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  • HTML Upload Form will only upload files found in the directory of the PHP file.

    - by vette982
    I have an image uploader that uses the imgur.com API and jQuery's .ajax() function to upload images to their servers. However, if I browse for an image using the <input type="file"/> element of the form, it will only be successful in uploading an image if the image file is found in the same directory as the page.php file that the form is found in (shown below). How can I allow the form to upload images from any directory on my computer? page.php: <form action="page.php" method="post"> <input type="file" name="doc" id="doc" /><br/> <input type="image" src="go.gif" name="submit" id="submit" /> </form>

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  • How to write to the OpenGL Depth Buffer

    - by Mikepote
    I'm trying to implement an old-school technique where a rendered background image AND preset depth information is used to occlude other objects in the scene. So for instance if you have a picture of a room with some wires hanging from the ceiling in the foreground, these are given a shallow depth value in the depthmap, and when rendered correctly, allows the character to walk "behind" the wires but in front of other objects in the room. So far I've tried creating a depth texture using: glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Image.GetWidth(), Image.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); Then just binding it to a quad and rendering that over the screen, but it doesnt write the depth values from the texture. I've also tried: glDrawPixels(Image.GetWidth(), Image.GetHeight(), GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, pixels); But this slows down my framerate to about 0.25 fps... I know that you can do this in a pixelshader by setting the gl_fragDepth to a value from the texture, but I wanted to know if I could achieve this with non-pixelshader enabled hardware?

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  • Firefox Upload Form Issue

    - by cast01
    Ive created an uplaod script in php that takes a file, resizes it, and creates a cropped square thumbnail. The script itself seems to work fine. However, when i tried to upload an image through firefox, on clicking the submit button the browser shows the loading animation, but it never calls the script, it just stays on the current page. If dont upload an image, then the script can be found and is run. I tried in safari, and i dont get the same problem, i can upload an image from the form, it will process it and take me the correct page. Ive tired just calling a basic script from the form, it just prints out the $_POST and $_FILES, and i get the same result, if an image is present, it wont get to the script, if no image is present, it runs fine. Im just wondering if anyone has any idea whats going on?

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  • Pointer to auto_ptr instead of a classical double pointer

    - by Pin
    Hello. I'm quite new to smart pointers and was trying to refactor some existing code to use auto_ptr. The question I have is about double pointers and their auto_ptr equivalent, if that makes sense. I have a function that accepts a double pointer as its parameter and the function allocates resources for it: void foo ( Image** img ) { ... *img = new Image(); ...} This function is then used like this: Image* img = NULL; foo ( &img ); ... delete img; I want to use auto_ptr to avoid having to call delete explicitly. Is the following correct? void foo ( auto_ptr<Image>* img ); and then auto_ptr<Image> img = NULL; foo ( &img ); Thanks.

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • asp.net root paths

    - by dejavu
    I am getting the exception when trying to save a file: System.Web.HttpException: The SaveAs method is configured to require a rooted path, and the path '~/Thumbs/TestDoc2//small/ImageExtractStream.bmp' is not rooted. at System.Web.HttpPostedFile.SaveAs(String filename) at System.Web.HttpPostedFileWrapper.SaveAs(String filename) at PitchPortal.Core.Extensions.ThumbExtensions.SaveSmallThumb(Thumb image) in C:\Users\Bich Vu\Documents\Visual Studio 2008\Projects\PitchPortal\PitchPortal.Core\Extensions\ThumbExenstions.cs:line 23 the code is below: public static void SaveSmallThumb(this Thumb image) { var logger = Microsoft.Practices.ServiceLocation.ServiceLocator.Current.GetInstance<ILoggingService>(); string savedFileName = HttpContext.Current.Server.MapPath(Path.Combine( image.SmallThumbFolderPath, Path.GetFileName(image.PostedFile.FileName))); try { image.PostedFile.SaveAs(savedFileName); } catch (Exception ex) { logger.Log(ex.ToString()); } } I cant see what is wrong here, any tips?

