Search Results

Search found 43528 results on 1742 pages for 'possible bug'.

Page 56/1742 | < Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >

  • Is this possible with sql?

    - by Andrew
    Is it possible to do something like this: INSERT INTO table(col1, col2) VALUES(something_from_another_table, value); With something_from_another_table being a SQL command? Like, is there something I can do that's equivelant to: INSERT INTO table(col1, col2) VALUES((SELECT value FROM table2 WHERE id = 3), value);

    Read the article

  • Is it possible to handle such URL

    - by Vitaly
    http://www.mysite.com/http://www.test.com I have tried many different methods using .htaccess with no luck. I need to get that second url coming as parameter. Is it possible to redirect it to index.php and get it as $_SERVER["REQUEST_URI"] or other method? Thanks

    Read the article

  • Splitting list into a list of possible tuples

    - by user1742646
    I need to split a list into a list of all possible tuples, but I'm unsure of how to do so. For example pairs ["cat","dog","mouse"] should result in [("cat","dog"), ("cat","mouse"), ("dog","cat"), ("dog","mouse"), ("mouse","cat"), ("mouse","dog")] I was able to form the first two, but am unsure of how to get the rest. Here's what I have so far: pairs :: [a] -> [(a,a)] pairs (x:xs) = [(m,n) | m <- [x], n <- xs]

    Read the article

  • A more flexible and agile compiled language - possible?

    - by sdudo
    I have a short question that I have been thinking about for some time now so why shouldn't I ask it here on SO: Is it theoretically possible to create a compiled, yet more agile, flexible and rapid-development-friendly language? If so: Where would be the pros and cons? Why isn't there one yet?

    Read the article

  • possible to create custom scrollbar graphics without flash?

    - by Joel
    A friend is wanting me to help her convert her flash based website to html. She has an embedded textbox with a scrollbar that is using a flower instead of a normal scrollbar. Avoiding the obvious question of why a user would want a non-standard element to do this task, is it possible to do this without flash?

    Read the article

  • is it possible to get the class of the interface <Set>

    - by user1164885
    Am having some arguments say (String a, Treeset b, Set c) and i try to get the class by arguments[i].getClass(); of the above arguments.. is it possible to get the class of the interface . ex., Class[] argumentTypes = new Class [arguments.length]; for (int i = 0 ; i < arguments.length ; i++) { argumentTypes[i] = arguments[i].getClass(); }

    Read the article

  • Is `eval`ing in a CPAN module without localizing $@ a bug?

    - by rassie
    I think I've encountered a bug in Params::Validate, but I'm not sure whether I identified the problematic code piece correctly. The code in question failed to pass exceptions up the chain (using Try::Tiny), so I started debugging and found out that a class used inside the try block has a destructor. This destructor calls object methods which use Params::Validate and looking into Validate.pm source I see an eval without $@ localization, i.e. the global $@ gets overwritten. Now I see two options: Params::Validate should always localize $@ and thus it's a bug that should be reported. The bug is in the class in question, because it shouldn't use Params::Validate in a destructor. Params::Validate can stay as it is now. Which one is it? How I should I handle this situation? PS: I think that CPAN modules should be rock-solid and neither break themselves nor their environment, hence the question title.

    Read the article

  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

    Read the article

  • Parallel For Loop - Problems when adding to a List - Possible .Net Bugs

    - by Kevin Crowell
    I am having some issues involving Parallel for loops and adding to a List. The problem is, the same code may generate different output at different times. I have set up some test code below. In this code, I create a List of 10,000 int values. 1/10th of the values will be 0, 1/10th of the values will be 1, all the way up to 1/10th of the values being 9. After setting up this List, I setup a Parallel for loop that iterates through the list. If the current number is 0, I add a value to a new List. After the Parallel for loop completes, I output the size of the list. The size should always be 1,000. Most of the time, the correct answer is given. However, I have seen 3 possible incorrect outcomes occur: The size of the list is less than 1,000 An IndexOutOfRangeException occurs @ doubleList.Add(0.0); An ArgumentException occurs @ doubleList.Add(0.0); The message for the ArgumentException given was: Destination array was not long enough. Check destIndex and length, and the array's lower bounds. What could be causing the errors? Is this a .Net bug? Is there something I can do to prevent this from happening? Please try the code for yourself. If you do not get an error, try it a few times. Please also note that you probably will not see any errors using a single-core machine. using System; using System.Collections.Generic; using System.Threading.Tasks; namespace ParallelTest { class Program { static void Main(string[] args) { List<int> intList = new List<int>(); List<double> doubleList = new List<double>(); for (int i = 0; i < 250; i++) { intList.Clear(); doubleList.Clear(); for (int j = 0; j < 10000; j++) { intList.Add(j % 10); } Parallel.For(0, intList.Count, j => { if (intList[j] == 0) { doubleList.Add(0.0); } }); if (doubleList.Count != 1000) { Console.WriteLine("On iteration " + i + ": List size = " + doubleList.Count); } } Console.WriteLine("\nPress any key to exit."); Console.ReadKey(); } } }

    Read the article

  • functional dependencies vs type families

    - by mhwombat
    I'm developing a framework for running experiments with artificial life, and I'm trying to use type families instead of functional dependencies. Type families seems to be the preferred approach among Haskellers, but I've run into a situation where functional dependencies seem like a better fit. Am I missing a trick? Here's the design using type families. (This code compiles OK.) {-# LANGUAGE TypeFamilies, FlexibleContexts #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u => a -> StateT u IO a -- plus other functions class Universe u where type MyAgent u :: * withAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } defaultWithAgent :: (MyAgent u -> StateT u IO (MyAgent u)) -> String -> StateT u IO () defaultWithAgent = undefined -- stub -- plus default implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- .. and they'll also need to make SimpleUniverse an instance of Universe -- for their agent type. -- instance Universe SimpleUniverse where type MyAgent SimpleUniverse = Bug withAgent = defaultWithAgent -- boilerplate -- plus similar boilerplate for other functions Is there a way to avoid forcing my users to write those last two lines of boilerplate? Compare with the version using fundeps, below, which seems to make things simpler for my users. (The use of UndecideableInstances may be a red flag.) (This code also compiles OK.) {-# LANGUAGE MultiParamTypeClasses, FunctionalDependencies, FlexibleInstances, UndecidableInstances #-} import Control.Monad.State (StateT) class Agent a where agentId :: a -> String liveALittle :: Universe u a => a -> StateT u IO a -- plus other functions class Universe u a | u -> a where withAgent :: Agent a => (a -> StateT u IO a) -> String -> StateT u IO () -- plus other functions data SimpleUniverse = SimpleUniverse { mainDir :: FilePath -- plus other fields } instance Universe SimpleUniverse a where withAgent = undefined -- stub -- plus implementations for other functions -- -- In order to use my framework, the user will need to create a typeclass -- that implements the Agent class... -- data Bug = Bug String deriving (Show, Eq) instance Agent Bug where agentId (Bug s) = s liveALittle bug = return bug -- stub -- -- And now my users only have to write stuff like... -- u :: SimpleUniverse u = SimpleUniverse "mydir"

    Read the article

  • Is it possible to include external dlls in a silverlight project, that weren't built for silverlight

    - by Josh Smeaton
    We're trying to work out a deployment strategy for an internal tool that we're creating. It's a control that uses a set of 3rd party libraries to communication with a specific type of server. So I have a class library built that uses these libraries. I was looking to deploy a silverlight application that uses our library, which in turn uses a set of 3rd party libraries. When trying to reference the 3rd party libraries, I get the "library can not be referenced because it was not built as a silverlight library". The type of project I'm trying to build is a silverlight application - not a dll library or anything else. Is it possible to create a silverlight application using libraries created outside of silverlight?

    Read the article

  • websphere-mq security changes in 7.0 + - Is it possible to secure MQ objects without using security

    - by avinash
    We are using security exits in WebsphereMQ 6.0 to provide security in java clients connecting to MQ and MQ - MQ connectivity. We use security exits to provide secure way to connect to Queue managers , Queue , channel. IS there any change in security mechanism in latest version so that we can completely avoid using security exits ? This is what our requirement/goal in MQ security Queuemanagers should be only accessible with providing proper username and password (I know this is not possible in 6.0 without security exits ) A legal user after authenticating queuemanager connection should be able to access only his queue / channel. Thanks

    Read the article

  • Firefox Password script same PW auto login for 1000s devices Possible to use greasemonkey

    - by ritztech
    I currently work in a position that i have to manage and access 1000s of pages for troubleshooting and new setup.... and im trying to figure out a way for firefox or chrome to setup ANYtime it sees for instance a a web based page for equipment like (CISCO, Linksys, Sonicwall, T1 controllers) from the manufacture in the Title bar or from the originating page place a set up 2 - 3 passwords to auto log on with. 1st one of course being the most common so it logs in faster.. I access about 14 different web based products with passwords tied to each of them and if someway i can grab info stating that hey this company is cisco/sonicwall/linksys/hp/ log on with these set of 3-5 credintials. Using possible If then statements.... is that hard i saw some script files but not sure if its difficult because some apps use the MSG BOX built in feature and some use the form submit method built on the page unless i can have 2 different grease monkey scripts at the same time.... thanks.

    Read the article

  • Assignment in python for loop possible?

    - by flyingcrab
    I have a dictionary d (and a seperate sorted list of keys, keys). I wanted the loop to only process entries where the value is False - so i tried the following: for key in keys and not d[key]: #do foo I suppose my understanding of python sytax is not what i thought it was - because the assignment doesnt suppose to have happened above, and a i get an instanciation error. The below works of course, but I'd really like to be able to use something like the code above.. possible? for key in keys: if d[key]: continue #foo time! Thanks!

    Read the article

  • Are Cross Domain Flash Shared Objects (LSO aka Flash Cookie) possible

    - by user85155
    Hi, I found several solutions for creating Flash LSOs from JavaScript (for example: http://www.nuff-respec.com/technology/cross-browser-cookies-with-flash ) If Page (www.hostA.com/index.html) and the .swf file are from the same site, everything works fine. No I'm trying to load the page form www.hostA.com/index.html, which includes www.hostB.com/flashcookie.swf (different sites). But then I cannot read or store the LSO. I have tried several configurations (crossdomain.xml, Security.allowDomain("...") ), but nothing works. Is this kind of cross domain access to a LSO possible? Thanks -stephan

    Read the article

< Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >