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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";}

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  • nautilus will not start, no right click menu, apps will not run due to 64bit libicui18n.so.48 overwritten with 32bit, ubuntu 12.04

    - by Dewb
    yeah so i broke my system trying to install support for 32bit apps. Somehow the 32bit set of libicu*.so.48 files replaced my 64bit files and now nothing works. I know what the problem is and how to fix it , what i need is some help. I need some kind soul running a 64bit install of Ubuntu 12.04 to simply go into their /usr/lib dir and copy the files that have the form libicu*.so.48* (8 of them i think, maybe 16 i dunno how many there is supposed to be since they were overwritten). Anyway if you could put those files in an archive, zip or tar preferred and then email/share the link. I was able to get these files installed but they're from the latest edition of fedora and while i can now use my computer , it's not that stable things don't start right smoothly every time like they used to .... and well its a simple ordeal to put things back the way they were if someone wouldn't mind helping out. also any help setting up the libraries related to 32bit apps would be great as well as i apparently screwed that up royally. Thanks for any help or advice

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  • How to move a selcection of files into a new folder via the right click menu?

    - by LinuxDudester
    I recently switch from OSX to Xubuntu 14.04 and I'm loving my new found freedom. For the most part I've managed to customize my Linux operating system to my needs and likes. But theres one feature I'm missing the most. I need to toss a bunch of items in a folder really fast, since I am working with lots of images and text files. In OS X there was a nifty shortcut that manages the operation in one fell swoop so you don't have to make a folder and then take further action to populate it. All I needed to is to select the items I want in the Finder (file manager), right-click on them to bring up OS X's contextual menu, and choose the first option: New Folder with Selection. The Finder will then create a new folder with those items stored safely inside, removing at least one step from the process for you automatically. Super easy! Now I was wondering how can I do this in Linux? Or most importantly in Xubuntu? Any help would be greatly appreciated!

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  • "Do it right, against customer's wishes" - how is it called?

    - by SF.
    We know the optimal situation of negotiating corrections of specifications with the customer, getting the specs to do what the client wanted, not what they said or thought they wanted. That's negotiating, explaining. Sometimes, we're unable to convince the client. We're forced to produce broken as designed. This, called "demonology" by merit of mages summoning demons and demons fulfilling their wishes very literally, causing the mage's demise as result, is another approach that will leave the customer very dissatisfied once they realize their error, and of course try to pin the blame on the developer. Now I just faced a very different approach: the customer created simple specs that fail to account for some critical caveat, and is completely unwilling to fix them, admit the obvious errors and accept suggested corrections. The product made to these specs will be critically broken, and possibly might cost human lives. Still, it's too late to drop the contract entirely. The contract has punitive clauses for that, ones we can't really accept. The boss' decision? We do the work right and lie to the customer that we did it according to the specs. The algorithms in question are hidden deep enough under the surface, the product will do the work just fine, won't fail in the caveat situation, and unless someone digs too deep, they will never discover we didn't break it as requested. Is there some common name for this tactics of execution of specs?

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  • Select query 2-3 times faster than view

    - by Richard Knop
    This query run alone: SELECT -- lots of columns FROM (((((((((((`table1` `t1` LEFT JOIN `table2` `t2` ON(( `t2`.`userid` = `t1`.`userid` ))) LEFT JOIN `table3` `t3` ON(( `t1`.`orderid` = `t3`.`orderid` ))) LEFT JOIN `table4` `t4` ON(( `t4`.`orderitemlicenseid` = `t3`.`orderitemlicenseid` ))) LEFT JOIN `table5` `t5` ON(( `t1`.`orderid` = `t5`.`orderid` ))) LEFT JOIN `table6` `t6` ON(( `t5`.`transactionid` = `t6`.`transactionid` ))) LEFT JOIN `table7` `t7` ON(( `t7`.`transactionid` = `t5`.`transactionid` ))) LEFT JOIN `table8` `t8` ON(( `t8`.`voucherid` = `t7`.`voucherid` ))) LEFT JOIN `table9` `t9` ON(( `t8`.`voucherid` = `t9`.`voucherid` ))) LEFT JOIN `table10` `t10` ON(( ( `t10`.`vouchergroupid` = `t9`.`vouchergroupid` ) AND ( `t2`.`territoryid` = `t10`.`territoryid` ) ))) LEFT JOIN `table11` `t11` ON(( `t11`.`voucherid` = `t8`.`voucherid` ))) LEFT JOIN `table12` `t12` ON(( `t12`.`orderid` = `t1`.`orderid` ))) GROUP BY `t5`.`transactionid` Takes about 2.5 seconds to finish. When I save it to a view and run it as: SELECT * FROM viewName; It takes 7 seconds to finish. What is the reason and how can I make the view faster?

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • jQuery: Highlight element under mouse cursor?

    - by Ralph
    I'm trying to create an "element picker" in jQuery, like Firebug has. Basically, I want to highlight the element underneath the user's mouse. Here's what I've got so far, but it isn't working very well: $('*').mouseover(function (event) { var $this = $(this); $div.offset($this.offset()).width($this.width()).height($this.height()); return false; }); var $div = $('<div>') .css({ 'background-color': 'rgba(255,0,0,.5)', 'position': 'absolute', 'z-index': '65535' }) .appendTo('body'); Basically, I'm injecting a div into the DOM that has a semi-transparent background. Then I listen for the mouseover event on every element, then move the div so that it covers that element. Right now, this just makes the whole page go red as soon as you move your mouse over the page. How can I get this to work nicer? Edit: Pretty sure the problem is that as soon as my mouse touches the page, the body gets selected, and then as I move my mouse around, none of the moments get passed through the highligher because its overtop of everything. Firebug Digging through Firebug source code, I found this: drawBoxModel: function(el) { // avoid error when the element is not attached a document if (!el || !el.parentNode) return; var box = Firebug.browser.getElementBox(el); var windowSize = Firebug.browser.getWindowSize(); var scrollPosition = Firebug.browser.getWindowScrollPosition(); // element may be occluded by the chrome, when in frame mode var offsetHeight = Firebug.chrome.type == "frame" ? FirebugChrome.height : 0; // if element box is not inside the viewport, don't draw the box model if (box.top > scrollPosition.top + windowSize.height - offsetHeight || box.left > scrollPosition.left + windowSize.width || scrollPosition.top > box.top + box.height || scrollPosition.left > box.left + box.width ) return; var top = box.top; var left = box.left; var height = box.height; var width = box.width; var margin = Firebug.browser.getMeasurementBox(el, "margin"); var padding = Firebug.browser.getMeasurementBox(el, "padding"); var border = Firebug.browser.getMeasurementBox(el, "border"); boxModelStyle.top = top - margin.top + "px"; boxModelStyle.left = left - margin.left + "px"; boxModelStyle.height = height + margin.top + margin.bottom + "px"; boxModelStyle.width = width + margin.left + margin.right + "px"; boxBorderStyle.top = margin.top + "px"; boxBorderStyle.left = margin.left + "px"; boxBorderStyle.height = height + "px"; boxBorderStyle.width = width + "px"; boxPaddingStyle.top = margin.top + border.top + "px"; boxPaddingStyle.left = margin.left + border.left + "px"; boxPaddingStyle.height = height - border.top - border.bottom + "px"; boxPaddingStyle.width = width - border.left - border.right + "px"; boxContentStyle.top = margin.top + border.top + padding.top + "px"; boxContentStyle.left = margin.left + border.left + padding.left + "px"; boxContentStyle.height = height - border.top - padding.top - padding.bottom - border.bottom + "px"; boxContentStyle.width = width - border.left - padding.left - padding.right - border.right + "px"; if (!boxModelVisible) this.showBoxModel(); }, hideBoxModel: function() { if (!boxModelVisible) return; offlineFragment.appendChild(boxModel); boxModelVisible = false; }, showBoxModel: function() { if (boxModelVisible) return; if (outlineVisible) this.hideOutline(); Firebug.browser.document.getElementsByTagName("body")[0].appendChild(boxModel); boxModelVisible = true; } Looks like they're using a standard div + css to draw it..... just have to figure out how they're handling the events now... (this file is 28K lines long) There's also this snippet, which I guess retrieves the appropriate object.... although I can't figure out how. They're looking for a class "objectLink-element"... and I have no idea what this "repObject" is. onMouseMove: function(event) { var target = event.srcElement || event.target; var object = getAncestorByClass(target, "objectLink-element"); object = object ? object.repObject : null; if(object && instanceOf(object, "Element") && object.nodeType == 1) { if(object != lastHighlightedObject) { Firebug.Inspector.drawBoxModel(object); object = lastHighlightedObject; } } else Firebug.Inspector.hideBoxModel(); }, I'm thinking that maybe when the mousemove or mouseover event fires for the highlighter node I can somehow pass it along instead? Maybe to node it's covering...?

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  • How to implement a left outer join in the Entity Framework.

    - by user206736
    I have the following SQL query:- select distinct * from dbo.Profiles profiles left join ProfileSettings pSet on pSet.ProfileKey = profiles.ProfileKey left join PlatformIdentities pId on pId.ProfileKey = profiles.Profilekey I need to convert it to a LinqToEntities expression. I have tried the following:- from profiles in _dbContext.ProfileSet let leftOuter = (from pSet in _dbContext.ProfileSettingSet select new { pSet.isInternal }).FirstOrDefault() select new { profiles.ProfileKey, Internal = leftOuter.isInternal, profiles.FirstName, profiles.LastName, profiles.EmailAddress, profiles.DateCreated, profiles.LastLoggedIn, }; The above query works fine because I haven't considered the third table "PlatformIdentities". Single left outer join works with what I have done above. How do I include PlatformIdentities (the 3rd table) ? I basically want to translate the SQL query I specified at the beginning of this post (which gives me exactly what I need) in to LinqToEntities. Thanks

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  • GUI Design - Roleselection with two lists, selected roles on the right, or left list?

    - by subes
    Hi, image two lists for selecting roles for a new user creation in an administrator frontend. One list has all available roles in it and another has the selected roles in it. Between those lists are buttons to move elements from one list to another. Thus the layout is horizontal with [List] [Buttons] [List]. Now to the question: Should the selected elements be on the left, or the right list? Intuitively some people I asked say, that the selected elements have to be on the right list. But some other people follow some sort of guideline that says, that the more important stuff in a frontend has to be on the left side. Also they think the selected elements are more important than the non-selected and so the selected ones have to be on the left side. Whats your opinion?

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  • how to increase the left div size within the right div in css.

    - by sabuj
    I want to increase the left size along with the right div. But left div didn't behave as i want to be. What is the solution. I keep the code right here bellow: countModules('breadcrumb')) { ? And the CSS: bn-leftside{ width:225px; background:#3e5955; float:left; position:relative; height:auto; } bn-rightside{ width:780px; background:#FFF; float:right; position:relative; height:auto; }

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  • How to make a UILabel which adjusts it's text to the upper left?

    - by mystify
    For some strange reason, in iPhone OS 3.0 this doesn't work: I made a big fullscreen UILabel with numberOfLines = 0 and baselineAdjustment = UIBaselineAdjustmentNone. It refuses to show the text in the upper left. It's always in the center of the bounding box, aligned to the left. The documentation says: UIBaselineAdjustmentNone Adjust text relative to the top-left corner of the bounding box. This is the default adjustment. Available in iPhone OS 2.0 and later. Probably a framework bug? I started with shiny new labels to test it. Text is centered.

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  • How to add the Windows defender into Windows Explorer's right click menu to scan a particular drive/folder/file on demand?

    - by avirk
    There is no option in Windows Explorer to scan a particular drive (or file) on demand by right clicking on it in Windows Explorer as we had in Windows 7 with Microsoft Security Essentials or like other antivirus solutions. I know we can run a custom scan for the particular drive or specific folder but that process is too lengthy and time consuming. The guide How to Add a "Windows Defender" Cascading Desktop Context Menu in Windows 8 explains how we can add Windows Defender in the desktop right click menu, so I'm curious, is there a way to add it in the Windows Explorer right click menu to launch a search whenever I need to?

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  • Why can't I extend the C: drive on Vista? Because I have Free Space to its right instead of Unalloca

    - by tzup
    Okay this is annoying! I have a C: drive that is the primary partition (bootable) that I would like to extend. In order to do that it seems like I need to have Unallocated Space to the right of the partition. Right now, I have "Free Space" to the right. How in the world do I make it Unallocated (not formatted)? There must be some command line utility to be able to do this. Please help!

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  • Two mouse, one left handed and another right handed. At the same time

    - by trailmax
    I would like to have two mouse connected to my computer, and have one mouse left-handed, another right-handed. And not needing to change any settings for using any of them. I've googled for this and did not find some information, but nothing helpful. Somebody suggested to have 2 accounts, some other suggested a short-cut that changes mouse buttons over. I did not like any of that. And I remember, I saw somebody using their laptop with right-handed touch-pad and left-handed mouse. At the same time. Both of my mouse are plain vanilla USB, with no drivers, tried finding drivers for any of the mouse did not get me anywhere. This is how mouse configuration looks like: There is no option for different mouse to be configured different. I think I need to install some mouse drivers/software that allow different configuration. Is there anything like this availble?? Many thanks in advance! p.s. Using Windows 7 Pro, one mouse is Fujitsu, another Sandsrom.

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  • Am I right about the differences between Floyd-Warshall, Dijkstra's and Bellman-Ford algorithms?

    - by Programming Noob
    I've been studying the three and I'm stating my inferences from them below. Could someone tell me if I have understood them accurately enough or not? Thank you. Dijkstra's algorithm is used only when you have a single source and you want to know the smallest path from one node to another, but fails in cases like this Floyd-Warshall's algorithm is used when any of all the nodes can be a source, so you want the shortest distance to reach any destination node from any source node. This only fails when there are negative cycles (this is the most important one. I mean, this is the one I'm least sure about:) 3.Bellman-Ford is used like Dijkstra's, when there is only one source. This can handle negative weights and its working is the same as Floyd-Warshall's except for one source, right? If you need to have a look, the corresponding algorithms are (courtesy Wikipedia): Bellman-Ford: procedure BellmanFord(list vertices, list edges, vertex source) // This implementation takes in a graph, represented as lists of vertices // and edges, and modifies the vertices so that their distance and // predecessor attributes store the shortest paths. // Step 1: initialize graph for each vertex v in vertices: if v is source then v.distance := 0 else v.distance := infinity v.predecessor := null // Step 2: relax edges repeatedly for i from 1 to size(vertices)-1: for each edge uv in edges: // uv is the edge from u to v u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: v.distance := u.distance + uv.weight v.predecessor := u // Step 3: check for negative-weight cycles for each edge uv in edges: u := uv.source v := uv.destination if u.distance + uv.weight < v.distance: error "Graph contains a negative-weight cycle" Dijkstra: 1 function Dijkstra(Graph, source): 2 for each vertex v in Graph: // Initializations 3 dist[v] := infinity ; // Unknown distance function from 4 // source to v 5 previous[v] := undefined ; // Previous node in optimal path 6 // from source 7 8 dist[source] := 0 ; // Distance from source to source 9 Q := the set of all nodes in Graph ; // All nodes in the graph are 10 // unoptimized - thus are in Q 11 while Q is not empty: // The main loop 12 u := vertex in Q with smallest distance in dist[] ; // Start node in first case 13 if dist[u] = infinity: 14 break ; // all remaining vertices are 15 // inaccessible from source 16 17 remove u from Q ; 18 for each neighbor v of u: // where v has not yet been 19 removed from Q. 20 alt := dist[u] + dist_between(u, v) ; 21 if alt < dist[v]: // Relax (u,v,a) 22 dist[v] := alt ; 23 previous[v] := u ; 24 decrease-key v in Q; // Reorder v in the Queue 25 return dist; Floyd-Warshall: 1 /* Assume a function edgeCost(i,j) which returns the cost of the edge from i to j 2 (infinity if there is none). 3 Also assume that n is the number of vertices and edgeCost(i,i) = 0 4 */ 5 6 int path[][]; 7 /* A 2-dimensional matrix. At each step in the algorithm, path[i][j] is the shortest path 8 from i to j using intermediate vertices (1..k-1). Each path[i][j] is initialized to 9 edgeCost(i,j). 10 */ 11 12 procedure FloydWarshall () 13 for k := 1 to n 14 for i := 1 to n 15 for j := 1 to n 16 path[i][j] = min ( path[i][j], path[i][k]+path[k][j] );

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • add remove field in java script

    - by rajanikant
    Hi every body. i want to add and remove some html input in javascript i have done for add function . it work properly. but unable to remove. my code is following fields = 1; function addInput() { if (fields != 10) { document.getElementById('text').innerHTML += "<tr><td width='15%' align='left' valign='top' class='subheading'><input type='text' name='date[]' id='date[]' /></td><td width='15%' align='left' valign='top' class='subheading'><input type='text' name='time[]' id='time[]' /></td><td width='20%' align='left' valign='top' class='subheading'><input type='text' name='module[]' id='module[]' /></td><td width='15%' align='left' valign='top' class='subheading'><input type='text' name='organisation[]' id='organisation[]' /></td><td width='20%' align='left' valign='top' class='subheading' nowrap='nowrap'><input type='text' name='category[]' id='category[]' /></td><td width='20%' align='left' valign='top' class='text' nowrap='nowrap'>Add | Remove </td></tr>"; fields += 1; } else { document.getElementById('text').innerHTML += "<br />Only 10 upload fields allowed."; document.form.add.disabled=true; } } fields1=10 function removeInput() { if (fields1 !=1) { document.getElementById('text').innerHTML += ""; fields -= 1; } } and my php function is function addSession() {?> <table cellpadding="5" cellspacing="0" width="100%"> <tr> <td width="10%" align="left" valign="top" colspan="6" bgcolor="#993333" class="heading">Add Session </span></td> </tr><tr class="bgrow"> <td width="10%" align="left" valign="top" class="subheading">Datum </span></td> <td width="20%" align="left" valign="top" class="subheading">Tijd</td> <td width="35%" align="left" valign="top" class="subheading">Module</td> <td width="15%" align="left" valign="top" class="subheading">Organisatie</td> <td width="20%" align="left" valign="top" class="subheading" nowrap="nowrap">Category</td> <td width="20%" align="left" valign="top" class="subheading" nowrap="nowrap">Action</td> </tr> <tr > <td width="15%" align="left" valign="top" class="subheading"><input type="text" name="date_0" id="date_0" /></td> <td width="15%" align="left" valign="top" class="subheading"><input type="text" name="time_0" id="time_0" /></td> <td width="20%" align="left" valign="top" class="subheading"><input type="text" name="module_0" id="module_0" /></td> <td width="15%" align="left" valign="top" class="subheading"><input type="text" name="organisation_o" id="organisation_o" /></td> <td width="20%" align="left" valign="top" class="subheading" nowrap="nowrap"><input type="text" name="cat_0" id="cat_0" /></td> <td width="20%" align="left" valign="top" class="text" nowrap="nowrap"><span onclick="addInput()" class="link">Add</span> | <span onclick="removeInput()" class="link">Remove </span></td> </tr> <tbody id="text"> </tbody> <?php } ?> can any one give me solution?

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • internet explorer and google chrome rendering issues

    - by jeansymolanza
    hi guys, i'm trying to build a login and main page on dreamweaver for a client and testing them in google chrome and internet explorer but i am running into a lot of unexpected difficulties. the main thing has to be the way the tables are being rendered on the different pages. it seems to appear well on google chrome but when i test the page under internet explorer there have been issues with the way the footer is being rendered. i've included several images showing the problem: login page on IE8 http://i39.tinypic.com/iz9lw3.jpg login page on google chrome http://i44.tinypic.com/1zn0qd2.jpg main page on IE8 http://i41.tinypic.com/2d0gyhf.jpg main page on google chrome http://i42.tinypic.com/2ry58aw.jpg login fail on IE8 http://i40.tinypic.com/2jea9ac.jpg login fail on google chrome http://i43.tinypic.com/sl35h2.jpg please help! i have included the source code below. i spent an entire night trying to figure out what was wrong but to little success. login page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link rel="stylesheet" href="resources/css_01.css"> <link rel="shortcut icon" href="resources/favicon.ico"> <title>Speedy CMS</title> <script src="SpryAssets/SpryValidationTextField.js" type="text/javascript"></script> <script src="SpryAssets/SpryValidationPassword.js" type="text/javascript"></script> <link href="SpryAssets/SpryValidationTextField.css" rel="stylesheet" type="text/css" /> <link href="SpryAssets/SpryValidationPassword.css" rel="stylesheet" type="text/css" /> </head> <body class="oneColElsCtr" background="resources/bg_01.jpg"> <div id="container"> <div id="mainContent"> <!-- start #mainContent --> <table id="Table_01" width="1024" height="100%" border="0" cellpadding="0" cellspacing="0"> <tr> <td valign="top" rowspan="3"> <img src="resources/login_01.png" width="93" height="440" alt=""></td> <td valign="top" rowspan="3"> <img src="resources/login_02.png" width="457" height="440" alt=""></td> <td valign="top"> <img src="resources/login_03.png" width="474" height="86" alt=""></td> </tr> <tr> <td valign="top"><img src="resources/login_04.png" width="474" height="89" /></td> </tr> <tr> <td valign="top" width="100%" height="100%" align="left"> <form ACTION="<?php echo $loginFormAction; ?>" METHOD="POST" name="login" > <h3 class="login">Username</h3> <span id="sprytextfield1"> <input name="username" type="text" class="input" /> </span> <h3 class="login">Password</h3> <span id="sprypassword1"> <input name="password" type="password" class="input" /> </span> <p></p> <div align="left" style="width:474px; padding-top: 10px; padding-left: 100px;"> <input name="login" type="submit" id="Log in" value="Log in" class="btn"/> </div> </p> </form> </td> </tr> </table> </div> </div> <!-- end #mainContent --> <!-- start #footer --> <?php include("resources/footer.php"); ?> <!-- end #footer --> <script type="text/javascript"> <!-- var sprytextfield1 = new Spry.Widget.ValidationTextField("sprytextfield1"); var sprypassword1 = new Spry.Widget.ValidationPassword("sprypassword1"); //--> </script> </body> </html> main page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link rel="stylesheet" href="resources/css_01.css"> <link rel="shortcut icon" href="resources/favicon.ico"> <title>Speedy CMS</title> <body class="oneColElsCtr" background="resources/bg_01.jpg"> <div id="container"> <div id="mainContent"> <!-- start #mainContent --> <table id="Table_01" width="1024" border="0" cellpadding="0" cellspacing="0"> <tr> <td rowspan="7"> <img src="resources/main_01.png" width="93" height="440" alt=""></td> <td colspan="2"> <img src="resources/main_02.png" width="457" height="95" alt=""></td> <td colspan="3" valign="bottom"> <!-- start #navbar --> <?php include("resources/navbar.php"); ?> <!-- end #navbar --> </td> </tr> <tr> <td colspan="2"> <img src="resources/main_04.png" width="457" height="1" alt=""></td> <td colspan="3" rowspan="2" valign="top"><a class="bottom2" href="<?php echo $logoutAction ?>">Log off</a></td> </tr> <tr> <td colspan="2"> <img src="resources/main_06.png" width="457" height="29" alt=""></td> </tr> <tr> <td rowspan="4"> <img src="resources/main_07.png" width="456" height="315" alt=""></td> <td colspan="2"> <img src="resources/main_08.png" width="75" height="94" alt=""></td> <td rowspan="3"> <img src="resources/main_09.png" width="6" height="281" alt=""></td> <td align="left" valign="middle" style="padding-left:20px;"><h2 class="home">Hello, <?php echo $_SESSION['MM_Username']; ?></h2></td> </tr> <tr> <td rowspan="3"> <img src="resources/main_11.png" width="1" height="221" alt="" /></td> <td> <img src="resources/main_12.png" width="74" height="90" alt=""></td> <td align="left" valign="middle" style="padding-left:20px;"><h3 class="home"><?php echo date("l F d, Y, h:i A"); ?></h3></td> </tr> <tr> <td> <img src="resources/main_14.png" width="74" height="97" alt="" /></td> <td align="left" valign="middle" style="padding-left:20px;"><h3 class="home">You currently have <a href="progress.php" class="main"><?php echo $totalCases; ?> claims</a> running</h3></td> </tr> <tr> <td colspan="3"> <img src="resources/main_16.png" width="474" height="34" alt=""></td> </tr> </table> </div> </div> <!-- end #mainContent --> <!-- start #footer --> <?php include("resources/footer.php"); ?> <!-- end #footer --> </body> </html> <?php mysql_free_result($tbl_accident); ?> login fail page <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link rel="stylesheet" href="resources/css_01.css"> <link rel="shortcut icon" href="resources/favicon.ico"> <title>Speedy CMS</title> <script src="SpryAssets/SpryValidationTextField.js" type="text/javascript"></script> <script src="SpryAssets/SpryValidationPassword.js" type="text/javascript"></script> <link href="SpryAssets/SpryValidationTextField.css" rel="stylesheet" type="text/css" /> <link href="SpryAssets/SpryValidationPassword.css" rel="stylesheet" type="text/css" /> </head> <body class="oneColElsCtr" background="resources/bg_02.jpg"> <div id="container"> <div id="mainContent"> <table id="Table_01" width="1024" height="" border="0" cellpadding="0" cellspacing="0"> <tr> <td rowspan="4"> <img src="resources/default2_01.png" width="93" height="440" alt=""></td> <td colspan="2"><img src="resources/default_02.png" width="457" height="95" /></td> <td valign="bottom"></td> </tr> <tr> <td colspan="2"> <img src="resources/default2_03.png" width="457" height="1" alt=""></td> <td> <img src="resources/default2_04.png" width="474" height="1" alt=""></td> </tr> <tr> <td colspan="3"> <div align="left" style="padding-left: 18px;"> <h3 class="loginfail">Sorry, but your username and password is incorrect.</h3> <h4 class="loginfail">Please try again!</h4> <form ACTION="<?php echo $loginFormAction; ?>" METHOD="POST" name="login" > <h5 class="loginfail">Username</h5> <span id="sprytextfield1"> <input name="username" type="text" class="input2" /> </span> <h5 class="loginfail">Password</h5> <span id="sprypassword1"> <input name="password" type="password" class="input2" /> </span> <img src="resources/spacer.gif" width="1" height="5" alt="" /> <p></p> <div align="left" style="width:474px; padding-top: 10px;"> <input name="login" type="submit" id="Log in" value="Log in" class="btn"/> </div> </p> </form> </td> </tr> <tr> <td colspan="3" height="100%"> </td> </tr> <tr> <td> <img src="resources/spacer.gif" width="93" height="1" alt=""></td> <td> <img src="resources/spacer.gif" width="337" height="1" alt=""></td> <td> <img src="resources/spacer.gif" width="120" height="1" alt=""></td> <td> <img src="resources/spacer.gif" width="474" height="1" alt=""></td> </tr> </table> </div> </div> <!-- start #footer --> <?php include("resources/footer2.php"); ?> <!-- end #footer --> <script type="text/javascript"> <!-- var sprytextfield1 = new Spry.Widget.ValidationTextField("sprytextfield1"); var sprypassword1 = new Spry.Widget.ValidationPassword("sprypassword1"); //--> </script> </body> </html> footer.php <table width="1024px" border="0" cellspacing="0" cellpadding="0" style="padding-left: 200px; padding-top: 10px; padding-bottom: 36px; text-align: left;"> <!-- speedy claim links --> <td width="33%" valign="top"> <div class="bottom" style="padding-left: 40px; text-align: left;">Learn About Us</div> <div class="hr" style="margin-left: 40px; width: 200px;"><hr /></div> <div style="padding-left: 40px; text-align: left;"> <a href="http://www.speedyclaim.co.uk/php/gifts.php" class="bottom2" target="_blank">Free Gifts</a><BR /> <a href="http://www.speedyclaim.co.uk/php/calculator.php" class="bottom2" target="_blank">Injury Calculator</a><BR /> <a href="http://www.speedyclaim.co.uk/php/aboutus.php" class="bottom2" target="_blank">About Us</a><BR /> <a href="http://www.speedyclaim.co.uk/php/claimonline.php" class="bottom2" target="_blank">Claim Online</a><BR /> <a href="http://www.speedyclaim.co.uk/php/contactus.php" class="bottom2" target="_blank">Contact Us</a><BR /> </div> </td> <!-- speedy claim links --> <td width="33%" valign="top"> <div class="bottom" style="padding-left: 40px; text-align: left;">Get Help</div> <div class="hr" style="margin-left: 40px; width: 200px;"><hr /></div> <div style="padding-left: 40px;"> <a href="http://www.speedyclaim.co.uk/php/services.php#roadaccident" class="bottom2" target="_blank">Road Traffic Accident</a><BR /> <a href="http://www.speedyclaim.co.uk/php/services.php#workaccident" class="bottom2" target="_blank">Work Accident</a><BR /> <a href="http://www.speedyclaim.co.uk/php/services.php#criminalinjury" class="bottom2" target="_blank">Criminal Injury</a><BR /> <a href="http://www.speedyclaim.co.uk/php/services.php#medicalnegligence" class="bottom2" target="_blank">Medical Neglicence</a><BR /> <a href="http://www.speedyclaim.co.uk/php/services.php#publicl" class="bottom2" target="_blank">Public Liability</a><BR /> <a href="http://www.speedyclaim.co.uk/php/services.php#taxiaccident" class="bottom2" target="_blank">Taxi Related Accident</a><BR /> </div> <!-- speedline --> <td width="33%" valign="top"> <div class="bottom" style="padding-left: 40px; text-align: left;">Taxi Service</div> <div class="hr" style="margin-left: 40px; width: 200px;"><hr /></div> <div style="padding-left: 40px;"> <a href="http://www.speedlinetaxi.com/airport.asp" class="bottom2" target="_blank">Airport Meet & Greet</a><BR /> <a href="http://www.speedlinetaxi.com/register.asp" class="bottom2" target="_blank">Automated Booking</a><BR /> <a href="http://www.speedlinetaxi.com/business.asp" class="bottom2" target="_blank">Business Accounts</a><BR /> <a href="http://www.speedlinetaxi.com/technology.asp" class="bottom2" target="_blank">Technology</a><BR /> <a href="https://ebook.autocab.net/3037" class="bottom2" target="_blank">E-Booking</a><BR /> <a href="http://www.speedlinetaxi.com/recruitment.asp" class="bottom2" target="_blank">Recruitment</a><BR /> <a href="http://www.speedlinetaxi.com/feedback.asp" class="bottom2" target="_blank">Feedback</a><BR /> <BR /> </div> </td> <tr> <td colspan="3" valign="top" style="padding-top:5px; padding-left:40px;"> <span class="bottom"> &copy; <?php echo date("Y")?> Speedline </span> </td> </tr> </table> footer2.php <table width="100%" border="0" cellspacing="0" cellpadding="0" style="padding-left: 188px; padding-top: 10px; text-align: left;" align="center"> <!-- speedy claim links --> <tr> <td width="99%" valign="top" style="padding-top:5px; padding-left:40px; padding-bottom: 10px;"> <span class="bottom"> &copy; <?php echo date("Y")?> Speedline </span> </td> </tr> </table> css_01.css html, body { height: 100%; margin: 0 0 1px; padding: 0; } body { font: 100% Arial, Helvetica, sans-serif; background-repeat: repeat-x; margin: 0; /* it's good practice to zero the margin and padding of the body element to account for differing browser defaults */ padding: 0; text-align: center; /* this centers the container in IE 5* browsers. The text is then set to the left aligned default in the #container selector */ color: #000000; } .oneColElsCtr #container { width: 1024px; margin: 0 auto; /* the auto margins (in conjunction with a width) center the page */ text-align: left; /* this overrides the text-align: center on the body element. */ } .oneColElsCtr #mainContent { padding: 0 0px; /* remember that padding is the space inside the div box and margin is the space outside the div box */ text-align: right; } .loginfail { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #3399cc; } .login { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #3399cc; padding-left: 100px; } .navbar { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #FFF; font-size: 16px; } .navbar:hover { font-family: Arial, Helvetica, sans-serif; text-decoration:underline; color: #FFF; font-size: 16px; } .login2 { font-family: Arial, Helvetica, sans-serif; font-size: 10px; text-decoration:none; color: #3399cc; } .window { font-family: Arial, Helvetica, sans-serif; font-size: 12px; text-decoration:none; } .login2:hover { font-family: Arial, Helvetica, sans-serif; font-size: 10px; text-decoration:underline; color: #3399cc; } .main { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #3399cc; } .main:hover { font-family: Arial, Helvetica, sans-serif; text-decoration:underline; color: #3399cc; } .form { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #3399cc; } .form:hover { font-family: Arial, Helvetica, sans-serif; text-decoration:underline; color: #3399cc; } .input { margin-left: 100px; background-color:#FFF; border: none; width: 14em; height: 1.2em; font-family: Arial, Helvetica, sans-serif; font-size: 22px; } .input2 { background-color: #F2F2F2; border: none; width: 14em; height: 1.2em; font-family: Arial, Helvetica, sans-serif; font-size: 22px; } .btn { height: 2em; width: 8em; color: #FFF; background: #3399cc; font-weight: bold; font-size: 18px; border: none; } .btn:hover { color: #FFF; background: #333; cursor: pointer; /* cursor: hand; for IE5 */ } .bottom { font-family: Arial, Helvetica, sans-serif; font-size: 12px; font-weight: bold; color: #7e8081; } .bottom2 { font-family: Arial, Helvetica, sans-serif; font-size: 12px; text-decoration: none; color: #7e8081; } .bottom2:hover { font-family: Arial, Helvetica, sans-serif; font-size: 12px; text-decoration: underline; color: #7e8081; } .bottom3 { font-family: Arial, Helvetica, sans-serif; font-size: 12px; text-decoration: none; color: #333; } .bottom3:hover { font-family: Arial, Helvetica, sans-serif; font-size: 12px; text-decoration: underline; color: #333; } div.hr { height: 1px; background: #CCC url(hr1.gif) no-repeat scroll center; } div.hr hr { display: none; } .home { font-family: Arial, Helvetica, sans-serif; text-decoration:none; color: #3399cc; } .form2 { font-family: Arial, Helvetica, sans-serif; text-decoration:none; font-size: 12px; } .rta {border-width: 1px; border-style: solid; border-color: #CCC; } .box { width: 100%; padding-right: 3px; color: #000; text-decoration:none; } .box:hover { width: 100%; padding-right: 3px; color: #000; text-decoration:underline;} .box2 { width: 100%; color: #C00; text-decoration:none; } .box2:hover { width: 100%; padding-right: 3px; color: #C00; text-decoration:underline;} thanking in you advance. God bless.

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  • NSScrollView - pattern background - how to start from top-left corner?

    - by dzolanta
    To fill NSScrollview with pattern image I use - (void)setBackgroundColor:(NSColor *)aColor method where aColor is created with + (NSColor *)colorWithPatternImage:(NSImage *)image method. Despite of what isFlipped returns for NSScrollView and its content view, pattern start repeat from bottom-left corner while I want it to start from top-left corner. How can I achieve that?

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  • Float: left not showing up after a certain point.

    - by Bobby K
    http://test.jptgraphics.com/products?cat=APPAREL This works fine in Safari but shows incorrectly in the latest version of Firefox ( was fine in 3.5) and in some versions of IE. In the middle column the product thumbnails drop down below when the 'float: left;' parameter is used. It is as if it is being escaped by a tag from that point forward no 'float: left's work and all the items are centered moving forward.

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  • How to add padding on left and right side of GtkImage?

    - by PP
    How to add padding on left and right side of GtkImage which is in GtkHBox. I am having a GtkWindow - GtkVBox - GtkHBox (With 3 Columns) In HBox in first i have put GtkImage Widget but it is very close to borders of HBox, i ned to add some padding in between, on left and right side of image not on top and bottom. can we do this using glade or we have to do this from code? thanks.

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