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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • Why RenderTarget2D overwrites other objects when trying to put some text in a model?

    - by cad
    I am trying to draw an object composited by two cubes (A & B) (one on top of the other, but for now I have them a little bit more open). I am able to do it and this is the result. (Cube A is the blue and Cube B is the one with brown text that comes from a png texture) But I want to have any text as parameter in the cube B. I have tried what @alecnash suggested in his question, but for some reason when I try to draw cube B, cube A dissapears and everything turns purple. This is my draw code: public void Draw(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix viewMatrix, Matrix projectionMatrix) { graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // CUBE A basicEffect.View = viewMatrix; basicEffect.Projection = projectionMatrix; basicEffect.World = Matrix.CreateTranslation(ModelPosition); basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); drawCUBE_TOP(graphicsDevice); drawCUBE_Floor(graphicsDevice); DrawFullSquareStripesFront(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesLeft(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesRight(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesBack(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); } // CUBE B // Set the World matrix which defines the position of the cube texturedCubeEffect.World = Matrix.CreateTranslation(ModelPosition); // Set the View matrix which defines the camera and what it's looking at texturedCubeEffect.View = viewMatrix; // Set the Projection matrix which defines how we see the scene (Field of view) texturedCubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model texturedCubeEffect.TextureEnabled = true; Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); texturedCubeEffect.Texture = a; //texturedCubeEffect.Texture = cubeTexture; // Enable some pretty lights texturedCubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in texturedCubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } private Texture2D SpriteFontTextToTexture(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, SpriteFont font, string text, Color backgroundColor, Color textColor) { Vector2 Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, (int)Size.X, (int)Size.Y); graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); //have to redo the ColorTexture //spriteBatch.Draw(ColorTexture.Create(graphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); spriteBatch.DrawString(font, text, Vector2.Zero, textColor); spriteBatch.End(); graphicsDevice.SetRenderTarget(null); return renderTarget; } The way I generate texture with dynamic text is: Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); After commenting several parts to see what caused the problem, it seems to be located in this line graphicsDevice.SetRenderTarget(renderTarget);

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • NHibernate, could not load an entity when column exists in the database.

    - by Eitan
    This is probably a simple question to answer but I just can't figure it out. I have a "Company" class with a many-to-one to "Address" which has a many to one to a composite id in "City". When I load a "Company" it loads the "Address", but if I call any property of "Address" I get the error: {"could not load an entity: [IDI.Domain.Entities.Address#2213][SQL: SELECT address0_.AddressId as AddressId13_0_, address0_.Street as Street13_0_, address0_.floor as floor13_0_, address0_.room as room13_0_, address0_.postalcode as postalcode13_0_, address0_.CountryCode as CountryC6_13_0_, address0_.CityName as CityName13_0_ FROM Address address0_ WHERE address0_.AddressId=?]"} The inner exception is: {"Invalid column name 'CountryCode'.\r\nInvalid column name 'CityName'."} What I don't understand is that I can run the query in sql server 2005 and it works, furthermore both those columns exist in the address table. Here are my HBMs: <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" assembly="IDI.Domain" namespace="IDI.Domain.Entities" > <class name="IDI.Domain.Entities.Company,IDI.Domain" table="Companies"> <id column="CompanyId" name="CompanyId" unsaved-value="0"> <generator class="native"></generator> </id> <property column="Name" name="Name" not-null="true" type="String"></property> <property column="NameEng" name="NameEng" not-null="false" type="String"></property> <property column="Description" name="Description" not-null="false" type="String"></property> <property column="DescriptionEng" name="DescriptionEng" not-null="false" type="String"></property> <many-to-one name="Address" column="AddressId" not-null="false" cascade="save-update" class="IDI.Domain.Entities.Address,IDI.Domain"></many-to-one> <property column="Telephone" name="Telephone" not-null="false" type="String"></property> <property column="TelephoneTwo" name="TelephoneTwo" not-null="false" type="String"></property> <property column="Fax" name="Fax" not-null="false" type="String"></property> <property column="ContactMan" name="ContactMan" not-null="false" type="String"></property> <property column="ContactManEng" name="ContactManEng" not-null="false" type="String"></property> <property column="Email" name="Email" not-null="false" type="String"></property> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" assembly="IDI.Domain" namespace="IDI.Domain.Entities" > <class name="IDI.Domain.Entities.Address,IDI.Domain" table="Address"> <id name="AddressId" column="AddressId" type="Int32"> <generator class="native"></generator> </id> <property name="Street" column="Street" not-null="false" type="String"></property> <property name="Floor" column="floor" not-null="false" type="Int32"></property> <property name="Room" column="room" not-null="false" type="Int32"></property> <property name="PostalCode" column="postalcode" not-null="false" type="string"></property> <many-to-one class="IDI.Domain.Entities.City,IDI.Domain" name="City" update="false" insert="false"> <column name="CountryCode" sql-type="String" ></column> <column name="CityName" sql-type="String"></column> </many-to-one> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8" ?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" assembly="IDI.Domain" namespace="IDI.Domain.Entities" > <class name="IDI.Domain.Entities.City,IDI.Domain" table="Cities"> <composite-id> <key-many-to-one class="IDI.Domain.Entities.Country,IDI.Domain" name="CountryCode" column="CountryCode"> </key-many-to-one> <key-property name="Name" column="Name" type="string"></key-property> </composite-id> </class> </hibernate-mapping> Here is my code that calls the Company: IList<BursaUser> user; if(String.IsNullOrEmpty(email) && String.IsNullOrEmpty(company)) return null; ICriteria criteria = Session.CreateCriteria(typeof (BursaUser), "user").CreateCriteria("Company", "comp"); if(String.IsNullOrEmpty(email) || String.IsNullOrEmpty(company) ) { user = String.IsNullOrEmpty(email) ? criteria.Add(Expression.Eq("comp.Name", company)).List<BursaUser>() : criteria.Add(Expression.Eq("user.Email", email)).List<BursaUser>(); } And finally here is where i get the error: "user" was already initialized with the code above: if (user.Company.Address.City == null) user.Company.Address.City = new City(); Thanks.

