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  • SRV from UAV on the same texture in directx

    - by notabene
    I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in normal graphic pipeline. But it doesnt work, texture is not visible. Texture is ok, when i save it file it is what i expect. Texture rendering is ok too, when i render another SRV, it is ok. So problem is only in UAV-SRV. I also triple checked if pointers are ok. Please help, i'm getting mad about this. Here is some code: //before dispatch D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory( &textureDesc, sizeof( textureDesc ) ); textureDesc.Width = xr; textureDesc.Height = yr; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE ; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; D3D->CreateTexture2D( &textureDesc, NULL, &pTexture ); D3D11_UNORDERED_ACCESS_VIEW_DESC viewDescUAV; ZeroMemory( &viewDescUAV, sizeof( viewDescUAV ) ); viewDescUAV.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; viewDescUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; viewDescUAV.Texture2D.MipSlice = 0; D3DD->CreateUnorderedAccessView( pTexture, &viewDescUAV, &pTextureUAV ); //the getSRV function after dispatch. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ; ZeroMemory( &srvDesc, sizeof( srvDesc ) ); srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; D3DD->CreateShaderResourceView( pTexture, &srvDesc, &pTextureSRV);

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  • Checking preconditions or not

    - by Robert Dailey
    I've been wanting to find a solid answer to the question of whether or not to have runtime checks to validate input for the purposes of ensuring a client has stuck to their end of the agreement in design by contract. For example, consider a simple class constructor: class Foo { public: Foo( BarHandle bar ) { FooHandle handle = GetFooHandle( bar ); if( handle == NULL ) { throw std::exception( "invalid FooHandle" ); } } }; I would argue in this case that a user should not attempt to construct a Foo without a valid BarHandle. It doesn't seem right to verify that bar is valid inside of Foo's constructor. If I simply document that Foo's constructor requires a valid BarHandle, isn't that enough? Is this a proper way to enforce my precondition in design by contract? So far, everything I've read has mixed opinions on this. It seems like 50% of people would say to verify that bar is valid, the other 50% would say that I shouldn't do it, for example consider a case where the user verifies their BarHandle is correct, but a second (and unnecessary) check is also being done inside of Foo's constructor.

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  • Recent update killed unity 3d launcher

    - by Steve
    I am scratching my head on this one, a lot of things are still new to me. I updated 126 packages just now through the update manager, and upon reboot everything works fine except the unity launcher. It's just a dark space. The dash still works, as does the top panel and docky. When I try: unity --replace I end up with this and then an indefinite hang: (compiz:3689): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed WARN 2012-09-23 02:18:29 unity.favorites FavoriteStoreGSettings.cpp:139 Unable to load GDesktopAppInfo for 'ubiquity-gtkui.desktop' WARN 2012-09-23 02:18:30 unity.favorites FavoriteStoreGSettings.cpp:139 Unable to load GDesktopAppInfo for 'ubuntuone-installer.desktop' ERROR 2012-09-23 02:18:30 unity.launcher.trashlaunchericon TrashLauncherIcon.cpp:62 Could not create file monitor for trash uri: Operation not supported Initializing unityshell options...done WARN 2012-09-23 02:18:31 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-writer.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-09-23 02:18:31 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-calc.desktop' is using a deprecated format for its actions that will be dropped soon. WARN 2012-09-23 02:18:31 unity.libindicator <unknown>:0 Desktop file '/usr/share/applications/libreoffice-impress.desktop' is using a deprecated format for its actions that will be dropped soon. Setting Update "main_menu_key" Setting Update "run_key" Unfortunately I cannot make heads or tails of this. Anyone, please help?

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • eclipse IDE won't start in ubuntu 10.04 64bit with sun-java

    - by aeischeid
    i get this error when I try to run from CLI ** (Eclipse:2318): CRITICAL **: menu_proxy_module_load: assertion `dbusproxy != NULL' failed # A fatal error has been detected by the Java Runtime Environment: # SIGSEGV (0xb) at pc=0x00007f34511a4e74, pid=2318, tid=139863603410704 # JRE version: 6.0_18-b18 Java VM: OpenJDK 64-Bit Server VM (14.0-b16 mixed mode linux-amd64 ) Derivative: IcedTea6 1.8 Distribution: Ubuntu lucid (development branch), package 6b18-1.8-0ubuntu1 Problematic frame: C [libglib-2.0.so.0+0x41e74] g_main_context_prepare+0x164 # An error report file with more information is saved as: /home/aaron/opt/eclipse/hs_err_pid2318.log # If you would like to submit a bug report, please include instructions how to reproduce the bug and visit: https://bugs.launchpad.net/ubuntu/+source/openjdk-6/ The crash happened outside the Java Virtual Machine in native code. See problematic frame for where to report the bug. # I have sun-java installed and set in my PATH: ~: echo $JAVA_HOME /usr/lib/jvm/java-6-sun/

