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  • [NSIS] Custom radio-buttom INI page via Eclipse

    - by Omegazero
    I'm using Eclipse's create InstallOptions menu to create a custom INI page with radio-buttons for repackaging the Blackberry Desktop installer. There are 2 sections for each type: "Internet" and "Enterprise". I need a user to select 1 of the 2 options and depending on their selection, the page will carry over the selection chosen in the custom page, jump to the INSTFILES page, and continue onto the end. I couldn't find any concrete documentation on getting INI pages to load in the script (I'm probably searching incorrectly), and then pass data from one page to the next (according to fields I guess?) Any help is appreciated. Even if it's to tell me I'm blind and can't read a doc (though a link would help :) ) Here's the INI code: ; Auto-generated by EclipseNSIS InstallOptions Script Wizard ; Jul 29, 2009 5:42:56 PM [Settings] NumFields=7 Title=RIM BlackBerry Desktop 5.0 installation CancelEnabled=1 [Field 1] Type=RadioButton Left=15 Top=28 Right=100 Bottom=38 Text=Internet State= Flags=NOTIFY [Field 4] Type=RadioButton Left=15 Top=95 Right=100 Bottom=105 Text=Enterprise Flags=NOTIFY [Field 2] Type=GroupBox Left=0 Top=10 Right=300 Bottom=75 Text= [Field 5] Type=Label Left=30 Top=42 Right=235 Bottom=52 Text=For users who are NOT on the Enterprise (Exchange) server [Field 6] Type=Label Left=30 Top=111 Right=235 Bottom=121 Text=Choose this only if you are on the Exchange server [Field 3] Type=GroupBox Left=0 Top=75 Right=300 Bottom=140 [Field 7] Type=Label Left=0 Top=0 Right=130 Bottom=10 Text=Please choose your installation method ...And here's the NSI code: Auto-generated by EclipseNSIS Script Wizard Jul 29, 2009 5:42:16 PM Name "BlackBerry Desktop" RequestExecutionLevel admin General Symbol Definitions !define VERSION 5.0.0.11 !define COMPANY RIM !define URL http://www.blackberry.com MUI Symbol Definitions !define MUI_ICON BBD.ico !define MUI_LICENSEPAGE_RADIOBUTTONS Included files !include Sections.nsh !include MUI2.nsh Reserved Files ReserveFile "${NSISDIR}\Plugins\AdvSplash.dll" Installer pages !insertmacro MUI_PAGE_WELCOME !insertmacro MUI_PAGE_LICENSE license.txt !insertmacro MUI_PAGE_COMPONENTS !insertmacro MUI_PAGE_INSTFILES !insertmacro MUI_PAGE_FINISH Installer languages !insertmacro MUI_LANGUAGE English Installer attributes OutFile RIM_BlackBerry_Desktop_5.0.exe InstallDir "$TEMP\RIM BlackBerry Desktop 5.0 Setup Files" CRCCheck on XPStyle on ShowInstDetails hide VIProductVersion 5.0.0.11 VIAddVersionKey /LANG=${LANG_ENGLISH} ProductName "BlackBerry Desktop" VIAddVersionKey /LANG=${LANG_ENGLISH} ProductVersion "${VERSION}" VIAddVersionKey /LANG=${LANG_ENGLISH} CompanyName "${COMPANY}" VIAddVersionKey /LANG=${LANG_ENGLISH} CompanyWebsite "${URL}" VIAddVersionKey /LANG=${LANG_ENGLISH} FileVersion "${VERSION}" VIAddVersionKey /LANG=${LANG_ENGLISH} FileDescription "" VIAddVersionKey /LANG=${LANG_ENGLISH} LegalCopyright "" Installer sections Section /o Main SEC0000 SetOutPath $INSTDIR SetOverwrite ifdiff ; TESTING PHASE SectionEnd SectionGroup /e "BlackBerry Desktop Section" Section /o Internet SEC0001 SetOutPath $INSTDIR\DRIVERS SetOverwrite ifdiff ; Execwait 'msiexec /i "$INSTDIR\BlackBerry USB and Modem Drivers_ENG (DM5.0b28).msi" /passive' SetOutPath $INSTDIR SetOverwrite ifdiff ; File /r * ; ExecWait '"$INSTDIR\Setup.exe" /S/v/qb!' SectionEnd Section /o Enterprise SEC0002 SetOutPath $INSTDIR\DRIVERS SetOverwrite ifdiff ; Execwait 'msiexec /i "$INSTDIR\BlackBerry USB and Modem Drivers_ENG (DM5.0b28).msi" /passive' SetOutPath $INSTDIR SetOverwrite ifdiff ; File /r * ; Delete /REBOOTOK "$INSTDIR\Setup.ini" ; Rename /REBOOTOK "$INSTDIR\Setup_Enterprise.ini" "$INSTDIR\Setup.ini" ; ExecWait '"$INSTDIR\Setup.exe" /S/v/qb!' SectionEnd SectionGroupEnd Section Descriptions !insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN !insertmacro MUI_DESCRIPTION_TEXT ${SEC0000} $(SEC0000_DESC) !insertmacro MUI_DESCRIPTION_TEXT ${SEC0001} $(SEC0001_DESC) !insertmacro MUI_FUNCTION_DESCRIPTION_END Installer Language Strings TODO Update the Language Strings with the appropriate translations. LangString SEC0000_DESC ${LANG_ENGLISH} "Installation for non-Exchange/Enterprise BlackBerry Users" LangString SEC0001_DESC ${LANG_ENGLISH} "Installation for Exchange/Enterprise BlackBerry Users"

