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  • How to add a weather info to be evalueated only once???

    - by Savvas Sopiadis
    Hi everybody! In a ASP.MVC (1.0) project i managed to get weather info from a RSS feed and to show it up. The problem i have is performance: i have put a RenderAction() Method in the Site.Master file (which works perfectly) but i 'm worried about how it will behave if a user clicks on menu point 1, after some seconds on menu point 2, after some seconds on menu point 3, .... thus making the RSS feed requesting new info again and again and again! Can this somehow be avoided? (to somehow load this info only once?) Thanks in advance!

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  • jQuery Sortable + Droppable z-index problem

    - by unknowndomain
    I am having a probelm with the z-index of my sortable object not being above my droppable. If you visit http://clareshilland.unknowndomain.co.uk/. Press Ctrl + L to bring up the login screen. Enter the username clare and the password shilland. It will then load in the admin bar and if you click manage gallery. A pop down thumbnail view will appear with all the photos from that gallery. The issue is that when you drag the 'polaroids' from the grid to the delete area they are under the delete area. I tried putting the delete area inside the same div as the grid but it makes no difference, I just don't know what to do at this point so any help would be a massive help!

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  • How to use Visual Studio debugger visualizers built against a different framework version?

    - by michielvoo
    I compiled the ExpressionTreeVisualizer project found in the Visual Studio 2010 samples but when I try to use it in a .NET 3.5 project I get the exception below: Could not load file or assembly 'file:///C:\Program Files (x86)\Microsoft\Visual Studio 2010\Common7\Packages\Debugger\Visualizers\ExpressionTreeVisualizer.dll' or one of its dependencies. This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded. The sample project had the TargetFrameworkVersion set to v4.0 and after changing it to v3.5 and building it now works in my project. I changed the source code and project file and rebuilt it so that I now have two expression tree visualizers, one for v3.5 projects and one for v4.0 projects. Is there a better way? Thanks!

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  • Application Server or Lightweight Container?

    - by Jeff Storey
    Let me preface this by saying this is not an actual situation of mine but I'm asking this question more for my own knowledge and to get other people's inputs here. I've used both Spring and EJB3/JBoss, and for the smaller types of applications I've built, Spring (+Tomcat when needed) has been much simpler to use. However, when scaling up to larger applications that require things like load balancing and clustering, is Spring still a viable solution? Or is it time to turn to a solution like EJB3/JBoss when you start to get big enough to need that? I'm not sure if I've scoped the problem well enough to get a good answer, so please let me know. Thanks, Jeff

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  • Linking IronPython to WPF

    - by DonnyD
    I just installed VS2010 and the great new IronPython Tools extension. Currently this extension doesn't yet generate event handlers in code upon double-clicking wpf visual controls. Is there anyone that can provide or point me to an example as to how to code wpf event handlers manually in python. I've had no luck finding any and I am new to visual studio. Upon generating a new ipython wpf project the auto-generated code is: import clr clr.AddReference('PresentationFramework') from System.Windows.Markup import XamlReader from System.Windows import Application from System.IO import FileStream, FileMode app = Application() app.Run(XamlReader.Load(FileStream('WpfApplication7.xaml', FileMode.Open))) and the XAML is: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="WpfApplication7" Height="300" Width="300"> <Button>Click Me</Button> </Window> Any help would be appreciated.

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  • error when calling the webservice

    - by xrx215
    i am getting a list of pagepack assistant by calling a webservice. I have added the web reference. using org.xerox.xde3.na.sdi.amiller_v_vista; public org.xerox.xde3.na.sdi.amiller_v_vista.DDCControl proxy; in page load method i am calling the web method as follows proxy = new DDCControl(); Guid y = new Guid("45a5b1c2-2fa5-4136-abdd-bc213b694848"); DataList1.DataSource = proxy.GetAllDDCs(this.AccountID, y); DataList1.DataBind(); I am getting the following error: An invalid data source is being used for DataList1. A valid data source must implement either IListSource or IEnumerable Can you please help me with this issue?

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  • jQuery returning two elements for each one it finds?

