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  • jQuery not loading on Master Page when the Content Page is in a child folder.

    - by ProfK
    I have a site where I am trying to implement a jQuery UI based MessageBox in my master page. Content pages are arranged accoring to business area folders, i.e. '~/Branding/Contracts.aspx'. I find that when I load such a content page, jQuery, which is referenced in the master page as below, does not load. I assume that this is because the browser is requesting 'Branding/Scripts/jQuery '. What can I do about this? I don't have the 'root' operator in a plain 'script' tag. <script src="/Scripts/jquery-1.3.2.js" type="text/javascript"></script> <script src="Scripts/jquery-1.3.2.js" type="text/javascript"></script> <script src="Scripts/jquery-ui-1.7.2.custom.min.js" type="text/javascript"></script>

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  • why do game engines prefer static libraries over dynamic link libraries

    - by numerical25
    I've been reading a few gaming books. And they always prefer to create the engine as a static library over dynamic link. I am new to c++ so I am not highly knowledge when it comes to static libraries and dynamic link libraries. All I know is static libraries increase the size of your program, where DLL link libraries are loaded as you need them within your program. [edit] I've played games where it almost seemed they used DLL's to load in sound, lighting, and what not all individually. as the level was loading up. cause you don't necessarily need that when your at the game menu.

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  • iPhone Keychain Questions

    - by AO
    Some questions: * Is there some way to view the data present in the iPhone keychain? * The items an application adds, cannot be accessed by any other application, can it? * What is the purpose of the identifier and access group in the initialization? My guess is that the identifier is simply used to find items but I'm a little bit unsure of the access group. If the access group is assigned nil, all applications can access the items? If the access group is assigned X, could the items be accessed by another application with the same string X as access group or what is the purpose of the access group in this case? * Is the data in the keychain removed when the application is removed? If not, how do I achieve that? And finally: I can't get the KeychainItemWrapper (Apple example) to work. I've added the KeychainItemWrapper files to my project and when running it on the phone, an exception is thrown by SecItemAdd, saying that one or more parameters were not valid (result code -50). The code triggering the SecItemAdd follows: KeychainItemWrapper* wrapper = [[KeychainItemWrapper alloc] initWithIdentifier:@"something" accessGroup:@"com.company.whatever"]; [wrapper setObject:@"this is my password" forKey:@"password"]; NSLog(@"Password: %@", [wrapper objectForKey:@"password"]); The code can be found at http://developer.apple.com/iphone/library/samplecode/GenericKeychain/index.html

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  • Facebook: Get User's Birthday

    - by Sarfraz
    Hello, As I asked previously but without any luck about how to get current user's birthday. I would like to simply get the birthday of current logged in user (I am using facebook connect & php client library) using any possible way you guys could suggest. I have also heared about OAuth and Graph API but facebook documentation is very bad, I can not get a working example. Please show me any method to get current user's birthday. Thanks

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  • Viewstate is setting control values incorrectly.

    - by Praesagus
    I have a page with several checkboxes on it. The checkboxes correlate to user permissions so when I change users and the page refreshes, the values of the checkboxes should change since each user is different. In spite of the fact that my code sets the value of the checkbox, viewstate or whatever changes the values to what the previous user's values were. I tried chk.EnableViewState = false; but that did not help. I set EnableViewState="false" EnableViewStateMac="false" EnableEventValidation="false" in the page directives, but that doesn't help. The only way I have been able to fix this is to add a unique value to the controls so that their names are always different. I am sure it's an issue of ignorance. Thank you for your help. There is no databinding per se. When the page loads I am creating the textboxes and setting their values via code.

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  • ScoreNinja causes java.lang.RuntimeException: Can't create handler inside thread that has not called

    - by sirconnorstack
    I'm trying to add ScoreNinja, the global high score system, to my Android game, and it works fine when I load it on my phone, but when I release it into the wild, I got crash reports saying: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() Here is part of the call stack: android.os.Handler.<init>(Handler.java:121) android.app.Dialog.<init>(Dialog.java:99) android.app.AlertDialog.<init>(AlertDialog.java:65) android.app.AlertDialog.<init>(AlertDialog.java:61) android.app.AlertDialog$Builder.create(AlertDialog.java:797) android.app.AlertDialog$Builder.show(AlertDialog.java:812) com.scoreninja.adapter.ScoreNinjaAdapter.show(ScoreNinjaAdapter.java:136) com.scoreninja.adapter.ScoreNinjaAdapter.show(ScoreNinjaAdapter.java:99) I thought the main thread had prepare() called automatically, and if not, why would it work fine for me but not anyone else?

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  • Lost parameter calling WS from PHP

    - by Zyd
    Hi, I'm trying to call this WS from PHP: namespace WsInteropTest { /// <summary> /// Summary description for Service1 /// </summary> [WebService(Namespace = "http://advantage-security.com/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] [System.ComponentModel.ToolboxItem(false)] // To allow this Web Service to be called from script, using ASP.NET AJAX, uncomment the following line. // [System.Web.Script.Services.ScriptService] public class TestWs : System.Web.Services.WebService { [WebMethod] public string HelloWorld(int entero) { return "Hello World " + entero.ToString(); } } } The code i use to call the WS is this: <?php require_once('nusoap\nusoap.php'); $client = new nusoap_client('http://localhost/testws/TestWS.asmx?WSDL'); $params = array( 'entero' => 100 ); $result = $client->call('HelloWorld', array($params), 'http://advantage-security.com/HelloWorld', 'http://advantage-security.com/HelloWorld'); print_r($result); ?> and the result is this Hello World 0 What do you think may be the problem? According to what i've read there is no issues with simple types between .NET (which are converted to standard soap types) and PHP. If it is of use, here it is the WSDL. Thanks in advance <?xml version="1.0" encoding="utf-8" ?> - <wsdl:definitions xmlns:soap="http://schemas.xmlsoap.org/wsdl/soap/" xmlns:tm="http://microsoft.com/wsdl/mime/textMatching/" xmlns:soapenc="http://schemas.xmlsoap.org/soap/encoding/" xmlns:mime="http://schemas.xmlsoap.org/wsdl/mime/" xmlns:tns="http://advantage-security.com/" xmlns:s="http://www.w3.org/2001/XMLSchema" xmlns:soap12="http://schemas.xmlsoap.org/wsdl/soap12/" xmlns:http="http://schemas.xmlsoap.org/wsdl/http/" targetNamespace="http://advantage-security.com/" xmlns:wsdl="http://schemas.xmlsoap.org/wsdl/"> - <wsdl:types> - <s:schema elementFormDefault="qualified" targetNamespace="http://advantage-security.com/"> - <s:element name="HelloWorld"> - <s:complexType> - <s:sequence> <s:element minOccurs="1" maxOccurs="1" name="entero" type="s:int" /> </s:sequence> </s:complexType> </s:element> - <s:element name="HelloWorldResponse"> - <s:complexType> - <s:sequence> <s:element minOccurs="0" maxOccurs="1" name="HelloWorldResult" type="s:string" /> </s:sequence> </s:complexType> </s:element> </s:schema> </wsdl:types> - <wsdl:message name="HelloWorldSoapIn"> <wsdl:part name="parameters" element="tns:HelloWorld" /> </wsdl:message> - <wsdl:message name="HelloWorldSoapOut"> <wsdl:part name="parameters" element="tns:HelloWorldResponse" /> </wsdl:message> - <wsdl:portType name="TestWsSoap"> - <wsdl:operation name="HelloWorld"> <wsdl:input message="tns:HelloWorldSoapIn" /> <wsdl:output message="tns:HelloWorldSoapOut" /> </wsdl:operation> </wsdl:portType> - <wsdl:binding name="TestWsSoap" type="tns:TestWsSoap"> <soap:binding transport="http://schemas.xmlsoap.org/soap/http" /> - <wsdl:operation name="HelloWorld"> <soap:operation soapAction="http://advantage-security.com/HelloWorld" style="document" /> - <wsdl:input> <soap:body use="literal" /> </wsdl:input> - <wsdl:output> <soap:body use="literal" /> </wsdl:output> </wsdl:operation> </wsdl:binding> - <wsdl:binding name="TestWsSoap12" type="tns:TestWsSoap"> <soap12:binding transport="http://schemas.xmlsoap.org/soap/http" /> - <wsdl:operation name="HelloWorld"> <soap12:operation soapAction="http://advantage-security.com/HelloWorld" style="document" /> - <wsdl:input> <soap12:body use="literal" /> </wsdl:input> - <wsdl:output> <soap12:body use="literal" /> </wsdl:output> </wsdl:operation> </wsdl:binding> - <wsdl:service name="TestWs"> - <wsdl:port name="TestWsSoap" binding="tns:TestWsSoap"> <soap:address location="http://localhost/testws/TestWS.asmx" /> </wsdl:port> - <wsdl:port name="TestWsSoap12" binding="tns:TestWsSoap12"> <soap12:address location="http://localhost/testws/TestWS.asmx" /> </wsdl:port> </wsdl:service> </wsdl:definitions>

