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  • How do I merge a local branch into TFS

    - by Johnny
    hi, I did a stupid thing and branched my project on my local disk instead of doing it on the TFS. So now I have two projects on my disk: the old one which has TFS bindings and the new, which doesn't. I want to merge those changes back into the TFS project. How would I go about doing that? I can't do Compare because my local branch has no TFS bindings. There should be some way to compare the differences between the two projects locally and then meld the differences into the old project and check-in, but I can't find an easy way of doing that. Any other solutions?

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  • jQuery change selected option's background on change of selected item

    - by Scott B
    I have a routine that dynamically changes a select list's "selected" option when the corresponding image from a carousel widget is clicked (it's a wordpress template selector). I'd just like to add a flash of background color, then fade to white, to give the user a visual cue that they've just changed the value of the template chooser select list. I've attempted at it below to assign the className "mySelectedOption" to the selected option, but its not working. I'm sure there is perhaps a better way to get the visual cue I'm looking for, (since the css change is static and wont fade back to white background) $('#carousel ul li').click(function(e) { var myOption = $(this).children('img').attr('title'); $("#myTheme option[value='"+myOption+"']").attr('selected', 'selected'); $("#myTheme :selected]").attr('className', 'mySelectedOption'); });

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  • Jquery radio button show and hide divs

    - by vzhen
    My html and jquery code here. The jquery code performs if value ending with 123 a specify div will show. But i got a problem here. After i clicked on value c123 and d123 and switch back to a and b radio buttons. The showed div will not disappear. How to fix this? <input type="radio" value="a" /> <input type="radio" value="b" /> <input type="radio" value="c123" /> <input type="radio" value="d123" /> $(".localBank").hide(); $("input[value$='123']").click(function() { var bank = $(this).val(); $(".localBank").hide(); $("#localBank"+bank).show(); });

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  • multiple login pages in ASP.NET forms authentication

    - by Brad
    My bank's website has 2 login pages for online banking. On the first page, I enter my username. If I don't enter a valid username, I get an error message, and do not get to the 2nd page. The 2nd page displays a picture based on my user name, and has me enter my password. If I manually type a URL to a page inside the site after entering my username but before entering my password, I am redirected back to the first login page. Is there a good way to implement this in ASP.NET with Forms Authentication? I only get 1 loginUrl in my web.config. I am fairly certain my bank uses Java.

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  • UITextFields losing values after UINavigationController activity

    - by Dan Ray
    This is going to be hard to demonstrate in code, but maybe you can picture it with me. I have a view that contains two UITextFields, "title" and "descr". That same view contains two UIButtons that push another controller onto the navController to get more detail from the user about the object we're assembling and ultimately uploading to my server. It appears that pushing another view on, doing something, and popping it back off results in the two UITextFields keeping their content VISUALLY, but the .text property of those fields becomes NULL. I've confirmed that if I do my two push-pop fields before filling in those UITextFields, I get my data when I upload, and if I do them in the opposite order, I don't. It LOOKS like there's data there, but I get nothing when I NSLog their .text properties. Is this normal? Do I need to just design around this? Or is this as weird as it seems, and I should be looking deeper at causes of this?

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  • Objective-C Memory Management: When do I [release]?

    - by Sahat
    I am still new to this Memory Management stuff (Garbage Collector took care of everything in Java), but as far as I understand if you allocate memory for an object then you have to release that memory back to the computer as soon as you are finished with your object. myObject = [Object alloc]; and [myObject release]; Right now I just have 3 parts in my Objective-C .m file: @Interface, @Implementation and main. I released my object at the end of the program next to these guys: [pool drain]; return 0; But what if this program were to be a lot more complicated, would it be okay to release myObject at the end of the program? I guess a better question would be when do I release an object's allocated memory? How do I know where to place [myObject release];?

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  • Difference between Revert and Update in Mercurial

    - by Edan Maor
    I'm just getting started with Mercurial, and I've come across something which I don't understand. I made changes to several files, and now I want to undo all the changes I made to one of them (i.e. go back to my last commit for one specific file). As far as I can see, the command I want is revert. In the page I linked to, there is the following statement: This operation however does not change the parent revision of the working directory (or revisions in case of an uncommitted merge). To undo an uncomitted merge, you can use "hg update -C -r." which will reset the parents to the first parent. I don't understand the difference between the two (hg revert vs. hg update -C -r). Can anyone enlighten me as to the difference? And in my case, do I really want the revert or the update to go get rid of the changes I made to the file? Thanks

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  • Filesystem synchronization library?

    - by IsaacB
    Hi, I've got 10 GB of files to back up daily to another site. The client is way out in the country so bandwidth is an issue. Does anyone know of any existing software or libraries out there that help with keeping a folder with its files synchronized across a slow link, that is it only sends files across if they have changed? Some kind of hash checking would be nice, too, to at least confirm the two sides are the same. I don't mind paying some money for it, seeing as how it might take me several weeks to a month to implement something decent on my own. I just don't want to re-invent the wheel, here. BTW it is a windows shop (they have an in house windows IT guy) so windows is preferred. I also have 10 GB of SQL Server 2000 databases to go across. Is the SQL server replication mode reliable? Thanks!

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  • a better way to initialize database ONCE when rail server starts

    - by Hadi
    i would like to initialize database the first time the server is started, that involve calling a class method. Given the class name is: Product At first i put an .rb file config\initializers\init.rb as it gets automatically called. Everything works ok, until the database is deleted, and i am trying to do rake db:migrate. rake db:migrate fails saying that cannot find 'product' table. inside init.rb = Product.populate_db The solution i came up is: I took out init.rb do rake db:migrate put back init.rb run the server. My rails application is mainly for reporting and the data is seeded from other application, so i have to do the above step everyday Is there a better way to do the initialization?

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  • PredicateBuilder "And" Method not working

    - by mikemurf22
    I have downloaded the predicate builder and am having a difficult time getting it to work with the entity framework. Here is my code: v_OrderDetail is the entity var context = new OrdersEntities(); Expression<Func<v_OrderDetail,bool>> whereClause = w => true; var predicate = PredicateBuilder.True<v_OrderDetail>(); predicate.And(w => w.Status == "Work"); var results = context.v_OrderDetail.AsExpandable().Where(predicate); When I look at the results I get back every order. The And predicate doesn't seem to take. When I look at the predicate.parameters.count it only shows 1. I'm not sure, but I would expect it to show 2 after I add the second one. Any help is greatly appreciated.

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  • UdpClient receiving and sending at the same time

    - by SoMoS
    Hello, I am maintaining other's code and its using the class UdpClient. The code declares one instance of UdpClient and receives data continuosly using the UdpClient.Receive(). When data is received it is processed in another thread and the UdpClient calls Receive() again. At the same time when the data is processed the same client is sending a response back. Question: Is this a bug? I think so because UdpClient is not thread safe so you can not call two methods at the same time. Anyways code is working fine but ...

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  • Drag and drop: jQuery UI or Scriptaculous?

    - by jpartogi
    Dear all, I am in the middle of the road whether to use jQuery UI or Scriptaculous for drag and drop. I am using Ruby on Rails, and Scriptaculous support in Ruby on Rails is superb with the existence of scriptaculous_helper.rb. But I have already use jQuery for the ajax and DOM manipulation. I do not mind to use scriptaculous since we can use jQuery.noConflict() in the code. I also kind of get the impression that scriptaculous drag and drop is better than jQuery UI drag and drop based on the online demos. So back to the original question, which one would you recommend as a drag and drop library and which one do you think is better than the other? Scriptaculous or jQuery UI?

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  • IE form input data disappear after browser refresh

    - by RWW
    Hi, I'm trying to achieve sticky forms without PHP. My setup is AJAX like javascript. The back/forward work fine on both IE and FF, but refresh only works on FF, not IE. Doesn't matter what cache options I use, I've even set IE's temporary files option to never check for updates, and the input value is gone after page refresh(the refresh button or F5) I've read many posts where people have the opposite problem, and do not want form data to persist across page refresh, and never read from browser cache, but I do. Any help is appreciated, thanks!

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  • Return nested alias for linq expression

    - by Schotime
    I have the following Linq Expression var tooDeep = shoppers .Where(x => x.Cart.CartSuppliers.First().Name == "Supplier1") .ToList(); I need to turn the name part into the following string. x.Cart.CartSuppliers.Name As part of this I turned the Expression into a string and then split on the . and removed the First() argument. However, when I get to CartSuppliers this returns a Suppliers[] array. Is there a way to get the single type from this. eg. I need to get a Supplier back. Thanks

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  • TabWidget white foreground color?

    - by Kurian
    I don't know what I did but for a period of time my TabWidget had white colored tabs which looked really nice. I never set a theme or background/foreground color in my project at all. The next time I compiled it it reverted back to the gray tabs. My application is using the default dark theme. Even if I set the application theme to light, the tabs are still gray. So obviously it was something else that changed the tabs' color. Anyone know how to do this?

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  • SQL Reporting Services Daylight saving time query (pt 2)

    - by ross-starkey
    I posted a question a couple of days ago (SQL Reporting Services Daylight saving time query) which was I received an answer for (thanks very much) but did not elaborate on the whole problem I am experiencing. Not only did I require the returned date time format to account for day light saving but I also need the search parameter @StartDate to allow for DST. Currently if I key in a scheduled start time of 31/03/2010 11:00 and because the SQL DB has already taken the hours difference into consideration I get no results back. If I key in 31/03/2010 10:00 then the correct details are returned. Is there away using T-SQL or the like to get the search parameter to pass the adjusted time to the DB?

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  • How do I ignore the Perl shebang on Windows with Apache 2?

