Search Results

Search found 9976 results on 400 pages for 'identity map'.

Page 57/400 | < Previous Page | 53 54 55 56 57 58 59 60 61 62 63 64  | Next Page >

  • Accepts Nested Attributes For - edit form displays incorrect number of items ( + !map:ActiveSupport:

    - by Brightbyte8
    Hi, I have a teacher profile model which has many subjects (separate model). I want to add subjects to the profile on the same form for creating/editing a profile. I'm using accepts_nested_attributes for and this works fine for creation. However on the edit page I am getting a very strange error - instead of seeing 3 subjects (I added three at create and a look into the console confirms this), I see 12 subjects(!). #Profile model class Profile < ActiveRecord::Base has_many :subjects accepts_nested_attributes_for :subjects end #Subject Model class Subject < ActiveRecord::Base belongs_to :profile end #Profile Controller (only showing deviations from normal RESTFUL setup) def new @profile = Profile.new 3.times do @profile.subjects.build end end #Here's 1 of three parts of the subject output of = debug @profile errors: !ruby/object:ActiveRecord::Errors base: *id004 errors: !map:ActiveSupport::OrderedHash {} subjects: - &id001 !ruby/object:Subject attributes: exam: Either name: "7" created_at: 2010-04-15 10:38:13 updated_at: 2010-04-15 10:38:13 level: Either id: "31" profile_id: "3" attributes_cache: {} # Note that 3 of these attributes are displayed despite me seeing 12 subjects on screen Other info in case it's relevant. Rails: 2.3.5 Ruby 1.8.7 p149 HAML I've never had so much difficulty with a bug before - I've already lost about 8 hours to it. Would really appreciate any help! Thanks to any courageous takers Jack

    Read the article

  • Add kilometers to a map point

    - by proveyourselfthom
    Good morning. I would like to know how do I add kilometers to a map point (latitude / longitude). For example: The city Jaraguá do Sul is in latitude -26.462049, longitude -49.059448. I want to add 100 kilometers up, down, and on the sides. I want to do a square and get the new points. How do I do that? I tried it: <?php $distance = 100; $earthRadius = 6371; $lat1 = -26.4853239150483; $lon1 = -49.075927734375; $bearing = 0; $lat2 = asin(sin($lat1) * cos($distance / $earthRadius) + cos($lat1) * sin($distance / $earthRadius) * cos($bearing)); $lon2 = $lon1 + atan2(sin($bearing) * sin($distance / $earthRadius) * cos($lat1), cos($distance / $earthRadius) - sin($lat1) * sin($lat2)); echo 'LAT: ' . $lat2 . '<br >'; echo 'LNG: ' . $lon2; ?> But it's returning wrong cordinates. Thank you! Thank you very much.

    Read the article

  • How to map a test onto a list of numbers

    - by Arthur Ulfeldt
    I have a function with a bug: user> (-> 42 int-to-bytes bytes-to-int) 42 user> (-> 128 int-to-bytes bytes-to-int) -128 user> looks like I need to handle overflow when converting back... Better write a test to make sure this never happens again. This project is using clojure.contrib.test-is so i write: (deftest int-to-bytes-to-int (let [lots-of-big-numbers (big-test-numbers)] (map #(is (= (-> % int-to-bytes bytes-to-int) %)) lots-of-big-numbers))) This should be testing converting to a seq of bytes and back again produces the origional result on a list of 10000 random numbers. Looks OK in theory? except none of the tests ever run. Testing com.cryptovide.miscTest Ran 23 tests containing 34 assertions. 0 failures, 0 errors. why don't the tests run? what can I do to make them run?

    Read the article

  • How to map a 0..1 to 1 relationship in Entity Framework 3

    - by sako73
    I have two tables, Users, and Address. A the user table has a field that maps to the primary key of the address table. This field can be null. In plain english, Address exist independent of other objects. A user may be associated with one address. In the database, I have this set up as a foreign key relationship. I am attempting to map this relationship in the Entity Framework. I am getting errors on the following code: <Association Name="fk_UserAddress"> <End Role="User" Type="GenesisEntityModel.Store.User" Multiplicity="1"/> <End Role="Address" Type="GenesisEntityModel.Store.Address" Multiplicity="0..1" /> <ReferentialConstraint> <Principal Role="Address"> <PropertyRef Name="addressId"/> </Principal> <Dependent Role="User"> <PropertyRef Name="addressId"/> </Dependent> </ReferentialConstraint> </Association> It is giving a "The Lower Bound of the multiplicity must be 0" error. I would appreciate it if anyone could explain the error, and the best way to solve it. Thanks for any help.

    Read the article

  • Using nHibernate to map two different data models to one entity model

    - by Dan
    I have two different data models that map to the same Car entity. I needed to create a second entity called ParkedCar, which is identical to Car (and therefore inherits from it) in order to stop nhibernate complaining that two mappings exists for the same entity. public class Car { protected Car() { IsParked = false; } public virtual int Id { get; set; } public bool IsParked { get; internal set; } } public class ParkedCar : Car { public ParkedCar() { IsParked = true; } //no additional properties to car, merely exists to support mapping and signify the car is parked } The only issue is that when I come to retrieve a Car from the database using the Criteria API like so: SessionProvider.OpenSession.Session.CreateCriteria<Car>() .Add(Restrictions.Eq("Id", 123)) .List<Car>(); The query brings back Car Entities that are from the ParkedCar data model. Its as if nhibernate defaults to the specialised entity. And the mappings are defiantly looking in the right place: <class name="Car" xmlns="urn:nhibernate-mapping-2.2" table="tblCar"> <class name="ParkedCar" xmlns="urn:nhibernate-mapping-2.2" table="tblParkedCar" > How do I stop this?

    Read the article

  • Attempting to calculate width of Map Overlays on the fly

    - by Bloudermilk
    Hey all- I am working on an Android app that utilizes the Google Maps API MapView, MapController, MapActivity, and ItemizedOverlay. I am basically trying to recreate certain functionalities of the Maps app (damn Google for not providing speech bubbles—for lack of a better name—for items!), particularly those speech bubbles. I have an invisible XML structure for the speech bubble in the XML layout file containing my MapView. The first time I show a speech bubble I grab that XML and remove it from it's current parent, applying some ItemizedOverlay.LayoutParams to it, and add it to the MapView as an Overlay. I position it above the item that was selected, fill it with the proper text, then set it to visible. This all works great. The goal here, though, is to also automatically animate the map to reveal any parts of a speech bubble that may be off-screen when it opens. So I'm trying popup.getWidth() (popup is the instance of my LinearLayout that is the speech bubble) after I do all the manipulation to the bubble, even after I display it to the user. Problem is, popup.getWidth() is returning me the width of the previously displayed popup, not the currently displayed one. I can't figure out why this would be happening if I'm fetching the width after I set it to visible with its new dimensions (which, by the way, are relative when I'm setting them with LayoutParams: fill_content for both width and height).. I have even tried forcing both the MapView and the "popup" to invalidate() before trying to fetch the width. Any ideas why this may be happening? How can I force the View to settle into its new dimensions before trying to fetch them? Thanks! Nick

    Read the article

  • How do i map this in NHibernate

    - by Andrew Smith
    I Have two classes, Survey and Poll classes. Also I have Question and Question Choice classes. How do I map these so I come out with particular table formats. here is the classes involved. public class Survey { public IList<Question> Questions { get; private set; } } public class Poll { public Question Question { get; set; } } public class Question { public string Text { get; set; } public IList<QuestionChocie> Choices { get; private set; } } public class QuestionChoice { public string Text { get; set; } } The resulting tables that I'm shooting for include the following Surveys- a table of survey information. Polls - a table of polls information. SurveyQuestions -a table of survey questions. PollQuestions - a table of poll questions. SurveyChoices - a table of the question choices for the surveys. PollChoices - a table of the question choices for the survey. preferably i really want to know for fluent nhibernate, or just mapping xml is fine too.

    Read the article

  • Using map() on a _set in a template?

    - by Stuart Grimshaw
    I have two models like this: class KPI(models.Model): """KPI model to hold the basic info on a Key Performance Indicator""" title = models.CharField(blank=False, max_length=100) description = models.TextField(blank=True) target = models.FloatField(blank=False, null=False) group = models.ForeignKey(KpiGroup) subGroup = models.ForeignKey(KpiSubGroup, null=True) unit = models.TextField(blank=True) owner = models.ForeignKey(User) bt_measure = models.BooleanField(default=False) class KpiHistory(models.Model): """A historical log of previous KPI values.""" kpi = models.ForeignKey(KPI) measure = models.FloatField(blank=False, null=False) kpi_date = models.DateField() and I'm using RGraph to display the stats on internal wallboards, the handy thing is Python lists get output in a format that Javascript sees as an array, so by mapping all the values into a list like this: def f(x): return float(x.measure) stats = map(f, KpiHistory.objects.filter(kpi=1) then in the template I can simply use {{ stats }} and the RGraph code sees it as an array which is exactly what I want. [87.0, 87.5, 88.5, 90] So my question is this, is there any way I can achieve the same effect using Django's _set functionality to keep the amount of data I'm passing into the template, up until now I've been passing in a single KPI object to be graphed but now I want to pass in a whole bunch so is there anything I can do with _set {{ kpi.kpihistory_set }} dumps the whole model out, but I just want the measure field. I can't see any of the built in template methods that will let me pull out just the single field I want. How have other people handled this situation?

    Read the article

  • plot an item map (based on difficulties)

    - by Tyler Rinker
    I have a data set of item difficulties that correspond to items on a questionnaire that looks like this: item difficulty 1 ITEM_6: I DESTROY THINGS BELONGING TO OTHERS 2.31179818 2 ITEM_11: I PHYSICALLY ATTACK PEOPLE 1.95215238 3 ITEM_5: I DESTROY MY OWN THINGS 1.93479536 4 ITEM_10: I GET IN MANY FIGHTS 1.62610855 5 ITEM_19: I THREATEN TO HURT PEOPLE 1.62188759 6 ITEM_12: I SCREAM A LOT 1.45137544 7 ITEM_8: I DISOBEY AT SCHOOL 0.94255210 8 ITEM_3: I AM MEAN TO OTHERS 0.89941812 9 ITEM_20: I AM LOUDER THAN OTHER KIDS 0.72752197 10 ITEM_17: I TEASE OTHERS A LOT 0.61792597 11 ITEM_9: I AM JEALOUS OF OTHERS 0.61288399 12 ITEM_4: I TRY TO GET A LOT OF ATTENTION 0.39947791 13 ITEM_18: I HAVE A HOT TEMPER 0.32209970 14 ITEM_13: I SHOW OFF OR CLOWN 0.31707701 15 ITEM_7: I DISOBEY MY PARENTS 0.20902108 16 ITEM_2: I BRAG 0.19923607 17 ITEM_15: MY MOODS OR FEELINGS CHANGE SUDDENLY 0.06023317 18 ITEM_14: I AM STUBBORN -0.31155481 19 ITEM_16: I TALK TOO MUCH -0.67777282 20 ITEM_1: I ARGUE A LOT -1.15013758 I want to make an item map of these items that looks similar (not exactly) to this (I created this in word but it lacks true scaling as I just eyeballed the scale). It's not really a traditional statistical graphic and so I don't really know how to approach this. I don't care what graphics system this is done in but I am more familiar with ggplot2 and base. I would greatly appreciate a method of plotting this sort of unusual plot. Here's the data set (I'm including it as I was having difficulty using read.table on the dataframe above): DF <- structure(list(item = structure(c(17L, 3L, 16L, 2L, 11L, 4L, 19L, 14L, 13L, 9L, 20L, 15L, 10L, 5L, 18L, 12L, 7L, 6L, 8L, 1L ), .Label = c("ITEM_1: I ARGUE A LOT", "ITEM_10: I GET IN MANY FIGHTS", "ITEM_11: I PHYSICALLY ATTACK PEOPLE", "ITEM_12: I SCREAM A LOT", "ITEM_13: I SHOW OFF OR CLOWN", "ITEM_14: I AM STUBBORN", "ITEM_15: MY MOODS OR FEELINGS CHANGE SUDDENLY", "ITEM_16: I TALK TOO MUCH", "ITEM_17: I TEASE OTHERS A LOT", "ITEM_18: I HAVE A HOT TEMPER", "ITEM_19: I THREATEN TO HURT PEOPLE", "ITEM_2: I BRAG", "ITEM_20: I AM LOUDER THAN OTHER KIDS", "ITEM_3: I AM MEAN TO OTHERS", "ITEM_4: I TRY TO GET A LOT OF ATTENTION", "ITEM_5: I DESTROY MY OWN THINGS", "ITEM_6: I DESTROY THINGS BELONGING TO OTHERS", "ITEM_7: I DISOBEY MY PARENTS", "ITEM_8: I DISOBEY AT SCHOOL", "ITEM_9: I AM JEALOUS OF OTHERS" ), class = "factor"), difficulty = c(2.31179818110545, 1.95215237740899, 1.93479536058926, 1.62610855327073, 1.62188759115818, 1.45137543733965, 0.942552101641177, 0.899418119889782, 0.7275219669431, 0.617925967008653, 0.612883990709181, 0.399477905189577, 0.322099696946661, 0.31707700560997, 0.209021078266059, 0.199236065264793, 0.0602331732900628, -0.311554806052955, -0.677772822413495, -1.15013757942119)), .Names = c("item", "difficulty" ), row.names = c(NA, -20L), class = "data.frame") Thank you in advance.

    Read the article

  • OpenLayers eraseFeatures doesn't erase features from map screen.

    - by Jenny
    I'm using OpenLayers, and have a layer for my Map, and a single Vector Layer. In this vector layer, I am using the DrawFeature control to draw a square. I have a listener waiting for a feature to be added, and then deleting any existing features (I only want one square at a time), like so: polygonLayer.events.register("beforefeatureadded", feature, function(evt){ console.log("Clearing existing polygons"); console.log(polygonLayer.features.length); polygonLayer.destroyFeatures(); polygonLayer.redraw(); });//end attempt at events registration When I check my layer.features.size, I can see that it's always 1, just like I expect, but the squares on the screen are still displayed. Even when I call .redraw() on the layer, the squares are still there. Is there some extra step I'm missing? Edit: You can find my code here: http://pastie.org/909644 Edit: Just realized: If I draw a square from previously existing coordinates, I can clear it just fine. It seems to be just the squares drawn from the controller that are an issue?

    Read the article

  • MongoDB map reduce count giving more results than a query

    - by giorgiosironi
    I have a collection users in Mongo and I execute this map reduce which I believe is the equivalent of a COUNT(*) GROUP BY origin: > m = function() { for (i in this.membership) { ... emit( this.membership[i].platform_profile.origin, 1 ); ... } } function () { for (i in this.membership) { emit(this.membership[i].platform_profile.origin, 1); } } > r = function( id, values ) { var result = 0; ... for ( var i = 0; i < values.length; i ++ ) { result += values[i]; } ... return result; } function (id, values) { var result = 0; for (var i = 0; i < values.length; i++) { result += values[i]; } return result; } > db.users.mapReduce(m, r, {out : { inline: 1}}); { "results" : [ { "_id" : 0, "value" : 15 }, { "_id" : 1, "value" : 449 }, ... } But if I try to count how many documents have this field set to a specific value like 1, I get fewer results: db.users.count({"membership.platform_profile.origin": 1}); 424 What am I missing?

    Read the article

  • List of values as keys for a Map

    - by thr
    I have lists of variable length where each item can be one of four unique, that I need to use as keys for another object in a map. Assume that each value can be either 0, 1, 2 or 3 (it's not integer in my real code, but a lot easier to explain this way) so a few examples of key lists could be: [1, 0, 2, 3] [3, 2, 1] [1, 0, 0, 1, 1, 3] [2, 3, 1, 1, 2] [1, 2] So, to re-iterate: each item in the list can be either 0, 1, 2 or 3 and there can be any number of items in a list. My first approach was to try to hash the contents of the array, using the built in GetHashCode() in .NET to combine the hash of each element. But since this would return an int I would have to deal with collisions manually (two equal int values are identical to a Dictionary). So my second approach was to use a quad tree, breaking down each item in the list into a Node that has four pointers (one for each possible value) to the next four possible values (with the root node representing [], an empty list), inserting [1, 0, 2] => Foo, [1, 3] => Bar and [1, 0] => Baz into this tree would look like this: Grey nodes nodes being unused pointers/nodes. Though I worry about the performance of this setup, but there will be no need to deal with hash collisions and the tree won't become to deep (there will mostly be lists with 2-6 items stored, rarely over 6). Is there some other magic way to store items with lists of values as keys that I have missed?

    Read the article

  • Auto generate varchar Ticket number via DB...

    - by Rusty
    Hello, I'm looking for suggestion on how to get the DB to auto generate Ticket numbers (preferably via the SQL DB) for a varchar column. I have the following tables in the DB: Activities & Cases and would prefer the format to be "Act000001" or "Cse000001". This would be something similar to the identity column property. Any suggestion would be highly appreciated. Thanks. Rusty

    Read the article

  • Where should I put zoomIn in my MapActivity?

    - by Johny
    I'm writing an Android app, and I'd like to zoomIn as soon as the map has been loaded. I get the following error: java.lang.IllegalArgumentException: width and height must be > 0 This MapActivity - width and height must be > 0 question suggests the problem is the zoomIn() method is in the onCreate() method. But I get same error when I put it in the onResume() method. I've been searching for hours and I can't find anything about it at http://developer.android.com or anywhere else... Also I can't find a way to get the time point the map has been loaded. A "MapLoadedListener" or something like that... EDIT Here is my code: public class AMap extends MapActivity{ private final String LOG_TAG = this.getClass().getSimpleName(); private Context mContext; private Chronometer timer; private TextView tvCountdown; private RelativeLayout rl; private MapView mapView; private MapController mapController; private List<Overlay> mapOverlays; private PlayersOverlay playersOverlay; private Drawable drawable; private Builder endDialog; private ContextThemeWrapper ctw; private Handler mHandler = new Handler(); private Player player = new Player(); private StartTask startTask; private EndTask endTask; private MyDBAdapter mdba; private Cursor playersCursor; private UpdateBroadcastReceiver r; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map_view); mContext = AMap.this; // set map mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); mapView.setFocusable(true); // find the relative layout rl = (RelativeLayout) findViewById(R.id.rl); // set the chronometer timer = (Chronometer) findViewById(R.id.tv_timer); timer.setBackgroundColor(Color.DKGRAY); // set the countdown textview tvCountdown = (TextView) findViewById(R.id.tv_countdown); // Open DB connection and get players Cursor mdba = new MyDBAdapter(mContext); mdba.open(); playersCursor = mdba.getGame(); // Get this player's id and location Intent starter = this.getIntent(); player.setId(starter.getIntExtra("id", 0)); player.setLatitude(starter.getDoubleExtra("lat", 0)); player.setLongitude(starter.getDoubleExtra("lon", 0)); // Set this player's location as map's center GeoPoint geoPoint = new GeoPoint((int) (player.getLatitude()*1E6), (int) (player.getLongitude()*1E6)); mapController = mapView.getController(); mapController.setCenter(geoPoint); mapController.setZoom(15); Log.d(LOG_TAG, "My playersCursor has "+playersCursor.getCount()+" rows"); // drawable is needed but not used drawable = this.getResources().getDrawable(R.drawable.ic_launcher); // set PlayersOverlay (locations and statuses) playersOverlay = new PlayersOverlay(player.getId(), playersCursor, drawable, this); mapOverlays = mapView.getOverlays(); mapOverlays.add(playersOverlay); mHandler.postDelayed(mUpdateTimeTask, 100); } private Runnable mUpdateTimeTask = new Runnable() { public void run() { int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, "w = "+w+" , h = "+h); mHandler.postAtTime(this, System.currentTimeMillis() + 1000); } }; @Override public void onAttachedToWindow(){ Log.d(LOG_TAG, "Attached to Window"); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Attached to window: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } public void onWindowFocusChanged(boolean hasFocus){ Log.d(LOG_TAG, "Focus changed to: "+hasFocus); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Window focus changed: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } @Override protected void onStart(){ super.onStart(); // Create and register the broadcast receiver for messages from service IntentFilter filter = new IntentFilter(AppConstants.iGAME_UPDATE); r = new UpdateBroadcastReceiver(); registerReceiver(r, filter); // Create the dialog for end of game ctw = new ContextThemeWrapper(mContext, android.R.style.Theme_Translucent_NoTitleBar_Fullscreen); endDialog = new AlertDialog.Builder(ctw); endDialog.setMessage("End of Game"); endDialog.setCancelable(false); endDialog.setNeutralButton("OK", new OnClickListener(){ @Override public void onClick(DialogInterface dialog, int which) { Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } }); } @Override protected void onStop() { if(!playersCursor.isClosed()) playersCursor.close(); unregisterReceiver(r); mdba.close(); super.onStop(); } @Override protected boolean isRouteDisplayed() { return false; } // Receives signal from NetworkService that DB has been updated public class UpdateBroadcastReceiver extends BroadcastReceiver { boolean startSignal, update, endSignal; @Override public void onReceive(Context context, Intent intent) { endSignal = intent.getBooleanExtra("endSignal", false); if(endSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received End Signal"); endTask = new EndTask(); endTask.execute(); return; } update = intent.getBooleanExtra("update", false); if(update){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received game update"); playersCursor.requery(); mapView.invalidate(); return; } startSignal = intent.getBooleanExtra("startSignal", false); if(startSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received Start Signal"); startTask = new StartTask(); startTask.execute(); return; } } } class StartTask extends AsyncTask<Void,Integer,Void>{ private final ToneGenerator tg = new ToneGenerator(AudioManager.STREAM_NOTIFICATION, 100); private final long DELAY = 1200; @Override protected Void doInBackground(Void... params) { int i = 3; while(i>=0){ publishProgress(i); try { Thread.sleep(DELAY); } catch (InterruptedException e) { e.printStackTrace(); } i--; } return null; } @Override protected void onProgressUpdate(Integer... progress){ tg.startTone(ToneGenerator.TONE_PROP_PROMPT); tvCountdown.setText(""+progress[0]); } @Override protected void onPostExecute(Void result) { rl.removeView(tvCountdown); timer.setBase(SystemClock.elapsedRealtime()); timer.start(); //enable screen touches playersOverlay.setGameStarted(true); } } class EndTask extends AsyncTask<Void,Void,Void>{ @Override protected void onPreExecute(){ //disable screen touches playersOverlay.setEndOfGame(true); timer.stop(); } @Override protected Void doInBackground(Void... params) { return null; } @Override protected void onPostExecute(Void result) { try{ endDialog.show(); }catch(Exception e){ Toast.makeText(mContext, "End of game", Toast.LENGTH_LONG); Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } mHandler.removeCallbacks(mUpdateTimeTask); } } }

    Read the article

  • Restricting access to records. Is claim-based permissions a good idea.

    - by Vitalik
    in .net Claim-based identity framework If i wanted to restrict users to do an operation (view or edit) on let's say an account, a particular account #123456.(i am talking about business entity, like a bank account.) Is it a good idea to create a claim for each account they can view or edit? Any disadvantages of having a lot of claims in a set? a system admin might have access to all accounts in the system thus creating hundreds of claims (maybe more than one for each account)

    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

  • Java map / nio / NFS issue causing a VM fault: "a fault occurred in a recent unsafe memory access op

    - by Matthew Bloch
    I have written a parser class for a particular binary format (nfdump if anyone is interested) which uses java.nio's MappedByteBuffer to read through files of a few GB each. The binary format is just a series of headers and mostly fixed-size binary records, which are fed out to the called by calling nextRecord(), which pushes on the state machine, returning null when it's done. It performs well. It works on a development machine. On my production host, it can run for a few minutes or hours, but always seems to throw "java.lang.InternalError: a fault occurred in a recent unsafe memory access operation in compiled Java code", fingering one of the Map.getInt, getShort methods, i.e. a read operation in the map. The uncontroversial (?) code that sets up the map is this: /** Set up the map from the given filename and position */ protected void open() throws IOException { // Set up buffer, is this all the flexibility we'll need? channel = new FileInputStream(file).getChannel(); MappedByteBuffer map1 = channel.map(FileChannel.MapMode.READ_ONLY, 0, channel.size()); map1.load(); // we want the whole thing, plus seems to reduce frequency of crashes? map = map1; // assumes the host writing the files is little-endian (x86), ought to be configurable map.order(java.nio.ByteOrder.LITTLE_ENDIAN); map.position(position); } and then I use the various map.get* methods to read shorts, ints, longs and other sequences of bytes, before hitting the end of the file and closing the map. I've never seen the exception thrown on my development host. But the significant point of difference between my production host and development is that on the former, I am reading sequences of these files over NFS (probably 6-8TB eventually, still growing). On my dev machine, I have a smaller selection of these files locally (60GB), but when it blows up on the production host it's usually well before it gets to 60GB of data. Both machines are running java 1.6.0_20-b02, though the production host is running Debian/lenny, the dev host is Ubuntu/karmic. I'm not convinced that will make any difference. Both machines have 16GB RAM, and are running with the same java heap settings. I take the view that if there is a bug in my code, there is enough of a bug in the JVM not to throw me a proper exception! But I think it is just a particular JVM implementation bug due to interactions between NFS and mmap, possibly a recurrence of 6244515 which is officially fixed. I already tried adding in a "load" call to force the MappedByteBuffer to load its contents into RAM - this seemed to delay the error in the one test run I've done, but not prevent it. Or it could be coincidence that was the longest it had gone before crashing! If you've read this far and have done this kind of thing with java.nio before, what would your instinct be? Right now mine is to rewrite it without nio :)

    Read the article

  • Random strange behaviour on Google Maps v2

    - by fesja
    hi, I'm having a particular fight with Google Maps v2 on Chrome. The map is shown well on all browsers except Chrome, that without any particular reason, it does any of these things as you can see on the image: Moving the center to the south Showing the markers to the right, but if i move the map, they moved too to the next section of the map. Perfect I have the following javascript: if (GBrowserIsCompatible()) { var map = new GMap2(document.getElementById("map")); var bounds = new GLatLngBounds(); map.enableScrollWheelZoom(); map.addControl(new GSmallMapControl()); map.addControl(new GMapTypeControl()); map.removeMapType(G_HYBRID_MAP); var zoomout = 1; var pcenter_0 = new GLatLng(40.420300, -3.705770); var marker_0 = new GMarker(pcenter_0, {draggable: false}); map.addOverlay(marker_0); marker_0.bindInfoWindowHtml('info', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_0.getPoint()); var pcenter_1 = new GLatLng(41.385719, 2.170050); var marker_1 = new GMarker(pcenter_1, {draggable: false}); map.addOverlay(marker_1); marker_1.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_1.getPoint()); var pcenter_2 = new GLatLng(48.856918, 2.341210); var marker_2 = new GMarker(pcenter_2, {draggable: false}); map.addOverlay(marker_2); marker_2.bindInfoWindowHtml('info', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_2.getPoint()); var pcenter_3 = new GLatLng(37.779160, -122.420052); var marker_3 = new GMarker(pcenter_3, {draggable: false}); map.addOverlay(marker_3); marker_3.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_3.getPoint()); var pcenter_4 = new GLatLng(48.202541, 16.368799); var marker_4 = new GMarker(pcenter_4, {draggable: false}); map.addOverlay(marker_4); marker_4.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_4.getPoint()); zoomToBounds(zoomout); } function zoomToBounds(zoomout) { map.setCenter(bounds.getCenter()); var zoom = map.getBoundsZoomLevel(bounds)-zoomout; if(zoom < 1) zoom = 1; map.setZoom(zoom); map.checkResizeAndCenter(); } Do you have any idea or clue of what can be happening? It's very annoying to have this random javascript errors.. If you need more info, please ask! thanks! Update to add html code (before javascript) <div id="index_map"> <div id="map"></div> </div> I've aldo updated the markers code

    Read the article

  • Exporting classes containing std:: objects (vector, map, etc) from a dll

    - by RnR
    I'm trying to export classes from a DLL that contain objects such as std::vectors and std::stings - the whole class is declared as dll export through: class DLL_EXPORT FontManager { The problem is that for members of the complex types I get this warning: warning C4251: 'FontManager::m__fonts' : class 'std::map<_Kty,_Ty' needs to have dll-interface to be used by clients of class 'FontManager' with [ _Kty=std::string, _Ty=tFontInfoRef ] I'm able to remove some of the warnings by putting the following forward class declaration before them even though I'm not changing the type of the member variables themselves: template class DLL_EXPORT std::allocator<tCharGlyphProviderRef>; template class DLL_EXPORT std::vector<tCharGlyphProviderRef,std::allocator<tCharGlyphProviderRef> >; std::vector<tCharGlyphProviderRef> m_glyphProviders; Looks like the forward declaration "injects" the DLL_EXPORT for when the member is compiled but is it safe? Does it realy change anything when the client compiles this header and uses the std container on his side? Will it make all future uses of such a container DLL_EXPORT (and possibly not inline?)? And does it really solve the problem that the warning tries to warn about? Is this warning anything I should be worried about or would it be best to disable it in the scope of these constructs? The clients and the dll will always be built using the same set of libraries and compilers and those are header only classes... I'm using Visual Studio 2003 with the standard STD library. ---- Update ---- I'd like to target you more though as I see the answers are general and here we're talking about std containers and types (such as std::string) - maybe the question really is: Can we disable the warning for standard containers and types available to both the client and the dll through the same library headers and treat them just as we'd treat an int or any other built-in type? (It does seem to work correctly on my side.) If so would should be the conditions under which we can do this? Or should maybe using such containers be prohibited or at least ultra care taken to make sure no assignment operators, copy constructors etc will get inlined into the dll client? In general I'd like to know if you feel designing a dll interface having such objects (and for example using them to return stuff to the client as return value types) is a good idea or not and why - I'd like to have a "high level" interface to this functionality... maybe the best solution is what Neil Butterworth suggested - creating a static library?

    Read the article

  • What classes should I map against with NHibernate?

    - by apollodude217
    Currently, we use NHibernate to map business objects to database tables. Said business objects enforce business rules: The set accessors will throw an exception on the spot if the contract for that property is violated. Also, the properties enforce relationships with other objects (sometimes bidirectional!). Well, whenever NHibernate loads an object from the database (e.g. when ISession.Get(id) is called), the set accessors of the mapped properties are used to put the data into the object. What's good is that the middle tier of the application enforces business logic. What's bad is that the database does not. Sometimes crap finds its way into the database. If crap is loaded into the application, it bails (throws an exception). Sometimes it clearly should bail because it cannot do anything, but what if it can continue working? E.g., an admin tool that gathers real-time reports runs a high risk of failing unnecessarily instead of allowing an admin to even fix a (potential) problem. I don't have an example on me right now, but in some instances, letting NHibernate use the "front door" properties that also enforce relationships (especially bidi) leads to bugs. What are the best solutions? Currently, I will, on a per-property basis, create a "back door" just for NHibernate: public virtual int Blah {get {return _Blah;} set {/*enforces BR's*/}} protected virtual int _Blah {get {return blah;} set {blah = value;}} private int blah; I showed the above in C# 2 (no default properties) to demonstrate how this gets us basically 3 layers of, or views, to blah!!! While this certainly works, it does not seem ideal as it requires the BL to provide one (public) interface for the app-at-large, and another (protected) interface for the data access layer. There is an additional problem: To my knowledge, NHibernate does not give you a way to distinguish between the name of the property in the BL and the name of the property in the entity model (i.e. the name you use when you query, e.g. via HQL--whenever you give NHibernate the name (string) of a property). This becomes a problem when, at first, the BR's for some property Blah are no problem, so you refer to it in your O/R mapping... but then later, you have to add some BR's that do become a problem, so then you have to change your O/R mapping to use a new _Blah property, which breaks all existing queries using "Blah" (common problem with programming against strings). Has anyone solved these problems?!

    Read the article

  • Google Map only showing Grey Blocks on load - Debug Cert has been obtained

    - by Tom
    I am attempting to follow the Google Map View under the views tutorial for the Android. I have followed step by step but still only see grey blocks when viewed. First: I created a Virtual Device using "Google API's(Google Inc.) Platform 2.2 API Level 8" Second: When creating my project I selected "Google API's Google Inc. Platform 2.2 API Level 8". Third: I obtained the SDK Debug Certificate Fouth: Began Coding. Main.xml <?xml version="1.0" encoding="utf-8"?> <com.google.android.maps.MapView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/mapview" android:layout_width="fill_parent" android:layout_height="fill_parent" android:clickable="true" android:apiKey="0l4sCTTyRmXTNo7k8DREHvEaLar2UmHGwnhZVHQ" / HelloGoogleMaps.java package com.example.googlemap; import android.app.Activity; import android.os.Bundle; import com.google.android.maps.MapView; import com.google.android.maps.MapActivity; public class HelloGoogleMaps extends MapActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } @Override protected boolean isRouteDisplayed() { return false; } } HelloGoogleMaps Manifest: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.googlemap" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <uses-library android:name="com.google.android.maps" /> <activity android:name=".HelloGoogleMaps" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/> </manifest> Any thoughts?? Thanks!

    Read the article

  • iPad Safari's mapping of mouse events to touch events in image-maps

    - by Tim
    My website makes extensive use of image-maps. The images are of pages from a medieval manuscript. The mouseOver event of the AREA tags has a tooltip attached to it, which displays a modern typographic transcription of the ancient script for the line the mouse is hovering over. I just checked my website out on the iPad at the Apple store. The iPad is many respects a joy to use, however, I am wondering about Apple's mapping of the mouseEvents to the finger-touch events. Apple probably had a good reason for doing things as they did, but their choices seem counterintuitive an overly complicated to me. Specifically, the iPad Safari browser clearly was responding to both fingerDown and fingerTap, and in different ways. When I tapped an area of the image-map, the tooltip wired to the mouse-over event pf the AREA tag was displayed, and remained visible until I tapped somewhere else. When I held my finger down on an area of the image-map, the area changed color. So if iPad Safari detects a mouseOver eventhandler, it executes the mouseOver code and apparently prevents the "click" event from propagating, so that if you also have something wired to the click event, it doesn't work? Is that right? But more importantly, why isn't fingerDown the iPad-Safari counterpart for mouseOver? FingerDown seems a more likely candidate than Tap when mapping the mousePOver event. I would have expected things to be mapped in this way: MouseClick : FingerTap (i.e. finger down and then immediately up) MouseOver : FingerDown (finger down and stays on the spot) If Apple had treated fingerDown as the counterpart to mouseOver, then the tooltip could be displayed upon FingerDown and made invisible again on fingerUp, which would be the counterpart to mouseOut. Perhaps someone could enlighten me about the thinking process that led Apple to these particular mouse-to-touch event-mappings? Thanks

    Read the article

  • Multiple overlay items in android

    - by Bostjan
    I seem to be having a problem with using ItemizedOverlay and OveralyItems in it. I can get the first overlayItem to appear on the map but not any items after that. Code sample is on: http://www.anddev.org/multiple_overlay_items-t12171.html Quick overview here: public class Markers extends ItemizedOverlay { private Context ctx; private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>(); public Markers(Drawable defaultMarker, Context cont) { super(boundCenterBottom(defaultMarker)); this.ctx = cont; // TODO Auto-generated constructor stub } @Override protected OverlayItem createItem(int i) { // TODO Auto-generated method stub return mOverlays.get(i); } @Override public boolean onTap(GeoPoint p, MapView mapView) { // TODO Auto-generated method stub return super.onTap(p, mapView); } @Override protected boolean onTap(int index) { // TODO Auto-generated method stub Toast.makeText(this.ctx, mOverlays.get(index).getTitle().toString()+", Latitude: "+mOverlays.get(index).getPoint().getLatitudeE6(), Toast.LENGTH_SHORT).show(); return super.onTap(index); } @Override public int size() { // TODO Auto-generated method stub return mOverlays.size(); } public void addOverlay(OverlayItem item) { mOverlays.add(item); setLastFocusedIndex(-1); populate(); } public void clear() { mOverlays.clear(); setLastFocusedIndex(-1); populate(); }} Markers usersMarker = new Markers(user,overview.this); GeoPoint p = new GeoPoint((int) (lat * 1E6),(int) (lon * 1E6)); OverlayItem item = new OverlayItem(p,userData[0],userData[3]); item.setMarker(this.user); usersMarker.addOverlay(item); The lines after the class are just samples of how it's used the first marker shows up on the map but if I add any more they don't show up? Is there a problem with the populate() method? I tried calling it manually after adding all markers but it still didn't help. Please, if you have any idea what could be wrong, say so.

    Read the article

  • How to query collections in NHibernate

    - by user305813
    Hi, I have a class: public class User { public virtual int Id { get; set; } public virtual string Name { get; set; } public virtual IDictionary<string, string> Attributes { get; set; } } and a mapping file: <class name="User" table="Users"> <id name="Id"> <generator class="hilo"/> </id> <property name="Name"/> <map name="Attributes" table="UserAttributes"> <key column="UserId"/> <index column="AttributeName" type="System.String"/> <element column="Attributevalue" type="System.String"/> </map> </class> So now I can add many attributes and values to a User. How can I query those attributes so I can get ie. Get all the users where attributename is "Age" and attribute value is "20" ? I don't want to do this in foreach because I may have millions of users each having its unique attributes. Please help

    Read the article

< Previous Page | 53 54 55 56 57 58 59 60 61 62 63 64  | Next Page >