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  • How can I drag and drop a xaml activity to a WF4 rehosted designer?

    - by Louis Rhys
    I understand that the WorkflowDesigner can receive a dragged item in several ways, for example: By dragging an item from the toolbox and dropping it on the designer: an empty activity of that type will be inserted on the designer at the drop location. One can also drag an activity from the designer and drop it on another location in the designer, the dragged activity will be inserted at the drop location as well. Is it possible that similar to these two drag and drop mechanism, I can drag a xaml activity to the designer? What I have in mind is this, Let's say you have a ListView containing several xaml files. I want to be able to drag one of the ListView items (ie one of the xaml files), and when I drag it over the designer it will act as if I drag something from the toolbox (except the activity will be supplied from the xaml). I know I can create a runtime Activity from the file by using ActivityXamlServices.Load(filename), and I want this activity to be inserted at the drop location. But how to tell the application to understand this when I drag and drop?

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  • HTML5: dragover(), drop(): how get current x,y coordinates?

    - by Pete Alvin
    How does one determine the (x,y) coordinates while dragging "dragover" and after the drop ("drop") in HTML5 DnD? I found a webpage that describes x,y for dragover (look at e.offsetX and e.layerX to see if set for various browsers but for the life of me they ARE NOT set). What do you use for the drop(e) function to find out WHERE in the current drop target it was actually dropped? I'm writing an online circuit design app and my drop target is large. Do I need to drop down to mouse-level to find out x,y or does HTML5 provided a higher level abstraction?

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  • jQuery Drag/Drop problem: mousemove Event not binding for some elements

    - by saturdayplace
    Using the latest jQuery/UI that are hosted at Google. I've got the following markup: <ul id="tree"> <li><a href="1/">One</a></li> <li><a href="2/">Two</a></li> </ul> And the following javascript: $(document).ready(function(){ // Droppable callbacks function dragOver(overEvent, ui_object) { $(this).mousemove(function(moveEvent){ console.log("moved over", this); }); } function drop_deactivate() { $(this).unbind(); } function drag_out() { $(this).unbind(); } // Actual dragging $("#treeContainer li").draggable({ revert: true, revertDuration: 0 }); // Actuall dropping $("a").droppable({ tolerance: "pointer", over: dragOver, deactivate: drop_deactivate, out: drag_out }); }); If I drag the first li down over the second, the mousemove function fires (and firebug logs the output). But if I drag the second li up over the first, the mousemove function doesn't fire. You can see this live at http://jsbin.com/ivala. Is there a reason for this? Should I be trapping the mousemove event in some other way? Edit: It appears as thought the mousemove() event isn't binding for earlier elements than the one currently being dragged (should be bound upon their mouseover).

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  • Drop on NSTableView Behavior

    - by dave-gennel
    Hi, I have an NSTableView and I have successfully implemented both tableView:validateDrop:proposedRow:proposedDropOperation: and tableView:acceptDrop:row:dropOperation:. I don't need tableView:writeRowsWithIndexes:toPasteboard: because that's for dragging objects out of the NSTableView. Now, the problem is that I want it to behave kind of iTunes-like. In iTunes 9.x (I don't remember it for the previous versions) you have an NSTableView (the playlist) and when you drag a file over it you get this blue focus inside the NSTableView (maybe it's the NSScrollView?) and you don't have the blue horizontal line that indicates where you're going to insert an object. So basically I would like: No blue horizontal insert line between rows when hovering a file over the NSTableView. The blue focus inside the NSTableView (or NSScrollView). Any help would be greatly appreciated so thank you in advance.

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  • How do I drop SQL Databases? sp_delete_database_backuphistory woes

    - by rlb.usa
    I want to delete some SQL Databases on my server, but I'm having problems. My login has the roles: public dbcreator serveradmin When I right click the database and hit Delete, it says that Delete backup history failed for server 'MYSERVER' (Microsoft.SqlServer.Smo) Additional Information: The EXECUTE permission was denied on the object 'sp_delete_database_backuphistory' How do I delete these databases?

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  • Silverlight 4 Drag and Drop Treeview

    - by Rich
    Does anyone have an example for any of the following scenarios. Given, these are all dynamically populated trees. Not using a Heirarchal data template, but by iterating through object collections manually and appending children at the appropriate level. Treeview1 has 3 levels, but items can only be reordered within their level. So, lets say we have Drives, Folders and Files. Drives can be rearranged in an order, but not put into a Folder. When navigated down one level in a drive, the individual folders can be reordered, but not dragged between drives.. and same with files, only can be reordered, but not moved to a different folder or drive I have 2 treeviews, Treeview1 is the same as #1 above and Treeview2 is like a picklist of available items. A user can drag an item from Treeview2 to Treeview1, but it can only be placed at Treeview1's File Level. The dragged item cannot be a child of a file, or placed at the folder level, nor placed at the drive level. Also, how to handle the Above, On Top, or Below an item. I have yet to come across these examples.

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  • jQuery Drag And Drop Using Live Events

    - by devongovett
    Hello. I have an application with a long list that changes frequently, and I need this the items of this list to be draggable. I've been using the jQuery UI draggable plugin, but it is slow to add to 400+ list items, and has to be re-added every time new list items are added. Does anyone know of a plugin similar to the jQuery UI draggable plugin that uses jQuery 1.3's .live() events? This would solve both problems. Thanks!

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  • Drag and Drop file upload in Silverlight 4?

    - by Parvenu74
    I'm working on re-writing a WinForms application into Silverlight. One use case in the WinForms app allows users to drag TIFF images (of faxes) from Outlook directly onto an "attach an image or fax to this case" control in the WinForms app. Is there a Silverlight 4 control which allows for the same functionality? It's important to realize that saving the file to the local filesystem and then selecting and uploading the file with a standard upload control will not meet the business requirements as outlined in the project.

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  • jQuery drag drop slower for more DIV items

    Hi there, I have got a hierarchichal tags (with parent child relationship) in my page and it will account to 500 - 4500 (can even grow). When i bound the draggable and droppable for all i saw very bad performance in IE7 and IE6. The custom helper wont move smoothly and was very very slow. Based on some other post i have made the droppable been bound/unbound on mouseover and mouseout events (dynamically). Its better now. But still i dont see the custom helper move very smoothly there is a gap between the mouse cursor and the helper when they move and gets very bad when i access the site from remote. Please help me to address this performance issue. Am totally stuck here.. :(

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  • How to drag item out from Iframe and drop onto parent

    - by ethan.zhang
    Hi, I have a folder tree view on the left page which was in a tag, left page was the iframe container which contain the file list, when I want to drag the files out from the iframe, I got a headache. no matter the containment option was set to 'parent' or 'window', I just can't drag out elements in the iframe container can any one help on this?

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  • Drag and Drop to explorer causing invalid FORMATETC (DV_E_FORMATETC) error

    - by JustABill
    I'm trying to use this excellent example to implement dropping virtual files into Windows Explorer. However, I'm stymied by this error. Towards the bottom, inside void System.Runtime.InteropServices.ComTypes.IDataObject.GetData(ref System.Runtime.InteropServices.ComTypes.FORMATETC formatetc, out System.Runtime.InteropServices.ComTypes.STGMEDIUM medium) on the first call to ((System.Runtime.InteropServices.ComTypes.IDataObject)this).GetDataHere(ref formatetc, ref medium); I'm getting back a DV_E_FORMATETC error. As far as I can tell, all the elements of the FORMATETC struct that are being passed in are valid: cfFormat is "Shell IDList Array" (-16141), ptd is 0, dwAspect is DVASPECT_CONTENT, lindex is -1, and tymed is TYMED_HGLOBAL. I'm kind of confused how there'd be a problem anyway, since this was generated by explorer. I know very little about COM interaction, so any help would be greatly appreciated.

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  • disable text drag and drop

    - by maniek
    There is a common feature of modern browsers where a user can select some text and drag it to an input field. Within the same field it causes moving of text, between different fields it does copying. How do I disable that? If there is no portable way, I am mostly interested in firefox. This is an intranet webapp, so I am also interested in modifying the browser/getting a plugin to do this. Maybe some system-level settings (I`m on windows XP)? I need to keep the default select-copy-paste functionality. The background is I have multiple-field data entry forms, and users often drag something by mistake.

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  • Detecting position with drag-and-drop and jQuery?

    - by Matthew Westrik
    Hi, I need to know how to detect the position of a dragged item as opposed to other divs. I need to detect whether an item is dropped outside of two different divs. (I am building a mac dock type start page and I need to know how to do this so I can delete icons by dragging them off the bar.) Any help would be greatly appreciated.

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  • Drag & Drop using jQuery-ui

    - by Dhruva Sagar
    Hi, I am currently working on a project where I have to create a custom calendar sort of application to display and manage appointments easily. I need to be able to drag and reschedule appointments appropriately. jQuery-ui is pretty neat and I am able to achieve almost everything except that I require that no appointments (divs) may overlap. I am not able to figure out how to achieve this. If someone could guide me into the right direction for this, it would be great. Thanking you in advance for your time and patience.

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  • jquery ui drag and drop + ajax problem

    - by mobster
    I'm making board game and i'm using jquery ui draggable effect for figures. On drag start I send ajax request to other page where I generate droppable places soo the figure can be drag and droped only on those particular places, but the problem is I must move figure twice to take effect. Does anyone know how to solve this problem? I would be very grateful for help.

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  • jQuery UI Drag/Drop does not work in FF

    - by nolabel
    I've been looking all over the place, but I haven't landed an answer yet. Is the current jQuery UI 1.8-1.8.2 supports Firefox 3+? I have 3.6.3 installed, but the example on their websites works for my IE7, IE8, Chrome, but not Firefox. http://jqueryui.com/demos/sortable/#connect-lists

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • ActionScript Drag and Drop Display Objects With Mask And Filter?

    - by TheDarkIn1978
    i've created a sprite to drag and drop around the stage. the sprite is masked and has it's mask as it's child so that it too will drag along with the sprite. everything works fine until i add a drop shadow filter to the sprite. when the drop shadow is added, i can only mousedown to drag and mouseup to drop the sprite if the mouse events occur within the original location of the sprite when it was added to the stage. how can i fix this problem? could this be an issue with 10.1? if not what am i doing wrong? var thumbMask:Sprite = new Sprite(); thumbMask.graphics.beginFill(0, 1); thumbMask.graphics.drawRoundRect(0, 0, 100, 75, 25, 25); thumbMask.graphics.endFill(); var thumb:Sprite = new Sprite(); thumb.graphics.beginFill(0x0000FF, 1); thumb.graphics.drawRect(0, 0, 100, 75); thumb.graphics.endFill(); thumb.addEventListener(MouseEvent.MOUSE_DOWN, drag); thumb.addEventListener(MouseEvent.MOUSE_UP, drop); thumb.filters = [new DropShadowFilter(0, 0, 0, 1, 20, 20, 1.0, 3)]; thumb.addChild(thumbMask); thumb.mask = thumbMask; addChild(thumb) function drag(evt:MouseEvent):void { evt.target.startDrag(); trace("drag"); } function drop(evt:MouseEvent):void { evt.target.stopDrag(); trace("drop"); }

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  • Cocoa NSTextField Drag & Drop Requires Subclass... Really?

    - by ipmcc
    Until today, I've never had occasion to use anything other than an NSWindow itself as an NSDraggingDestination. When using a window as a one-size-fits-all drag destination, the NSWindow will pass those messages on to its delegate, allowing you to handle drops without subclassing NSWindow. The docs say: Although NSDraggingDestination is declared as an informal protocol, the NSWindow and NSView subclasses you create to adopt the protocol need only implement those methods that are pertinent. (The NSWindow and NSView classes provide private implementations for all of the methods.) Either a window object or its delegate may implement these methods; however, the delegate’s implementation takes precedence if there are implementations in both places. Today, I had a window with two NSTextFields on it, and I wanted them to have different drop behaviors, and I did not want to allow drops anywhere else in the window. The way I interpret the docs, it seems that I either have to subclass NSTextField, or make some giant spaghetti-conditional drop handlers on the window's delegate that hit-checks the draggingLocation against each view in order to select the different drop-area behaviors for each field. The centralized NSWindow-delegate-based drop handler approach seems like it would be onerous in any case where you had more than a small handful of drop destination views. Likewise, the subclassing approach seems onerous regardless of the case, because now the drop handling code lives in a view class, so once you accept the drop you've got to come up with some way to marshal the dropped data back to the model. The bindings docs warn you off of trying to drive bindings by setting the UI value programmatically. So now you're stuck working your way back around that too. So my question is: "Really!? Are those the only readily available options? Or am I missing something straightforward here?" Thanks.

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  • Raytraced Shadows Problem

    - by Mat
    Hey There! I've got a problem with shadowrays in my raytracer. Please have a look at the following two pictures 3D sMax: My Raytracer: The scene is lit by a very bright light, shining from the back. It's so bright that there is no gradient in the shading, just either white or dark (due to the overexposure). both images were rendered using 3DStudioMax and both use the exact same geometry, just in one case the normals are interpolated across the triangles. Now consider the red dot on the surface. In the case of the unsmoothed version, it lies in a dark area. this means that the light source is not visible from this triangle, since it's facing away from it. In the smoothed version however, it lies in the lit area, because the interpolated normal would suggest, that the light would be visible at that point (although the actual geometry of the triangle is facing away from the lightsource). My problem now is when raytraced shadows come in. if a shadowray is shot into the scene, from the red dot, to test whether the light-source is visible or not (to determine shadowing), the shadowray will return an intersection, independent of whether normals are interpolated or not (because intersections only depend on the geometry). Therefore the pixel would be shaded dark. 3dsamx is handling the case correctly - the rendered image was generated with Raytraced shadows turned on. However, my own Raytracer runs exactly into this problem when i turn on raytraced shadows (in my raytracer, the point is dark in both cases, because raytraced shadows determine the point lying in the shadow), and i don't know how to solve it. I hope someone knows this problem and how to deal with it.. thanks!

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  • How to extract file paths out of drag and drop event?

    - by trismarck
    I have this application that lists files in a WindowsForms listbox (NET framework). The application does not support the copy operation if multiple files are selected in the listbox, but at the same time, the application supports 'drag and drop' event for multiple files (allows dragging the files 'out of the application'). How can I extract the paths of the files 'dragged out of the application'? (i.e. I drop the files on some program / script that shows me the paths / saves the paths to a txt file).

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  • cisco asa + action drop issue

    - by ghp
    Have created a tunnel between 10.x.y.z network and 122.a.b.c ..the tunnel is up and active, but when I try the packet tracer output ..I get the ACTION as drop. I have also enabled same-security-traffic permit intra-interface. Can someone help me what does this drop mean? Result: input-interface: inside input-status: up input-line-status: up output-interface: outside output-status: up output-line-status: up Action: drop Drop-reason: (acl-drop) Flow is denied by configured rule Packet Tracer output @Shane Madden: please find below the packet tracer output. CASA5K-A# CASA5K-A# config t CASA5K-A(config)# packet-tracer input inside tcp 10.x.y.112 0 122.a.b.c 0 Phase: 1 Type: ROUTE-LOOKUP Subtype: input Result: ALLOW Config: Additional Information: in 0.0.0.0 0.0.0.0 outside Phase: 2 Type: ACCESS-LIST Subtype: Result: DROP Config: Implicit Rule Additional Information: Result: input-interface: inside input-status: up input-line-status: up output-interface: outside output-status: up output-line-status: up Action: drop Drop-reason: (acl-drop) Flow is denied by configured rule CASA5K-A(config)# ======================================================================== The access-group are as follows : access-group acl-inbound in interface outside access-group acl-outbound in interface inside and the access-list's are access-list acl-inbound extended permit tcp any any gt 1023 access-list acl-outbound extended permit ip object-group net-Source object net-dest

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