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  • how to make shadows for transparent objects using ray tracing in C++/openGL

    - by happy face
    I'm trying to make a code that cast shadow from trasnparent objects(such as glass) for rendering in 3D I do not have a shadow map and photon mapping yet, and I wanted to know if there is a way to make shadows for transparent materials using ray tracing only. Caustics sounds very hard without photon mapping... I have implemented a simple code in C++ that only makes the shadows black (no matter if the objects are transparent or opaque) Pseudo code would be great, thnx. for(size_t i = 0;i < num; ++i) { if(state_list[i].hit && state_list[i].distance < dist_from_light[i]) { return[i] = BLACK; }

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  • interactive lua prompt in opengl application

    - by anon
    Okay, so when I run lua, I get something like: lua Lua 5.1.4 Copyright (C) 1994-2008 Lua.org, PUC-Rio > Now, I want a prompt like this, 1) in a GUI application I've written. My GUI application can provide functions like: get_input_from_screen(); and write_this_crap_out_to_screen(); and more functions I can write as necessary I also know how to embed a lua interpreter in my C++ code (short tutorial on the web) What I don't know .. is how to connect the input/output of a lua interpreter with my GUI stuff. Any help/links apreciated. Thanks!

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  • OpenGL Vertex Array/Buffer Objects

    - by sadanjon
    Question 1 Do vertex buffer objects created under a certain VAO deleted once that VAO is deleted? An example: glGenBuffers(1, &bufferObject); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, bufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(someVertices), someVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(positionAttrib); glVertexAttribPointer(positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, NULL); When later calling glDeleteVertexArrays(1, &VAO);, will bufferObject be deleted as well? The reason I'm asking is that I saw a few examples over the web that didn't delete those buffer objects. Question 2 What is the maximum amount of memory that I can allocate for buffer objects? It must be system dependent of course, but I can't seem find an estimation for it. What happens when video RAM isn't big enough? How would I know?

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  • Is this possible with OpenGL?

    - by user146780
    Basically what I'd like to do is make textured NGONS. I also want to use a tesselator (GLU) to make concave and multicontour objects. I was wondering how the texture comes into play though. I think that the tesselator will return verticies so I will add these to my array, that's fine. But my vertex array will contain more than one polygon object so then how can I tell it when to bind the texture like in immediate mode? Right now I feel stuck with one call to bind. How can this be done? Thanks

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  • Unable to link to opengl libraries? DOS / MSVC

    - by Mark
    Is there something wrong with this link.exe command line? OpenGL32.lib and Glu32.lib are found at both of the LIBPATH directories. Is it possible the libraries are somehow incompatible? Is there a way to have the link.exe say that instead of unresolved external symbol? Googling shows that this error usually means the libraries are not found, but they are there. E:\mvs90\VC\BIN\link.exe /DLL /nologo /INCREMENTAL:no /DEBUG /pdb:None /LIBPATH:E:\code\python\python\py26\libs /LIBPATH:E:\code\python\python\py26\PCbuild opengl32.lib glu32.lib /EXPORT:init_rabbyt build\temp.win32-2.6-pydebug\Debug\rabbyt/rabbyt._rabbyt.obj /OUT:build\lib.win32-2.6-pydebug\rabbyt\_rabbyt_d.pyd /IMPLIB:build\temp.win32-2.6-pydebug\Debug\rabbyt\_rabbyt_d.lib /MANIFESTFILE:build\temp.win32-2.6-pydebug\Debug\rabbyt\_rabbyt_d.pyd.manifest Creating library build\temp.win32-2.6-pydebug\Debug\rabbyt\_rabbyt_d.lib and object build\temp.win32-2.6-pydebug\Debug\rabbyt\_rabbyt_d.exp rabbyt._rabbyt.obj : error LNK2019: unresolved external symbol __imp__glOrtho re ferenced in function ___pyx_f_6rabbyt_7_rabbyt_set_viewport Directory of E:\code\python\python\py26\libs 09/27/2007 02:20 PM 12,672 GlU32.Lib 09/27/2007 02:20 PM 76,924 OpenGL32.Lib

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  • How to install Radeon 3670 HD graphics drivers for Ubuntu 10.04 64 bit with OpenGL 2.0 support?