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  • A deadlock was detected while trying to lock variables in SSIS

    Error: 0xC001405C at SQL Log Status: A deadlock was detected while trying to lock variables "User::RowCount" for read/write access. A lock cannot be acquired after 16 attempts. The locks timed out. Have you ever considered variable locking when building your SSIS packages? I expect many people haven’t just because most of the time you never see an error like the one above. I’ll try and explain a few key concepts about variable locking and hopefully you never will see that error. First of all, what is all this variable locking all about? Put simply SSIS variables have to be locked before they can be accessed, and then of course unlocked once you have finished with them. This is baked into SSIS, presumably to reduce the risk of race conditions, but with that comes some additional overhead in that you need to be careful to avoid lock conflicts in some scenarios. The most obvious place you will come across any hint of locking (no pun intended) is the Script Task or Script Component with their ReadOnlyVariables and ReadWriteVariables properties. These two properties allow you to enter lists of variables to be used within the task, or to put it another way, these lists of variables to be locked, so that they are available within the task. During the task pre-execute phase the variables and locked, you then use them during the execute phase when you code is run, and then unlocked for you during the post-execute phase. So by entering the variable names in one of the two list, the locking is taken care of for you, and you just read and write to the Dts.Variables collection that is exposed in the task for the purpose. As you can see in the image above, the variable PackageInt is specified, which means when I write the code inside that task I don’t have to worry about locking at all, as shown below. public void Main() { // Set the variable value to something new Dts.Variables["PackageInt"].Value = 199; // Raise an event so we can play in the event handler bool fireAgain = true; Dts.Events.FireInformation(0, "Script Task Code", "This is the script task raising an event.", null, 0, ref fireAgain); Dts.TaskResult = (int)ScriptResults.Success; } As you can see as well as accessing the variable, hassle free, I also raise an event. Now consider a scenario where I have an event hander as well as shown below. Now what if my event handler uses tries to use the same variable as well? Well obviously for the point of this post, it fails with the error quoted previously. The reason why is clearly illustrated if you consider the following sequence of events. Package execution starts Script Task in Control Flow starts Script Task in Control Flow locks the PackageInt variable as specified in the ReadWriteVariables property Script Task in Control Flow executes script, and the On Information event is raised The On Information event handler starts Script Task in On Information event handler starts Script Task in On Information event handler attempts to lock the PackageInt variable (for either read or write it doesn’t matter), but will fail because the variable is already locked. The problem is caused by the event handler task trying to use a variable that is already locked by the task in Control Flow. Events are always raised synchronously, therefore the task in Control Flow that is raising the event will not regain control until the event handler has completed, so we really do have un-resolvable locking conflict, better known as a deadlock. In this scenario we can easily resolve the problem by managing the variable locking explicitly in code, so no need to specify anything for the ReadOnlyVariables and ReadWriteVariables properties. public void Main() { // Set the variable value to something new, with explicit lock control Variables lockedVariables = null; Dts.VariableDispenser.LockOneForWrite("PackageInt", ref lockedVariables); lockedVariables["PackageInt"].Value = 199; lockedVariables.Unlock(); // Raise an event so we can play in the event handler bool fireAgain = true; Dts.Events.FireInformation(0, "Script Task Code", "This is the script task raising an event.", null, 0, ref fireAgain); Dts.TaskResult = (int)ScriptResults.Success; } Now the package will execute successfully because the variable lock has already been released by the time the event is raised, so no conflict occurs. For those of you with a SQL Engine background this should all sound strangely familiar, and boils down to getting in and out as fast as you can to reduce the risk of lock contention, be that SQL pages or SSIS variables. Unfortunately we cannot always manage the locking ourselves. The Execute SQL Task is very often used in conjunction with variables, either to pass in parameter values or get results out. Either way the task will manage the locking for you, and will fail when it cannot lock the variables it requires. The scenario outlined above is clear cut deadlock scenario, both parties are waiting on each other, so it is un-resolvable. The mechanism used within SSIS isn’t actually that clever, and whilst the message says it is a deadlock, it really just means it tried a few times, and then gave up. The last part of the error message is actually the most accurate in terms of the failure, A lock cannot be acquired after 16 attempts. The locks timed out.  Now this may come across as a recommendation to always manage locking manually in the Script Task or Script Component yourself, but I think that would be an overreaction. It is more of a reminder to be aware that in high concurrency scenarios, especially when sharing variables across multiple objects, locking is important design consideration. Update – Make sure you don’t try and use explicit locking as well as leaving the variable names in the ReadOnlyVariables and ReadWriteVariables lock lists otherwise you’ll get the deadlock error, you cannot lock a variable twice!