    - by John Rudy
    I'll start by saying I'm fairly new to jQuery. For the most part, I've found it intuitive and powerful, but this one circumstance has me thoroughly stumped. In the following method, the call to .each() returns two elements for every one found. It iterates over a set of table rows given IDs starting with the word, "communication," and followed by an ID number. For each row it returns, it processes twice. Using Firebug, I've validated that the DOM only has a single instance of each table row in question. Also using Firebug, I've validated that the method is not being called twice; the iteration in .each() is truly going over each returned table row twice. By the time all the AJAX call goodness is done, I'll have two entries in the database for each row created in the table. This is the code that's causing the issues: function getCommunications() { var list = $('[id^=communication]'); var communications = new Array(); list.each(function () { var communication = { ID: $(this).find('.commCompanyID').val(), /* * SNIP: more object properties here that are * unnecessary to this discussion */ }; communications.push(communication); }); return communications; } At the point of return communications, the Array returned will contain twice as many elements as there are table rows. I should note that nearly identical code (but going against specific lists of divs) is working on the same page. It's just the table that's suffering the issues. I'm using jQuery 1.4.1, the version which shipped with Visual Studio .NET 2010. The table markup is fully dynamic -- that is, aside from the header row, it's dependent on data either returned at page load or created by the user via a dialog box. I'll drop in just the code for what's created at page load; again using Firebug I've validated that what I create dynamically when an end user creates a row with the dialog box matches. (This should be readable by anyone, but for the record this is an ASP.NET MVC 2.0 project.) <table id="commTable"> <tr> <th></th> <th> Date / Time </th> <th> Contact </th> <th> Type </th> <th> Duration </th> <th> Notes </th> </tr> <% foreach (var item in Model) { %> <tr id="communication<%: item.ID %>"> <td> <a href="#" onclick="showEditCommunicationForm(<%: item.ID %>"> Edit</a> <span class="commDeleteButton"> <a href="#" onclick="deleteCommunication(<%: item.ID %>)"> Delete</a> </span> </td> <td> <span class="commDateTime"><%: item.DateTime %></span> <input type="hidden" class="commID" value="<%: item.ID %>" /> <input type="hidden" class="commIsDeleted" value="<%: item.IsDeleted %>" /> </td> <td> <span class="commSourceText"><%: item.Company.CompanyName %></span> <input type="hidden" class="commCompanyID" value="<%: item.CompanyID %>" /> </td> <td> <%: item.CommunicationType.CommunicationTypeText %> <input type="hidden" class="commTypeID" value="<%: item.CommunicationTypeID %>" /> </td> <td> <span class="commDuration"><%: item.DurationMinutes %></span> Minutes </td> <td> <span class="commNotes"><%: item.Notes %></span> </td> </tr> <% } %> </table>

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  • ASP.NET control event handler not firing on postback?

    - by Polaris878
    I have a control which has an ImageButton which is tied to an OnClick event... Upon clicking this control, a postback is performed and the event handler is not called. AutoEventWireup is set to true, and I've double checked spelling etc.... We haven't touched this control in over a year and it has been working fine until a couple of weeks ago. We have made changes to controls which load this control... so I'm wondering, what kind of changes could we have made to stop this event handler from being called? There is quite a bit of Javascript going on, so this could be the culprit too... Edit: Some clarification... we are dynamically loading the parent control of the ImageButton in the OnLoad event of the page... if that makes sense.

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  • chat website in jsp/servlet

    - by akshay
    I want to devlelop a chat website using JSP/Servlets and Tomcat. I have following questions: Can the website handle load (1000 people at one time) without slowing down? Will it cause the website to slow down? What is the ideal server configuration for this kind of website? Note that I don't have a huge budget to host. How can I implement server push? Will PHP or JSP be ideal for such website?

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  • Does a WCF service with basicHttpBinding create a new connection for each request?

    - by Phil Wright
    I have a Silverlight client calling a WCF Service on an IIS web server. It uses the default basicHttpBinding setting for the calls. My client code has the usual Visual Studio generated proxy that is generated when using the 'Update Service Reference' menu option. Does every call to the service using that proxy use the same connection? Or does it create a connection each time a call is made and then close it down once the reply is received? As the client is actually making a SOAP call over HTTP I just assumed that every service request had a new connection created but I want to check if that is the case? (I need to know because if it creates a new connection each time then each request could end up at a different server because there are several servers being load balanced. It is uses a single connection for the duration of the proxy then I can assume they all end up at the same machine and so it would cache state.)

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  • Google App Engine - low-level datastore API flag?

    - by Keyur
    In my GAE-Java app, I'm using the low-level datastore API. Hence I don't need the GAE app instance to load any of the higher level data access libraries such as JPA, JDO, Data Nucleus, etc. Is there a flag that I can set to indicate that I don't want these libraries to be loaded? My motivation to do this is to reduce app instance startup time everywhere I can. Now I don't know if these libraries are loaded only on-demand or always. The dev environment logs messages related to data nucleus which seems to indicate that some of these libraries may be pre-loaded? I hope I'm wrong here. Thanks, Keyur

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  • iPhone: custom UITableViewCell with Interface Builder -> how to release cell objects?

