects, not 1). What are practical ways of combining these 2 concepts?

    Read the article

  • Use WPF DLL Assembly in ASP.NET problem

    - by liimur
    Hello, I have C++ project that compiles as DLL Assembly in .NET 3.5 SP1 Project is used for Image rendering processing by using WPF (it loads 2 images from local folder, applies one image on another and saves the output file in the same folder). I want to use that that project as a reference in ASP.NET project to the rendering on the website. So I created simple Web Project in ASP.NET C# that uses C++ project as a Reference. Everything works great in ASP.NET Web Development Server (built-in Web server in VS2008). But once I publish this project to IIS on the same Machine or use IIS for debug instead of built-in Web server Image rendering it's not working anymore. I'm not getting any exceptions or error messages, it just output image is not processes as it supposed to be. If anyone know what could cause that I would really appreciate your insight!

    Read the article

  • Javascript does not work on IIS

    - by Cat Mitch
    I have a .NET library executing as part of our website that renders HTML to image formats. It uses the IE rendering engine, and will happily run any javascript if present to do the rendering. The problem is we just moved the code to a new server, and javascript seems to be disabled. I tried changing (briefly the Application Pools Process Model Identity from NetworkService to LocalSystem, and that worked fine. Hence it must be a permissions problem. So my questions are this: 1) What is the specific permission I need to set to allow the IE rendering engine to execute javascript, inside the IIS application pool? 2) What is the best way to enable that in my application pool? Do I just somehow set it in NetworkService, or create a new identify (how is that done?) Thanks!

    Read the article

  • Cleaner HTML Markup with ASP.NET 4 Web Forms - Client IDs (VS 2010 and .NET 4.0 Series)

