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  • C# how to wait for a webpage to finish loading before continuing

    - by MD6380
    I'm trying to create a program to clone multiple bugs at a time through the web interface of our defect tracking system. How can I wait before a page is completely loaded before I continue? //This is pseudo code, but this should give you an idea of what I'm trying to do. The //actual code uses multi-threading and all that good stuff :). foreach (string bug in bugs) { webBrowser.Navigate(new Uri(url)); webBrowser.Document.GetElementById("product").SetAttribute("value", product); webBrowser.Document.GetElementById("version").SetAttribute("value", version); webBrowser.Document.GetElementById("commit").InvokeMember("click"); //Need code to wait for page to load before continuing. }

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  • Writing a simple RSpec test to check that Rake tasks are correct

    - by John Feminella
    I'm trying to be diligent about checking my rake tasks with RSpec tests, but in the process of feeling my way around I seem to have hit a wall. I've got a really simple RSpec test that looks like this: # ./test/meta_spec.rb describe "Rake tasks" do require 'rake' before(:each) do @rake = Rake::Application.new @rake.load_rakefile # => Error here! Rake.application = @rake end after(:each) do Rake.application = nil end it "should have at least one RSpec test to execute" do Rake.application["specs"].spec_files.size.should > 0 end end I have a simple task called "specs" defined in ./Rakefile.rb which has an RSpec task that includes all the *_spec.rb files. If I put the @rake.load_rakefile method in, I want that Rakefile to load. But instead it just bombs out. If I comment it out, however, the test fails because the "specs" task is (understandably) not defined. Where am I going wrong?

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  • Sending Back Ajax variable

    - by matthewb
    Hello, I am trying to use jquery to do a client side validation to do a check and return with a error or success. I know how to echo text/html back as the response, but here's what I am trying to do. On Error, send back a message, so the user can re-submit a form. On Success, re-load the page. I am not sure how to get it to send a variable which I think will let me do either condition in jquery. Any suggestions??

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  • JSF, actionlistener at facelets

    - by asrijaal
    Hi there, I'm using JSF (Mojarra 1.2) with Richfaces (3.3.2) within some facelets which are used as portlets (I'm using the Jboss Portlet Bridge 2.0 here). Now I'm facing something strange: I've got an actionlistener on my <h:commandButton> which is triggered, when the button is clicked but when I simply reload the page, the action is executed everytime I load the page again. This happens only if I already triggered the action before. Is this behaviour normal? I should notice that Spring 2.5 is used to manage my beans, the mentioned beans are session-scope beans, maybe this is a interessting point?!

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  • Any thoughts on A/B testing in Django based project?

    - by Maddy
    We just now started doing the A/B testing for our Django based project. Can I get some information on best practices or useful insights about this A/B testing. Ideally each new testing page will be differentiated with a single parameter(just like Gmail). mysite.com/?ui=2 should give a different page. So for every view I need to write a decorator to load different templates based on the 'ui' parameter value. And I dont want to hard code any template names in decorators. So how would urls.py url pattern will be?

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  • Replacing links detected in a HTML with other links using JS

    - by Jim
    Hi people. I'm having a bit of trouble figuring out how to do this one. Here's the scenario. My e-commerce site has a blog with a lot of content, promoting the products I sell, reviewing them etc. 99% of the posts on the blog link back to the products they are talking about. I'm going to be changing the URL where my ecommerce system is located. Therefore my blog is going to end up sending people to a lot of 404 pages. The idea I've had is to be able inclue a JS file which will on load, scan the document for existing links then, if found, swap them out with ones which are now correct. I hope this make sense. Cheers, Jim

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  • LNK2001: What have I forgotton to set?

    - by graham.reeds
    Following on from my previous question regarding debugging of native code, I decided to create a simple test from a console app as I wasn't getting anywhere with debugging the service directly. So I created a vc6 console app, added the dll project to the workspace and ran it. Instead of executing as expected it spat out the following linker errors: main.obj : error LNK2001: unresolved external symbol "int __stdcall hmDocumentLAdd(char *,char *,long,char *,char *,long,long,long,long *)" (?hmDocumentLAdd@@YGHPAD0J00JJJPAJ@Z) main.obj : error LNK2001: unresolved external symbol "int __stdcall hmGetDocBasePath(char *,long)" (?hmGetDocBasePath@@YGHPADJ@Z) Debug/HazManTest.exe : fatal error LNK1120: 2 unresolved externals This seems to be a simple case of forgetting something in the linker options: However everything seems to be normal, and the lib file, dll and source is available. If I change the lib file to load to nonsense it kicks up the fatal error LNK1104: cannot open file "asdf.lib", so that isn't a problem. I have previously linked to dll and they have just worked, so what I have forgotton to do?

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  • error when calling the webservice

    - by xrx215
    i am getting a list of pagepack assistant by calling a webservice. I have added the web reference. using org.xerox.xde3.na.sdi.amiller_v_vista; public org.xerox.xde3.na.sdi.amiller_v_vista.DDCControl proxy; in page load method i am calling the web method as follows proxy = new DDCControl(); Guid y = new Guid("45a5b1c2-2fa5-4136-abdd-bc213b694848"); DataList1.DataSource = proxy.GetAllDDCs(this.AccountID, y); DataList1.DataBind(); I am getting the following error: An invalid data source is being used for DataList1. A valid data source must implement either IListSource or IEnumerable Can you please help me with this issue?

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  • Deployment Problem after using DataRepeater of MS Visual Bacis power pack

    - by Mohsan
    hi. Microsoft Visual Studio 2008 Service pack 1 comes with Visual Basic Powerpacks which has the DataRepeater control. I used this control in my c# winform application. in my system everything is running fine. now i copied the debug folder to other system which has only .Net Framework 3.5 SP1 installed. in this system is giving me error cannot load dependency Microsoft.VisualBasic.PowerPacks.dll even i set the Copy Local to "true" for "Microsoft.VisualBasic.dll" and "Microsoft.VisualBasic.PowerPacks.Vs.dll" please tell me how to solve this problem

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  • Facebook Is it possible to grab a user's data and populate a form in an iframe?

    - by super9
    I am trying to create an iframe tab for a Facebook Page. On this page, I am loading in an iframe which consists of a form from another domain/site. Is it possible to use javascript to query the graph api to load the user's data into this iframe loaded form using javascript such that is appears pre-populated to the user? I am aware that there is a cross domain security issue. In that case, suppose that my iframe tab is now hosted on the same domain as the iframe loaded form, will this be doable now?

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  • C# Winform : Deployment Problem after using DataRepeater of MS Visual Basics power pack

    - by Mohsan
    hi. Microsoft Visual Studio 2008 Service pack 1 comes with Visual Basic Powerpacks which has the DataRepeater control. I used this control in my c# winform application. in my system everything is running fine. now i copied the debug folder to other system which has only .Net Framework 3.5 SP1 installed. in this system is giving me error cannot load dependency Microsoft.VisualBasic.PowerPacks.dll even i set the Copy Local to "true" for "Microsoft.VisualBasic.dll" and "Microsoft.VisualBasic.PowerPacks.Vs.dll" please tell me how to solve this problem

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  • ASP.NET control event handler not firing on postback?

    - by Polaris878
    I have a control which has an ImageButton which is tied to an OnClick event... Upon clicking this control, a postback is performed and the event handler is not called. AutoEventWireup is set to true, and I've double checked spelling etc.... We haven't touched this control in over a year and it has been working fine until a couple of weeks ago. We have made changes to controls which load this control... so I'm wondering, what kind of changes could we have made to stop this event handler from being called? There is quite a bit of Javascript going on, so this could be the culprit too... Edit: Some clarification... we are dynamically loading the parent control of the ImageButton in the OnLoad event of the page... if that makes sense.

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  • C#, DI, IOC using Castle Windsor

    - by humblecoder
    Hi! Am working on a design of a project. I would like to move the implementation away hence to decouple am using interfaces. interface IFoo { void Bar(); void Baz(); } The assemblies which implemented the above interface would be drop in some predefined location say "C:\Plugins" for eg: project: A class A : IFoo { } when compiled produces A.dll project: B class A : IFoo { } when compiled produced B.dll Now I would like to provide a feature in my application to enable end use to configure the assembly to be loaded in the database.say C:\Plugins\A.dll or C:\Plugins\B.dll How it can be achieved using Castle Windsor. container.AddComponent("identifier",load assembly from specified location as configured in DB); I would like to do something like this: IFoo foo =container.Resolve("identifier"); foo.Bar(); //invoke method. Any hint would be highly appreciated. Thanks, Hamed.

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  • How to add a weather info to be evalueated only once???

    - by Savvas Sopiadis
    Hi everybody! In a ASP.MVC (1.0) project i managed to get weather info from a RSS feed and to show it up. The problem i have is performance: i have put a RenderAction() Method in the Site.Master file (which works perfectly) but i 'm worried about how it will behave if a user clicks on menu point 1, after some seconds on menu point 2, after some seconds on menu point 3, .... thus making the RSS feed requesting new info again and again and again! Can this somehow be avoided? (to somehow load this info only once?) Thanks in advance!

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  • Linking IronPython to WPF

    - by DonnyD
    I just installed VS2010 and the great new IronPython Tools extension. Currently this extension doesn't yet generate event handlers in code upon double-clicking wpf visual controls. Is there anyone that can provide or point me to an example as to how to code wpf event handlers manually in python. I've had no luck finding any and I am new to visual studio. Upon generating a new ipython wpf project the auto-generated code is: import clr clr.AddReference('PresentationFramework') from System.Windows.Markup import XamlReader from System.Windows import Application from System.IO import FileStream, FileMode app = Application() app.Run(XamlReader.Load(FileStream('WpfApplication7.xaml', FileMode.Open))) and the XAML is: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="WpfApplication7" Height="300" Width="300"> <Button>Click Me</Button> </Window> Any help would be appreciated.

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  • chat website in jsp/servlet

    - by akshay
    I want to devlelop a chat website using JSP/Servlets and Tomcat. I have following questions: Can the website handle load (1000 people at one time) without slowing down? Will it cause the website to slow down? What is the ideal server configuration for this kind of website? Note that I don't have a huge budget to host. How can I implement server push? Will PHP or JSP be ideal for such website?

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  • Does a WCF service with basicHttpBinding create a new connection for each request?

    - by Phil Wright
    I have a Silverlight client calling a WCF Service on an IIS web server. It uses the default basicHttpBinding setting for the calls. My client code has the usual Visual Studio generated proxy that is generated when using the 'Update Service Reference' menu option. Does every call to the service using that proxy use the same connection? Or does it create a connection each time a call is made and then close it down once the reply is received? As the client is actually making a SOAP call over HTTP I just assumed that every service request had a new connection created but I want to check if that is the case? (I need to know because if it creates a new connection each time then each request could end up at a different server because there are several servers being load balanced. It is uses a single connection for the duration of the proxy then I can assume they all end up at the same machine and so it would cache state.)

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  • How to use Visual Studio debugger visualizers built against a different framework version?

    - by michielvoo
    I compiled the ExpressionTreeVisualizer project found in the Visual Studio 2010 samples but when I try to use it in a .NET 3.5 project I get the exception below: Could not load file or assembly 'file:///C:\Program Files (x86)\Microsoft\Visual Studio 2010\Common7\Packages\Debugger\Visualizers\ExpressionTreeVisualizer.dll' or one of its dependencies. This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded. The sample project had the TargetFrameworkVersion set to v4.0 and after changing it to v3.5 and building it now works in my project. I changed the source code and project file and rebuilt it so that I now have two expression tree visualizers, one for v3.5 projects and one for v4.0 projects. Is there a better way? Thanks!

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  • jQuery returning two elements for each one it finds?

    - by John Rudy
    I'll start by saying I'm fairly new to jQuery. For the most part, I've found it intuitive and powerful, but this one circumstance has me thoroughly stumped. In the following method, the call to .each() returns two elements for every one found. It iterates over a set of table rows given IDs starting with the word, "communication," and followed by an ID number. For each row it returns, it processes twice. Using Firebug, I've validated that the DOM only has a single instance of each table row in question. Also using Firebug, I've validated that the method is not being called twice; the iteration in .each() is truly going over each returned table row twice. By the time all the AJAX call goodness is done, I'll have two entries in the database for each row created in the table. This is the code that's causing the issues: function getCommunications() { var list = $('[id^=communication]'); var communications = new Array(); list.each(function () { var communication = { ID: $(this).find('.commCompanyID').val(), /* * SNIP: more object properties here that are * unnecessary to this discussion */ }; communications.push(communication); }); return communications; } At the point of return communications, the Array returned will contain twice as many elements as there are table rows. I should note that nearly identical code (but going against specific lists of divs) is working on the same page. It's just the table that's suffering the issues. I'm using jQuery 1.4.1, the version which shipped with Visual Studio .NET 2010. The table markup is fully dynamic -- that is, aside from the header row, it's dependent on data either returned at page load or created by the user via a dialog box. I'll drop in just the code for what's created at page load; again using Firebug I've validated that what I create dynamically when an end user creates a row with the dialog box matches. (This should be readable by anyone, but for the record this is an ASP.NET MVC 2.0 project.) <table id="commTable"> <tr> <th></th> <th> Date / Time </th> <th> Contact </th> <th> Type </th> <th> Duration </th> <th> Notes </th> </tr> <% foreach (var item in Model) { %> <tr id="communication<%: item.ID %>"> <td> <a href="#" onclick="showEditCommunicationForm(<%: item.ID %>"> Edit</a> <span class="commDeleteButton"> <a href="#" onclick="deleteCommunication(<%: item.ID %>)"> Delete</a> </span> </td> <td> <span class="commDateTime"><%: item.DateTime %></span> <input type="hidden" class="commID" value="<%: item.ID %>" /> <input type="hidden" class="commIsDeleted" value="<%: item.IsDeleted %>" /> </td> <td> <span class="commSourceText"><%: item.Company.CompanyName %></span> <input type="hidden" class="commCompanyID" value="<%: item.CompanyID %>" /> </td> <td> <%: item.CommunicationType.CommunicationTypeText %> <input type="hidden" class="commTypeID" value="<%: item.CommunicationTypeID %>" /> </td> <td> <span class="commDuration"><%: item.DurationMinutes %></span> Minutes </td> <td> <span class="commNotes"><%: item.Notes %></span> </td> </tr> <% } %> </table>

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  • java.io.IOException: Invalid argument

    - by Luixv
    Hi I have a web application running in cluster mode with a load balancer. It consists in two tomcats (T1, and T2) addressing only one DB. T2 is nfs mounted to T1. This is the only dofference between both nodes. I have a java method generating some files. If the request runs on T1 there is no problem but if the request is running on node 2 I get an exception as follows: java.io.IOException: Invalid argument at java.io.FileOutputStream.close0(Native Method) at java.io.FileOutputStream.close(FileOutputStream.java:279) The corresponding code is as follows: for (int i = 0; i < dataFileList.size(); i++) { outputFileName = outputFolder + fileNameList.get(i); FileOutputStream fileOut = new FileOutputStream(outputFileName); fileOut.write(dataFileList.get(i), 0, dataFileList.get(i).length); fileOut.flush(); fileOut.close(); } The exception appears at the fileOut.close() Any hint? Luis

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  • Reference platform specific System.Data.SQLite

    - by Dmitriy Nagirnyak
    I am using SQLite for the unit testing and might use it as a database for local development/staging. The System.Data.SQLite has basically 2 versions: x86 and x64. Correct one should be used for the specific platform. I have 64 bit Win7, other guys in the team might use 32-bit OSs. The server's platform is not known at this stage. If I use 32-bit version of the assembly on 64-bit platform I get BadImageFormatException: Could not load file or assembly 'System.Data.SQLite'. I believe similar will happen trying to use 64-bit assembly on 32-bit platform. So my question is what is the best way to reference the SQLite assembly so that it does not depend on the platform and people can just use it? It is ok to use 32-bit version of assembly on a 64-bit platform (Maybe there is a switch for that somewhere?).

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  • iPhone: custom UITableViewCell with Interface Builder -> how to release cell objects?

    - by Stefan Klumpp
    The official documentation tells me I've to do these 3 things in order to manage the my memory for "nib objects" correctly. @property (nonatomic, retain) IBOutlet UIUserInterfaceElementClass *anOutlet; "You should then either synthesize the corresponding accessor methods, or implement them according to the declaration, and (in iPhone OS) release the corresponding variable in dealloc." - (void)viewDidUnload { self.anOutlet = nil; [super viewDidUnload]; } That makes sense for a normal view. However, how am I gonna do that for a UITableView with custom UITableViewCells loaded through a .nib-file? There the IBOutlets are in MyCustomCell.h (inherited from UITableViewCell), but that is not the place where I load the nib and apply it to the cell instances, because that happens in MyTableView.m So do I still release the IBOutlets in the dealloc of MyCustomCell.m or do I have to do something in MyTableView.m? Also MyCustomCell.m doesn't have a - (void)viewDidUnload {} where I can set my IBOutlets to nil, while my MyTableView.m does.

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  • Loading Youtube Iframe API with RequireJS

    - by davidgnin
    I'm trying to use the Youtube Iframe API inside a module definded with Require JS. As this API is loaded async and calls a function once is loaded, I used a requireJS plugin called "async", that worked before with google maps api. However, this time something isn't working. My module starts this way: define(['text!fmwk/widgets/video/video.html','fmwk/utils/browser','async!http://www.youtube.com/iframe_api'], function (videoTpl,root) { ... }); and chrome console fires this error: Uncaught Error: Load timeout for modules: async!http://www.youtube.com/iframe_api_unnormalized3,async!http://www.youtube.com/iframe_api http://requirejs.org/docs/errors.html#timeout If I don't use async plugin the object YT or its functions are undefinded, and the same happens if I download the API code. The API is loaded sometimes if I put an script tag in the head tag of the html file. All this is expected, but I don't understand because async plugin fails. Thank you for your attention and help :)

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

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

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  • codemirror fails when adding </textarea> tag inside it

    - by Jorre
    I'm using codemirror http://marijn.haverbeke.nl/codemirror/ to let users create their own web templates inside a web application. Codemirror works great, except for the time that users have put a tag inside their source code. When I load that up inside code mirror, it breaks everything in the source code that follows after because it thinks my codemirror text area is closed. I'm using the following way to launch codemirror: CodeMirror.fromTextArea('code') It works great on my existing textarea "code" except when users add inside their templates (in the codemirror textarea). Any help is much appreciated!

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