    - by Stefan Klumpp
    The official documentation tells me I've to do these 3 things in order to manage the my memory for "nib objects" correctly. @property (nonatomic, retain) IBOutlet UIUserInterfaceElementClass *anOutlet; "You should then either synthesize the corresponding accessor methods, or implement them according to the declaration, and (in iPhone OS) release the corresponding variable in dealloc." - (void)viewDidUnload { self.anOutlet = nil; [super viewDidUnload]; } That makes sense for a normal view. However, how am I gonna do that for a UITableView with custom UITableViewCells loaded through a .nib-file? There the IBOutlets are in MyCustomCell.h (inherited from UITableViewCell), but that is not the place where I load the nib and apply it to the cell instances, because that happens in MyTableView.m So do I still release the IBOutlets in the dealloc of MyCustomCell.m or do I have to do something in MyTableView.m? Also MyCustomCell.m doesn't have a - (void)viewDidUnload {} where I can set my IBOutlets to nil, while my MyTableView.m does.

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  • Run JavaScript after a DropDownList is DataBound

    - by Daniel Coffman
    I need to trigger a JavaScript function to be called AFTER a DropDownList on my ASP.NET WebForms page is DataBound, because the SelectedIndex of this DropDownList is the parameter to the JavaScript function. I've tried this various ways, but it seems that if I do it with pure JavaScript onload by using ClientScript.RegisterStartUpScript, the control can be found (because it hasn't been assigned a clientID yet?). If I use jQuery (document).ready { } it says that the DropDownList has no selectedIndex.value. So I need some JavaScript to run AFTER the control has a value set by the DataBind. How can I accomplish this? onChanged won't work because I need the function to fire on the first page load, with no user input. DataBinding the SelectedIndex of the DropDownList doesn't cause the JavaScript onChanged event to fire.

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  • Loading Youtube Iframe API with RequireJS

    - by davidgnin
    I'm trying to use the Youtube Iframe API inside a module definded with Require JS. As this API is loaded async and calls a function once is loaded, I used a requireJS plugin called "async", that worked before with google maps api. However, this time something isn't working. My module starts this way: define(['text!fmwk/widgets/video/video.html','fmwk/utils/browser','async!http://www.youtube.com/iframe_api'], function (videoTpl,root) { ... }); and chrome console fires this error: Uncaught Error: Load timeout for modules: async!http://www.youtube.com/iframe_api_unnormalized3,async!http://www.youtube.com/iframe_api http://requirejs.org/docs/errors.html#timeout If I don't use async plugin the object YT or its functions are undefinded, and the same happens if I download the API code. The API is loaded sometimes if I put an script tag in the head tag of the html file. All this is expected, but I don't understand because async plugin fails. Thank you for your attention and help :)

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  • Setting up functional Tests in Flex

    - by Dan Monego
    I'm setting up a functional test suite for an application that loads an external configuration file. Right now, I'm using flexunit's addAsync function to load it and then again to test if the contents point to services that exist and can be accessed. The trouble with this is that having this kind of two (or more) stage method means that I'm running all of my tests in the context of one test with dozens of asserts, which seems like a kind of degenerate way to use the framework, and makes bugs harder to find. Is there a way to have something like an asynchronous setup? Is there another testing framework that handles this better?

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  • codemirror fails when adding </textarea> tag inside it

    - by Jorre
    I'm using codemirror http://marijn.haverbeke.nl/codemirror/ to let users create their own web templates inside a web application. Codemirror works great, except for the time that users have put a tag inside their source code. When I load that up inside code mirror, it breaks everything in the source code that follows after because it thinks my codemirror text area is closed. I'm using the following way to launch codemirror: CodeMirror.fromTextArea('code') It works great on my existing textarea "code" except when users add inside their templates (in the codemirror textarea). Any help is much appreciated!