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  • jQuery,Input buttons work in markup, but not when prepended?

    - by thatryan
    I have to buttons, image input that work fine when in the markup like this, <input type="image" class="play" src="images/play.png" /> <input type="image" class="pause" src="images/pause.png" /> But as soon as I try to prepend() it to a generated they still appear, but the click function does not work anymore. $('.gallery-nav').prepend('<input type="image" class="play" src="images/play.png" /><input type="image" class="pause" src="images/pause.png" />'); Any idea why? Thank you.

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  • Graphics.RotateTransform works on localhost, but not on remote server

    - by harriyott
    It works on my machine... I'm combining two map pins into a single image. I load an empty pin image and write a number on top of it. I then combine two of these, having rotated one 15 degrees and the other -15 degrees. It looks fine running through my localhost web server: I upload this to my shared server, and I get this instead: I load the image thus: var g = Graphics.FromImage(image); The line to rotate the image is: g.RotateTransform(angle); I'm sure this must be a setting somewhere, but I've had no luck finding it.

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  • Using UIImageView for a flipbook anim on iphone

    - by Joey
    I'm using UIImageView to run a flipbook anim like this: mIntroAnimFrame = [[UIImageView alloc] initWithFrame:CGRectMake( 0, 0, 480, 320); mIntroAnimFrame.image = [UIImage imageNamed:@"frame0000.tif"]; Basically, when determine it is time, I flip the image by just calling: mIntroAnimFrame.image = [UIImage imageNamed:@"frame0000.tif"]; again with the right frame. Should I be doing this differently? Are repeated calls to set the image this way possibly bogging down main memory, or does each call essentially free the previous UIImage because nothing else references it? I suspect the latter is true. Also, is there an easy way to preload the images? The anim seems to slow down at times. Should I simply load all the images into a dummy UIImage array so they are preloaded, then refer to it when I want to show it with mIntroAnimFrame.image = mPreloadedArray[i]; ?

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  • Creating a mask from a graphics context

    - by Magic Bullet Dave
    I want to be able to create a greyscale image with no alpha from a png in the app bundle. This works, and I get an image created: // Create graphics context the size of the overlapping rectangle UIGraphicsBeginImageContext(rectangleOfOverlap.size); CGContextRef ctx = UIGraphicsGetCurrentContext(); // More stuff CGContextDrawImage(ctx, drawRect2, [UIImage imageNamed:@"Image 01.png"].CGImage); // Create the new UIImage from the context UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); However the resulting image is 32 bits per pixel and has an alpha channel, so when I use CGCreateImageWithMask it doesn't work. I've tried creating a bitmap context thus: CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); CGContextRef ctx =CGBitmapContextCreate(nil, rectangleOfOverlap.size.width, rectangleOfOverlap.size.height, 8, rectangleOfOverlap.size.width , colorSpace, kCGImageAlphaNone); UIGraphicsGetImageFromCurrentImageContext returns zero and the resulting image is not created. Am I doing something dumb here? Any help would be greatly appreciated. Regards Dave

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  • (C#) graphics.drawImage has a size limit? How to deal with it?

    - by DGH
    I am attempting to display a very large graphical representation of some data. I am using a bitmap for persistent storage of the image and e.Graphics.DrawImage(myBitmap, new Point(0,0)) in the onPaint of a PictureBox control on my form. I have noticed (and heard mentioned on other sites) that if my image has a height or width greater than 2^15, I get a Parameter not Valid exception, but I have not found any official documentation of this limit. Is this 2^15 image size limit a definite, official part of Graphics.DrawImage? Are there any simple workarounds to render my entire image onto the form? (Yes, the pictureBox is set to the same size as the image, or bigger. Side question though, should I just be using the onPaint of the form itself instead of a picture box?)

