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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • ASSIMP in my program is much slower to import than ASSIMP view program

    - by Marco
    The problem is really simple: if I try to load with the function aiImportFileExWithProperties a big model in my software (around 200.000 vertices), it takes more than one minute. If I try to load the very same model with ASSIMP view, it takes 2 seconds. For this comparison, both my software and Assimp view are using the dll version of the library at 64 bit, compiled by myself (Assimp64.dll). This is the relevant piece of code in my software // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; cout << "Loading " << pFile << "... "; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,80.f); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file scene = (aiScene*)aiImportFileExWithProperties(pFile.c_str(), ppsteps | /* default pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges //aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); if(!scene){ cout << aiGetErrorString() << endl; return 0; } this is the relevant piece of code in assimp view code // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, ppsteps | /* configurable pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); As you can see the code is nearly identical because I copied from assimp view. What could be the reason for such a difference in performance? The two software are using the same dll Assimp64.dll (compiled in my computer with vc++ 2010 express) and the same function aiImportFileExWithProperties to load the model, so I assume that the actual code employed is the same. How is it possible that the function aiImportFileExWithProperties is 100 times slower when called by my sotware than when called by assimp view? What am I missing? I am not good with dll, dynamic and static libraries so I might be missing something obvious. ------------------------------ UPDATE I found out the reason why the code is going slower. Basically I was running my software with "Start debugging" in VC++ 2010 Express. If I run the code outside VC++ 2010 I get same performance of assimp view. However now I have a new question. Why does the dll perform slower in VC++ debugging? I compiled it in release mode without debugging information. Is there any way to have the dll go fast in debugmode i.e. not debugging the dll? Because I am interested in debugging only my own code, not the dll that I assume is already working fine. I do not want to wait 2 minutes every time I want to load my software to debug. Does this request make sense?

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Where do I have to paste an "xinput" command so that it executes it when GNOME is started?

    - by michuk
    On my Thinkpad I need to execute something like this in the terminal: xinput set-int-prop "TPPS/2 IBM TrackPoint" "Evdev Middle Button Emulation" 8 1 so that my the 2 buttons on my touchpad emulate the middle mouse click. Now I need this line to be executed each time I start GNOMe or X or whatever, so that it "just works". I tried ~/.xsession or ~/.bashrc but to no avail. Should I put it in GNOME start scripts or in /etc/X somewhere? I'm using Ubuntu 11.10.

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  • Project Euler 8: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 8.  As always, any feedback is welcome. # Euler 8 # http://projecteuler.net/index.php?section=problems&id=8 # Find the greatest product of five consecutive digits # in the following 1000-digit number import time start = time.time() number = '\ 73167176531330624919225119674426574742355349194934\ 96983520312774506326239578318016984801869478851843\ 85861560789112949495459501737958331952853208805511\ 12540698747158523863050715693290963295227443043557\ 66896648950445244523161731856403098711121722383113\ 62229893423380308135336276614282806444486645238749\ 30358907296290491560440772390713810515859307960866\ 70172427121883998797908792274921901699720888093776\ 65727333001053367881220235421809751254540594752243\ 52584907711670556013604839586446706324415722155397\ 53697817977846174064955149290862569321978468622482\ 83972241375657056057490261407972968652414535100474\ 82166370484403199890008895243450658541227588666881\ 16427171479924442928230863465674813919123162824586\ 17866458359124566529476545682848912883142607690042\ 24219022671055626321111109370544217506941658960408\ 07198403850962455444362981230987879927244284909188\ 84580156166097919133875499200524063689912560717606\ 05886116467109405077541002256983155200055935729725\ 71636269561882670428252483600823257530420752963450' max = 0 for i in xrange(0, len(number) - 5): nums = [int(x) for x in number[i:i+5]] val = reduce(lambda agg, x: agg*x, nums) if val > max: max = val print max print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • Index out of bounds, Java bukkit plugin

    - by Robby Duke
    I'm getting index out of bounds errors in my Bukkit plugin, and it's really beginning to piss me off... I for the life of me can't figure this issue out! Caused by: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1 This is where I believe the code to be erroring... for(int i = 0; i <= staffOnline.size(); i++) { if(i == staffOnline.size()) { staffList = staffList + staffOnline.get(i); } else { staffList = staffList + staffOnline.get(i) + ", "; } }

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  • Blending textures together, texture fade over / fade in