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • Switching PHP to FastCGI from mod_php broke AMFPHP

    - by wezzy
    Hi, i've just switched my debian server from mod_php to fastcgi following this tutorial everything goes right but now i've found that one of the hosted application that using AMFPHP for flash remoting is broken. I'm trying to understand what's happend. Looking at it with FireBug and FireAMF it seems that the responses has a content but the Flash callbacks never get called and if i try to open the service browser it displays this error: (mx.rpc::Fault)#0 errorID = 0 faultCode = "Client.Error.RequestTimeout" faultDetail = "The request timeout for the sent message was reached without receiving a response from the server." faultString = "Request timed out" message = "faultCode:Client.Error.RequestTimeout faultString:'Request timed out' faultDetail:'The request timeout for the sent message was reached without receiving a response from the server.'" name = "Error" rootCause = (null) It's strange it seems that the server takes a long time to responde, then (in the service browser) flash made a new call to the server and the old one get a response. Some problem with sessions ? Really no idea ....

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  • What is the most efficient way to add and removed Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • WCF - Automatically create ServiceHost for multiple services

    - by Rajesh Pillai
    WCF - Automatically create ServiceHost for multiple services Welcome back readers!  This blog post is about a small tip that may make working with WCF servicehost a bit easier, if you have lots of services and you need to quickly host them for testing. Recently I was encountered a situation where we were faced to create multiple service host quickly for testing.  Here is the code snippet which is pretty self explanatory.  You can put this code in your service host which in this case is  a console application. class Program   {       static void Main(string[] args)       { // Stores all hosts           List<ServiceHost> hosts = new List<ServiceHost>();           try           { // Get the services element from the serviceModel element in the config file               var section = ConfigurationManager.GetSection("system.serviceModel/services") as ServicesSection;               if (section != null)               {                   foreach (ServiceElement element in section.Services)                   { // NOTE : If the assembly is in another namespace, provide a fully qualified name here in the form // <typename, namespace> // For e.g. Business.Services.CustomerService, Business.Services                       var serviceType = Type.GetType(element.Name); // Get the typeName                        var host = new ServiceHost(serviceType);                       hosts.Add(host); // Add to the host collection                       host.Open(); // Open the host                   }               }               Console.ReadLine();           }           catch (Exception e)           {               Console.WriteLine(e.Message);               Console.ReadLine();           }           finally           {               foreach (ServiceHost host in hosts)               {                   if (host.State == CommunicationState.Opened)                   {                       host.Close();                   }                   else                   {                       host.Abort();                   }               }           }       }   } I hope you find this useful.  You can make this as a windows service if required.

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  • How to Script a backup for each database on an MSSQL Engine?

    - by Geo
    We need to backup 40 databases inside an MS SQL Server Engine. We backup each database with the following script: BACKUP DATABASE [dbname1] TO DISK = N'J:\SQLBACKUPS\dbname1.bak' WITH NOFORMAT, INIT, NAME = N'dbname1-Full Database Backup', SKIP, NOREWIND, NOUNLOAD, STATS = 10 GO declare @backupSetId as int select @backupSetId = position from msdb..backupset where database_name=N'dbname1' and backup_set_id=(select max(backup_set_id) from msdb..backupset where database_name=N'dbname1' ) if @backupSetId is null begin raiserror(N'Verify failed. Backup information for database ''dbname1'' not found.', 16, 1) end RESTORE VERIFYONLY FROM DISK = N'J:\SQLBACKUPS\dbname1.bak' WITH FILE = @backupSetId, NOUNLOAD, NOREWIND GO We will like to add to the script the functionality of taking each database and replacing it in the above script. Basically a script that will create and verify each database backup from an engine. I am looking for something like this: For each database in database-list sp_backup(database) // this is the call to the script above. End For any ideas?