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  • Hidden features of classic asp

    - by Binoj Antony
    I am still a fan of Classic ASP and know a lot of developers still using classic ASP, although by far there are very few features available in ASP, let us list out the most useful and not so well known ones Of course the question is on the lines of the Hidden Features questions listed below.: Hidden Features of JavaScript Hidden Features of CSS Hidden Features of C# Hidden Features of VB.NET Hidden Features of Java Hidden Features of ASP.NET Hidden Features of Python Hidden Features of TextPad Hidden Features of Eclipse Please specify one feature per answer.

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  • Kohana 3: Auth module

    - by Thomas
    Hi, i'm trying to learn the Kohana's Auth module but login method always return false. Controller: <?php defined('SYSPATH') OR die('No Direct Script Access'); class Controller_Auth extends Controller { public function action_index() { if($_POST) { $this->login(); } $this->template = View::factory('login'); echo $this->template; } private function login() { $user = ORM::factory('user'); $data = array('username' => 'wilson', 'password' => '123'); if(!$user->login($data)) { echo 'FAILED!'; } } private function logout() { } } ?> Model: <?php defined('SYSPATH') or die('No direct script access.'); class Model_User extends Model_Auth_User { } ?>

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Difference in css-positioning in windows and linux

    - by andrii
    I have a problem with rendering my html page by the same browsers in different OS. There are 3 spans and position of each span is corrected through css(position:relative). But I have found out that the page that looks correct in firefox under Linux, shows not right at the same firefox(3.5.7) under Windows OS. Linux(Left - How it should be)/Windows(right): link text And the same with other browsers. What is the cause of this problem and how is possible to solve it. My code: question.html: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <title>Question</title> <link href="css/question.css" rel="stylesheet" media="all" /> </head> <body> <div class="eventFullDate"> <span class="eventYear">2010</span> <span class="eventDate">17</span> <span class="eventMonth">FEB</span> </div> </body> </html> question.css: html, body{ font-family: Georgia; } div.eventFullDate{ height: 39px; width: 31px; float: left; border: 1px solid; border-color: #E3E3E3; background-color: #F7FFFF; } span.eventYear, span.eventDate, span.eventMonth{ color: #EC5C1D; position: relative; width: 100%; } span.eventYear{ left: 1px; bottom: 3px; font-size: 0.8em; } span.eventDate{ left: 5px; bottom: 12px; font-size: 1.3em; } span.eventMonth{ left: 3px; bottom: 15px; font-size: 0.8em; }

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  • equivalent of jQuery's "load" in prototype

    - by Goro
    Hello, I am trying to find an equivalent for the following jQuery javascript: var x1 = setInterval(function() { $('#status').load("processor.php", {value:'name'} );}, 5000 ); I need to use Prototype for other applications on the page, and when I throw both jQuery and Prototype libraries in there they will not cooperate. Thank you,

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  • Avoiding first chance exception messages when the exception is safely handled

    - by CVertex
    The following bit of code catches the EOS Exception using (var reader = new BinaryReader(httpRequestBodyStream)) { try { while (true) { bodyByteList.Add(reader.ReadByte()); } } catch (EndOfStreamException) { } } So why do I still receive first-chance exceptions in my console? A first chance exception of type 'System.IO.EndOfStreamException' occurred in mscorlib.dll Is there a way to hide these first chance exception messages?