    - by Deukalion
    What is the best way to render a texture overlapping effect? Like in this example: I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make them blend over. So the grass has a bit of snow or the snow has a bit of grass How is this possible during runtime? If that's possible. I don't render this by using the SpriteBatch, since the ground isn't rectangles (they can be moved). This is the way I render each shape (each one of those squares): // LoadTexture // Apply EffectPass device.DrawUserIndexedPrimitives<VertexPositionNormalTexture> ( PrimitiveType.TriangleList, render.Item.Points, // Array of VertexPositionNormalTexture 0, render.Item.Points.Length, render.Item.Indexes, // Array of int indexes (triangulation) 0, render.Item.Indexes.Length / 3, VertexPositionNormalTexture.VertexDeclaration );

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  • How to create dynamically LinkButton with Literal Control in ASP.NET

    - by SAMIR BHOGAYTA
    Step 1 : First take following control into the .aspx page. asp:UpdatePanel id="up1" runat="server" contenttemplate asp:Literal ID="lt1" Text="" runat="server" asp:PlaceHolder ID="ph1" runat="server" /asp:PlaceHolder /contenttemplate /asp:UpdatePanel Step 2 : string query = query for fill the dataset; DataSet ds = new DataSet(); ds = pass the query to retrive data; int i = 0; LinkButton lt = new LinkButton(); for (i = 0; i { lt = new LinkButton(); lt.ID = "link" + i.ToString(); lt.Text = ds.Tables[0].Rows[i].ItemArray[1].ToString(); ph1.Controls.Add(lt); ph1.Controls.Add(new LiteralControl(" ")); }

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  • Case Class naming convention

    - by KChaloux
    In my recent adventures in Scala, I've found case classes to be a really nice alternative to enums when I need to include a bit of logic or several values with them. I often find myself writing structures that look like this, however: object Foo{ case class Foo(name: String, value: Int, other: Double) val BAR = Foo("bar", 1, 1.0) val BAZ = Foo("baz", 2, 1.5) val QUUX = Foo("quux", 3, 1.75) } I'm primarily worried here about the naming of the object and the case class. Since they're the same thing, I end up with Foo.Foo to get to the inner class. Would it be wise to name the case class something along the lines of FooCase instead? I'm not sure if the potential ambiguity might mess with the type system if I have to do anything with subtypes or inheritance.

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  • SQL SERVER – Convert Seconds to Hour : Minute : Seconds Format

    - by Pinal Dave
    Here is another question I received via email. “Hi Pinal, I have a unique requirement. We measure time spent on any webpage in measure of seconds. I recently have to build a report over it and I did few summations based on group of web pages. Now my manager wants to convert the time, which is in seconds to the format Hour : Minute : Seconds. I researched online and found a solution on stackoverflow for converting seconds to the Minute : Seconds but could not find a solution for Hour : Minute : Seconds. Would you please help?” Of course the logic is very simple. Here is the script for your need. DECLARE @TimeinSecond INT SET @TimeinSecond = 86399 -- Change the seconds SELECT RIGHT('0' + CAST(@TimeinSecond / 3600 AS VARCHAR),2) + ':' + RIGHT('0' + CAST((@TimeinSecond / 60) % 60 AS VARCHAR),2)  + ':' + RIGHT('0' + CAST(@TimeinSecond % 60 AS VARCHAR),2) Here is the screenshot of the resolution: Reference: Pinal Dave (http://blog.SQLAuthority.com)Filed under: PostADay, SQL, SQL Authority, SQL DateTime, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • What is the exception in java code? [closed]

    - by Karandeep Singh
    This java code is for reverse the string but it returning concat null with returned string. import java.util.*; import java.util.logging.Level; import java.util.logging.Logger; public class Practice { public static void main(String[] args) { String str = ""; try { str = reverse("Singh"); } catch (Exception ex) { Logger.getLogger(Practice.class.getName()).log(Level.SEVERE, null, ex); System.out.print(ex.getMessage()); }finally{ System.out.println(str); } } public static String reverse(String str) throws Exception{ String temp = null; if(str.length()<=0){ throw new Exception("empty"); }else{ for(int i=str.length()-1;i>=0;i--){ temp+=str.charAt(i); } } return temp.trim(); } } Output: nullhgniS

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  • 301 url rewrite loop

    - by anyvendetta
    I need to do a 301 rewrite to force all urls to become lowercase i put in htaccess (RewriteMap lc int:tolower in httpd.conf) RewriteCond %{REQUEST_URI} [A-Z] RewriteRule . ${lc:{REQUEST_URI}} [R=301,L] Everything works just fine except to urls with subcategories which in this case are: /category-1256-Product-page-example.html the numer 1256 refers to a "subcategory" So when i try to access /category-1256-Product-page-example.html gives me a loop error message I think another redirect rules are making the loop but dunno how to fix it because are just this urls rewrite rules that don't work with the above rewrite. Rewriterule ^main-site-url/category-([0-9]*)-([-_a-zA-Z0-9]*)\.html$ /subcategories.php?idcategory_main=1&idcategory=$1&category=$2 [L] Rewriterule ^main-site-url/([0-9]*)-([-_a-zA-Z0-9]*)-([0-9]*)\.html$ /file.php?idcategory_main=1&idsubcategory=$1&product=$2&idproduct=$3 [L]

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Dynamic Tab Implementation in ADF

    - by Vijay Mohan
    Well, this can be a common usecase across apps to open tabs dynamically at runtime based on the request.Well, in order to achieve this you can have a parent container, lets say a panelTab component.Inside panelTab , u can have a showDetailItem inside an af:foreach or an af:iterator binded to a bean static list which will have as many show detail items as you wish to be shown.something like this.private static List = { new showDetailItem("1"),new ShowDetailItem("2") ...};now in the backing bean you can have a method that takes care of rendering and disclosing an specific tab based on the index.public void openMyTab(){List<MyItems> list = refToParentContainer.getChildren();int indexOfTabToBeOpened = //Write a method that will compute the tab index of the next //tab.list.get(index).setRendered(true);list.get(index).setDisclosed(true);similarly you can set other properties too.}Else, instead of having af:foreach/iterator iterating through the SD items , you can go for static SDs in the page with render property set to false and then you can follow the same approach to render/disclose it at runtime.

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  • Sound Juicer doesn't respect Lame's codec settings when ripping CDs

    - by Takkat
    Using Sound Juicer I am able to rip CDs very conveniently. I would like to rip them in about 256 kbit/s variable bitrate. To accomplish this I have defined the settings for mp3 in gnome-audio-profiles-properties as follows: audio/x-raw-int,rate=44100,channels=2 ! lame name=enc mode=0 vbr-quality=0 ! id3v2mux where vbr-quality=0 should give me a variable bitrate averaging 245 kbit/s. The resulting files however always say they are in 128 kbit/s. Is this only a tagging bug or is indeed the bitrate that low? How could I find out?

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  • Can't I just use all static methods?

    - by Reddy S R
    What's the difference between the two UpdateSubject methods below? I felt using static methods is better if you just want to operate on the entities. In which situations should I go with non-static methods? public class Subject { public int Id {get; set;} public string Name { get; set; } public static bool UpdateSubject(Subject subject) { //Do something and return result return true; } public bool UpdateSubject() { //Do something on 'this' and return result return true; } } I know I will be getting many kicks from the community for this really annoying question but I could not stop myself asking it. Does this become impractical when dealing with inheritance?

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  • Dictionary as DataMember in WCF after installing .NET 4.5 [migrated]

    - by Mauricio Ulate
    After installing .NET Framework 4.5 with Visual Studio 2012, whenever I want to obtain the reference from a WCF service, my dictionaries are changed into arrays. For example, Dictionary<int, double> is changed into ArrayOfKeyValueOfintdoubleKeyValueOfintdouble. This happens in both Visual Studio 2012 and 2010 (both Express). I've reviewed my configuration and the dictionary data type in the service reference configuration is System.Collection.Generic.Dictionary. Changing this doesn't make a difference. Reverting to just using Visual Studio 2010 and .NET 4.0 is not an option.

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Persisting NLP parsed data

    - by tjb1982
    I've recently started experimenting with NLP using Stanford's CoreNLP, and I'm wondering what are some of the standard ways to store NLP parsed data for something like a text mining application? One way I thought might be interesting is to store the children as an adjacency list and make good use of recursive queries (postgres supports this and I've found it works really well). Something like this: Component ( id, POS, parent_id ) Word ( id, raw, lemma, POS, NER ) CW_Map ( component_id, word_id, position int ) But I assume there are probably many standard ways to do this depending on what kind of analysis is being done that have been adopted by people working in the field over the years. So what are the standard persistence strategies for NLP parsed data and how are they used?

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  • Le Bluetooth 4.0 dans les starting-blocks, plus puissant il rend possible le développement d'applica

    Le Bluetooth 4.0 dans les starting-blocks Il rendrait possible le développement d'applications sportives, médicales et domotiques Le Bluetooth, dans sa version 4, serait prêt à bondir. C'est le message qui vient d'être donné sur le site officiel de la technologie. Le Bluetooth 4 marque en tout cas une réelle évolution. La portée du signal pourra à présent dépasser les 60 mètres (et être modulable). Sa consommation électrique sera plus réduite. Et le Bluetooth inclura à présent la norme radio 802.11 pour le transfert haut débit de fichiers. Ces évolutions, notamment la modularité du signal, permettront d'élargir la gamme de produits qui peuvent être int...