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  • Clipping the caret in a C# program

    - by Bob Sammers
    I'm creating a WinForms control in C# (using VS2008, .net 3.5) which allows text input. I've imported the necessary Win32 API functions from User32.dll for displaying the normal Windows caret and these are all working fine, but it's not displaying exactly how I'd like it. Text is displayed on the control with a blank border and I use Graphics.SetClip() to leave this margin clear. I want the caret to be clipped to the same region, but since I don't paint it and there's no obvious API function to set a clipping region, I can't see any way of doing this. Have I missed anything obvious? The caret is clipped inside the control in which it is drawn. I'm therefore aware that one solution could be to place the text in a separate sub-control with no border. However, if there's a simpler way than redesigning this part of the control, I'd like to look for that first. Thanks in advance for any help!

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  • To make the drawn text clear

    - by user1758835
    I have written the code to draw text on the image and to save the image,But the text which I am drawing is looking blur on the image.What modifications need to do to make it clear,Or if there is any other way to draw text on image in android Canvas canvas = new Canvas(photo); Typeface tf = Typeface.create(topaste, Typeface.BOLD); Paint paint = new Paint(); paint.setStyle(Style.FILL); paint.setTypeface(tf); paint.setColor(Color.WHITE); paint.setStrokeWidth(12); canvas.drawBitmap(photo, 0, 0, paint); canvas.drawText(topaste, 15, 120, paint); image.setImageBitmap(photo);

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Mysql: i need to get the offset of a item in a query.

    - by user305270
    Mysql: i need to get the offset of a item in a query. I have a image gallery: this show 6 image per stack, so when i request image 22 it shows images from 18 to 24. It should first get the offset of the image 22, then get the images from 18 to 24. Another example: i request the image number 62(and offset 62), it will select images with offset from 60 to 66. Is possible with a single query? Thanks ;)

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  • Datetimepicker in windows 7

    - by maramasamy
    I am using Microsoft Date and Time Picker control(SP4) in my application.My application runs fine in xp and vista machines as date and time picker refers to mscomct2.ocx which is present in system32 for xp and vista,but for windows 7 i dont have this dll in my system .In windows we need admin rights to register that control. So is there any alternative/similar control available.......It would be helpful if you could let me know why thats not available in windows P.S : My Application is a .Net application and the reason why i have used Microsoft Date and Time Picker control(SP4) instead of .Net provided control is to display year 9999.

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  • Can you decode a mutable Bitmap from an InputStream?

    - by Daniel Lew
    Right now I've got an Android application that: Downloads an image. Does some pre-processing to that image. Displays the image. The dilemma is that I would like this process to use less memory, so that I can afford to download a higher-resolution image. However, when I download the image now, I use BitmapFactory.decodeStream(), which has the unfortunate side effect of returning an immutable Bitmap. As a result, I'm having to create a copy of the Bitmap before I can start operating on it, which means I have to have 2x the size of the Bitmap's memory allocated (at least for a brief period of time; once the copy is complete I can recycle the original). Is there a way to decode an InputStream into a mutable Bitmap?

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  • Evaluate ContentControl without rendering to screen

    - by thedesertfox
    I have a datagrid and I'm writing a method to search through it to find some text. Practically all of my columns use a DataTemplateSelector, so in my search, I need to be able to take a DataTemplate, apply it to a ContentControl, and then find a TextBlock to get the text to see if it matches my search criteria. I'm trying the following but it's not seeming to produce any results. I also tried a FindName("layoutRoot" control) but that came back as null as well. var control = new ContentControl(); control.ContentTemplate = dataTemplate; control.Content = item; var txtBox = control.FindChildren<TextBlock>();

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  • iPhone OpenGLES textures - colour banding

    - by chicknstu
    I've got a problem with openGL on iPhone which I'm sure must have a simple solution! When I load a texture and display it, I get a lot of what I believe is called 'Colour Banding', whereby the colours, particularly on gradients, seem to get automatically 'optimized'. Just to demonstrate that this wasn't anything wrong with my own code, I downloaded the iPhone 'Crashlanding' app and replaced the background image, and as you can see in the image below (Taken from the simulator), the exact same thing happens. The image on the left is the original PNG, and on the right is it in the game. It's almost as if it's palette is being downsized to a 256 colour one. Screenshot I'm sure this is related to the format I'm saving the image as, although it doesn't just happen with PNG's, it seems to happen no matter what image format I chose. Doing my head in! If you want to recreate this, simply download the crash landing app, and replace the background. Thanks so much in advance for any help.