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  • Can you set a gradient brush for a listboxitem background in silverlight?

    - by Michael
    I am looking for a way to set a gradientbrush as the background for a listbox item. I have a DataTemplate defined and have specified a gradient brush but it always appears as the listbox background (i.e. it never shows as a gradient brush). I have been able to set the background of the listbox itself, and I can set the listboxitem's background to a standard color using the "setter" object....but none of these are what I am after. I really want the background on each list item to be a gradient brush. Below is the datatemplate that I have constructed. <ListBox Name="MyListBox" Margin="12,67,12,169"> <ListBox.ItemTemplate> <DataTemplate> <Grid Height="51" VerticalAlignment="Bottom"> <Grid.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FFC9F4D0"/> <GradientStop Color="#FF2AC12A" Offset="0.333"/> <GradientStop Color="#FF35DE35" Offset="1"/> </LinearGradientBrush> </Grid.Background> <Canvas > <dataInput:Label Width="227" Foreground="Yellow" Canvas.Left="158" Canvas.Top="8" Content="{Binding Place}"/> <dataInput:Label Width="146" Foreground="Yellow" Canvas.Left="8" Canvas.Top="8" Content="{Binding Date}"/> <dataInput:Label Content="{Binding People}" Width="346" FontSize="9.333" Foreground="Black" Canvas.Left="166" Canvas.Top="28"/> <!-- <dataInput:Label Width="45" Content="Accept" Foreground="White" Canvas.Left="8" Canvas.Top="28"/> <dataInput:Label Width="45" Content="Decline" Foreground="White" Canvas.Left="57" Canvas.Top="28"/> --> <dataInput:Label Content="SomeText" Width="101" FontSize="9.333" Foreground="White" Canvas.Left="389" Canvas.Top="10"/> <Image Height="21" Width="21" Canvas.Left="500" Canvas.Top="8" Source="Green Button.png"/> </Canvas> </Grid> </DataTemplate> </ListBox.ItemTemplate> </ListBox> Any Thoughts?

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  • JS and Jquery problem

    - by Sonny
    hi i got the problem the script.js gives me <div id="gracze"> <div id="10" class="char" style="z-index: 19; top: 592px; left: 608px; "></div> <div id="14" class="char" style="z-index: 25; top: 784px; left: 608px; "></div> </div> instead <div id="gracze"> <div id="4" class="char" ... ></div> <div id="10" class="char" style="z-index: 19; top: 592px; left: 608px; "></div> <div id="14" class="char" style="z-index: 25; top: 784px; left: 608px; "></div> </div> get_players.php 4/62/6 10/19/19 14/19/25 script.js function get_players() { $.ajax({ type: "POST", url: "get_players.php", dataType: "html", success: function(data) { var str = data; var chars = str.split("<br />"); var lol = chars.length; for(var i = lol; i--; ) { chars[i] = chars[i].split('/'); var o = document.getElementById(chars[i][0]); var aimt = i; if (!o) { if (aimt!=chars.length-1 && aimt != 0) { $('#gracze').html('<div id="'+chars[aimt][0]+'" class="char"></div>'+$('#gracze').html()); $('#'+chars[aimt][0]).css("top", chars[aimt][2]*32-16+"px"); $('#'+chars[aimt][0]).css("left", chars[aimt][1]*32+"px"); $('#'+chars[aimt][0]).css("z-index", chars[aimt][1]*32); } } else { $('#'+chars[aimt][0]).animate({ "top": chars[aimt][2]*32-16+"px", "left": chars[aimt][1]*32+"px" }, { duration: 275}); //$('#'+chars[aimt][0]).css("top", chars[aimt][1]*32-16+"px"); //$('#'+chars[aimt][0]).css("left", chars[aimt][2]*32+"px"); $('#'+chars[aimt][0]).css("z-index", chars[aimt][2]); } } }}); setTimeout("get_players();", 1000); } I think it's because of for(var i = lol; i--; ) {

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  • jquery position changing with .css() behaving strange

    - by 11684
    I tried to make a moving img, and it works partially. If I press the right, up or down button, it moves right, up or down. But, if I press the left button, it jumps very fast very far to the right, and then back to the left and doesn't stop moving (I believe. I said it was fast). JSFiddle; Javascript: $(document).ready(function() { var up = down = left = right = false; var top = 100, left = 500; $("body").on("keydown", function(e) { if(e.keyCode == 39) {e.preventDefault(); if (right == false) right = setInterval(moveRight, 80);} else if(e.keyCode == 37) {e.preventDefault(); if (left == false) left = setInterval(moveLeft, 80);} else if(e.keyCode == 38) {e.preventDefault(); if (up == false) up = setInterval(moveUp, 80);} else if(e.keyCode == 40) {e.preventDefault(); if (down == false) down = setInterval(moveDown, 80);} }); $("body").on("keyup", function(e) { if(e.keyCode == 39) {clearInterval(right); right = false;} else if(e.keyCode == 37) {clearInterval(left); left = false;} else if(e.keyCode == 38) {clearInterval(up); up = false;} else if(e.keyCode == 40) {clearInterval(down); down = false;} }); function moveUp() { top -= 2; $("#player").css("top", top + "px"); } function moveDown() { top += 2; $("#player").css("top", top + "px"); } function moveLeft() { left -= 2; $("#player").css("left", left + "px"); } function moveRight() { left += 2; $("#player").css("left", left + "px"); } }); This is probably not the best way to do this, I'm open for better suggestions. Thanks for reading!

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  • Is there a way to have element behind a div (links) clickable in areas where the div is "transparent

    - by Adam
    I have a block element that is positioned absolutely and some other elements on page that are positioned fixed. The effect is the block on top floats over the page which works well. The links in the elements at the bottom underneath are not clickable. They shouldn't be when the content of the div is over them, but when the "marginal" areas which are transparent are over the links they are visible, but clicks only register to the covering div. The problem only happens when the padding covers the div. But if I just rely on the margin the bottom margin is ignored by browser so the scroll doesn't go high enough up. To solve this I resort to padding at the bottom. This is the problem. Is there a clean way around this? I realize I could have the underneath elements doubled and place on top, but opacity set to 0. That is an undesirable solution however. Sample of the problem: <!DOCTYPE html> <html lang='en' xml:lang='en' xmlns='http://www.w3.org/1999/xhtml'> <head> <style> #top, #bottom { position: fixed; border: 1 px solid #333; background-color: #eee; left: 100px; padding: 8px; } #top { top: 0; z-index: 1; } #bottom { bottom: 0; z-index: 2; } #contentWrapper { position: absolute; margin: 100px 0 0 0; /* Padding is used to make sure the scroll goes up further on the page */ padding: 0 0 100px 0; width: 600px; z-index: 3; } #content { border: 1 px solid #333; background-color: #eee; height: 1000px; } </style> </head> <body> <div id='top'><a href="#">Top link</a></div> <div id='bottom'><a href="#">Bottom link</a></div> <div id='contentWrapper'> <div id='content'>Some content</div> </div> </body> </html>

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  • CSS: my side bar overflow the container div's border when I set it's height to 100%

    - by mnml
    Hi, My side bar overflow the container div's border when I set it's height to 100%, I would like to know if there is any way I can have it's height 100% minus some px. Here is the source: <div id="main"> <br /><br /> <div class="content"> <div id="sidecontent"> <h1 id="title">Title</h1> ***** </div> <div id="sidebar"> <div class="sidebox"> **** </div> </div> </div> <div class="bottom"></div> </div> #main { position: relative; background:transparent url('/public/images/main_bg.png') top left repeat-y; padding:37px 37px 37px 37px; margin-left: auto ; margin-right: auto ; width:940px; min-height: 363px; } #main div.top, #main div.bottom { height:70px; width:1015px; position: absolute; left:0px; } #main div.content { padding:0 15px 0 15px; } #sidecontent { width: 675px; } #sidebar { background: #fff url('/public/images/bg_side.png') top right repeat-y; position: absolute; height: 100%; right:34px; top:42px; width: 200px; padding: 10px 10px 0px 40px; z-index:50; } .created_at { color:gray; } .sidebox { margin-bottom: 5px; } #main div.top { top:-70px; background: transparent url(/public/images/main_top.png) bottom no-repeat; } #main div.bottom { bottom:-70px; background: transparent url(/public/images/main_bottom.png) top no-repeat; }

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  • SQL SERVER – Generate Report for Index Physical Statistics – SSMS

    - by pinaldave
    Few days ago, I wrote about SQL SERVER – Out of the Box – Activity and Performance Reports from SSSMS (Link). A user asked me a question regarding if we can use similar reports to get the detail about Indexes. Yes, it is possible to do the same. There are similar type of reports are available at Database level, just like those available at the Server Instance level. You can right click on Database name and click Reports. Under Standard Reports, you will find following reports. Disk Usage Disk Usage by Top Tables Disk Usage by Table Disk Usage by Partition Backup and Restore Events All Transactions All Blocking Transactions Top Transactions by Age Top Transactions by Blocked Transactions Count Top Transactions by Locks Count Resource Locking Statistics by Objects Object Execute Statistics Database Consistency history Index Usage Statistics Index Physical Statistics Schema Change history User Statistics Select the Reports with name Index Physical Statistics. Once click, a report containing all the index names along with other information related to index will be visible, e.g. Index Type and number of partitions. One column that caught my interest was Operation Recommended. In some place, it suggested that index needs to be rebuilt. It is also possible to click and expand the column of partitions and see additional details about index as well. DBA and Developers who just want to have idea about how your index is and its physical statistics can use this tool. Click to Enlarge Note: Please note that I will rebuild my indexes just because this report is recommending it. There are many other parameters you need to consider before rebuilding indexes. However, this tool gives you the accurate stats of your index and it can be right away exported to Excel or PDF writing by clicking on the report. Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Index, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, SQL Utility, T SQL, Technology

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  • Bring the windows of two different apps in mac os to the front?

    - by Nicolas Kokkalis
    How do I easily bring to the front of the screen the top windows of two different application in Mac OS X? I prefer to use the keyboard only. Example Scenario: Say there are 10 Firefox and 10 TextEdit windows open. Also, say that these windows are having various different sizes so that the windows of each application fully cover the desktop. Goal: I want to bring to the front of my screen the top window of Firefox along with the top window of TextEdit, so that I can visually compare some data. Restrictions: I cannot use expose (since having 20 windows on the screen already renders expose useless) And I do not want to use multiple desktop (too complex and time consuming) I prefer to use a keyboard shortcut. Unfortunately cmd+tab brings all windows of each application to the top, covering all windows of the other applications.

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  • SQL Spatial: Getting “nearest” calculations working properly

    - by Rob Farley
    If you’ve ever done spatial work with SQL Server, I hope you’ve come across the ‘nearest’ problem. You have five thousand stores around the world, and you want to identify the one that’s closest to a particular place. Maybe you want the store closest to the LobsterPot office in Adelaide, at -34.925806, 138.605073. Or our new US office, at 42.524929, -87.858244. Or maybe both! You know how to do this. You don’t want to use an aggregate MIN or MAX, because you want the whole row, telling you which store it is. You want to use TOP, and if you want to find the closest store for multiple locations, you use APPLY. Let’s do this (but I’m going to use addresses in AdventureWorks2012, as I don’t have a list of stores). Oh, and before I do, let’s make sure we have a spatial index in place. I’m going to use the default options. CREATE SPATIAL INDEX spin_Address ON Person.Address(SpatialLocation); And my actual query: WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT l.Name, a.AddressLine1, a.City, s.Name AS [State], c.Name AS Country FROM MyLocations AS l CROSS APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a JOIN Person.StateProvince AS s     ON s.StateProvinceID = a.StateProvinceID JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; Great! This is definitely working. I know both those City locations, even if the AddressLine1s don’t quite ring a bell. I’m sure I’ll be able to find them next time I’m in the area. But of course what I’m concerned about from a querying perspective is what’s happened behind the scenes – the execution plan. This isn’t pretty. It’s not using my index. It’s sucking every row out of the Address table TWICE (which sucks), and then it’s sorting them by the distance to find the smallest one. It’s not pretty, and it takes a while. Mind you, I do like the fact that it saw an indexed view it could use for the State and Country details – that’s pretty neat. But yeah – users of my nifty website aren’t going to like how long that query takes. The frustrating thing is that I know that I can use the index to find locations that are within a particular distance of my locations quite easily, and Microsoft recommends this for solving the ‘nearest’ problem, as described at http://msdn.microsoft.com/en-au/library/ff929109.aspx. Now, in the first example on this page, it says that the query there will use the spatial index. But when I run it on my machine, it does nothing of the sort. I’m not particularly impressed. But what we see here is that parallelism has kicked in. In my scenario, it’s split the data up into 4 threads, but it’s still slow, and not using my index. It’s disappointing. But I can persuade it with hints! If I tell it to FORCESEEK, or use my index, or even turn off the parallelism with MAXDOP 1, then I get the index being used, and it’s a thing of beauty! Part of the plan is here: It’s massive, and it’s ugly, and it uses a TVF… but it’s quick. The way it works is to hook into the GeodeticTessellation function, which is essentially finds where the point is, and works out through the spatial index cells that surround it. This then provides a framework to be able to see into the spatial index for the items we want. You can read more about it at http://msdn.microsoft.com/en-us/library/bb895265.aspx#tessellation – including a bunch of pretty diagrams. One of those times when we have a much more complex-looking plan, but just because of the good that’s going on. This tessellation stuff was introduced in SQL Server 2012. But my query isn’t using it. When I try to use the FORCESEEK hint on the Person.Address table, I get the friendly error: Msg 8622, Level 16, State 1, Line 1 Query processor could not produce a query plan because of the hints defined in this query. Resubmit the query without specifying any hints and without using SET FORCEPLAN. And I’m almost tempted to just give up and move back to the old method of checking increasingly large circles around my location. After all, I can even leverage multiple OUTER APPLY clauses just like I did in my recent Lookup post. WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT     l.Name,     COALESCE(a1.AddressLine1,a2.AddressLine1,a3.AddressLine1),     COALESCE(a1.City,a2.City,a3.City),     s.Name AS [State],     c.Name AS Country FROM MyLocations AS l OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 1000     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a1 OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 5000     AND a1.AddressID IS NULL     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a2 OUTER APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     WHERE l.Geo.STDistance(ad.SpatialLocation) < 20000     AND a2.AddressID IS NULL     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a3 JOIN Person.StateProvince AS s     ON s.StateProvinceID = COALESCE(a1.StateProvinceID,a2.StateProvinceID,a3.StateProvinceID) JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; But this isn’t friendly-looking at all, and I’d use the method recommended by Isaac Kunen, who uses a table of numbers for the expanding circles. It feels old-school though, when I’m dealing with SQL 2012 (and later) versions. So why isn’t my query doing what it’s supposed to? Remember the query... WITH MyLocations AS (SELECT * FROM (VALUES ('LobsterPot Adelaide', geography::Point(-34.925806, 138.605073, 4326)),                        ('LobsterPot USA', geography::Point(42.524929, -87.858244, 4326))                ) t (Name, Geo)) SELECT l.Name, a.AddressLine1, a.City, s.Name AS [State], c.Name AS Country FROM MyLocations AS l CROSS APPLY (     SELECT TOP (1) *     FROM Person.Address AS ad     ORDER BY l.Geo.STDistance(ad.SpatialLocation)     ) AS a JOIN Person.StateProvince AS s     ON s.StateProvinceID = a.StateProvinceID JOIN Person.CountryRegion AS c     ON c.CountryRegionCode = s.CountryRegionCode ; Well, I just wasn’t reading http://msdn.microsoft.com/en-us/library/ff929109.aspx properly. The following requirements must be met for a Nearest Neighbor query to use a spatial index: A spatial index must be present on one of the spatial columns and the STDistance() method must use that column in the WHERE and ORDER BY clauses. The TOP clause cannot contain a PERCENT statement. The WHERE clause must contain a STDistance() method. If there are multiple predicates in the WHERE clause then the predicate containing STDistance() method must be connected by an AND conjunction to the other predicates. The STDistance() method cannot be in an optional part of the WHERE clause. The first expression in the ORDER BY clause must use the STDistance() method. Sort order for the first STDistance() expression in the ORDER BY clause must be ASC. All the rows for which STDistance returns NULL must be filtered out. Let’s start from the top. 1. Needs a spatial index on one of the columns that’s in the STDistance call. Yup, got the index. 2. No ‘PERCENT’. Yeah, I don’t have that. 3. The WHERE clause needs to use STDistance(). Ok, but I’m not filtering, so that should be fine. 4. Yeah, I don’t have multiple predicates. 5. The first expression in the ORDER BY is my distance, that’s fine. 6. Sort order is ASC, because otherwise we’d be starting with the ones that are furthest away, and that’s tricky. 7. All the rows for which STDistance returns NULL must be filtered out. But I don’t have any NULL values, so that shouldn’t affect me either. ...but something’s wrong. I do actually need to satisfy #3. And I do need to make sure #7 is being handled properly, because there are some situations (eg, differing SRIDs) where STDistance can return NULL. It says so at http://msdn.microsoft.com/en-us/library/bb933808.aspx – “STDistance() always returns null if the spatial reference IDs (SRIDs) of the geography instances do not match.” So if I simply make sure that I’m filtering out the rows that return NULL… …then it’s blindingly fast, I get the right results, and I’ve got the complex-but-brilliant plan that I wanted. It just wasn’t overly intuitive, despite being documented. @rob_farley

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  • /users/tags should contain scores

    - by Sean Patrick Floyd
    I am implementing some simple JavaScript/bookmarklet based apps that show some reputation info, including the score in the User's top tags (roughly based on this previous bookmarklet of mine). Now I can get a user's top tags (using the API), and I can also get the per-tag score if the user is logged in, by dynamically parsing the tag's top users page. But it costs me one AJAX request per tag and I have to download 10+k to extract a single numeric value. It would save a lot of traffic if the tags in <api>/users/<userid>/tags had a score field. The data seems to be there, after all the top users pages use it, so it would just be a question of exposing the data. Suggested structure: "tags": [ { "name": { "description": "name of the tag", "values": "string", "optional": false, "suggested_buffer_size": 25 }, "score": { "description": "tag score, sum of up votes for answers on non-wiki questions", "values": "32-bit signed integer", "optional": false }, "count": { "description": "tag count, exact meaning depends on context", "values": "32-bit signed integer", "optional": false }, "restricted_to": { "description": "user types that can make use of this tag, lack of this field indicates it is useable by all", "values": "one of anonymous, unregistered, registered, or moderator", "optional": true }, "fulfills_required": { "description": "indicates whether this tag is one of those that is required to be on a post", "values": "boolean", "optional": false }, "user_id": { "description": "user associated with this tag, depends on context", "values": "32-bit signed integer", "optional": true } } ]

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • Loose component cables causing HDMI video problems

    - by jwir3
    I'm not sure this is the correct forum, but I'll ask anyway. I have an A/V setup at home that has something like the following: Five Components (actually a few more, like a CD player, but they don't really relate to this question): Older Pioneer Receiver Digital Set Top Box Sony BluRay Player Samsung Plasma TV Speakers The reason for the receiver is so that all the sound can go through the speakers, rather than some going to the TV speakers and some to the external speakers. They are connected as follows: Digital Set Top Box connects via component video to Samsung TV directly via Component 2 (audio goes to Older Pioneer Receiver). Sony BluRay player is connected via HDMI 1 to TV, but audio goes to the receiver. Now, the problem I'm having is that when I have the digital set top box connected, there are times when the Netflix or Hulu streams I watch through the Sony BluRay player (it's connected to a router for internet access) will lose video. What I mean by this is that the sound of the episode will keep playing, but the screen will go black. If I jiggle the component cables, it will often come back. If I disconnect the component cables, it will always come back. I've noticed that one of the connections (the red component cable) doesn't like to sit very well in the component socket in the back of the digital set top box. It seems like there is a bad connection here, but it doesn't seem like this should be affecting the HDMI input at all. What I've noticed, though, is that when I disconnect the digital set top box completely (i.e. remove the component cable from the back of the TV), the problem seems to resolve itself. I'm not talking about actually removing the cable physically, because I thought perhaps the cables were mashing against one another, and possibly jiggling each other loose. To correct this possible problem, I took the component cable completely out of the cable ties it was in in the back of my entertainment center, as well as pulled the digital set top box out from the entertainment center altogether. It's now connected directly to the TV, without any other cables touching it to cause some kind of weird interference or just physical pulling on the cable. Same problem. If, however, I disconnect the component cable and just leave it sitting behind the TV, then the problem goes away. So, my question is this - what could be causing this? Is it a case where it's an improperly shielded component cable that's causing interference with the HDMI input, or something that's wrong with the TV? It's an intermittent problem, so it's difficult to track down. The TV isn't that old, so it's probably still under warranty. I'm just wondering if there is something else I can do that might reduce this problem without having to haul a massive television set out of my house to get repaired/replaced.

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  • Firefox steals focus from RocketDock

    - by Eta Beta
    If Firefox (v3.6.28) is running, RocketDock (with Layering set to "Always on Top") shows above Firefox but if in Firefox I do certain things (such as writing a post or watching a YouTube clip) RocketDock does no longer show on top of Firefox. I also use another launcher (FSL) and when invoked that shows on top of Firefox while RocketDock does not... This problem only occurs with Firefox, while running any other application RocketDock pops up normally (on top). For various reasons I prefer not to change my Firefox version and I really hope someone can suggest a solution. I am going nuts. Thanks for your help :)

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Openldap, groups, admin groups, etc

    - by Juan Diego
    We have a samba server as PDC with OpenLDAP. So far everything is working, even windows 7 can log on to the Domain. Here is the tricky part. We have many departments, each department has it's own IT guys, and these IT guy should be able to create users in their department and change any info of the users in their department. My Idea was to create 2 groups for each department, For example: Department1 and Admins Department1. Admins Deparment1 has "write" priviledges for members of group Department dn: ou=People,dc=mydomain,dc=com,dc=ec objectClass: top objectClass: organizationalUnit ou: People dn: cn=Admins,ou=Group,dc=mydomain,dc=com,dc=ec objectClass: groupOfNames objectClass: top cn: Admins dn: cn=Admins Department1,cn=Admins,ou=Group,dc=mydomain,dc=com,dc=ec objectClass: groupOfNames objectClass: top cn: Admins Department1 member: uid=jdc,ou=People,dc=mydomain,dc=com,dc=ec structuralObjectClass: groupOfNames I dont know if you should make Department1 as part of Domain Users dn: cn=Deparment1,cn=Domain Users,ou=Group,dc=mydomain,dc=com,dc=ec objectClass: groupOfNames objectClass: top cn: Deparment1 member: uid=user1,ou=People,dc=mydomain,dc=com,dc=ec Or just create the deparments like this. dn: cn=Deparment1,ou=Group,dc=mydomain,dc=com,dc=ec objectClass: groupOfNames objectClass: top cn: Deparment1 member: uid=user1,ou=People,dc=mydomain,dc=com,dc=ec I seems that when you use smbldap tools bydefault the users are part of Domain Users even if you dont have them as part of Domain Users in the memberUid attribute, when I use finger they showup as part of the Domain Users group. I dont want the Departments Admins to be Domain Admins because they have power over all the users, unless I am mistaken. I also have trouble with the ACLs. I was trying to create an acl for members of this Admins group, I was trying with this search, but didnt work ldapsearch -x "(&(objectClass=organizationalPerson)(member=cn=Admins Department1,ou=Group,dc=mydomain,dc=com,dc=ec))" I am open to suggestions.

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • Mac resize window below dock

    - by stevekuo
    On my Macbook Pro running OS X 10.6.3 I can't resize a window below the top of the dock. That is, I can't drag (resize) the lower right corner of the window below the top of the dock. However, I can resize below the top of the dock on my iMac at work (also running OS X 10.6.3). Note that I can drag the whole window such that the bottom goes below the dock. Is there a setting to control this?

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // 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; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.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; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Ubuntu 64bit Xen DomU Issues after upgrade from Karmic to Lucid

    - by Shoaibi
    I was upgrading my servers today and it all went fine except the last machine which has the following issues: [Resolved using http://www.ndchost.com/wiki/server-administration/upgrade-ubuntu-pre-10.04#post-1004-upgradefinal-steps] No login prompt on console Done. Begin: Mounting root file system... ... Begin: Running /scripts/local-top ... Done. [ 0.545705] blkfront: xvda: barriers enabled [ 0.546949] xvda: xvda1 [ 0.549961] blkfront: xvde: barriers enabled [ 0.550619] xvde: xvde1 xvde2 Begin: Running /scripts/local-premount ... Done. [ 0.870385] kjournald starting. Commit interval 5 seconds [ 0.870449] EXT3-fs: mounted filesystem with ordered data mode. Begin: Running /scripts/local-bottom ... Done. Done. Begin: Running /scripts/init-bottom ... Done. Also tried by pressing ENTER and CTRL+C many times, no use. Resolved: [/tmp was mounted as noexec, changing that fix it]: I get errors when i try to re-install udev in single user mode: Unpacking replacement udev ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Processing triggers for man-db ... Setting up udev (151-12.1) ... udev start/running, process 1003 Removing `local diversion of /sbin/udevadm to /sbin/udevadm.upgrade' update-initramfs: deferring update (trigger activated) Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-2.6.32-25-server /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/local-premount/fixrtc: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/local-premount/ntfs_3g: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/local-premount/resume: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/nfs-top/udev: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/panic/console_setup: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/init-top/all_generic_ide: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/init-top/blacklist: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/init-top/udev: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/init-bottom/udev: Permission denied /usr/sbin/mkinitramfs: 329: /tmp/mkinitramfs_yuuTSc/scripts/local-bottom/ntfs_3g: Permission denied

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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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  • Direct2D Transform

    - by James
    I have a beginner question about Direct2D transforms. I have a 20 x 10 bitmap that I would like to draw in different orientations. To start, I would like to draw it vertically with a destination rectangle of say: (left, top, right, bottom) (300, 300, 310, 320) The bitmap is wider than it is tall (20 x 10), but when I draw it vertically, it will be appear taller than it is wide (10 x 20). I know that I can use a rotation matrix like so: m_pRenderTarget->SetTransform( D2D1::Matrix3x2F::Rotation( 90.0f, D2D1::Point2F(<center of shape>)) ); But when I use this method to rotate my shape, the destination rectangle is still wider than it is tall. Maybe it would look something like this: (left, top, right, bottom) (280, 290, 300, 300) The destination rectangle is 20 x 10 but the bitmap appears on the screen as 10 x 20. I can't look at the destination rectangle in the debugger and compare it to: (left, top, right, bottom) (300, 300, 310, 320) Is there any simple way to say "I want to rotate it so that the image is rendered to exactly this destination rectangle after the rotation?" In this case, I would like to say "Please rotate the bitmap so that it appears on the screen at this location:" (left, top, right, bottom) (300, 300, 310, 320) If I can't do that, is there any way to find out the 10 x 20 destination rectangle where the bitmap is actually being rendered to the screen?

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  • Help me select a "Simpler" target to create a new language: .NET, LLVM, Go, Own VM

    - by mamcx
    Lets define "Simple". This is my first language. I have no previous experience I will not dedicate +4 years to learn it properly. I'm a professional software [developer], but as an amateur in this area, I want instant gratification. If the idea shows a future, I could rewrite it. I don't want to do everything from scratch. In fact, if there exists a way to get GO (for example), change its syntax, add some sugar, give some extra functions and leave intact everything else, that would be perfect! From the example of coffescript/scala I think is better to build on top of some rich runtime like .NET/GO so I don't need to rewrite everything. HOWEVER, if is better other way, no problem for the first try! I want it in a week. I need it in a week so it will really take a month. Then it truly takes 3 months. But I don't want to put more that 3 months on this. I could reduce the scope of my language, but I hope the tools will help me a lot... I want to build a new language. Similar to python, but typed. I wonder what to build it on top of. I like the idea of building on top of GO. To get their sane (IMHO) OO paradigm (I plan to do the same, using interfaces, not inheritance), get goroutines and some other stuff. In my naive thinking I imagine that spit another language could help me to debug it more easily. However, look like everyone is building on top of something like .NET (don't like Java), LLVM or make it own VM. I read http://createyourproglang.com/ (great!) and the part of the VM look "easy" to me. So, what I need is the proper criteria and question I need to know in advance to have a fair shot at make this.

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