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Sort method versus OrderBy LINQ extension method

    - by nmarun
    I have a class Product with an Id and a Name as properties. There are multiple ways of getting a list of products to display in sorted/ordered fashion, say, by the Name of the product. The two I’m concerned about here are the Sort and the OrderBy extension method through LINQ and the difference between them. 1: public class Product 2: { 3: public int Id { get; set; } 4: public string Name { get; set; } 5: } Below is the list of products that I’ll be using and is defined somewhere in the Program.cs...(read more)

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  • Sort Data in Windows Phone using Collection View Source

    - by psheriff
    When you write a Windows Phone application you will most likely consume data from a web service somewhere. If that service returns data to you in a sort order that you do not want, you have an easy alternative to sort the data without writing any C# or VB code. You use the built-in CollectionViewSource object in XAML to perform the sorting for you. This assumes that you can get the data into a collection that implements the IEnumerable or IList interfaces.For this example, I will be using a simple Product class with two properties, and a list of Product objects using the Generic List class. Try this out by creating a Product class as shown in the following code:public class Product {  public Product(int id, string name)   {    ProductId = id;    ProductName = name;  }  public int ProductId { get; set; }  public string ProductName { get; set; }}Create a collection class that initializes a property called DataCollection with some sample data as shown in the code below:public class Products : List<Product>{  public Products()  {    InitCollection();  }  public List<Product> DataCollection { get; set; }  List<Product> InitCollection()  {    DataCollection = new List<Product>();    DataCollection.Add(new Product(3,        "PDSA .NET Productivity Framework"));    DataCollection.Add(new Product(1,        "Haystack Code Generator for .NET"));    DataCollection.Add(new Product(2,        "Fundamentals of .NET eBook"));    return DataCollection;  }}Notice that the data added to the collection is not in any particular order. Create a Windows Phone page and add two XML namespaces to the Page.xmlns:scm="clr-namespace:System.ComponentModel;assembly=System.Windows"xmlns:local="clr-namespace:WPSortData"The 'local' namespace is an alias to the name of the project that you created (in this case WPSortData). The 'scm' namespace references the System.Windows.dll and is needed for the SortDescription class that you will use for sorting the data. Create a phone:PhoneApplicationPage.Resources section in your Windows Phone page that looks like the following:<phone:PhoneApplicationPage.Resources>  <local:Products x:Key="products" />  <CollectionViewSource x:Key="prodCollection"      Source="{Binding Source={StaticResource products},                       Path=DataCollection}">    <CollectionViewSource.SortDescriptions>      <scm:SortDescription PropertyName="ProductName"                           Direction="Ascending" />    </CollectionViewSource.SortDescriptions>  </CollectionViewSource></phone:PhoneApplicationPage.Resources>The first line of code in the resources section creates an instance of your Products class. The constructor of the Products class calls the InitCollection method which creates three Product objects and adds them to the DataCollection property of the Products class. Once the Products object is instantiated you now add a CollectionViewSource object in XAML using the Products object as the source of the data to this collection. A CollectionViewSource has a SortDescriptions collection that allows you to specify a set of SortDescription objects. Each object can set a PropertyName and a Direction property. As you see in the above code you set the PropertyName equal to the ProductName property of the Product object and tell it to sort in an Ascending direction.All you have to do now is to create a ListBox control and set its ItemsSource property to the CollectionViewSource object. The ListBox displays the data in sorted order by ProductName and you did not have to write any LINQ queries or write other code to sort the data!<ListBox    ItemsSource="{Binding Source={StaticResource prodCollection}}"   DisplayMemberPath="ProductName" />SummaryIn this blog post you learned that you can sort any data without having to change the source code of where the data comes from. Simply feed the data into a CollectionViewSource in XAML and set some sort descriptions in XAML and the rest is done for you! This comes in very handy when you are consuming data from a source where the data is given to you and you do not have control over the sorting.NOTE: You can download this article and many samples like the one shown in this blog entry at my website. http://www.pdsa.com/downloads. Select “Tips and Tricks”, then “Sort Data in Windows Phone using Collection View Source” from the drop down list.Good Luck with your Coding,Paul Sheriff** SPECIAL OFFER FOR MY BLOG READERS **We frequently offer a FREE gift for readers of my blog. Visit http://www.pdsa.com/Event/Blog for your FREE gift!

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