    - by Daniel
    I've been having trouble with getting graphics drivers to work that support OpenGL 2.0. I've had some luck with the Ubuntu drivers, however these only support OpenGL 1.3. I thought I would document the methods that I have tried both to see if anyone else has ideas, and to save time for people with a similar problem. System details: Ubuntu 10.04 (Lucid) 64 bit Kernel Linux 2.6.32-44-generic GNOME 2.30.2 ATI Mobility Radeon HD 3670 Attempted Methods The methods I have tried are: 1. Installing Proprietary Drivers using the "Hardware Drivers" (Jockey) GUI This GUI offers an "ATI/AMD proprietary FGLRX graphics driver" however any attempts to install it result in a "Sorry, installation of this driver failed" error. The log file is here. There is an Ask Ubuntu question that covers this scenario, and notes that there is a known bug with Jockey. 2. Installing the Proprietary Drivers manually The answer to the question above linked to this wiki page, which gives instructions for installing Catalyst 12.6. This supported hardware list states that the 3670 is not supported in 12.6, and 12.4 must be used. This is somewhat confusing, as AMD's website suggests that the 12.6 driver should be installed for the 3670. There have been user reports that R600 (the GPU inside the 3670 card) doesn't work with 12.6, so I'm sticking with 12.4. I'm following these instructions to install the proprietary drivers on Lucid. I downloaded the 12.4 driver from the AMD website. Building the package worked fine, generating the fglrx, fglrx-dev, fglrx-amdcccle, and fglrx-modaliases deb packages successfully. However, when I try to install these using dpkg it gives me these errors. The make log referenced in the error is here. Ask Ubuntu References What is the correct way to install ATI Catalyst Video Drivers? Cannot install ATI/AMD FGLRX restricted graphic drivers Is my ATI graphics card supported in Ubuntu?

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  • Upgrade 11g szeminárium

    - by Lajos Sárecz
    Június 9-én az Oracle Database 11g Upgrade-rol szóló szemináriumot tartunk Mike Dietrich közremuködésével Budapesten! Ha valaki nem ismerné még Mike-ot és Oracle Database upgrade-et tervez, akkor épp itt az ideje hogy megismerje. Erre pedig kiváló alkalom a rendezvény június 9-én, Mike ugyanis az Oracle legfobb upgrade szakértoje. Számos upgrade szemináriumot tart, és nem utolsó sorban van egy kiváló blogja errol a témáról: http://blogs.oracle.com/UPGRADE/ Az esemény fókuszában az upgrade tippek&trükkök bemutatása, valamint az upgrade közben felmerülo buktatók elkerülésének ismertetése lesz. A szeminárium során áttekintést adunk az Oracle Database 11gR2 upgrade folyamatáról és a szükséges elokészíto lépésekrol. A nap során tárgyalni fogjuk a minimális állásidovel végrehajtható upgrade stratégiákat, és kiemelten foglalkozunk majd a teljesítmény hangolás módjával, felhasználva az SQL Plan Management-et és a Real Application Testing két funkcióját: az SQL Performance Analyzer-t, illetve a Database Replay-t. Befejezésként néhány ügyfél tapasztalatait fogjuk megosztani Önökkel. Helyszín a Ramada Plaza Budapest lesz, ahol minden kedves ügyfelünket és partnerünket sok szeretettel várunk. Regisztrálni a rendezvény weboldalán lehetséges.

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  • HOUG Konferencia 2011. A tervezett napirend megtekintheto, BI&DW szekció is

    - by Fekete Zoltán
    A HOUG Konferencia 2011. tervezett szakmai programja már megtekintheto az Oracle Magyaroszági Felhasználóinak Szervezete honlapján: www.houg.hu a HOUG Konferencia majd a tervezett program menüpont alatt. A konferencia Egerszalókon lesz, 2011. március 28-30. napokon. Az Üzleti intelligencia és adattárház szekció elozetes szakmai programja. Szerencsére olyan sok üzleti intelligencia, adattárház és Exadata eloadás került be a konferencia szakmai programba, hogy ezek közül jó néhány eloadás a Korszeru adatközpontok illetve a Vállalati szektor megoldásai szekcióba került kedden délutánra. A keddi délután tehát már lesznek üzleti intelligencia és adattárház eloadások, emellett az Üzleti intelligencia és adattárház szekció 2011. március 30. szerdán délelott és délután lesz. Érdemes tehát már a kedd reggel megérkezni. Sot már hétfon :), hiszen hétfo délután értékes workshopokon és hands-on gyakorlatokon lehet résztvenni. Lesz egy BI hands-on is!