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  • Managing constant buffers without FX interface

    - by xcrypt
    I am aware that there is a sample on working without FX in the samplebrowser, and I already checked that one. However, some questions arise: In the sample: D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = g_World; mView = g_View; mProj = g_Projection; mWorldViewProj = mWorld * mView * mProj; VS_CONSTANT_BUFFER* pConstData; g_pConstantBuffer10->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pConstData ); pConstData->mWorldViewProj = mWorldViewProj; pConstData->fTime = fBoundedTime; g_pConstantBuffer10->Unmap(); They are copying their D3DXMATRIX'es to D3DXMATRIXA16. Checked on msdn, these new matrices are 16 byte aligned and optimised for intel pentium 4. So as my first question: 1) Is it necessary to copy matrices to D3DXMATRIXA16 before sending them to the constant buffer? And if no, why don't we just use D3DXMATRIXA16 all the time? I have another question about managing multiple constant buffers within one shader. Suppose that, within your shader, you have multiple constant buffers that need to be updated at different times: cbuffer cbNeverChanges { matrix View; }; cbuffer cbChangeOnResize { matrix Projection; }; cbuffer cbChangesEveryFrame { matrix World; float4 vMeshColor; }; Then how would I set these buffers all at different times? g_pd3dDevice->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer10 ); gives me the possibility to set multiple buffers, but that is within one call. 2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?