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Object reference error even when object is not null

    - by Shrewd Demon
    hi, i have an application wherein i have incorporate a "Remember Me" feature for the login screen. I do this by creating a cookie when the user logs in for the first time, so next time when the user visits the site i get the cookie and load the user information. i have written the code for loading user information in a common class in the App_Code folder...and all my pages inherit from this class. code for loading the user info is as follows: public static void LoadUserDetails(string emailId) { UsersEnt currentUser = UsersBL.LoadUserInfo(emailId); if (currentUser != null) HttpContext.Current.Session["CurrentUser"] = currentUser; } Now the problem is i get an "Object reference" error when i try to store the currentUser object in the session variable (even though the currentUser object is not null). However the password property in the currentUser object is null. Am i getting the error because of this...or is there some other reason?? thank you

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  • Add client-side events to ASP.Net custom control at runtime

    - by nw
    I'm building an ASP.net custom control that implements IScriptControl. I would like other users of my control to be able to assign client-side event handlers to the control. Unfortunately the JS generated by IScriptControl is always injected at the very bottom of the rendered page (see below), so any attempt to assign an event handler in the ASPX page fails because the code executes too early. ... <script type="text/javascript"> //<![CDATA[ Sys.Application.initialize(); Sys.Application.add_init(function() { $create(MyNamespace.MyControl, {}, null, null, $get("my_control_id")); }); //]]> </script> </form> What's the right way to assign an event handler to the instantiated control upon page load?

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  • MVC MapPageRoute and ActionLink

    - by Dismissile
    I have created a page route so I can integrate my MVC application with a few WebForms pages that exist in my project: public static void RegisterRoutes(RouteCollection routes) { routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); // register the report routes routes.MapPageRoute("ReportTest", "reports/test", "~/WebForms/Test.aspx" ); routes.MapRoute( "Default", // Route name "{controller}/{action}/{id}", // URL with parameters new { controller = "Home", action = "Index", id = UrlParameter.Optional } ); } This has created a problem whenever I use Html.ActionLink in my Views: <%: Html.ActionLink("Home", "Index", "Home") %> When I load the page in the browser the link appears like: http://localhost:12345/reports/test?action=Index&controller=Home Has anyone run into this before? How can I fix this?

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  • What are windows IPC methods

    - by Quandary
    Question: I have a dll that I can load in another program. Now the dll has access to all data/functions in the other program. Which technology can I use that now an external program can send data/commands to that dll, to steer the other program, or get data from it ? I mean, in the past that meant DDE, I think that was back in Windows 3.11/95 times. What can I use today? Which one is easiest ? Which one is fastest?

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  • xmlCtxtGetLastError - Iphone

    - by Raphael Kohn
    Hi, I have been programming with NSXMLParser for quite a while and lately, I came out with this error. The strangiest thing is that it only happens in debug mode. Once I load the App in Simulator and run it from Simulator (without Xcode involved), it runs fine. The code is very straight foward, it is a simple XML parsing whose contents were loaded from the web in a separated thread. Does anybody have alredy encoutered that error?? Thanks in advance.

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  • Grouping data in an NSMutable array

    - by padatronic
    Hi guys, I have an array i load with lots of data from an xml file. I am displaying this on a tableview and then when you click on say an author it goes through to display all their books. At the minute my NSMutableArray has an entry for every each book with title, author and so on. So in the table of authors it display the authors name as many times as they have books. I want to group the array data so the table only displays each author once but the author contains an array of his books. Seems simple but I can't find a group method for arrays. thanks peeps

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  • Disable JavaScript on window.open

    - by sonofdelphi
    I have a set of (X)HTML files that I need to open with window.open() from an application homepage. I am able to open these files and read the data within them. function openFiles() { var files = document.querySelectorAll('td a'); //The list of files to scan is stored as links in an HTML table for(var i = 0; i<files.length; i++){ //Open each file in a browser window win = window.open(files[i].href); //Can I prevent the JavaScript in these files from executing? } } But the problem is that the scripts within the HTML files also get executed when opened like this. This is rather time-consuming and unnecessary; also, the scripts within those files may have side-effects. Is there a way to prevent JavaScript from executing on load?

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    - by Binary255
    Hi, I am using a port of GNU GetOpts, to be specific I am using the one at: http://getopt.codeplex.com I have added the DLL as a reference. But when I run my application I receive an exception: System.IO.FileLoadException was unhandled Message="Could not load file or assembly 'Gnu.Getopt, Version=0.9.1.24287, Culture=neutral, PublicKeyToken=d014b4ccdc53511a' or one of its dependencies. Failed to grant permission to execute. (Exception from HRESULT: 0x80131418)" If it is possible I would like my application to say, "trust this DLL as much as you trust me". Is there a way to do that so I won't have to fiddle with security settings? And if there is not. What is the cleanest way to get the DLL working?

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