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  • Online Application Upgrade

    - by lsarecz
    Amikor HA (High Availability - Magas Rendelkezésre Állás) megoldásokról beszélünk, általában elsoként a klaszterek, redundáns megoldások jutnak eszünkbe. Pedig nem csak a hardver hibákra kell gondolni, hanem a tervezett leállásokkal is érdemes foglalkozni. Az egyik talán legkevésbé megoldott probléma az, ha egy alkalmazás verzió váltást kell végrehajtani úgy, hogy közben változik az adatstruktúra is. Ez nyilván azt eredményezi, hogy le kell állítani az adatbázist is, és az átszervezéseket, akár adat átalakításokkal együtt végre kell hajtani. De a legnagyobb probléma talán az, hogy amennyiben valami rosszul sül el, és vissza kell állni a kiinduló állapotra, akkor az adatbázis mentést is vissza kell tölteni, hiszen átmenetileg minden felhasználó aki épp használatba vette az új alkalmazás verziót már egy új adatstruktúrába kezdett dolgozni. Az Oracle Database Online Application Upgrade képessége, vagy pontosabb nevén az Edition Based Redefinition pontosan ezt a problémát célozza meg. Az Edition Based Redefinition 3 alap objektummal muködik, ezek: edition, editioning view és crossedition trigger. Az edition egy új nonschema objektum típus. 11gR2 verziótól minden adatbázis rendelkezik legalább egy edition-nel, melynek neve Ora$Base. Minden új edition egy már létezo gyermeke kell, hogy legyen. Amikor kapcsolódunk az adatbázishoz, meghatározható, hogy melyik edition-höz kapcsolódjunk. Kizárólag nézetek, szinonímák és PL/SQL ojektum típusoknak lehet több edíciója (ezek metadat típusú objektumok, nem tartalmaznak adatokat). Azok az objektumok, melyek több edícióval rendelkeznek egyedileg csak úgy azonosíthatók, ha az owner, name, namespace mellett az edition-t is megnevezzük. Azaz két vagy több példánya is létezhet egy adatbázison belül ugyanazzal az owner, name és namespace azonosítókkal rendelkezo objektumnak, amennyiben használjuk az edition-based redefinition-t. Egy új objektum típus, az editioning view is edicionálható. Mivel a fizikai tábla nem edicionálható (elkerülendo az adatok többszörös tárolását és teljesítmény gondokat), ezért az editioning view feladata egy adott tábla egyszeru leképezése egy nézet formájában, ami már több edition-ben is létezhet, és képes elfedni a tábla módosításait. Amennyiben a tábla módosítások olyan táblákat érintenek, amelyek tartalmát  az alkalmazás felhasználók módosítják, szükség van olyan triggerekre, amelyek az egyes editioning view-k között a módosításokat karbantartják. Ezek a crossedition triggerek. Természetesen ahhoz, hogy az online application upgrade muködjön, minden érintett tábla elé el kell készíteni az editioning nézetet és a megfelelo crossedition triggereket. Ezeket használva az alkalmazás két vagy több különbözo verzió képes ugyanazon adatbázison párhuzamosan futni, és ha megtörtént a verzióváltás, akkor még mindig egyszeru visszaállni a régi verzióra egészen addig, amíg a régi edition eldobásra nem kerül. További információk az Edition-Based Redefinition címu whitepaper-ben találhatók.

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  • xrander problem with 1900x1080p

    - by Eslam
    i have a problem with xrandr i successfully executed the following : #cvt 1900 1080 #xrandr 1900x1080 170.75 1904 2024 2224 2544 1080 1083 1093 1120 -hsync +vsync but unfortunately the following command : #xrandr --addmode VGA-0 1900x1080 returned the following error : X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 153 (RANDR) Minor opcode of failed request: 18 (RRAddOutputMode) Serial number of failed request: 29 Current serial number in output stream: 30 the following command output might help in identifying problem : #glxinfo |grep -i opengl OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 310M/PCIe/SSE2 OpenGL version string: 3.3.0 NVIDIA 310.14 OpenGL shading language version string: 3.30 NVIDIA via Cg compiler OpenGL extensions: #lspci |grep -i vga 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [GeForce 310M] (rev a2) any ideas what's gonna be wrong ?

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  • Are there any OpenGL implementations which can use a server to do the rendering?

    - by user1973386
    Assume I have 2 independent machines, one running Debian sid, and the other running Windows 7. The one running Debian sid has a decent graphics card, the Windows 7 machine has no graphics card and a weak processor. The two are connected over a fast local network. Are there any OpenGL implementations, where Windows 7 would use the Debian machine's graphics card to do OpenGL rendering "over the network"?

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  • how to uppercase date and month first letter of ToLongDateString() result in es-mx Culture ?

    - by Oscar Cabrero
    currently i obtain the below result from the following C# line of code when in es-MX Culture Thread.CurrentThread.CurrentCulture = Thread.CurrentThread.CurrentUICulture = new CultureInfo("es-mx"); <span><%=DateTime.Now.ToLongDateString()%></span> miércoles, 22 de octubre de 2008 i would like to obtain the following Miércoles, 22 de Octubre de 2008 do i need to Build my own culture?

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  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

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  • Can't run minecraft on ubuntu 12.04 lts [duplicate]

    - by user170011
    This question already has an answer here: How to correctly install and troubleshoot Minecraft (Client) 3 answers I was trying to run minecraft on my laptop with ubuntu 12.04 lts 64 bit. I have a lenovo ideapad p580 with 7.7 Gb and an Intel® Core™ i7-3520M CPU @ 2.90GHz × 4 processor. Under the graphics section of the system overview in ubuntu it says I have none installed. My computer comes with and nvidia geforce graphics card but it isnt recognized. When I start minecraft I get this crash report. ---- Minecraft Crash Report ---- // Shall we play a game? Time: 24/06/13 7:23 PM Description: Failed to start game org.lwjgl.LWJGLException: Could not init GLX at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:52) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:684) at org.lwjgl.opengl.Display.create(Display.java:854) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:235) at avv.a(SourceFile:56) at net.minecraft.client.Minecraft.run(SourceFile:507) at java.lang.Thread.run(Thread.java:679) A detailed walkthrough of the error, its code path and all known details is as follows: -- System Details -- Details: Minecraft Version: 1.5.2 Operating System: Linux (amd64) version 3.5.0-34-generic Java Version: 1.6.0_27, Sun Microsystems Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 406175448 bytes (387 MB) / 514523136 bytes (490 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 2 total; -Xmx2048M -Xms512M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: No suspicious classes found. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 LWJGL: 2.4.2 OpenGL: ~~ERROR~~ NullPointerException: null Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null I can run it on different versions of linux such as fedora.

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  • Ogre, le moteur graphique C++ est maintenant disponible en version 1.8, ajout du support NaCl et d'un renderer OpenGL ES 2

    Byatis, la version 1.8 d'Ogre est disponible Après plusieurs mois de retard, la nouvelle version stable est arrivée. [IMG]http://www.ogre3d.org/docs/ogre-logo-wetfloor.gif[/IMG] Après plusieurs mois de corrections de bogues et autres problèmes (c'est notamment la première version sans "sinbad" à la tête de l'équipe de développement), la nouvelle version d'Ogre, le célèbre moteur graphique développé en C++ est disponible au téléchargement. Sans plus attendre, découvrons quelques no...

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  • How do I convert matrices intended for OpenGL to be compatible for DirectX?

    - by gardian06
    I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX. I understand that D3D9+ has the option to use either left handed, or right handed convention, but I am unsure about how to return my matrices to be usable by D3D. The source code gives returning OpenGL column major matrices (the transpose of the working transform matrix shown below), but DirectX is row major. For those unfamiliar for the organization of the matrices used in the book: [r11 r12 r13 t1] [r21 r22 r23 t2] [r31 r32 r33 t3] [ 0 0 0 1] r## meaning the value of that element in the rotation matrix, and t# meaning the translation value. So the question in short is: How do I convert the matrix above to be easily usable by D3D? All of the documentation that I have found simply states that D3D is row major, but not where to put what elements so that it is usable by D3D in terms of rotation, and translation elements.

