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  • CodePlex Daily Summary for Thursday, May 15, 2014

    CodePlex Daily Summary for Thursday, May 15, 2014Popular ReleasesVisualizers: Visualizer: This dll is the core of the project just copy and paste it in the following folder %Microsoft Visual Studio%\Common7\Packages\Debugger\Visualizers where %Microsoft Visual Studio% is the Visual studio installation folderQuickMon: Version 3.10: Adding the ability to see 'history' of Collector states (including details of errors or warnings at that time). The history size is configurable (default is switched off) and the Windows Service completely ignores keeping history (no UI or user to access it anyway). The Collector stats window now displays this history plus multiple collector stats windows can be opened at the same time. Additionally fixed a bug in the event log collector that reported an 'Error' state when an 'out of bounds' ...xFunc: xFunc 2.15.4: Fixed bug in Processor.csTFS Planning and Disaster Recovery Avoidance Guide: v1.4.BETA - TFS, DR and Azure IaaS Planning Guides: Welcome to the TFS Planning and DR Avoidance Guidance What is new? A new crisper, more compact style, which is easier to consume on multiple devices without sacrificing any content. Also included are the new TFS on Azure IaaS guide and supplementary guides. Note Capacity planning workbook and posters are included in the Everything Zip package. Quality-Bar Detail Documentation has been reviewed by Visual Studio ALM Rangers Documentation has been through an independent technical review ...WinAudit: WinAudit Freeware v3.0: WinAudit.exe v3.0 MD5: 88750CCF49FF7418199B2645755830FA Known Issues: 1. Report creation can be very slow when right-to-left (Hebrew) characters are present. 2. Emsisoft Anti-Malware may stop and/or quarantine WinAudit. This happens when WinAudit attempts to obtain a list if running programmes. You will need to set an exception rule in Emsisoft to allow WinAudit to run.MVCwCMS - ASP.NET MVC CMS: MVCwCMS 2.2.2: Updated CKFinder config. For the installation instructions visit the documentation page: https://mvcwcms.codeplex.com/documentationTerraMap (Terraria World Map Viewer): TerraMap 1.0.4: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles Fixed Issue 35206: Hightlight/Find doesn't work for Demon Altars Fixed finding Demon Hearts/Shadow Orbs Added ability to find Enchanted Swords (in the stone) and Water Bolt books Fixed installer not uninstalling older versions The setup file will make sure .NET 4 is installed, install TerraMap, create desktop and start menu shortcuts, add a .wld file association, and launch TerraMap. If you prefer the zip ...WPF Localization Extension: v2.2.1: Issue #9277 Issue #9292 Issue #9311 Issue #9312 Issue #9313 Issue #9314CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.1.41167 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Variable walking / flying speed. Xbox 360 Controller support. Kinect for Windows support. Based on Firestorm viewer 4.6.5 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-1-41167-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http:/...ExtJS based ASP.NET Controls: FineUI v4.0.6: FineUI(???) ?? ExtJS ??? ASP.NET ??? FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ??????? ?????? IE 8.0+、Chrome、Firefox、Opera、Safari ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license) ???? ??:http://fineui.com/ ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,?????: 1. ????? FineUI ? ExtJS ? http://fineui.com/bbs/forum.ph...Office App Model Samples: Office App Model Samples v2.0: Office App Model Samples v2.0Readable Passphrase Generator: KeePass Plugin 0.13.0: Version 0.13.0 Added "mutators" which add uppercase and numbers to passphrases (to help complying with upper, lower, number complexity rules). Additional API methods which help consuming the generator from 3rd party c# projects. 13,160 words in the default dictionary (~600 more than previous release).CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.25.0: Release v1.0.25.0 MemberInfo/MethodInfo popup is now positioned properly to fit the screen In MethodInfo popup method signatures are word-wrapped Implemented Debug text value visualizer Pining sub-values from Watch PanelWrapper for the PAYMILL API: Paymill API Wrapper: Add Description in PreauthorizationHow to develop an autodialer / predictive dialer in C#: VoIP AutoDialer in C Sharp: This is the downloadable source code for this example project that is intended to help you in developing your own VoIP autodialer application in C#.R.NET: R.NET 1.5.12: R.NET 1.5.12 is a beta release towards R.NET 1.6. You are encouraged to use 1.5.12 now and give feedback. See the documentation for setup and usage instructions. Main changes for R.NET 1.5.12: The C stack limit was not disabled on Windows. For reasons possibly peculiar to R, this means that non-concurrent access to R from multiple threads was not stable. This is now fixed, with the fix validated with a unit test. Thanks to Odugen, skyguy94, and previously others (evolvedmicrobe, tomasp) fo...SEToolbox: SEToolbox 01.029.006 Release 1: Fix to allow keyboard search on load dialog. (type the first few letters of your save) Fixed check for new release. Changed the way ship details are loaded to alleviate load time for worlds with very large