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  • Iterating through tooltips

    - by icemanind
    Guys, I have a windows form with a panel control and inside the panel control are several other controls with a System.Windows.Forms.Tooltip attached to them. How can I iterate through each tooltip and set the Active property of the tooltip to false? Tooltips, unlike other controls, are not actually controls. So I had this: foreach (System.Windows.Forms.Control ctrl in this.pnlControl.Controls) { if (ctrl.Name.StartsWith("tt")) // since all my tooltip names start with 'tt' { System.Windows.Forms.ToolTip TipControl=(System.Windows.Forms.ToolTip)ctrl; TipControl.Active=false; } } This does not work though. It gets an error because the ToolTip control is not inherited from System.Windows.Forms.Control. Any ideas?

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  • getting the path of a file from its grandparent folder

    - by Saswat
    i have a php file which has the followng path Shubhmangalam/admin/welcome_image_edition/delete_image.php and an image file with the follwing path Shubhmangalam/welcome_images/image_1.jpg i want to delete the image_1.jpg file which i know can be done by using unlink() method.. but the prob is that the parent folder of the .php file and .jpg file is different, and so is their level of file-system...and i cant find the proper way to get the path to delete the image_1.jpg file. now the code on the delete_image.php is accordingly <?php $image=$_REQUEST['image']; if(unlink("./../welcome_images/".$image)) echo "Successfully Deleted"; else echo "Wrong"; ?> now the above is server-scripting code, i want to delete the image by getting appropriate path.. i dnt want the actual path, but the path from the project folder that is Shubhmangalam thanks in advance

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  • How to OCR a specific region of a MODI.Document?

    - by Mark Kadlec
    I need to OCR a specific region of a scanned document and I am using MODI (Microsoft's Document Imaging COM object). My code currently OCR's the entire page (quite accurately!), but I would like to target a specific region of the page where the text is always static (order number). How can I do this? Here is my code for the page: MODI.Document md = new MODI.Document(); md.Create("c:\\temp\\mpk.tiff"); md.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); MODI.Image image = (MODI.Image)md.Images[0]; FileStream createFile = new FileStream("c:\\temp\\mpk.txt", FileMode.CreateNew); StreamWriter writeFile = new StreamWriter(createFile); writeFile.Write(image.Layout.Text); writeFile.Close(); md.Close(); Can I somehow specify the region of the image? Any help would be greatly appreciated!

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  • Remove unncessary error raised by paperclip - filename is not recognized by the 'identify' command.

    - by kgpdeveloper
    I've been searching on how to solve this issue but could not find any real and working solution. User model: validates_attachment_content_type :avatar, :content_type = ['image/jpeg', 'image/pjpeg', 'image/x-png', 'image/png', 'image/gif'] Unnecessary error shows up when invalid file type is uploaded: Avatar /tmp/sample,23283,0.txt is not recognized by the 'identify' command. Server details: Ubuntu and Debian which identify results to /usr/bin/identify Specifying command path does not solve the issue: Paperclip.options[:command_path] = "/usr/bin" Any ideas? I looked at geometry.rb file and there seems to be something wrong with it. def self.from_file file file = file.path if file.respond_to? "path" geometry = begin Paperclip.run("identify", %Q[-format "%wx%h" "#{file}"[0]]) rescue PaperclipCommandLineError "" end parse(geometry) || raise(NotIdentifiedByImageMagickError.new("#{file} is not recognized by the 'identify' command.")) end Let me know if anyone has solved the same issue and how. Many thanks.

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  • ImageMagick - how to enforce min/max heights/widths?

    - by Henryh
    Using ImageMagick, how can I resize an image to have a minimum: height of 150px width of 200px and also have a maximum: height of 225px width of 275px UPDATE: In case it helps, here's a further explanation of what I'm experiencing. I have a buch of images with all different ratio dimensions. Some images have 1:5 height/width ratios. Some have 5:1 height/width ratios. So that I want to do is set that a minimum height/width size for the image but also don't want the image size to be larger than a particular size. If I need to apply white padding to an image to make it fit within my constraint so that I don't have to distort the image, I'd like to do so.

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