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  • Taming Hopping Windows

    - by Roman Schindlauer
    At first glance, hopping windows seem fairly innocuous and obvious. They organize events into windows with a simple periodic definition: the windows have some duration d (e.g. a window covers 5 second time intervals), an interval or period p (e.g. a new window starts every 2 seconds) and an alignment a (e.g. one of those windows starts at 12:00 PM on March 15, 2012 UTC). var wins = xs     .HoppingWindow(TimeSpan.FromSeconds(5),                    TimeSpan.FromSeconds(2),                    new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc)); Logically, there is a window with start time a + np and end time a + np + d for every integer n. That’s a lot of windows. So why doesn’t the following query (always) blow up? var query = wins.Select(win => win.Count()); A few users have asked why StreamInsight doesn’t produce output for empty windows. Primarily it’s because there is an infinite number of empty windows! (Actually, StreamInsight uses DateTimeOffset.MaxValue to approximate “the end of time” and DateTimeOffset.MinValue to approximate “the beginning of time”, so the number of windows is lower in practice.) That was the good news. Now the bad news. Events also have duration. Consider the following simple input: var xs = this.Application                 .DefineEnumerable(() => new[]                     { EdgeEvent.CreateStart(DateTimeOffset.UtcNow, 0) })                 .ToStreamable(AdvanceTimeSettings.IncreasingStartTime); Because the event has no explicit end edge, it lasts until the end of time. So there are lots of non-empty windows if we apply a hopping window to that single event! For this reason, we need to be careful with hopping window queries in StreamInsight. Or we can switch to a custom implementation of hopping windows that doesn’t suffer from this shortcoming. The alternate window implementation produces output only when the input changes. We start by breaking up the timeline into non-overlapping intervals assigned to each window. In figure 1, six hopping windows (“Windows”) are assigned to six intervals (“Assignments”) in the timeline. Next we take input events (“Events”) and alter their lifetimes (“Altered Events”) so that they cover the intervals of the windows they intersect. In figure 1, you can see that the first event e1 intersects windows w1 and w2 so it is adjusted to cover assignments a1 and a2. Finally, we can use snapshot windows (“Snapshots”) to produce output for the hopping windows. Notice however that instead of having six windows generating output, we have only four. The first and second snapshots correspond to the first and second hopping windows. The remaining snapshots however cover two hopping windows each! While in this example we saved only two events, the savings can be more significant when the ratio of event duration to window duration is higher. Figure 1: Timeline The implementation of this strategy is straightforward. We need to set the start times of events to the start time of the interval assigned to the earliest window including the start time. Similarly, we need to modify the end times of events to the end time of the interval assigned to the latest window including the end time. The following snap-to-boundary function that rounds a timestamp value t down to the nearest value t' <= t such that t' is a + np for some integer n will be useful. For convenience, we will represent both DateTime and TimeSpan values using long ticks: static long SnapToBoundary(long t, long a, long p) {     return t - ((t - a) % p) - (t > a ? 0L : p); } How do we find the earliest window including the start time for an event? It’s the window following the last window that does not include the start time assuming that there are no gaps in the windows (i.e. duration < interval), and limitation of this solution. To find the end time of that antecedent window, we need to know the alignment of window ends: long e = a + (d % p); Using the window end alignment, we are finally ready to describe the start time selector: static long AdjustStartTime(long t, long e, long p) {     return SnapToBoundary(t, e, p) + p; } To find the latest window including the end time for an event, we look for the last window start time (non-inclusive): public static long AdjustEndTime(long t, long a, long d, long p) {     return SnapToBoundary(t - 1, a, p) + p + d; } Bringing it together, we can define the translation from events to ‘altered events’ as in Figure 1: public static IQStreamable<T> SnapToWindowIntervals<T>(IQStreamable<T> source, TimeSpan duration, TimeSpan interval, DateTime alignment) {     if (source == null) throw new ArgumentNullException("source");     // reason about DateTime and TimeSpan in ticks     long d = Math.Min(DateTime.MaxValue.Ticks, duration.Ticks);     long p = Math.Min(DateTime.MaxValue.Ticks, Math.Abs(interval.Ticks));     // set alignment to earliest possible window     var a = alignment.ToUniversalTime().Ticks % p;     // verify constraints of this solution     if (d <= 0L) { throw new ArgumentOutOfRangeException("duration"); }     if (p == 0L || p > d) { throw new ArgumentOutOfRangeException("interval"); }     // find the alignment of window ends     long e = a + (d % p);     return source.AlterEventLifetime(         evt => ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p)),         evt => ToDateTime(AdjustEndTime(evt.EndTime.ToUniversalTime().Ticks, a, d, p)) -             ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p))); } public static DateTime ToDateTime(long ticks) {     // just snap to min or max value rather than under/overflowing     return ticks < DateTime.MinValue.Ticks         ? new DateTime(DateTime.MinValue.Ticks, DateTimeKind.Utc)         : ticks > DateTime.MaxValue.Ticks         ? new DateTime(DateTime.MaxValue.Ticks, DateTimeKind.Utc)         : new DateTime(ticks, DateTimeKind.Utc); } Finally, we can describe our custom hopping window operator: public static IQWindowedStreamable<T> HoppingWindow2<T>(     IQStreamable<T> source,     TimeSpan duration,     TimeSpan interval,     DateTime alignment) {     if (source == null) { throw new ArgumentNullException("source"); }     return SnapToWindowIntervals(source, duration, interval, alignment).SnapshotWindow(); } By switching from HoppingWindow to HoppingWindow2 in the following example, the query returns quickly rather than gobbling resources and ultimately failing! public void Main() {     var start = new DateTimeOffset(new DateTime(2012, 6, 28), TimeSpan.Zero);     var duration = TimeSpan.FromSeconds(5);     var interval = TimeSpan.FromSeconds(2);     var alignment = new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc);     var events = this.Application.DefineEnumerable(() => new[]     {         EdgeEvent.CreateStart(start.AddSeconds(0), "e0"),         EdgeEvent.CreateStart(start.AddSeconds(1), "e1"),         EdgeEvent.CreateEnd(start.AddSeconds(1), start.AddSeconds(2), "e1"),         EdgeEvent.CreateStart(start.AddSeconds(3), "e2"),         EdgeEvent.CreateStart(start.AddSeconds(9), "e3"),         EdgeEvent.CreateEnd(start.AddSeconds(3), start.AddSeconds(10), "e2"),         EdgeEvent.CreateEnd(start.AddSeconds(9), start.AddSeconds(10), "e3"),     }).ToStreamable(AdvanceTimeSettings.IncreasingStartTime);     var adjustedEvents = SnapToWindowIntervals(events, duration, interval, alignment);     var query = from win in HoppingWindow2(events, duration, interval, alignment)                 select win.Count();     DisplayResults(adjustedEvents, "Adjusted Events");     DisplayResults(query, "Query"); } As you can see, instead of producing a massive number of windows for the open start edge e0, a single window is emitted from 12:00:15 AM until the end of time: Adjusted Events StartTime EndTime Payload 6/28/2012 12:00:01 AM 12/31/9999 11:59:59 PM e0 6/28/2012 12:00:03 AM 6/28/2012 12:00:07 AM e1 6/28/2012 12:00:05 AM 6/28/2012 12:00:15 AM e2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM e3 Query StartTime EndTime Payload 6/28/2012 12:00:01 AM 6/28/2012 12:00:03 AM 1 6/28/2012 12:00:03 AM 6/28/2012 12:00:05 AM 2 6/28/2012 12:00:05 AM 6/28/2012 12:00:07 AM 3 6/28/2012 12:00:07 AM 6/28/2012 12:00:11 AM 2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM 3 6/28/2012 12:00:15 AM 12/31/9999 11:59:59 PM 1 Regards, The StreamInsight Team