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  • How to achieve a palette effect on iPhone using OpenGL

    - by Joe
    I'm porting a 2d retro game to iPhone that has the following properties: targets OpenGL ES 1.1 entire screen is filled with tiles (textured triangle strip tile textured using a single 256x256 RGBA texture image the texture is passed to OpenGL once at the start of the game only 4 displayed colours are used one of the displayed colours is black The original game flashed the screen when time starts to run out by toggling the black pixels to white using an indexed palette. What is the best (i.e. most efficient) way to achieve this in OpenGL ES 1.1? My thoughts so far: Generate an alternative texture with white instead of black pixels, and pass to OpenGL when the screen is flashing Render a white poly underneath the background and render the texture with alpha on to display it Try and render a poly on top with some blending that achieves the effect (not sure this is possible) I'm fairly new to OpenGL so I'm not sure what the performance drawbacks of each of these are, or if there's a better way of doing this.

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  • Im Stumped, Why is UIImage\Texture2d memory not being freed

    - by howsyourface
    I've been looking everywhere trying to find a solution to this problem. Nothing seems to help. I've set up this basic test to try to find the cause of why my memory wasn't being freed up: if (texture != nil) { [texture release]; texture = nil; } else { UIImage* ui = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"image" ofType:@"png"]]; texture = [[Texture2D alloc] initWithImage:ui]; } Now i would place this in the touches began and test by monitoring the memory usage using intstruments at the start (normally 11.5 - 12mb) after the first touch, with no object existing the texture is created and memory jumps to 13.5 - 14 However, after the second touch the memory does decrease, but only to around 12.5 - 13. There is a noticeable chunk of memory still occupied. I tested this on a much larger scale, loading 10 of these large textures at a time The memory jumps to over 30 mb and remains there, but on the second touch after releasing the textures it only falls to around 22mb. I tried the test another time loading the images in with [uiimage imagenamed:] but because of the caching this method performs it just means that the full 30mb remains in memory.

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  • Confusion on C++ Python extensions. Things like getting C++ values for python values.

    - by Matthew Mitchell
    I'm wanted to convert some of my python code to C++ for speed but it's not as easy as simply making a C++ function and making a few function calls. I have no idea how to get a C++ integer from a python integer object. I have an integer which is an attribute of an object that I want to use. I also have integers which are inside a list in the object which I need to use. I wanted to test making a C++ extension with this function: def setup_framebuffer(surface,flip=False): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, c_uint(int(surface.frame_buffer))) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix if flip: gluOrtho2D(0,surface._scale[0],surface._scale[1],0) else: gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) That function calls create_texture, so I will have to pass that function to the C++ function which I will do with the third argument. This is what I have so far, while trying to follow information on the python documentation: #include <Python.h> #include <GL/gl.h> static PyMethodDef SpamMethods[] = { ... {"setup_framebuffer", setup_framebuffer, METH_VARARGS,"Loads a texture from a Surface object to the OpenGL framebuffer."}, ... {NULL, NULL, 0, NULL} /* Sentinel */ }; static PyObject * setup_framebuffer(PyObject *self, PyObject *args){ bool flip; PyObject *create_texture, *arg_list,*pyflip,*frame_buffer_id; if (!PyArg_ParseTuple(args, "OOO", &surface,&pyflip,&create_texture)){ return NULL; } if (PyObject_IsTrue(pyflip) == 1){ flip = true; }else{ flip = false; } Py_XINCREF(create_texture); //Create texture if not done already if(texture == NULL){ arglist = Py_BuildValue("(O)", surface) result = PyEval_CallObject(create_texture, arglist); Py_DECREF(arglist); if (result == NULL){ return NULL; } Py_DECREF(result); } Py_XDECREF(create_texture); //Render child to parent frame_buffer_id = PyObject_GetAttr(surface, Py_BuildValue("s","frame_buffer")) if(surface.frame_buffer == NULL){ glGenFramebuffersEXT(1,frame_buffer_id); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer)); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0,surface._scale[0],surface._scale[1]); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //Load the projection matrix if (flip){ gluOrtho2D(0,surface._scale[0],surface._scale[1],0); }else{ gluOrtho2D(0,surface._scale[0],0,surface._scale[1]); } Py_INCREF(Py_None); return Py_None; } PyMODINIT_FUNC initcscalelib(void){ PyObject *module; module = Py_InitModule("cscalelib", Methods); if (m == NULL){ return; } } int main(int argc, char *argv[]){ /* Pass argv[0] to the Python interpreter */ Py_SetProgramName(argv[0]); /* Initialize the Python interpreter. Required. */ Py_Initialize(); /* Add a static module */ initscalelib(); }

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  • Texturing Issue when Overlaying images onto Camera preview SurfaceView

    - by Dervis Suleyman
    I am in the process of making an augmented reality application and I have successfully overlaid a 3d cube over a camera surface view. The Issue now is when I add a Texture the cube then flickers(with the texture on it) and disappears leaving the camera preview upon further research i discovered that the cube with the texture was disappearing behind the Camera preview. My Question is has anyone else had this issue and if yes what approach did you take to solve this. Heres another strange Issue when i take a print screen the cube is on-top of the camera Preview

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  • iPhone post-processing with a single FBO with Opengl ES 2.0?

    - by Jing
    I am trying to implement post-processing (blur, bloom, etc.) on the iPhone using OpenGL ES 2.0. I am running into some issues. When rendering during my second rendering step, I end up drawing a completely black quad to the screen instead of the scene (it appears that the texture data is missing) so I am wondering if the cause is using a single FBO. Is it incorrect to use a single FBO in the following fashion? For the first pass (regular scene rendering), I attach a texture as COLOR_ATTACHMENT_0 and render to a texture. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texturebuffer, 0) For the second pass (post-processing), I attach the color renderbuffer to COLOR_ATTACHMENT_0 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer) Then use the texture from the first pass for rendering as a quad on the screen.

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  • Simulating brush strokes for painting application

    - by DrRobot
    I'm trying to write an application that can be used to create pictures that look like paintings using simulated brush strokes. Are there any good sources for simple ways of simulating brush strokes? For example, given a list of mouse positions that the user has dragged the mouse through, a brush width and a brush texture, how do I determine what to draw to the canvas? I've tried angling the brush texture in the direction of the mouse movement and dabbing several brush texture images along the path, but it doesn't look great. I think I'm missing something where the brush texture should shrink and grow on corners. Any simple to follow links would be appreciated. I've found complex academic papers on simulating e.g. oil paints but I just want a basic algorithm to use that produces OK results if possible.

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  • How to color a mesh with values at the vertices in WPF 3D?

    - by Christo
    We've got a sphere which we want to display in 3D and color given a fuction that depends on spherical coordinates. The sphere was triangulated using a regular grid in (theta, phi), but this produced a lot of small triangles near the poles. In an attempt to reduce the number triangles at the poles, we've changed out mesh generation to produce more evenly sized triangles over the surface. The first triangulation method had the advantage that we could easily create a texture and drape it over the surface. It seems that in WPF it isn't possible to assign colors to vertices the way one would go about in OpenGL or Direct3D. With the second triangulation method it isn't apparent how to go about generating the texture and setting the texture coordinates, since the vertices aren't aligned to a grid anymore. Maybe it would be possible to create a linear texture containing a color for each vertex, but then how will that effect the coloring? Will it still render smoothly over the triangle surfaces as one would expect by applying per vertex coloring?

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  • Trouble shooting openGL text textures not showing up correctly cross platform

    - by Michael Minerva
    I have been tasked with solving a problem that is outside of my domain of knowledge and I was hoping I could get some troubleshooting advice from someone more experienced with openGL (I have very little experience with openGL). We are working on a cross platform application that is implemented in a common lisp implementation called ccl. In this application we have a need to display some 3D objects that display text. On the mac, all of the text displays fine but on the PC instead of displaying the text it displays some other texture. At first I thought that maybe the wrong texture was just being referenced so I tried changing the texture number but none of the textures in the list appeared to be the text (or if it was the texture was distorted and did not look like text). I know this problem is very vague and I am not looking for someone to post a solution, but I was wondering if people could suggest places I might look to try and get a handle on this issue.

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  • Access the camera of a Smartphone using libGDX

    - by PH-zero
    I searched the web, browsed through the libGDX wiki, but without success. My Question: Is there a way, to access the camera of smartphones, let the user take a photo, and then store the image in a Texture-instance? I could imagin something like this: @Override public void onCamTrigger(){ ApplicationType appType = Gdx.app.getType(); switch (appType) { case Android: case iOS: Texture someTexture = new Texture(Gdx.input.getCamera().getImage()); //do something with the Texture instance... someTexture.dispose(); break; default: break; } } Of course this is pure fiction! I know that there's a lot more to this like opening the camera, displaying it, then take a photo etc. . But is there a convenience method like this? If so, how does it work? On Android, i think i could implement it without using any convenience methods offered by libGDX, but i have no idea on how this works on iOS =/

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  • GLSL point inside box test

    - by wcochran
    Below is a GLSL fragment shader that outputs a texel if the given texture coord is inside a box, otherwise a color is output. This just feels silly and the there must be a way to do this without branching? uniform sampler2D texUnit; varying vec4 color; varying vec2 texCoord; void main() { vec4 texel = texture2D(texUnit, texCoord); if (any(lessThan(texCoord, vec2(0.0, 0.0))) || any(greaterThan(texCoord, vec2(1.0, 1.0)))) gl_FragColor = color; else gl_FragColor = texel; } Below is a version without branching, but it still feels clumsy. What is the best practice for "texture coord clamping"? uniform sampler2D texUnit; varying vec4 color; varying vec4 labelColor; varying vec2 texCoord; void main() { vec4 texel = texture2D(texUnit, texCoord); bool outside = any(lessThan(texCoord, vec2(0.0, 0.0))) || any(greaterThan(texCoord, vec2(1.0, 1.0))); gl_FragColor = mix(texel*labelColor, color, vec4(outside,outside,outside,outside)); } I am clamping texels to the region with the label is -- the texture s & t coordinates will be between 0 and 1 in this case. Otherwise, I use a brown color where the label ain't. Note that I could also construct a branching version of the code that does not perform a texture lookup when it doesn't need to. Would this be faster than a non-branching version that always performed a texture lookup? Maybe time for some tests...

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  • glTexParameter and filtering in OpenGL and GLSL?

    - by sharoz
    I have a couple questions about glTexParameter and filtering 1) What is the scope when applying a glTexParameter (specifically the filtering)? Here's a scenario: Bind a texture. Set the filters to LINEAR Set the texture to "Sampler1" of a shader Bind another texture. Set its filters to NEAREST Set that texture to "Sampler2" of a shader Draw When I use the textures in a shader, will one be linear and the other be nearest? Or will they both be nearest because it was called last? 2) Is it possible to set the filtering method in GLSL? Thanks in advance!

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  • How to insert an image into a PolygonMorph?

    - by hanneswurstes
    I need to get a texture into a PolygonMorph, but these seem to require an InfiniteForm as color/ filling. The InfiniteForm is no solution as i need to rotate the PolygonMorph later on and moving the PolygonMorph around also has sideeffects on the displayed texture. It would be very useful if it would be possible to scale the inserted texture as well. How would you do this without replacing the existing PolygonMorph (or at least keeping the PolygonMorph's shape)?

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Many to Many delete in NHibernate two parents with common association

    - by Joshua Grippo
    I have 3 top level entities in my app: Circuit, Issue, Document Circuits can contain Documents and Issues can contain Documents. When I delete a Circuit, I want it to delete the documents associated with it, unless it is used by something else. I would like this same behavior with Issues. I have it working when the only association is in the same table in the db, but if it is in another table, then it fails due to foreign key constraints. ex 1(This will cascade properly, because there is only a foreign constraint from Circuit to Document) Document1 exists. Circuit1 exists and contains a reference to Document1. If I delete Circuit1 then it deletes Document1 with it. ex 2(This will cascade properly, because there is only a foreign constraint from Circuit to Document.) Document1 exists. Circuit1 exists and contains a reference to Document1. Circuit2 exists and contains a reference to Document1. If I delete Circuit1 then it is deleted, but Document1 is not deleted because Circuit2 exists. If I then delete Circuit2, then Document1 is deleted. ex 3(This will throw an error, because when it deletes the Circuit it sees that there are no other circuits that reference the document so it tries to delete the document. However it should not, because there is an Issue that has a foreign constraint to the document.) Document 1 exists. Circuit1 exists and contains a reference to Document1. Issue1 exists and contains a reference to Document1. If I delete Circuit1, then it fails, because it tries to delete Document1, but Issues1 still has a reference. DB: This think won't let upload an image, so here is the ERD to the DB: http://lh3.ggpht.com/_jZWhe7NXay8/TROJhOd7qlI/AAAAAAAAAGU/rkni3oEANvc/CircuitIssues.gif Model: public class Circuit { public virtual int CircuitID { get; set; } public virtual string CJON { get; set; } public virtual IList<Document> Documents { get; set; } } public class Issue { public virtual int IssueID { get; set; } public virtual string Summary { get; set; } public virtual IList<Model.Document> Documents { get; set; } } public class Document { public virtual int DocumentID { get; set; } public virtual string Data { get; set; } } Mapping Files: <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Circuit" table="Circuit"> <id name="CircuitID"> <column name="CircuitID" not-null="true"/> <generator class="identity" /> </id> <property name="CJON" column="CJON" type="string" not-null="true"/> <bag name="Documents" table="CircuitDocument" cascade="save-update,delete-orphan"> <key column="CircuitID"/> <many-to-many class="Document"> <column name="DocumentID" not-null="true"/> </many-to-many> </bag> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Issue" table="Issue"> <id name="IssueID"> <column name="IssueID" not-null="true"/> <generator class="identity" /> </id> <property name="Summary" column="Summary" type="string" not-null="true"/> <bag name="Documents" table="IssueDocument" cascade="save-update,delete-orphan"> <key column="IssueID"/> <many-to-many class="Document"> <column name="DocumentID" not-null="true"/> </many-to-many> </bag> </class> </hibernate-mapping> <?xml version="1.0" encoding="utf-8"?> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2" namespace="Model" assembly="Model"> <class name="Document" table="Document"> <id name="DocumentID"> <column name="DocumentID" not-null="true"/> <generator class="identity" /> </id> <property name="Data" column="Data" type="string" not-null="true"/> </class> </hibernate-mapping> Code: using (ISession session = sessionFactory.OpenSession()) { var doc = new Model.Document() { Data = "Doc" }; var circuit = new Model.Circuit() { CJON = "circ" }; circuit.Documents = new List<Model.Document>(new Model.Document[] { doc }); var issue = new Model.Issue() { Summary = "iss" }; issue.Documents = new List<Model.Document>(new Model.Document[] { doc }); session.Save(circuit); session.Save(issue); session.Flush(); } using (ISession session = sessionFactory.OpenSession()) { foreach (var item in session.CreateCriteria<Model.Circuit>().List<Model.Circuit>()) { session.Delete(item); } //this flush fails, because there is a reference to a child document from issue session.Flush(); foreach (var item in session.CreateCriteria<Model.Issue>().List<Model.Issue>()) { session.Delete(item); } session.Flush(); }

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  • How you can extend Tasklists in Fusion Applications

    - by Elie Wazen
    In this post we describe the process of modifying and extending a Tasklist available in the Regional Area of a Fusion Applications UI Shell. This is particularly useful to Customers who would like to expose Setup Tasks (generally available in the Fusion Setup Manager application) in the various functional pillars workareas. Oracle Composer, the tool used to implement such extensions allows changes to be made at runtime. The example provided in this document is for an Oracle Fusion Financials page. Let us examine the case of a customer role who requires access to both, a workarea and its associated functional tasks, and to an FSM (setup) task.  Both of these tasks represent ADF Taskflows but each is accessible from a different page.  We will show how an FSM task is added to a Functional tasklist and made accessible to a user from within a single workarea, eliminating the need to navigate between the FSM application and the Functional workarea where transactions are conducted. In general, tasks in Fusion Applications are grouped in two ways: Setup tasks are grouped in tasklists available to implementers in the Functional Setup Manager (FSM). These Tasks are accessed by implementation users and in general do not represent daily operational tasks that fit into a functional business process and were consequently included in the FSM application. For these tasks, the primary organizing principle is precedence between tasks. If task "Manage Suppliers" has prerequisites, those tasks must precede it in a tasklist. Task Lists are organized to efficiently implement an offering. Tasks frequently performed as part of business process flows are made available as links in the tasklist of their corresponding menu workarea. The primary organizing principle in the menu and task pane entries is to group tasks that are generally accessed together. Customizing a tasklist thus becomes required for business scenarios where a task packaged under FSM as a setup task, is for a particular customer a regular maintenance task that is accessed for record updates or creation as part of normal operational activities and where the frequency of this access merits the inclusion of that task in the related operational tasklist A user with the role of maintaining Journals in General Ledger is also responsible for maintaining Chart of Accounts Mappings.  In the Fusion Financials Product Family, Manage Journals is a task available from within the Journals Menu whereas Chart of Accounts Mapping is available via FSM under the Define Chart of Accounts tasklist Figure 1. The Manage Chart of Accounts Mapping Task in FSM Figure 2. The Manage Journals Task in the Task Pane of the Journals Workarea Our goal is to simplify cross task navigation and allow the user to access both tasks from a single tasklist on a single page without having to navigate to FSM for the Mapping task and to the Journals workarea for the Manage task. To accomplish that, we use Oracle Composer to customize  the Journals tasklist by adding to it the Mapping task. Identify the Taskflow name and path of the FSM Task The first step in our process is to identify the underlying taskflow for the Manage Chart of Accounts Mappings task. We select to Setup and Maintenance from the Navigator to launch the FSM Application, and we query the task from Manage Tasklists and Tasks Figure 3. Task Details including Taskflow path The Manage Chart of Accounts Mapping Task Taskflow is: /WEB-INF/oracle/apps/financials/generalLedger/sharedSetup/coaMappings/ui/flow /CoaMappingsMainAreaFlow.xml#CoaMappingsMainAreaFlow We copy that value and use it later as a parameter to our new task in the customized Journals Tasklist. Customize the Journals Page A user with Administration privileges can start the run time customization directly from the Administration Menu of the Global Area.  This customization is done at the Site level and once implemented becomes available to all users with access to the Journals Workarea. Figure 4.  Customization Menu The Oracle Composer Window is displayed in the same browser and the Hierarchy of the page component is displayed and available for modification. Figure 5.  Oracle Composer In the composer Window select the PanelFormLayout node and click on the Edit Button.  Note that the selected component is simultaneously highlighted in the lower pane in the browser. In the Properties popup window, select the Tasks List and Task Properties Tab, where the user finds the hierarchy of the Tasklist and is able to Edit nodes or create new ones. src="https://blogs.oracle.com/FunctionalArchitecture/resource/TL5.jpg" Figure 6.  The Tasklist in edit mode Add a Child Task to the Tasklist In the Edit Window the user will now create a child node at the desired level in the hierarchy by selecting the immediate parent node and clicking on the insert node button.  This process requires four values to be set as described in Table 1 below. Parameter Value How to Determine the Value Focus View Id /JournalEntryPage This is the Focus View ID of the UI Shell where the Tasklist we want to customize is.  A simple way to determine this value is to copy it from any of the Standard tasks on the Tasklist Label COA Mapping This is the Display name of the Task as it will appear in the Tasklist Task Type dynamicMain If the value is dynamicMain, the page contains a new link in the Regional Area. When you click the link, a new tab with the loaded task opens Taskflowid /WEB-INF/oracle/apps/financials/generalLedger/sharedSetup/ coaMappings/ui/flow/ CoaMappingsMainAreaFlow.xml#CoaMappingsMainAreaFlow This is the Taskflow path we retrieved from the Task Definition in FSM earlier in the process Table 1.  Parameters and Values for the Task to be added to the customized Tasklist Figure 7.   The parameters window of the newly added Task   Access the FSM Task from the Journals Workarea Once the FSM task is added and its parameters defined, the user saves the record, closes the Composer making the new task immediately available to users with access to the Journals workarea (Refer to Figure 8 below). Figure 8.   The COA Mapping Task is now visible and can be invoked from the Journals Workarea   Additional Considerations If a Task Flow is part of a product that is deployed on the same app server as the Tasklist workarea then that task flow can be added to a customized tasklist in that workarea. Otherwise that task flow can be invoked from its parent product’s workarea tasklist by selecting that workarea from the Navigator menu. For Example The following Taskflows  belong respectively to the Subledger Accounting, and to the General Ledger Products.  /WEB-INF/oracle/apps/financials/subledgerAccounting/accountingMethodSetup/mappingSets/ui/flow/MappingSetFlow.xml#MappingSetFlow /WEB-INF/oracle/apps/financials/generalLedger/sharedSetup/coaMappings/ui/flow/CoaMappingsMainAreaFlow.xml#CoaMappingsMainAreaFlow Since both the Subledger Accounting and General Ledger products are part of the LedgerApp J2EE Applicaton and are both deployed on the General Ledger Cluster Server (Figure 8 below), the user can add both of the above taskflows to the  tasklist in the  /JournalEntryPage FocusVIewID Workarea. Note:  both FSM Taskflows and Functional Taskflows can be added to the Tasklists as described in this document Figure 8.   The Topology of the Fusion Financials Product Family. Note that SubLedger Accounting and General Ledger are both deployed on the Ledger App Conclusion In this document we have shown how an administrative user can edit the Tasklist in the Regional Area of a Fusion Apps page using Oracle Composer. This is useful for cases where tasks packaged in different workareas are frequently accessed by the same user. By making these tasks available from the same page, we minimize the number of steps in the navigation the user has to do to perform their transactions and queries in Fusion Apps.  The example explained above showed that tasks classified as Setup tasks, meaning made accessible to implementation users from the FSM module can be added to the workarea of their respective Fusion application. This eliminates the need to navigate to FSM to access tasks that are both setup and regular maintenance tasks. References Oracle Fusion Applications Extensibility Guide 11g Release 1 (11.1.1.5) Part Number E16691-02 (Section 3.2) Oracle Fusion Applications Developer's Guide 11g Release 1 (11.1.4) Part Number E15524-05

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  • Pass a single boolean from an Android App to a libgdx game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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  • Pass a single boolean from an Android App to a LIBGDK game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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  • Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 2

    - by rajbk
    In the previous post, you saw how to create an OData feed and pre-filter the data. In this post, we will see how to shape the data. A sample project is attached at the bottom of this post. Pre-filtering and shaping OData feeds using WCF Data Services and the Entity Framework - Part 1 Shaping the feed The Product feed we created earlier returns too much information about our products. Let’s change this so that only the following properties are returned – ProductID, ProductName, QuantityPerUnit, UnitPrice, UnitsInStock. We also want to return only Products that are not discontinued.  Splitting the Entity To shape our data according to the requirements above, we are going to split our Product Entity into two and expose one through the feed. The exposed entity will contain only the properties listed above. We will use the other Entity in our Query Interceptor to pre-filter the data so that discontinued products are not returned. Go to the design surface for the Entity Model and make a copy of the Product entity. A “Product1” Entity gets created.   Rename Product1 to ProductDetail. Right click on the Product entity and select “Add Association” Make a one to one association between Product and ProductDetails.   Keep only the properties we wish to expose on the Product entity and delete all other properties on it (see diagram below). You delete a property on an Entity by right clicking on the property and selecting “delete”. Keep the ProductID on the ProductDetail. Delete any other property on the ProductDetail entity that is already present in the Product entity. Your design surface should look like below:    Mapping Entity to Database Tables Right click on “ProductDetail” and go to “Table Mapping”   Add a mapping to the “Products” table in the Mapping Details.   After mapping ProductDetail, you should see the following.   Add a referential constraint. Lets add a referential constraint which is similar to a referential integrity constraint in SQL. Double click on the Association between the Entities and add the constraint with “Principal” set to “Product”. Let us review what we did so far. We made a copy of the Product entity and called it ProductDetail We created a one to one association between these entities Excluding the ProductID, we made sure properties were not duplicated between these entities  We added a ProductDetail entity to Products table mapping (Entity to Database). We added a referential constraint between the entities. Lets build our project. We get the following error: ”'NortwindODataFeed.Product' does not contain a definition for 'Discontinued' and no extension method 'Discontinued' accepting a first argument of type 'NortwindODataFeed.Product' could be found …" The reason for this error is because our Product Entity no longer has a “Discontinued” property. We “moved” it to the ProductDetail entity since we want our Product Entity to contain only properties that will be exposed by our feed. Since we have a one to one association between the entities, we can easily rewrite our Query Interceptor like so: [QueryInterceptor("Products")] public Expression<Func<Product, bool>> OnReadProducts() { return o => o.ProductDetail.Discontinued == false; } Similarly, all “hidden” properties of the Product table are available to us internally (through the ProductDetail Entity) for any additional logic we wish to implement. Compile the project and view the feed. We see that the feed returns only the properties that were part of the requirement.   To see the data in JSON format, you have to create a request with the following request header Accept: application/json, text/javascript, */* (easy to do in jQuery) The result should look like this: { "d" : { "results": [ { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(1)", "type": "NorthwindModel.Product" }, "ProductID": 1, "ProductName": "Chai", "QuantityPerUnit": "10 boxes x 20 bags", "UnitPrice": "18.0000", "UnitsInStock": 39 }, { "__metadata": { "uri": "http://localhost.:2576/DataService.svc/Products(2)", "type": "NorthwindModel.Product" }, "ProductID": 2, "ProductName": "Chang", "QuantityPerUnit": "24 - 12 oz bottles", "UnitPrice": "19.0000", "UnitsInStock": 17 }, { ... ... If anyone has the $format operation working, please post a comment. It was not working for me at the time of writing this.  We have successfully pre-filtered our data to expose only products that have not been discontinued and shaped our data so that only certain properties of the Entity are exposed. Note that there are several other ways you could implement this like creating a QueryView, Stored Procedure or DefiningQuery. You have seen how easy it is to create an OData feed, shape the data and pre-filter it by hardly writing any code of your own. For more details on OData, Google it with your favorite search engine :-) Also check out the one of the most passionate persons I have ever met, Pablo Castro – the Architect of Aristoria WCF Data Services. Watch his MIX 2010 presentation titled “OData: There's a Feed for That” here. Download Sample Project for VS 2010 RTM NortwindODataFeed.zip

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  • Android OpenGL ES 2 framebuffer not working properly

    - by user16547
    I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default framebuffer. However, I only get a fraction of the triangle like below. LE: The triangle's coordinates should be (1) -0.5f, -0.5f, 0 (2) 0.5f, -0.5f, 0 (3) 0, 0.5f, 0 Here's the code to render: @Override public void onDrawFrame(GL10 gl) { renderNormalStuff(); renderFramebufferTexture(); } protected void renderNormalStuff() { GLES20.glViewport(0, 0, texWidth, texHeight); GLUtils.updateProjectionMatrix(mProjectionMatrix, texWidth, texHeight); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]); GLES20.glUseProgram(mProgram); GLES20.glClearColor(.5f, .5f, .5f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_Color, 4, GLES20.GL_FLOAT, false, 16, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); GLES20.glUseProgram(0); } private void renderFramebufferTexture() { GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(fboProgram); GLES20.glClearColor(.0f, .5f, .25f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glViewport(0, 0, width, height); GLUtils.updateProjectionMatrix(mProjectionMatrix, width, height); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(fbo_u_MVPMatrix, 1, false, mMVPMatrix, 0); //draw the texture GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glUniform1i(fbo_u_Texture, 0); GLUtils.sendBufferData(fbo_a_Position, 3, quadPositionBuffer); GLUtils.sendBufferData(fbo_a_TexCoordinate, 2, quadTexCoordinate); GLES20.glDrawElements(GLES20.GL_TRIANGLES, quadIndexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, quadIndexBuffer); GLES20.glUseProgram(0); }

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  • Command line mode only -- successful login only brings me back to login screen

    - by seth
    whenever I log in the screen goes black, I see a glimpse of terminal-esque text, and then it brings me back to the log in screen (Ubuntu 12.04). I can enter and log in via the command line. The guest account works find. I think this happened because I edited some Xorg related file trying to make an external monitor work with my laptop. I copy pasted from a forum post so I dont recall the file or what i put in the file. Can't find the forum post again and my bash history wasn't recorded from that session. I tried reinstalling Xorg and ubuntu-desktop, nvidia, resetting any configs I could find... I'm really at a loss of what to do. Here's my /.xsession-errors: /usr/sbin/lightdm-session: 11: /home/seth/.profile: -s: not found Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/seth/.compiz/session/108fa6ea48f8a973b9133850948930576700000017740033" Initializing session options...done Initializing gnomecompat options...done ** Message: applet now removed from the notification area Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done ** Message: using fallback from indicator to GtkStatusIcon (compiz:1846): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed Initializing unityshell options...done Nautilus-Share-Message: Called "net usershare info" but it failed: 'net usershare' returned error 255: net usershare: cannot open usershare directory /var/lib/samba/usershares. Error No such file or directory Please ask your system administrator to enable user sharing. Setting Update "main_menu_key" Setting Update "run_key" Setting Update "launcher_hide_mode" Setting Update "edge_responsiveness" Setting Update "launcher_capture_mouse" ** Message: moving back from GtkStatusIcon to indicator compiz (decor) - Warn: failed to bind pixmap to texture ** (zeitgeist-datahub:2128): WARNING **: zeitgeist-datahub.vala:227: Unable to get name "org.gnome.zeitgeist.datahub" on the bus! failed to create drawable compiz (core) - Warn: glXCreatePixmap failed compiz (core) - Warn: Couldn't bind background pixmap 0x1e00001 to texture compiz (decor) - Warn: failed to bind pixmap to texture ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. compiz (decor) - Warn: failed to bind pixmap to texture compiz (decor) - Warn: failed to bind pixmap to texture ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. ** Message: No keyring secrets found for Sonic.net_356/802-11-wireless-security; asking user. [2348:2352:12678840568:ERROR:gpu_watchdog_thread.cc(231)] The GPU process hung. Terminating after 10000 ms. [2256:2283:14450711755:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14450726175:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14450746028:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14464521342:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14464541249:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14690775186:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14690795231:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14704543843:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14704566717:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14766138587:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14857232694:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14930901403:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14930965542:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14944566814:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:14944592215:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15170929788:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15170947382:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15184585015:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15184605475:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15366189036:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15410983381:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15411569689:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15431632431:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15431674438:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15457304356:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15656020938:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15656042383:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15674651268:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:15674671786:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16052544301:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16057387653:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16157122849:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16157123851:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16157125473:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16157126544:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 [2256:2283:16157129682:ERROR:ssl_client_socket_nss.cc(1542)] handshake with server mail.google.com:443 failed; NSS error code -5938, net_error -107 If anyone can help me out, I'd be forever grateful

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