    - by ScottGu
    This is the sixteenth in a series of blog posts I’m doing on the upcoming VS 2010 and .NET 4 release. Today’s post is the first of a few blog posts I’ll be doing that talk about some of the important changes we’ve made to make Web Forms in ASP.NET 4 generate clean, standards-compliant, CSS-friendly markup.  Today I’ll cover the work we are doing to provide better control over the “ID” attributes rendered by server controls to the client. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] Clean, Standards-Based, CSS-Friendly Markup One of the common complaints developers have often had with ASP.NET Web Forms is that when using server controls they don’t have the ability to easily generate clean, CSS-friendly output and markup.  Some of the specific complaints with previous ASP.NET releases include: Auto-generated ID attributes within HTML make it hard to write JavaScript and style with CSS Use of tables instead of semantic markup for certain controls (in particular the asp:menu control) make styling ugly Some controls render inline style properties even if no style property on the control has been set ViewState can often be bigger than ideal ASP.NET 4 provides better support for building standards-compliant pages out of the box.  The built-in <asp:> server controls with ASP.NET 4 now generate cleaner markup and support CSS styling – and help address all of the above issues.  Markup Compatibility When Upgrading Existing ASP.NET Web Forms Applications A common question people often ask when hearing about the cleaner markup coming with ASP.NET 4 is “Great - but what about my existing applications?  Will these changes/improvements break things when I upgrade?” To help ensure that we don’t break assumptions around markup and styling with existing ASP.NET Web Forms applications, we’ve enabled a configuration flag – controlRenderingCompatbilityVersion – within web.config that let’s you decide if you want to use the new cleaner markup approach that is the default with new ASP.NET 4 applications, or for compatibility reasons render the same markup that previous versions of ASP.NET used:   When the controlRenderingCompatbilityVersion flag is set to “3.5” your application and server controls will by default render output using the same markup generation used with VS 2008 and .NET 3.5.  When the controlRenderingCompatbilityVersion flag is set to “4.0” your application and server controls will strictly adhere to the XHTML 1.1 specification, have cleaner client IDs, render with semantic correctness in mind, and have extraneous inline styles removed. This flag defaults to 4.0 for all new ASP.NET Web Forms applications built using ASP.NET 4. Any previous application that is upgraded using VS 2010 will have the controlRenderingCompatbilityVersion flag automatically set to 3.5 by the upgrade wizard to ensure backwards compatibility.  You can then optionally change it (either at the application level, or scope it within the web.config file to be on a per page or directory level) if you move your pages to use CSS and take advantage of the new markup rendering. Today’s Cleaner Markup Topic: Client IDs The ability to have clean, predictable, ID attributes on rendered HTML elements is something developers have long asked for with Web Forms (ID values like “ctl00_ContentPlaceholder1_ListView1_ctrl0_Label1” are not very popular).  Having control over the ID values rendered helps make it much easier to write client-side JavaScript against the output, makes it easier to style elements using CSS, and on large pages can help reduce the overall size of the markup generated. New ClientIDMode Property on Controls ASP.NET 4 supports a new ClientIDMode property on the Control base class.  The ClientIDMode property indicates how controls should generate client ID values when they render.  The ClientIDMode property supports four possible values: AutoID—Renders the output as in .NET 3.5 (auto-generated IDs which will still render prefixes like ctrl00 for compatibility) Predictable (Default)— Trims any “ctl00” ID string and if a list/container control concatenates child ids (example: id=”ParentControl_ChildControl”) Static—Hands over full ID naming control to the developer – whatever they set as the ID of the control is what is rendered (example: id=”JustMyId”) Inherit—Tells the control to defer to the naming behavior mode of the parent container control The ClientIDMode property can be set directly on individual controls (or within container controls – in which case the controls within them will by default inherit the setting): Or it can be specified at a page or usercontrol level (using the <%@ Page %> or <%@ Control %> directives) – in which case controls within the pages/usercontrols inherit the setting (and can optionally override it): Or it can be set within the web.config file of an application – in which case pages within the application inherit the setting (and can optionally override it): This gives you the flexibility to customize/override the naming behavior however you want. Example: Using the ClientIDMode property to control the IDs of Non-List Controls Let’s take a look at how we can use the new ClientIDMode property to control the rendering of “ID” elements within a page.  To help illustrate this we can create a simple page called “SingleControlExample.aspx” that is based on a master-page called “Site.Master”, and which has a single <asp:label> control with an ID of “Message” that is contained with an <asp:content> container control called “MainContent”: Within our code-behind we’ll then add some simple code like below to dynamically populate the Label’s Text property at runtime:   If we were running this application using ASP.NET 3.5 (or had our ASP.NET 4 application configured to run using 3.5 rendering or ClientIDMode=AutoID), then the generated markup sent down to the client would look like below: This ID is unique (which is good) – but rather ugly because of the “ct100” prefix (which is bad). Markup Rendering when using ASP.NET 4 and the ClientIDMode is set to “Predictable” With ASP.NET 4, server controls by default now render their ID’s using ClientIDMode=”Predictable”.  This helps ensure that ID values are still unique and don’t conflict on a page, but at the same time it makes the IDs less verbose and more predictable.  This means that the generated markup of our <asp:label> control above will by default now look like below with ASP.NET 4: Notice that the “ct100” prefix is gone. Because the “Message” control is embedded within a “MainContent” container control, by default it’s ID will be prefixed “MainContent_Message” to avoid potential collisions with other controls elsewhere within the page. Markup Rendering when using ASP.NET 4 and the ClientIDMode is set to “Static” Sometimes you don’t want your ID values to be nested hierarchically, though, and instead just want the ID rendered to be whatever value you set it as.  To enable this you can now use ClientIDMode=static, in which case the ID rendered will be exactly the same as what you set it on the server-side on your control.  This will cause the below markup to be rendered with ASP.NET 4: This option now gives you the ability to completely control the client ID values sent down by controls. Example: Using the ClientIDMode property to control the IDs of Data-Bound List Controls Data-bound list/grid controls have historically been the hardest to use/style when it comes to working with Web Form’s automatically generated IDs.  Let’s now take a look at a scenario where we’ll customize the ID’s rendered using a ListView control with ASP.NET 4. The code snippet below is an example of a ListView control that displays the contents of a data-bound collection — in this case, airports: We can then write code like below within our code-behind to dynamically databind a list of airports to the ListView above: At runtime this will then by default generate a <ul> list of airports like below.  Note that because the <ul> and <li> elements in the ListView’s template are not server controls, no IDs are rendered in our markup: Adding Client ID’s to Each Row Item Now, let’s say that we wanted to add client-ID’s to the output so that we can programmatically access each <li> via JavaScript.  We want these ID’s to be unique, predictable, and identifiable. A first approach would be to mark each <li> element within the template as being a server control (by giving it a runat=server attribute) and by giving each one an id of “airport”: By default ASP.NET 4 will now render clean IDs like below (no ctl001-like ids are rendered):   Using the ClientIDRowSuffix Property Our template above now generates unique ID’s for each <li> element – but if we are going to access them programmatically on the client using JavaScript we might want to instead have the ID’s contain the airport code within them to make them easier to reference.  The good news is that we can easily do this by taking advantage of the new ClientIDRowSuffix property on databound controls in ASP.NET 4 to better control the ID’s of our individual row elements. To do this, we’ll set the ClientIDRowSuffix property to “Code” on our ListView control.  This tells the ListView to use the databound “Code” property from our Airport class when generating the ID: And now instead of having row suffixes like “1”, “2”, and “3”, we’ll instead have the Airport.Code value embedded within the IDs (e.g: _CLE, _CAK, _PDX, etc): You can use this ClientIDRowSuffix approach with other databound controls like the GridView as well. It is useful anytime you want to program row elements on the client – and use clean/identified IDs to easily reference them from JavaScript code. Summary ASP.NET 4 enables you to generate much cleaner HTML markup from server controls and from within your Web Forms applications.  In today’s post I covered how you can now easily control the client ID values that are rendered by server controls.  In upcoming posts I’ll cover some of the other markup improvements that are also coming with the ASP.NET 4 release. Hope this helps, Scott

    Read the article

< Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >