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  • ruby send vs __send__

    - by jaydel
    I understand the concept of some_instance.send but I'm trying to figure out why you can call this both ways? The Ruby Koans imply that there is some reason beyond providing lots of different ways to do the same thing and I'm wrestling with figuring this out. Here are the two examples of usage more concretely class Foo def bar? true end end foo = Foo.new foo.send(:bar?) foo.send(:bar?) Anyone have any idea about this? thanks in advance!

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  • Typescript + requirejs: How to handle circular dependencies?

    - by Aymeric Gaurat-Apelli
    I am in the process of porting my JS+requirejs code to typescript+requirejs. One scenario I haven't found how to handle is circular dependencies. Require.js returns undefined on modules that are also dependent on the current and to solve this problem you can do: MyClass.js define(["Modules/dataModel"], function(dataModel){ return function(){ dataModel = require("Modules/dataModel"); ... } }); Now in typescript, I have: MyClass.ts import dataModel = require("Modules/dataModel"); class MyClass { dataModel: any; constructor(){ this.dataModel = require("Modules/dataModel"); // <- this kind of works but I lose typechecking ... } } How to call require a second time and yet keep the type checking benefits of typescript? dataModel is a module { ... }

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  • Using Delphi or FFMpeg to create a movie from image sequence

    - by Hein du Plessis
    Hi all My Delphi app has created a squence called frame_001.png to frame_100.png. I need that to be compiled into a movie clip. I think perhaps the easiest is to call ffmpeg from the command line, according to their documentation: For creating a video from many images: ffmpeg -f image2 -i foo-%03d.jpeg -r 12 -s WxH foo.avi The syntax foo-%03d.jpeg specifies to use a decimal number composed of three digits padded with zeroes to express the sequence number. It is the same syntax supported by the C printf function, but only formats accepting a normal integer are suitable. From: http://ffmpeg.org/ffmpeg-doc.html#SEC5 However my files are (lossless) png format, so I have to convert using imagemagick first. My command line is now: ffmpeg.exe -f image2 -i c:\temp\wentelreader\frame_%05d.jpg -r 12 foo.avi But then I get the error: [image2 @ 0x133a7d0]Could not find codec parameters (Video: mjpeg) c:\temp\wentelreader\Frame_C:\VID2EVA\Tools\Mencoder\wentel.bat5d.jpg: could not find codec parameters What am I doing wrong? Alternatively can this be done easily with Delphi?

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  • Question regarding built-in type variable is returned from a function

    - by Chan
    Hello, If a local object is returned in a function call, it has to do at least three steps: 1. Copy constructor is called to hold a copy. 2. Destroy local object. 3. A copy is return. For example: x = y + z If x is an integer object. A copy of y + z should be returned, then a new object is created, then assignment operator of x will take this object as parameter. So my question is: Is the same process used for built-in type such as int, double...? If they're not the same, how's it done? Thanks, Chan

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  • CakePHP 1.3 Plugin Shortcut Route

    - by Cake Baker
    Hi, I searched a lot around the web but I couldn't find any specific sollution to this. In CakePHP 1.3, different from 1.2, if you had a controller inside a plugin, and both had the same name, you could access through "<plugin>/<action>", and it would call the 'default' controller. But in 1.3, according to this: http://cakeqs.org/eng/questions/view/setting_up_magic_routes_for_plugins_in_cakephp_1_3 It was removed, and only the 'index' action in the default plugin controller can be accessed this way. I thought about adding extra code in my routes.php file, and loop through all the plugins in my app, making such routes for every action in the controllers named after the plugin, but it doesn't seem like it's the right thing to do... any other suggestions to make this work in 1.3? or at least some very specific code documentation of this particular change? I've already read something in the 1.3.0-RC4 annoucement, but it was not clear enough.. thanks

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  • In SICP exercise 2.26 using DrScheme, why does cons return a list, instead of a pair of lists?

    - by limist
    In SICP exercise 2.26, this Scheme code is given: (define x (list 1 2 3)) (define y (list 4 5 6)) Then this cons call is given: (cons x y) I expected a pair of lists would result, ((1 2 3) (4 5 6)) but the interpreter gives, ((1 2 3) 4 5 6) ...a list with 4 elements, the first being a list. Why is y treated differently? I've tried looking up other SICP answers for an explanation, but couldn't find something satisfactory. So could any Scheme/Lisp experts please shed some light on this aspect of cons? Thanks in advance for any insight.

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  • Passing Interface Class as a Parameter in Java

    - by aleclerc
    I have an interface: public interface IMech { } and a class that implements it public class Email implements IMech { } and a third class that has this method implemented: public void sendNotification( Class< IMech > mechanism ){ } now I'm trying to call that method like so foo.sendNotification(Email.class); but i keep getting an exception saying: The method sendNotification(Class<IMechanism>) in the type RemediationOperator is not applicable for the arguments (Class<EmailNotification>) Shouldn't this work if it interfaces that class?

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  • How to import a macro file (previously exported as .bas file) to Microsoft Word using command line?

    - by Nam Gi VU
    I'm writing a command-line program that has a step in which I need to replace text in a Word file. The replacing task is accomplished using Word macro. What I need to do now is to call this macro from command-line. At the moment we can do this by using the -mMacroName parameter of 'winword.exe', i.e. \winword.exe -mMacroName. But this need the macro to be already available as a global macro. Since I need to run the program on another computer, I need to import the above replacing macro programatically... and I don't know how to do this. Please help.

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  • Pure Java open-source libraries for portfolio selection (= constrained, non-linear optimization)?

    - by __roland__
    Does anyone know or has experience with a pure Java library to select portfolios or do some similar kinds of quadratic programming with constraints? There seems to be a lot of tools, as already discussed elsewhere - but what I would like to use is a pure Java implementation. Since I want to call the library from within another open-source software with a BSD-ish license I would prefer LGPL over GPL. Any help is appreciated. If you don't know such libraries, which is the most simple algorithm you would suggest to implement? It has to cope with an inequality constraint (all x_i = 0) and an equality constraint (sum of all x_i = 1).

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  • Fast way to set text format for a range of Text using TLF

    - by wezzy
    Hi, i have to set the text format for some tokens in a plain text. I'm trying to use the Text Layout Framework to improve the speed of the operation but i've founded that TLF is far slower (10X in my tests) than the old setTextFormat(). For each token i call this function: public function setTextFormat(format:TextLayoutFormat, begin:int, end:int):void{ var selection:SelectionState = new SelectionState(this._textFlow, begin, end, this._normalFormat); IEditManager(_textFlow.interactionManager).applyLeafFormat(format, selection); } is there any faster and clever way to do this operation ? Thanks

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  • Can I free memory passed to SysAllocString?

    - by RichAmberale
    When allocating a new BSTR with SysAllocString via a wchar_t* on the heap, should I then free the original wchar_t* on the heap? So is this the right way? wchar_t *hs = new wchar_t[20]; // load some wchar's into hs... BSTR bs = SysAllocString(hs); delete[] hs; Am I supposed to call delete here to free up the memory? Or was that memory just adoped by the BSTR?

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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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  • How to install MySQLdb package? (ImportError: No module named setuptools)

    - by Verrtex
    Hi All, I am trying to install MySQLdb package. I found the source code here. I did the following: gunzip MySQL-python-1.2.3c1.tar.gz tar xvf MySQL-python-1.2.3c1.tar cd MySQL-python-1.2.3c1 python setup.py build As the result I got the following: Traceback (most recent call last): File "setup.py", line 5, in ? from setuptools import setup, Extension ImportError: No module named setuptools Does anybody knows how to solve this problem? By the way, if I am able to do the described step, I will need to do the following: sudo python setup.py install And I have no system-administrator-rights. Do I still have a chance to install MySQLdb? Thank you.

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  • Codeigniter's URL Rewriting Problem

    - by Saiful
    I’ve using the following htaccess script so that i can hide index.php from the uri. RewriteEngine on RewriteCond $1 !^(index\.php|resources|robots\.txt) RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)$ index.php/$1 [L,QSA] But i’ve facing a major problem :( I’ve a directory named assets beside my index.php file and it should be there. Now when i browse the directory by browser then the codeigniter’s not found page displays. I can’t browser the file /assets/image.jpg but it displays when i call it from an tag What can i do now? Note that it is working in my local server (localhost) but not in the live server. Signature $@!ful

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  • How to retrieve the GUID for Yahoo's Contacts API

    - by Jack Marchetti
    I'm attemping to use the Yahoo Contacts API to add an "invite your friends" feature on a site I'm building. I've found the correct web service to call (http://social.yahooapis.com/v1/user/{guid}/contacts) but it is asking for the user's GUID, not their username/password. I've searched, and am unable to find a "lookup" feature through the Yahoo API which lets me get the user's guid from their username/password. Does anyone have any experience with the Contacts API. I've reaad over the documentation, and looked at YQL as well, but I still haven't found how to get the user's guid. Thanks guys.

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  • change view with onSensorChanged result

    - by tipu
    I have a view, set by setContentView(new CompassView(this)); I have the onDraw and update methods filled out. What I need to do with the view CompassView is update my view with the new data at the end of the call in the onSensorChanged method. The methods I have to fill out, I believe, are the surfaceChanged and surfaceCreated. They are normally using threads which takes care of the update and onDraw calls but I removed the thread because when the thread was enabled, in the infinite while loop I was never getting any azimuth value what so ever.

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  • Compile Error Using MutableClassToInstanceMap with Generics

    - by user298251
    I am getting the following compile error "The method putInstance(Class, T) in the type MutableClassToInstanceMap is not applicable for the arguments (Class, Number)" on the putInstance method call. Does anyone know what I am doing wrong?? Thanks! public class TestMutableClassToInstanceMap { public final MutableClassToInstanceMap<Number> identifiers = MutableClassToInstanceMap.create(); public static void main(String[] args) { ArrayList<Number> numbers = new ArrayList<Number>(); numbers.add(new Integer(5)); TestMutableClassToInstanceMap test = new TestMutableClassToInstanceMap(numbers); } public TestMutableClassToInstanceMap(Collection<Number> numbers){ for (Number number : numbers) { this.identifiers.putInstance(number.getClass(), number); //error here } this.identifiers.putInstance(Double.class, 5.0); // This works } }

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  • SilverLight WebApp Calling Webservice in the same solution

    - by Ben
    Hi, I have a website solution that is composed of a SilverLight Project and an ASP Site that contains an asmx Webservice. The SilverLight project calls various methods in the Webservice, and this works fine on my home PC. When i publish the site (using 123-Reg if that makes a difference), it appears that the SilverLight app is no longer able to call the webservice. I have tried debugging the app by pointing my local version of the site to my published webservice and i get a "policy" issue. I know that 123 Reg have .Net 3.5 running on their servers, so i would assume that the site should "just work" when i publish it. Am i making a hugely stupid assumption there? Is there anything that i can do to change the "policies" within my app? Or is there another way around what i am trying to do ( i need to keep the webservice, as i want for it to be used from other places, and dont really want to duplicate code and create the same methods within the SilverLight project). Thanks

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  • Handling PHP exceptions with JQuery

    - by Itamar Bar-Lev
    Hello, I'm using JQuery to call a PHP function that returns a JSON string upon success or throws some exceptions. Currently I'm calling jQuery.parseJSON() on the response and if it fails I assume the response contains an exception string. $.ajax({ type: "POST", url: "something.php", success: function(response){ try { var json = jQuery.parseJSON(response); } catch (e) { alert(response); return -1; } // ... do stuff with json } Can anyone suggest a more elegant way to catch the exception? Many thanks, Itamar

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  • SQLAlchemy - how to map against a read-only (or calculated) property

    - by Jeff Peck
    I'm trying to figure out how to map against a simple read-only property and have that property fire when I save to the database. A contrived example should make this more clear. First, a simple table: meta = MetaData() foo_table = Table('foo', meta, Column('id', String(3), primary_key=True), Column('description', String(64), nullable=False), Column('calculated_value', Integer, nullable=False), ) What I want to do is set up a class with a read-only property that will insert into the calculated_value column for me when I call session.commit()... import datetime def Foo(object): def __init__(self, id, description): self.id = id self.description = description @property def calculated_value(self): self._calculated_value = datetime.datetime.now().second + 10 return self._calculated_value According to the sqlalchemy docs, I think I am supposed to map this like so: mapper(Foo, foo_table, properties = { 'calculated_value' : synonym('_calculated_value', map_column=True) }) The problem with this is that _calculated_value is None until you access the calculated_value property. It appears that SQLAlchemy is not calling the property on insertion into the database, so I'm getting a None value instead. What is the correct way to map this so that the result of the "calculated_value" property is inserted into the foo table's "calculated_value" column?

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  • Error when trying to use PDO object

    - by Nate
    EDIT: I'm going to put my code in here due to comments below. So sit tight for a few minutes ;-) Thanks! I'm an inexperienced php programmer and only found out about PDO a few days ago. I'm now trying to port my website code over to using PDO, but I am getting an error when I try to use the PDO object that I create. I'm using a CMS on my website, and it makes building page output kind of complicated, but I've tried to draw the structure of what is being called below: index.php -class myClass defined --method myFunction defined (it gets called on pageload & returns the page output) ---include file1.php ----require_once('mysql_connect.php') (creates pdo object) ----*I can use the pdo object here successfully* ----require_once('file2.php') -----require_once('mysql_connect.php') -----function myFunction2 defined ------*trying to use the pdo object here results in the error* The error I'm getting is: Fatal error: Call to a member function prepare() on a non-object in /home/rgcpanel/public_html/account/account_functions.php on line 147 Any idea what's going on?

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  • Visual Studio Pre build events and batch set

    - by helloworld922
    Hi, I'm trying to create call a batch file which sets a bunch of environment variables prior to building. The batch file looks something like this (it's automatically generated before-hand to detect ATI Stream SDK or NVidia CUDA toolkit): set OCL_LIBS_X86="%ATISTREAMSDKROOT%libs\x86" set OCL_LIBS_X64="%ATISTREAMSDKROOT%libs\x86_64" set OCL_INCLUDE="%ATISTREAMSDKROOT%include" However, the rest of the build doesn't seem to have access to these variables, so when I try to reference $(OCL_INCLUDE) in the C/C++GeneralAdditional include directories, it will first give me warning that environment variable $(OCL_INCLUDE) was not found, and when I try to include CL/cl.hpp the compile will fail with: fatal error C1083: Cannot open include file: 'CL/cl.hpp': No such file or directory I know that I could put these variables into the registry if I wanted to access them from the visual studio GUI, but I would really prefer not to do this. Is there a way to to get these environment variables to stick after the pre-build events? I can't reference $(ATISTREAMSDKROOT) directly because the project must be able to build for both ATI Stream and NVidia Cuda.

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  • The type or namespace name 'Oledb' does not exist in the namespace 'System.Data' error on Web Servic

    - by Pankaj Kumar
    Hi everyone... i have a webservice that i want to test by typing the url in the address bar in the web browser localhost:1981/myProject/admin/autocomplete.asmx and when i do this it gives this compilation error CS0234: The type or namespace name 'Oledb' does not exist in the namespace 'System.Data' (are you missing an assembly reference?) i know this is because we added this in our web.config <add namespace="System.Data.Oledb"/> <add namespace ="System.Data"/> in the namespaces section..... when i call this web service through ajax it works but if i try to test it it gives this error. Is there any way to prevent this?

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  • Question regarding inheritance in wxWidgets.

    - by celestialorb
    Currently I'm attempting to write my own wxObject, and I would like for the class to be based off of the wxTextCtrl class. Currently this is what I have: class CommandTextCtrl : public wxTextCtrl { public: void OnKey(wxKeyEvent& event); private: DECLARE_EVENT_TABLE() }; Then later on I have this line of code, which is doesn't like: CommandTextCtrl *ctrl = new CommandTextCtrl(panel, wxID_ANY, *placeholder, *origin, *size); ...and when I attempt to compile the program I receive this error: error: no matching function for call to ‘CommandTextCtrl::CommandTextCtrl(wxPanel*&, <anonymous enum>, const wxString&, const wxPoint&, const wxSize&)’ It seems that it doesn't inherit the constructor method with wxTextCtrl. Does anyone happen to know why it doesn't inherit the constructor? Thanks in advance for any help!

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  • how to terminate cocoa app in applicationWillFinishLaunching delegate

    - by AmitSri
    I have to show the custom license Agreement dialog to the user before they start using my application.So, i have added new window in my mainMenu.xib and showing that window modally using [NSApp runModalForWindow:licenseWindow]; in applicationWillFinishLaunching: delegate by making my main window hidden using visible at Launch to unchecked. License window has two buttons Agree and Disagree. I need to show the mainwindow if user clicks on Agree button and terminate the app if they choose Disagree. I try to call [NSApp terminate]; in applicationWillFinishLaunching: but it didn't do anything. Please let me know how i can terminate the app in applicationWillFinishLaunching: Thanks

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