ships (100,000+ blocks). Fixed Image importer, was incorrectly listing 'Asteroid' as import option. Minor changes to menus (text and appearance) for clarity and OS consistency. Added in reading of world palette for color dialog editor. WIP on subsystem editor. Can now multiselec...Thaumcraft4 Research: Alpha 2 release, lots of awesome improvements: Performance inprovements asynchronous running of the search Search result-cap ( usefull for long routes, it wont try to find 3000 results ) statistics addedTiny Wifi Host: Tiny Wifi Host 3.0.0.0: Tiny Wifi Hotspot Creator (Portable) v3 size: 50KB-140KB New Features: Friendly name for connected devices instead of Mac-Address (Double click selected device to enter friendly name) Saves device names to devices.xml Better error reporting+solutions Warning sound when number of connected devices exceed a certain number. (useful when only certain number of devices must be connected at a time) Many Bug Fixes. NoAudio files does not include connect, disconnect and warning audio to dec...Media Companion: Media Companion MC3.597b: Thank you for being patient, againThere are a number of fixes in place with this release. and some new features added. Most are self explanatory, so check out the options in Preferences. Couple of new Features:* Movie - Allow save Title and Sort Title in Title Case format. * Movie - Allow save fanart.jpg if movie in folder. * TV - display episode source. Get episode source from episode filename. Fixed:* Movie - Added Fill Tags from plot keywords to Batch Rescraper. * Movie - Fixed TMDB s...New ProjectsBLADE View Engine - An independent RAZOR alternative: An alternative parser and view engine to Asp.net Razor that does not depend on Asp.net or .NET 4.5BPL++: A basic object orientated programming language built upon a virtual machine using C#Caedisi - A Cellular Automata Editor and Simulator for Network Decontamination: A research tool that explores the use of cellular automata in order to decontaminate a network attacked or infected by a virus. Cosmos Software Distrobution 1.0: No content until project released!ETCQuality: ETC QUALITY STAT SYSTEM. ????????????,??????????????。F.A.Q.: F.A.Q. project about Frequently asked questions. Help Viewer Redirector: Enables use of Help Viewer 2.0 or 2.1 with SQL Server instead of Help Viewer 1.0Jet.Payment.Cielo: Projeto contém integração com o serviço e-commerce Cielo, desenvolvido em C#. Criamos esse Helper para nossa própria necessidade. Nos ajude a melhorá-lo.Learning with Pati: Learning Javascript with PatiLeRenard: LeRenard is a collection of solutions (from core helper, extension methods) to libraries, all written in C# to help build applications.MCMP.NET: MCMP.NET allows ASP.NET applications to be added as contexts using mod_cluster.PowerShell Deployment Automation Framework: This project contains resources related to my blog at www.powershellcoach.compravda-f: ??????????? ? ?????? ??? ?????????? ??????sdir: Colorful, sorted and optionally rich directory enumeration for Windows.SienSchoofsProject: school project for .NET ExpertSorting collection of any type by several fields: Sorting collection of any type by several fields with using Reflection and Expression TreesTPS BarCode Scanner: This is going to be a collaboration platform for TPS team. We want to develop a simple low cost bar code generator and scanner system. This project is currentlVerifyDomainOutlookAddIn: ??????????????????????????????。Ynote Packages: Ynote Packages are a collection of tools which a play a crucial role in extending Ynote Classic and understanding it's true potential.??????-??????【??】??????????: ??????????????????,???、???!???????,????????????????,????????????,???! ?????-?????【??】?????????: ????????????、?????、?????、?????、?????、????,???????????,?????,??????! ?????-?????【??】?????????: ???????????????,?????????????? ??。??????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ????????????????????,?????,???????,???????????,??????! ??????-??????【??】??????????: ??????????????、??????、????、?????、?????!????,????????????????!????。 ?????-?????【??】?????????: ???????????????????,?????????????????????,?????,????,???????. ?????-?????【??】?????????: ???????????????????、????????、????????、????????、???????,????????????。 ??????-??????【??】??????????: ????????????????、?????、?????、????、?????,??????????。????????????????! ??????-??????【??】??????????: ???????????????????????:????、????、??????????????,????????。????????! ????-????【??】????????: ?????????????????????,????????????,?????、??、????,?????,??????! ?????-?????【??】?????????: ???????????????????,??????????,????????、????,??????????,??????????。 ?????-?????【??】?????????: ???????,??????:?????,?????,??????,??????????,????????。????????! ????: ????????,????????????????????????,?????????,????????????????。????????????????????,??????????????,?????????????。 ????????????,?:   ??????   ??????   ????????   ??????-??????【??】??????????: ??????????????????????,???????????????,????????????????????! ??????-??????【??】??????????: ??????????????????、????,??100%????,??????,????????????,???????????! ????-????【??】????????: ???????????、??????????????????,????????,?????,??????,????,????,????! ?????-?????【??】?????????: ????????????????,??????????、??????,??????????、????、????、???????。 ?????--?????【??】?????????: ?????????????????????,???????????????,???????,?????,?????,????? !!!

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  • ModalPopupExtender OnShow Event

    - by Thomas
    When clicking a button, I have a ModalPopupExtender (Panel) that gets displayed. I can't seem to trigger any event during that process. Adding an event to the button that opens the ModalPopupExtender doesnt work, as it never triggers. Adding the button as a trigger in my UpdatePanel also doesnt work. Scenario: I have a gridview with a button outside of the gridview. Clicking the button opens up a ModalPopupExtender which needs to display the checkboxes clicked on the gridview. I have the code to get the checkboxes clicked on the Gridview, however I cant seem to use an event during the process of opening the ModalPopupExtender.

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  • Wmode transparent and symbols issue with foreign keyboard

    - by Boun
    Hello, I have the known issue with wmode transparent and input textfield in my page. I know that the question is often asked but I have a special situation with that case. I need to embed my swf with wmode=transparent but in my swf I have an input textfield and the bug with "@" or "." symbols exists. I have a french keyboard and I decided to overcome this problem with a string replacement with the FirefoxWmodeFix class from Manmaru (see the link below). http://www.manmaru.fr/mlab/?p=95 It works for my keyboard but I need that "trick" with EN/DE/IT keyboard. Could anyone help me with the right combination of keys on different keyboard and different OS system to display "@" and "." symbols. I don't have any foreign Windows system to get the key code for each combination. Or if anyone has another solution, I will be pleased to hear that one. Thanks in advance for any help.

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  • iphone not displaying array variables correctly

    - by Rob
    I was reading a tutorial on how to do a UIPicker and found this code: - (IBAction)buttonPressed { NSInteger row = [userPicker selectedRowInComponent:0]; NSString *selected = [userPickerData objectAtIndex:row]; NSString *title = [[NSString alloc] initWithFormat:@"You selected %a", selected]; UIAlertView *alert = [[UIAlertView alloc] initWithTitle:title message:@"Thank you for Choosing." delegate:nil cancelButtonTitle:@"You're Welcome" otherButtonTitles:nil]; [alert show]; [alert release]; [title release]; } - (void)viewDidLoad { // [super viewDidLoad]; NSArray *array = [[NSArray alloc] initWithObjects:@"New", @"Frank", @"Bob", @"Thor", nil]; self.userPickerData = array; [array release]; } The UIPicker displays correctly and the variables in the picker also display correctly. When the button is pressed then the alert message does come up but it says, "You selected.." and then it's a bunch of gibberish. Why aren't the array variables being passed correctly?

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  • How do I recieve byteArray send from Server and read 4 single bytes at a time.

    - by k80sg
    I need to receive 320 bytes of data from a server which consist of 80 4 bytes int fields. How do I receive them in bytes of 4 and display their respective int values? Thanks. Not sure if this is right for the receiving part: //for reading the data from the socket BufferedInputStream bufferinput=new BufferedInputStream(NewSocket.getInputStream()); DataInputStream datainput=new DataInputStream(bufferinput); byte[] handsize=new byte[32]; // The control will halt at the below statement till all the 32 bytes are not read from the socket. datainput.readFully(handsize);

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  • iphone memory leaks and malloc?

    - by Brodie4598
    Okay so im finally to the point where I am testing my iPad App on an actual iPad... One thing that my app does is display a large (2mb) image in a scroll view. This is causing the iPad to get memory warnings. I run the app in the instruments to check for the leak. When I load the image, a leak is detected and i see the following in the allocations: ALl Allocations: 83.9 MB Malloc 48.55 MB: 48.55 MB Malloc 34.63 MB: 34.63 MB What im trying to understand is how to plug the leak obviously, but also why a 2MB image is causing a malloc of 20x that size I am very new to programming in obj-c so im sure this is an obvious thing, but I just cant figure it out. Here is the code:

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  • Source-control 'wet-work'?

    - by Phil Factor
    When a design or creative work is flawed beyond remedy, it is often best to destroy it and start again. The other day, I lost the code to a long and intricate SQL batch I was working on. I’d thought it was impossible, but it happened. With all the technology around that is designed to prevent this occurring, this sort of accident has become a rare event.  If it weren’t for a deranged laptop, and my distraction, the code wouldn’t have been lost this time.  As always, I sighed, had a soothing cup of tea, and typed it all in again.  The new code I hastily tapped in  was much better: I’d held in my head the essence of how the code should work rather than the details: I now knew for certain  the start point, the end, and how it should be achieved. Instantly the detritus of half-baked thoughts fell away and I was able to write logical code that performed better.  Because I could work so quickly, I was able to hold the details of all the columns and variables in my head, and the dynamics of the flow of data. It was, in fact, easier and quicker to start from scratch rather than tidy up and refactor the existing code with its inevitable fumbling and half-baked ideas. What a shame that technology is now so good that developers rarely experience the cleansing shock of losing one’s code and having to rewrite it from scratch.  If you’ve never accidentally lost  your code, then it is worth doing it deliberately once for the experience. Creative people have, until Technology mistakenly prevented it, torn up their drafts or sketches, threw them in the bin, and started again from scratch.  Leonardo’s obsessive reworking of the Mona Lisa was renowned because it was so unusual:  Most artists have been utterly ruthless in destroying work that didn’t quite make it. Authors are particularly keen on writing afresh, and the results are generally positive. Lawrence of Arabia actually lost the entire 250,000 word manuscript of ‘The Seven Pillars of Wisdom’ by accidentally leaving it on a train at Reading station, before rewriting a much better version.  Now, any writer or artist is seduced by technology into altering or refining their work rather than casting it dramatically in the bin or setting a light to it on a bonfire, and rewriting it from the blank page.  It is easy to pick away at a flawed work, but the real creative process is far more brutal. Once, many years ago whilst running a software house that supplied commercial software to local businesses, I’d been supervising an accounting system for a farming cooperative. No packaged system met their needs, and it was all hand-cut code.  For us, it represented a breakthrough as it was for a government organisation, and success would guarantee more contracts. As you’ve probably guessed, the code got mangled in a disk crash just a week before the deadline for delivery, and the many backups all proved to be entirely corrupted by a faulty tape drive.  There were some fragments left on individual machines, but they were all of different versions.  The developers were in despair.  Strangely, I managed to re-write the bulk of a three-month project in a manic and caffeine-soaked weekend.  Sure, that elegant universally-applicable input-form routine was‘nt quite so elegant, but it didn’t really need to be as we knew what forms it needed to support.  Yes, the code lacked architectural elegance and reusability. By dawn on Monday, the application passed its integration tests. The developers rose to the occasion after I’d collapsed, and tidied up what I’d done, though they were reproachful that some of the style and elegance had gone out of the application. By the delivery date, we were able to install it. It was a smaller, faster application than the beta they’d seen and the user-interface had a new, rather Spartan, appearance that we swore was done to conform to the latest in user-interface guidelines. (we switched to Helvetica font to look more ‘Bauhaus’ ). The client was so delighted that he forgave the new bugs that had crept in. I still have the disk that crashed, up in the attic. In IT, we have had mixed experiences from complete re-writes. Lotus 123 never really recovered from a complete rewrite from assembler into C, Borland made the mistake with Arago and Quattro Pro  and Netscape’s complete rewrite of their Navigator 4 browser was a white-knuckle ride. In all cases, the decision to rewrite was a result of extreme circumstances where no other course of action seemed possible.   The rewrite didn’t come out of the blue. I prefer to remember the rewrite of Minix by young Linus Torvalds, or the rewrite of Bitkeeper by a slightly older Linus.  The rewrite of CP/M didn’t do too badly either, did it? Come to think of it, the guy who decided to rewrite the windowing system of the Xerox Star never regretted the decision. I’ll agree that one should often resist calls for a rewrite. One of the worst habits of the more inexperienced programmer is to denigrate whatever code he or she inherits, and then call loudly for a complete rewrite. They are buoyed up by the mistaken belief that they can do better. This, however, is a different psychological phenomenon, more related to the idea of some motorcyclists that they are operating on infinite lives, or the occasional squaddies that if they charge the machine-guns determinedly enough all will be well. Grim experience brings out the humility in any experienced programmer.  I’m referring to quite different circumstances here. Where a team knows the requirements perfectly, are of one mind on methodology and coding standards, and they already have a solution, then what is wrong with considering  a complete rewrite? Rewrites are so painful in the early stages, until that point where one realises the payoff, that even I quail at the thought. One needs a natural disaster to push one over the edge. The trouble is that source-control systems, and disaster recovery systems, are just too good nowadays.   If I were to lose this draft of this very blog post, I know I’d rewrite it much better. However, if you read this, you’ll know I didn’t have the nerve to delete it and start again.  There was a time that one prayed that unreliable hardware would deliver you from an unmaintainable mess of a codebase, but now technology has made us almost entirely immune to such a merciful act of God. An old friend of mine with long experience in the software industry has long had the idea of the ‘source-control wet-work’,  where one hires a malicious hacker in some wild eastern country to hack into one’s own  source control system to destroy all trace of the source to an application. Alas, backup systems are just too good to make this any more than a pipedream. Somehow, it would be difficult to promote the idea. As an alternative, could one construct a source control system that, on doing all the code-quality metrics, would systematically destroy all trace of source code that failed the quality test? Alas, I can’t see many managers buying into the idea. In reading the full story of the near-loss of Toy Story 2, it set me thinking. It turned out that the lucky restoration of the code wasn’t the happy ending one first imagined it to be, because they eventually came to the conclusion that the plot was fundamentally flawed and it all had to be rewritten anyway.  Was this an early  case of the ‘source-control wet-job’?’ It is very hard nowadays to do a rapid U-turn in a development project because we are far too prone to cling to our existing source-code.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target 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); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Sorting/Paginating/Filtering Complex Multi-AR Object Tables in Rails

    - by Matt Rogish
    I have a complex table pulled from a multi-ActiveRecord object array. This listing is a combined display of all of a particular user's "favorite" items (songs, messages, blog postings, whatever). Each of these items is a full-fledged AR object. My goal is to present the user with a simplified search, sort, and pagination interface. The user need not know that the Song has a singer, and that the Message has an author -- to the end user both entries in the table will be displayed as "User". Thus, the search box will simply be a dropdown list asking them which to search on (User name, created at, etc.). Internally, I would need to convert that to the appropriate object search, combine the results, and display. I can, separately, do pagination (mislav will_paginate), sorting, and filtering, but together I'm having some problems combining them. For example, if I paginate the combined list of items, the pagination plugin handles it just fine. It is not efficient since the pagination is happening in the app vs. the DB, but let's assume the intended use-case would indicate the vast majority of the users will have less than 30 favorited items and all other behavior, server capabilities, etc. indicates this will not be a bottleneck. However, if I wish to sort the list I cannot sort it via the pagination plugin because it relies on the assumption that the result set is derived from a single SQL query, and also that the field name is consistent throughout. Thus, I must sort the merged array via ruby, e.g. @items.sort_by{ |i| i.whatever } But, since the items do not share common names, I must first interrogate the object and then call the correct sort by. For example, if the user wishes to sort by user name, if the sorted object is a message, I sort by author but if the object is a song, I sort by singer. This is all very gross and feels quite un-ruby-like. This same problem comes into play with the filter. If the user filters on the "parent item" (the message's thread, the song's album), I must translate that to the appropriate collection object method. Also gross. This is not the exact set-up but is close enough. Note that this is a legacy app so changing it is quite difficult, although not impossible. Also, yes there is some DRY that can be done, but don't focus on the style or elegance of the following code. Style/elegance of the SOLUTION is important, however! :D models: class User < ActiveRecord::Base ... has_and_belongs_to_many :favorite_messages, :class_name => "Message" has_and_belongs_to_many :favorite_songs, :class_name => "Song" has_many :authored_messages, :class_name => "Message" has_many :sung_songs, :class_name => "Song" end class Message < ActiveRecord::Base has_and_belongs_to_many :favorite_messages belongs_to :author, :class_name => "User" belongs_to :thread end class Song < ActiveRecord::Base has_and_belongs_to_many :favorite_songs belongs_to :singer, :class_name => "User" belongs_to :album end controller: def show u = User.find 123 @items = Array.new @items << u.favorite_messages @items << u.favorite_songs # etc. etc. @items.flatten! @items = @items.sort_by{ |i| i.created_at } @items = @items.paginate :page => params[:page], :per_page => 20 end def search # Assume user is searching for username like 'Bob' u = User.find 123 @items = Array.new @items << u.favorite_messages.find( :all, :conditions => "LOWER( author ) LIKE LOWER('%bob%')" ) @items << u.favorite_songs.find( :all, :conditions => "LOWER( singer ) LIKE ... " ) # etc. etc. @items.flatten! @items = @items.sort_by{ |i| determine appropriate sorting based on user selection } @items = @items.paginate :page => params[:page], :per_page => 20 end view: #index.html.erb ... <table> <tr> <th>Title (sort ASC/DESC links)</th> <th>Created By (sort ASC/DESC links))</th> <th>Collection Title (sort ASC/DESC links)</th> <th>Created At (sort ASC/DESC links)</th> </tr> <% @items.each |item| do %> <%= render { :partial => "message", :locals => item } if item.is_a? Message %> <%= render { :partial => "song", :locals => item } if item.is_a? Song %> <%end%> ... </table> #message.html.erb # shorthand, not real ruby print out message title, author name, thread title, message created at #song.html.erb # shorthand print out song title, singer name, album title, song created at

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  • Wordpress FORCE UPDATE of permalink settings

    - by Scott B
    I've been having issues on creating new wordpress blogs where I'm setting permalinks via script on theme activation. However, even though they appear to be correct when I check the permalink settings in WP, my new pages are throwing 404 errors. The only fix I've found is that I have to go back to permalink options and click "Save Changes", even though, according to the display, I've made no changes to need to save... I'm setting permalinks to /%postname%/ Here's how I'm doing it. if(get_option('permalink_structure')==""){update_option('permalink_structure', '/%postname%/');} That script gets run when my theme is activated. Any ideas why it only partially does the job?

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  • Displaying Google Calendar event data on FullCalendar

    - by aurealus
    I am using Google Calendar as a storage engine for a calendar system I am building, however, I am using a single Google user account with multiple calendars, i.e. each user on my system has their own calendar within the one user account. I'm able to create a calendar per user just fine, but I would like to have FullCalendar retrieve the events for display purposes, without manually getting the magic cookie url from Google Calendar settings. I would like to be able to retrieve it programmatically or 'proxy' the feed via an authenticated call to get event data that I'm doing in Django. $('#calendar').fullCalendar({ events: $.fullCalendar.gcalFeed( "http://www.google.com/calendar_url/" <-- or /my/event/feed/url ) });

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  • wx Python is not properly drawing customtree items

    - by uberjumper
    Hi, I am currently using wx.CustomTree, to use to display a series of configuration settings. I generally fill them with wx.TextCtrl / wx.Combobox, to allow the user to edit / enter stuff. Here is my code: class ConfigTree(CT.CustomTreeCtrl): """ Holds all non gui drawing panel stuff """ def __init__(self, parent): CT.CustomTreeCtrl.__init__(self, parent, id = common.ID_CONTROL_SETTINGS, style = wx.TR_DEFAULT_STYLE | wx.TR_HAS_BUTTONS | wx.TR_HAS_VARIABLE_ROW_HEIGHT | wx.TR_SINGLE) #self.HideWindows() #self.RefreshSubtree(self.root) self.population_size_ctrl = None self.SetSizeHints(350, common.FRAME_SIZE[1]) self.root = self.AddRoot("Configuration Settings") child = self.AppendItem(self.root, "Foo", wnd=wx.TextCtrl(self, wx.ID_ANY, "Lots Of Muffins")) The problem is, any children nodes, the data for these nodes is not filled in. When i basically expand the configuration settings tree node. I see the "Foo" node, however the textbox is empty. This is the same for both text node, Until i actually click on the child node. I've looked tried every form of update / etc. Does anyone have any ideas?

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  • How can I pass a raw System.Drawing.Image to an .ashx?

    - by Mike C
    I am developing an application that stores images as Base64 strings in xml files. I also want to allow the user to crop the image before saving it to the file, preferably all in memory without having to save a temp file, and then delete it afterwards. In order to display the newly uploaded image, I need to create a HTTP handler that I can bind the asp:Image to. The only examples for doing this online require passing the .ashx an ID and then pulling the image from a DB or other data store. Is it possible to somehow pass the raw data to the .ashx in order to get back the image? Thanks, Mike

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  • Animating removeFromSuperview

    - by brettr
    I'd like to animate the transition from a subview back to the super view. I display the subview using: [UIView beginAnimations:@"curlup" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [self.view addSubview:self.mysubview.view]; [UIView commitAnimations]; The above works fine. It's going back to the super view that I don't get any animation: [UIView beginAnimations:@"curldown" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [self.view removeFromSuperview]; [UIView commitAnimations]; Is there something different I should be doing to get the subview to animate when removed?

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  • Image rendering on browser or temporary images?

    - by Muralha
    I'm trying to make a statistics page where it will show several data and charts. The charts need to be pictures so that the user can save it/drag-and-drop to his/her personal reports. I'm using Gruff Graphs for Ruby to produce the charts but I don't know the best way to display the results safe and protected. Some of my ideas/tries are: save the chart to a file (jpg, png)? problem: data is available to anyone (don't have access to cron, to delete data from time to time) render in the browser (has to work on IE)? Use javascript (Raphaël—JavaScript Library) or Google API and output a PDF report (need plugin or gem, right)? use send_data? i've tried to output other way than inline, because I needs to show other data, is it possible? Thanks for any help.

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  • counter variable not working?

    - by jaycode
    Just like many things in rails, sometimes it works, sometimes it doesn't... Showing app/views/admin/products/_variant.html.erb where line #8 raised: undefined local variable or method `variant_counter' for #<ActionView::Base:0x107f7ae10> I only want to display variant_counter from partial _variant. This was the render caller code: <%= render :partial => '/admin/products/variant', :collection => product.variants %> The funny thing is, I have been using partial counter heaps number of times, somehow now I encountered this issue. Could anybody point me out what are there to find out what may went wrong?

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  • IE 7 anchor background

    - by Oden
    Why does IE 7 not handle, the css background property for anchors? css: .nav a { float: left; display: block; padding: 5px; height: 25px; line-height: 25px; font-weight: bold; } .nav a:hover { background: #fff; color: #000; } html: <div class="nav"> <a href="#">anchor</a> </div> It has no background, but only in ie7. Why?

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  • C# Drawing Oracle Spatial Geometries

    - by Keeper
    I need to create a simple app which can display geometries from Oracle Spatial in C#. These geometries are exported from AutoCAD Map 3D 2010 to Oracle Spatial. I need to pan, zoom, manage layers of these objects, events (like right click to popup a contextual menu, potentially different for every object), creating/deleting points (maybe also other polygons): a sort of simple AutoCAD interface. Should I look for an AutoCAD OEM license? Is there a drawing framework which can handle this or do I need to create my own?

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  • WPF/MVVM - should we create a different Class for each ViewModel ?

    - by FMFF
    I'm attempting the example from the excellent "How Do I" video for MVVM by Todd Miranda found in MSDN. I'm trying to adapt the example for my learning purpose. In the example, he has a ViewModel called EmployeeListViewModel. Now if I want to include Departments, should I create another ViewModel such as DepartmentListViewModel? The example has EmployeeRepository as the Data Source. In my case, I'm trying to use an Entity object as the datasource (Employees.edmx in Model folder and EmployeeRepository.cs in DataAccess folder). If I want to display the list of Departments, should I create a separate class called DepartmentRepository and put all department related method definitions there? What if I want to retrieve the employee name and their department's name together? Where should I place the methods for this? I'm very new to WPF and MVVM and please let me know if any of the above needs to be re-phrased. Thank you for all the help.

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  • ASP.NET MVC: Problem generating thumbnails...need help!

    - by Ryan Pitts
    Ok, so i'm new to asp.net mvc and i'm trying to make a web application photo gallery. I've posted once on here about this issue i am having of trying to generate thumbnails on-the-fly on the page instead of the actual full-size images. Basically, the functionality i am looking for is to be able to have thumbnails on the page and then be able to click the images to see the full-size version. I am pulling the images and images info from an XML file. So, i did this so i could display them dynamically and so it would be easier to make changes later. Later, i am going to add functionality to upload new images to specific galleries (when i figure out how to do that as well). I am providing a link to download the project i am working on so you can see the code. I would appreciate any help with this! Thanks! URL to project: http://www.diminished4th.com/TestArtist.zip Ryan

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  • Aligning a formtable with button

    - by Hulk
    In the below code how to align the the print button next to the table and not below or above it. <div id="content"> <form action="Empform" method="post" name="emp"> <tr><th>Name</t></tr> <tr><td></td></tr> </table> <br> <br> <label>Comments: </label> <br> <textarea rows=10 cols=75></textarea> </form> <input type="button" value="Copy" id="print" onclick="javascript:copy();" style="display:inline;/> <br> </div> Thanks..

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  • matlab: figure size, same axis size

    - by Art
    I have a figure with fixed size, like that: hFig = figure(1); set(hFig, 'Position', [200 200 500 500]) But the thing is, that I want to have my AXIS with fixed size (i want them to be a square), not (necessary) the whole figure... - see image attached, Y axis is a bit longer than X axis (of course longer in a meaning of display... X and Y axis range is set to the same value). How to adjust it? Thanks!

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  • Using glRotate and glTranslate with collision detection.

    - by Cetra
    Hey guys, Say I use glRotate to translate the current view based on some arbitrary user input (i.e, if key left is pressed then rtri+=2.5f) glRotatef(rtri,0.0f,1.0f,0.0f); Then I draw the triangle in the rotated position: glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); // Finished Drawing The Triangle How do I get the resulting translated vertexes for use in collision detection? Or will I have to manually apply the transform myself and thus doubling up the work? The reason I ask is that I wouldn't mind implementing display lists.

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  • Firefox fails to detect content type set by PHP

    - by Ying
    Hi all, I want a php page to 'display' a pdf. Here is the code: <?php header("Content-type: application/pdf"); readfile('Reportage - Berlin.pdf'); //tried echo(readfile(...)) as well ?> Not very complicated I think, but somehow firefox cant detect that this is a pdf. This works in Safari but in firefox, i get a prompt to download the file, so i get like a pdftest.php file. I know im getting my file because if I rename the extension to pdf, i can open it. This seems too simple! am i missing something?

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  • Is it worth caching a Dictionary for foreign key values in ASP.net?

    - by user169867
    I have a Dictionary<int, string> cached (for 20 minutes) that has ~120 ID/Name pairs for a reference table. I iterate over this collection when populating dropdown lists and I'm pretty sure this is faster than querying the DB for the full list each time. My question is more about if it makes sense to use this cached dictionary when displaying records that have a foreign key into this reference table. Say this cached reference table is a EmployeeType table. If I were to query and display a list of employee names and types should I query for EmployeeName and EmployeeTypeID and use my cached dictionary to grab the EmployeeTypeIDs name as each record is displayed or is it faster to just have the DB grab the EmployeeName and JOIN to get the EmployeeType string bypassing the cached Dictionary all together. I know both will work but I'm interested in what will perform the fastest. Thanks for any help.

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