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  • How to Generate a Create Table DDL Script Along With Its Related Tables

    - by Compudicted
    Have you ever wondered when creating table diagrams in SQL Server Management Studio (SSMS) how slickly you can add related tables to it by just right-clicking on the interesting table name? Have you also ever needed to script those related tables including the master one? And you discovered you have dozens of related tables? Or may be no SSMS at your disposal? That was me one day. Well, creativity to the rescue! I Binged and Googled around until I found more or less what I wanted, but it was all involving T-SQL, yeah, a long and convoluted CROSS APPLYs, then I saw a PowerShell solution that I quickly adopted to my needs (I am not referencing any particular author because it was a mashup): 1: ########################################################################################################### 2: # Created by: Arthur Zubarev on Oct 14, 2012 # 3: # Synopsys: Generate file containing the root table CREATE (DDL) script along with all its related tables # 4: ########################################################################################################### 5:   6: [System.Reflection.Assembly]::LoadWithPartialName('Microsoft.SqlServer.SMO') | out-null 7:   8: $RootTableName = "TableName" # The table name, no schema name needed 9:   10: $srv = new-Object Microsoft.SqlServer.Management.Smo.Server("TargetSQLServerName") 11: $conContext = $srv.ConnectionContext 12: $conContext.LoginSecure = $True 13: # In case the integrated security is not used uncomment below 14: #$conContext.Login = "sa" 15: #$conContext.Password = "sapassword" 16: $db = New-Object Microsoft.SqlServer.Management.Smo.Database 17: $db = $srv.Databases.Item("TargetDatabase") 18:   19: $scrp = New-Object Microsoft.SqlServer.Management.Smo.Scripter($srv) 20: $scrp.Options.NoFileGroup = $True 21: $scrp.Options.AppendToFile = $False 22: $scrp.Options.ClusteredIndexes = $False 23: $scrp.Options.DriAll = $False 24: $scrp.Options.ScriptDrops = $False 25: $scrp.Options.IncludeHeaders = $True 26: $scrp.Options.ToFileOnly = $True 27: $scrp.Options.Indexes = $False 28: $scrp.Options.WithDependencies = $True 29: $scrp.Options.FileName = 'C:\TEMP\TargetFileName.SQL' 30:   31: $smoObjects = New-Object Microsoft.SqlServer.Management.Smo.UrnCollection 32: Foreach ($tb in $db.Tables) 33: { 34: Write-Host -foregroundcolor yellow "Table name being processed" $tb.Name 35: 36: If ($tb.IsSystemObject -eq $FALSE -and $tb.Name -eq $RootTableName) # feel free to customize the selection condition 37: { 38: Write-Host -foregroundcolor magenta $tb.Name "table and its related tables added to be scripted." 39: $smoObjects.Add($tb.Urn) 40: } 41: } 42:   43: # The actual act of scripting 44: $sc = $scrp.Script($smoObjects) 45:   46: Write-host -foregroundcolor green $RootTableName "and its related tables have been scripted to the target file." Enjoy!

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • How can I play .bin file with VLC?

    - by freebird
    For two days I have tried to get vlc play this .bin file. I played it fine in windows xp using vlc. So I decided to install same vlc thats on my xp partition and it plays through Wine the file no problem. Why won't it play natively? fr33bird@fr33bird-desktop:~/Downloads/********/*********$ vlc ********.bin VLC media player 1.1.10 The Luggage (revision exported) Blocked: call to unsetenv("DBUS_ACTIVATION_ADDRESS") Blocked: call to unsetenv("DBUS_ACTIVATION_BUS_TYPE") [0x8387914] main libvlc: Running vlc with the default interface. Use 'cvlc' to use vlc without interface. Blocked: call to setlocale(6, "") Warning: call to srand(1309627174) Warning: call to rand() Blocked: call to setlocale(6, "") (process:14474): Gtk-WARNING **: Locale not supported by C library. Using the fallback 'C' locale. Blocked: call to setlocale(6, "") libdvdnav: Using dvdnav version 4.1.3 libdvdread: Using libdvdcss version 1.2.10 for DVD access libdvdread: Can't stat /home/fr33bird/Downloads/*******/*******/*******.bin No such file or directory libdvdnav: vm: failed to open/read the DVD [0x87034e4] filesystem access error: cannot open file /home/fr33bird/Downloads/*****/*****/*******.bin (No such file or directory) [0x843535c] main input error: open of `file:///home/fr33bird/Downloads/******/****/********.bin' failed: (null) Funny it says no such file even thou it's attempting to read it. Xine says that the .bin is encrypted so I installed libdvdcss2 w32codecs ubuntu-restricted-codecs from Medibuntu still same issue. How can I fix this? I want to run this natively not through wine. I Even tried to change .bin to .mpg and .avi.

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  • Alternative to the tee command whitout STDOUT

    - by aef
    I'm using | sudo tee FILENAME to be able to write or append to a file for which superuser permissions are required quite often. Although I understand why it is helpful in some situation, that tee also sends its input to STDOUT again, I never ever actually used that part of tee for anything useful. In most situations, this feature only causes my screen to be filled with unwanted jitter, if I don't go the extra step and manually silence it with tee 1> /dev/null. My question: Is there is a command arround, which does exactly the same thing as tee, but does by default not output anything to STDOUT?

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  • my application did not show toast mesage when network is not available [closed]

    - by Smart Guy
    my application did no show toast message when network is disable if (position == 2) { final ConnectivityManager connMgr = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); NetworkInfo activeNetworkInfo = connMgr .getActiveNetworkInfo(); android.net.NetworkInfo mobile1 = connMgr.getNetworkInfo(ConnectivityManager.TYPE_MOBILE); if (activeNetworkInfo == null) { Toast.makeText(LoginScreen.this, "No Active Network",Toast.LENGTH_LONG).show(); } else { if (activeNetworkInfo.isConnected()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { String pinemptycheck = pin.getText().toString(); String mobileemptycheck = mobile.getText().toString(); if (pinemptycheck.trim().equals("")||(mobileemptycheck.trim().equals(""))) { Toast.makeText(getApplicationContext(), "Please Enter Correct Information", Toast.LENGTH_LONG).show(); } else { showProgress(); postLoginData(); } } }); } else if (activeNetworkInfo.isConnectedOrConnecting()) { Toast.makeText(LoginScreen.this, "network is Connecting", Toast.LENGTH_LONG) .show(); else if (mobile1.isAvailable()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { showProgress(); postLoginData(); } }); } else if (!mobile1.isAvailable()) { Toast.makeText(LoginScreen.this,"No other Connection Found ",Toast.LENGTH_LONG).show(); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { Toast.makeText(LoginScreen.this," No other Connection Found", Toast.LENGTH_LONG).show(); } }); }}}

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  • What is bondib1 used for on SPARC SuperCluster with InfiniBand, Solaris 11 networking & Oracle RAC?