    - by nbolton
    I have set up a local Perl web environment on my Windows machine. The application I'm working on is originally from a Linux server, and so the shebang for source .pl files look like so: #!/usr/bin/perl This causes the following error on my Windows dev machine: (OS 2)The system cannot find the file specified. Is it possible to change my Apache 2 conf so that the shebang is ignored on my Windows machine? Of course I could set the shebang to #!c:\perl\bin\perl.exe, that much is obvious; but the problem comes to deploying the updated files. Clearly it would be very inconvenient to change this back on each deploy. I am using ActivePerl on Windows 7. Update: I should have mentioned that I need to keep the shebang so that the scripts will work on our shared hosting Linux production server. If I did not have this constraint and I didn't have to use the shebang, the obvious answer would be to just not use it.

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  • showSettings callback in Flex?

    - by Jim Robert
    I am pretty new to flex, so forgive me if this is an obvious question. Is there a way to open the Security.showSettings (flash.system.Security) with a callback? or at least to detect if it is currently open or not? My flex application is used for streaming audio, and is normally controlled by javascript, so I keep it hidden for normal use (via absolute positioning it off the page). When I need microphone access I need to make the flash settings dialog visible, which works fine, I move it into view and open the dialog. When the user closes it, I need to move it back off the screen so they don't see an empty flex app sitting there after they change their settings. thanks :)

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  • How do you implement Software Transactional Memory?

    - by Joseph Garvin
    In terms of actual low level atomic instructions and memory fences (I assume they're used), how do you implement STM? The part that's mysterious to me is that given some arbitrary chunk of code, you need a way to go back afterward and determine if the values used in each step were valid. How do you do that, and how do you do it efficiently? This would also seem to suggest that just like any other 'locking' solution you want to keep your critical sections as small as possible (to decrease the probability of a conflict), am I right? Also, can STM simply detect "another thread entered this area while the computation was executing, therefore the computation is invalid" or can it actually detect whether clobbered values were used (and thus by luck sometimes two threads may execute the same critical section simultaneously without need for rollback)?

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  • Session management with OpenID, in ASP.NET

    - by Andreas Grech
    I am currently playing with DotNetOpenAuth to make an ASP.NET (C#) website use OpenID instead of the normal login-password routine for user and session handling. Up till now, I have added the DotNetOpenAuth.dll into my project and tried a test login page with the following: <rp:OpenIdLogin ID="OpenIdLogin1" runat="server" /> When I run the page, I enter a valid myopenid url and the website redirects to the myopenid page, where I enter my password, and upon success, it returns back to my default.aspx, due to the following in my web.config: <authentication mode="Forms"> <forms defaultUrl="/Default.aspx" loginUrl="~/Login.aspx"/> </authentication> Now that the user is "logged in", how can handle my session? At the moment, I don't know how I can, for example, check if the session is still alive or how to terminate the session. My basic question is, how can I manage the session once the user is authenticated with OpenID ?

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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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  • What is the most efficient Java Collections library?

    - by dehmann
    What is the most efficient Java Collections library? A few years ago, I did a lot of Java and had the impression back then that trove is the best (most efficient) Java Collections implementation. But when I read the answers to the question "Most useful free Java libraries?" I noticed that trove is hardly mentioned. So which Java Collections library is best now? UPDATE: To clarify, I mostly want to know what library to use when I have to store millions of entries in a hash table etc. (need a small runtime and memory footprint).

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    Hi all, extreme n00b here... I've got a number of elements (dynamically generated by back end so it could be quite a few) and all need a unique id. I'm trying to work out how to do this wth jQuery and not doing so well. Any help is appreciated. In the code below, I'd want each "bar" div to get a unique id, like id1, id2 etc etc <div class="foo"> <ul class="bar"> </ul> <ul class="bar"> </ul> <ul class="bar"> </ul> <ul class="bar"> </ul> </div>

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  • Smooth screen recording software

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    Hello everyone, I am preparing for my senior thesis presentation. I'd like to back myself up in case there is no internet connection available. Therefore I want to record a video showing the functionality of my software. I have tried Camtasia but all the smooth and slick animations I've created, do not look that appealing. Is there an alternative. Something that will capture my screen 1 to 1, or near that. Camtasia is great, but it does not serve the purpose. Any help would be greatly appreciated. Best Regards, Kiril

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    I need to generate a random alpha/numeric to give to users that they come to the site to enter. I dont' know much about random numbers and such, I know there are seeding issues and such, but I'm not sure what they are. So, I used this: select substrING(md5(concat_ws('-',md5(username_usr), MD5(zip_usr), MD5(id_usr), MD5(created_usr))),-12) from users_usr Is this safe? I used concat_ws because sometimes zip is null, but the others never are. And yes, I know this is kinda short, but 1. They have to enter the last 4 of their social, 2. It's 1 time use, 3. There's no private data displayed back in the application and 4. I may use captcha, but since there's no private data, thats probably overkill. THanks

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