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  • Getting Started with UDK

    - by Sean Edwards
    I've been trying for a couple of days now to learn UDK, but I seem to be stuck at making that leap to understanding how everything works together. I understand the syntax, that's all well and good, and I pretty much get how classes and .ini files interact. As for the API, I have the entire reference as pretty decent Doxygen-style HTML output. What I'm looking for is a sort of intermediate tutorial on game creation from scratch (as opposed to modding UT3 itself), more advanced than just learning language syntax, but not yet to the level of going through the API step by step. I'm looking for some guide to the structure of the internals - how GameInfo and PlayerController interact, where Pawn comes in, etc. - a way to visualize the big picture. Does anyone have a particular favorite intermediate-level tutorials (or set of tutorials) that they used when first learning UDK?

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  • I have a very long and repetitive python path, where do I look to correct this?

    - by ninja123
    I know it is probably not necessary to paste the whole path, but just for the record I have done so below. Whenever I run a python command, it takes a long time to load this path I suppose. I have checked in .bash_profile and only have these two lines: export PATH=/Users/username/bin:/opt/local/Library/Frameworks/Python.framework/Versions/2.5/bin:/opt/local/bin:/opt/local/sbin:/opt/local/apache2/bin:$PATH export PYTHONPATH=/opt/local/lib/python2.5/site-packages/ And my python path as outputed by Django's debug is: Python path : ['/Users/username/Sites/videocluster/eggs/ipython-0.10-py2.5.egg', '/Users/username/Sites/videocluster/eggs/South-0.6.1-py2.5.egg', '/Users/username/Sites/videocluster/eggs/django_markitup-0.5.2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/DateTime-2.12.0-py2.5.egg', '/Users/username/Sites/videocluster/eggs/Markdown-2.0.3-py2.5.egg', '/Users/username/Sites/videocluster/eggs/PIL-1.1.7-py2.5-macosx-10.5-i386.egg', '/Users/username/Sites/videocluster/eggs/djangorecipe-0.20-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zc.recipe.egg-1.2.3b2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zc.buildout-1.5.0b2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/pytz-2010h-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zope.interface-3.6.1-py2.5-macosx-10.5-i386.egg', '/Users/username/Sites/videocluster/eggs/setuptools-0.6c11-py2.5.egg', '/Users/username/Sites/videocluster/parts/django', '/Users/username/Sites/videocluster', '/Users/username/Sites/videocluster/bin', '/opt/local/lib/python2.5/site-packages/setuptools_git-0.3.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pysqlite-2.5.5-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/CouchDB-0.5-py2.5.egg', '/opt/local/lib/python2.5/site-packages/httplib2-0.4.0-py2.5.egg', '/opt/local/lib/python2.5/site-packages/PyYAML-3.08-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/simple_db_migrate-1.2.8-py2.5.egg', '/opt/local/lib/python2.5/site-packages/PyDispatcher-2.0.1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pyOpenSSL-0.9-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/greenlet-0.2-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/Supay-0.0.2-py2.5.egg', '/opt/local/lib/python2.5/site-packages/configobj-4.6.0-py2.5.egg', '/opt/local/lib/python2.5/site-packages/Fabric-0.9b1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/fudge-0.9.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pydelicious-0.5.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/feedparser-4.1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/github_cli-0.2.5.2-py2.5.egg', '/opt/local/lib/python2.5/site-packages/simplejson-2.0.9-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', ......(repeating)....... 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'/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', ......(repeating)....... '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/gtk-2.0'] Someone, please tell me where I can go to correct this. Thanks

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  • Sales Career in Cloud Computing

    - by ricky
    I am working with a Google's business partner and selling Google Apps which is based on cloud computing concept. As we all know cloud computing is ready to capture the IT world, So I just wanted to take suggestion from you experts here about the sales career in Cloud computing I am a Post graduate in Sales and Marketing and planning to dig deeper into Cloud computing from sales point of view. I would appreciate if you can assist me with my path creation to achieve good career in cloud computing. Regards, Jason Robb

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  • Tools for conceptual website design

    - by Alex Tang
    What tools (apart from Visio) will generate visually pleasing website site maps or diagrams of a conceptual website? We want to present nice diagrams to our client, but we're unsure about where to get started—we're all coders, not designers. Visio shapes or stencils are quite old. What tools are others in the industry using?

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  • Dev Tools in IE6

    - by Dustin Digmann
    I would like to use dev tools like FireBug or the elements built into IE8 for my IE6 testing. IE9 would provide this. Before creating an IE9 environment, I thought I would check here. Do any of you have a solution for this type of problem?

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