    - by user12620111
    A co-worker asked the following question about a SPARC SuperCluster InfiniBand network: > on the database nodes the RAC nodes communicate over the cluster_interconnect. This is the > 192.168.10.0 network on bondib0. (according to ./crs/install/crsconfig_params NETWORKS> setting) > What is bondib1 used for? Is it a HA counterpart in case bondib0 dies? This is my response: Summary: bondib1 is currently only being used for outbound cluster interconnect interconnect traffic. Details: bondib0 is the cluster_interconnect $ oifcfg getif            bondeth0  10.129.184.0  global  public bondib0  192.168.10.0  global  cluster_interconnect ipmpapp0  192.168.30.0  global  public bondib0 and bondib1 are on 192.168.10.1 and 192.168.10.2 respectively. # ipadm show-addr | grep bondi bondib0/v4static  static   ok           192.168.10.1/24 bondib1/v4static  static   ok           192.168.10.2/24 Hostnames tied to the IPs are node1-priv1 and node1-priv2  # grep 192.168.10 /etc/hosts 192.168.10.1    node1-priv1.us.oracle.com   node1-priv1 192.168.10.2    node1-priv2.us.oracle.com   node1-priv2 For the 4 node RAC interconnect: Each node has 2 private IP address on the 192.168.10.0 network. Each IP address has an active InfiniBand link and a failover InfiniBand link. Thus, the 4 node RAC interconnect is using a total of 8 IP addresses and 16 InfiniBand links. bondib1 isn't being used for the Virtual IP (VIP): $ srvctl config vip -n node1 VIP exists: /node1-ib-vip/192.168.30.25/192.168.30.0/255.255.255.0/ipmpapp0, hosting node node1 VIP exists: /node1-vip/10.55.184.15/10.55.184.0/255.255.255.0/bondeth0, hosting node node1 bondib1 is on bondib1_0 and fails over to bondib1_1: # ipmpstat -g GROUP       GROUPNAME   STATE     FDT       INTERFACES ipmpapp0    ipmpapp0    ok        --        ipmpapp_0 (ipmpapp_1) bondeth0    bondeth0    degraded  --        net2 [net5] bondib1     bondib1     ok        --        bondib1_0 (bondib1_1) bondib0     bondib0     ok        --        bondib0_0 (bondib0_1) bondib1_0 goes over net24 # dladm show-link | grep bond LINK                CLASS     MTU    STATE    OVER bondib0_0           part      65520  up       net21 bondib0_1           part      65520  up       net22 bondib1_0           part      65520  up       net24 bondib1_1           part      65520  up       net23 net24 is IB Partition FFFF # dladm show-ib LINK         HCAGUID         PORTGUID        PORT STATE  PKEYS net24        21280001A1868A  21280001A1868C  2    up     FFFF net22        21280001CEBBDE  21280001CEBBE0  2    up     FFFF,8503 net23        21280001A1868A  21280001A1868B  1    up     FFFF,8503 net21        21280001CEBBDE  21280001CEBBDF  1    up     FFFF On Express Module 9 port 2: # dladm show-phys -L LINK              DEVICE       LOC net21             ibp4         PCI-EM1/PORT1 net22             ibp5         PCI-EM1/PORT2 net23             ibp6         PCI-EM9/PORT1 net24             ibp7         PCI-EM9/PORT2 Outbound traffic on the 192.168.10.0 network will be multiplexed between bondib0 & bondib1 # netstat -rn Routing Table: IPv4   Destination           Gateway           Flags  Ref     Use     Interface -------------------- -------------------- ----- ----- ---------- --------- 192.168.10.0         192.168.10.2         U        16    6551834 bondib1   192.168.10.0         192.168.10.1         U         9    5708924 bondib0   There is a lot more traffic on bondib0 than bondib1 # /bin/time snoop -I bondib0 -c 100 > /dev/null Using device ipnet/bondib0 (promiscuous mode) 100 packets captured real        4.3 user        0.0 sys         0.0 (100 packets in 4.3 seconds = 23.3 pkts/sec) # /bin/time snoop -I bondib1 -c 100 > /dev/null Using device ipnet/bondib1 (promiscuous mode) 100 packets captured real       13.3 user        0.0 sys         0.0 (100 packets in 13.3 seconds = 7.5 pkts/sec) Half of the packets on bondib0 are outbound (from self). The remaining packet are split evenly, from the other nodes in the cluster. # snoop -I bondib0 -c 100 | awk '{print $1}' | sort | uniq -c Using device ipnet/bondib0 (promiscuous mode) 100 packets captured   49 node1-priv1.us.oracle.com   24 node2-priv1.us.oracle.com   14 node3-priv1.us.oracle.com   13 node4-priv1.us.oracle.com 100% of the packets on bondib1 are outbound (from self), but the headers in the packets indicate that they are from the IP address associated with bondib0: # snoop -I bondib1 -c 100 | awk '{print $1}' | sort | uniq -c Using device ipnet/bondib1 (promiscuous mode) 100 packets captured  100 node1-priv1.us.oracle.com The destination of the bondib1 outbound packets are split evenly, to node3 and node 4. # snoop -I bondib1 -c 100 | awk '{print $3}' | sort | uniq -c Using device ipnet/bondib1 (promiscuous mode) 100 packets captured   51 node3-priv1.us.oracle.com   49 node4-priv1.us.oracle.com Conclusion: bondib1 is currently only being used for outbound cluster interconnect interconnect traffic.

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  • No virtual console on ubuntu 12.10

    - by Buzzzz
    When I try to do a ctr-alt f(1-6) in ubuntu 12.10 I only get a black screen with a blinking cursor but no login prompt. Any ideas on what could be wrong? It is a fresh install of 12.10 using a amd radeon 5850 graphics card. i have tried different things in my /etc/default/grub but at the moment I use the following: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 #GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash vga=normal" #GRUB_CMDLINE_LINUX="vga=0x0376" #RUB_CMDLINE_LINUX_DEFAULT="vga=0x014c" #GRUB_CMDLINE_LINUX="vga=0x014c" #GRUB_GFXPAYLOAD_LINUX=1600x1200x24 # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • design for supporting entities with images

    - by brainydexter
    I have multiple entities like Hotels, Destination Cities etc which can contain images. The way I have my system setup right now is, I think of all the images belonging to this universal set (a table in the DB contains filePaths to all the images). When I have to add an image to an entity, I see if the entity exists in this universal set of images. If it exists, attach the reference to this image, else create a new image. E.g.: class ImageEntityHibernateDAO { public void addImageToEntity(IContainImage entity, String filePath, String title, String altText) { ImageEntity image = this.getImage(filePath); if (image == null) image = new ImageEntity(filePath, title, altText); getSession().beginTransaction(); entity.getImages().add(image); getSession().getTransaction().commit(); } } My question is: Earlier I had to write this code for each entity (and each entity would have a Set collection). So, instead of re-writing the same code, I created the following interface: public interface IContainImage { Set<ImageEntity> getImages(); } Entities which have image collections also implements IContainImage interface. Now, for any entity that needs to support adding Image functionality, all I have to invoke from the DAO looks something like this: // in DestinationDAO::addImageToDestination { imageDao.addImageToEntity(destination, imageFileName, imageTitle, imageAltText); // in HotelDAO::addImageToHotel { imageDao.addImageToEntity(hotel, imageFileName, imageTitle, imageAltText); It'd be great help if someone can provide me some critique on this design ? Are there any serious flaws that I'm not seeing right away ?

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  • Ubuntu server 11.04 recognize only 1 core instead of 4

    - by Kreker
    I searched for other questions and googled a lot but I don't find a solution for solving this problem. Ubuntu Server 11.04 64bit installed on Dell Poweredge with Intel Xeon X5450. He only recognize 1 of the 4 cores I have. Tried to modify the GRUB config but didn't work. IN the machine BIOS I didn't find anything useful. CPU root@darwin:~# cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 23 model name : Intel(R) Xeon(R) CPU X5450 @ 3.00GHz stepping : 10 cpu MHz : 2992.180 cache size : 6144 KB physical id : 0 siblings : 1 core id : 0 cpu cores : 1 apicid : 0 initial apicid : 0 fpu : yes fpu_exception : yes cpuid level : 13 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx lm constant_tsc arch_perfmon pebs bts rep_good nopl aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm dca sse4_1 xsave lahf_lm dts tpr_shadow vnmi flexpriority bogomips : 5984.36 clflush size : 64 cache_alignment : 64 address sizes : 38 bits physical, 48 bits virtual power management: GRUB root@darwin:~# cat /etc/default/grub # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 #GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=2 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="" GRUB_CMDLINE_LINUX="noapic nolapic" #was with acpi=off # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" Complete dmesg Too long, posted on pastebin http://pastebin.com/bsKPBhzu

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  • recommended way to collect email notifications from crond in Arch Linux

    - by nponeccop
    Arch Linux doesn't have sendmail installed by default. So I get the following messages in my syslog: Sep 15 13:16:01 zorro crond[18497]: mailing cron output for user collectors sh cronjob.sh Sep 15 13:16:01 zorro crond[18497]: unable to exec /usr/sbin/sendmail: cron output for user collectors sh cronjob.sh to /dev/null What is the recommended way to fix this default behaviour so actual messages are sent? heirloom-mailx is installed and capable of sending email messages using SMTP. Is it possible for crond to use mailx to send notifications? Is there any drop-in replacement for sendmail that sends using mailx? Sendmail is not even in the repositories.

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  • How can I disable logging in Tomcat 7?

    - by WilliamMayor
    I have a Tomcat 7 server running in a VM that has very little disk space (20G). Over the course of a few days Tomcat will fill the space with logging info (usually about 15G before it runs out). I've tried turning down the log level (from INFO to SEVERE) in the logging.properties file, I've also tried sending the log info to /dev/null. It doesn't seem to work as I still get a full log directory after no time at all. Can I put a file size limit on the log files? Is something overriding the properties I'm setting? Where can I find this information? My Google Fu just returns information about logging from within an application using JULI.

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