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • SDL 2 passe à la version 2.0.1, la bibliothèque de création d'applications multimédias en deux dimensions améliore les performances d'OpenGL ES 2

    SDL 2 reçoit une mise à jour mineure et passe en version 2.0.1 Cette version n'apporte aucune fonctionnalités mais permet de stabilisé la bibliothèque et de la rendre plus performante. Voici la liste des correctifs :Général : ajout de fonctions pour récupérer les chemins commun du système de fichiers dans SDL_filesystem.h : SDL_GetBasePath(), SDL_GetPrefPath() ; ajout d'une fonction pour optimiser les mis à jour de textures YV12 et IYUV : SDL_UpdateYUVTexture() ; ajout d'une fonction...

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  • Poner aplicaci&oacute;n Asp.Net en modo OFFLINE

    - by Jason Ulloa
    Una de las opciones que todo aplicación debería tener es el poder ponerse en modo OFFLINE para evitar el acceso de usuarios. Esto es completamente necesario cuando queremos realizar cambios a nuestra aplicación (cambiar algo, poner una actualización, etc) o a nuestra base de datos y evitarnos problemas con los usuarios que se encuentren logueados dentro de la aplicación en ese momento. Muchos ejemplos a través de la Web exponen la forma de realizar esta tarea utilizando dos técnicas: 1. La primera de ellas es utilizar el archivo App_Offline.htm sin embargo, esta técnica tiene un inconveniente. Y es que, una vez que hemos subido el archivo a nuestra aplicación esta se bloquea completamente y no tenemos forma de volver a ponerla ONLINE a menos que eliminemos el archivo. Es decir no podemos controlarla. 2. La segunda de ellas es el utilizar la etiqueta httpRuntime, pero nuevamente tenemos el mismo problema. Al habilitar el modo OFFLINE mediante esta etiqueta, tampoco podremos acceder a un modo de administración para cambiarla. Un ejemplo de la etiqueta httpRuntime <configuration> <system.web> <httpRuntime enable="false" /> </system.web> </configuration>   Tomando en cuenta lo anterior, lo mas optimo seria que podamos por medio de alguna pagina de administración colocar nuestro sitio en modo OFFLINE, pero manteniendo el acceso a la pagina de administración para poder volver a cambiar el valor que pondrá nuestra aplicación nuevamente en modo ONLINE. Para ello, utilizaremos el web.config de nuestra aplicación y una pequeña clase que se encargara de Leer y escribir los valores. Lo primero será, abrir nuestro web.config y definir dentro del appSettings dos nuevas KEY que contendrán los valores para el modo OFFLINE de nuestra aplicación: <appSettings> <add key="IsOffline" value="false" /> <add key="IsOfflineMessage" value="Sistema temporalmente no disponible por tareas de mantenimiento." /> </appSettings>   En las KEY anteriores tenemos el IsOffLine con value de false, esto es para indicarle a nuestra aplicación que actualmente su modo de funcionamiento es ONLINE, este valor será el que posteriormente cambiemos a TRUE para volver al modo OFFLINE. Nuestra segunda KEY (IsOfflineMessage) posee el value (Sistema temporalmente….) que será mostrado al usuario como un mensaje cuando el sitio este en modo OFFLINE. Una vez definidas nuestras dos KEY en el web.config, escribiremos una clase personalizada para leer y escribir los valores. Así que, agregamos un nuevo elemento de tipo clase al proyecto llamado SettingsRules y la definimos como Public. Está clase contendrá dos métodos, el primero será para leer los valores: public string readIsOnlineSettings(string sectionToRead) { Configuration cfg = WebConfigurationManager.OpenWebConfiguration(System.Web.Hosting.HostingEnvironment.ApplicationVirtualPath); KeyValueConfigurationElement isOnlineSettings = (KeyValueConfigurationElement)cfg.AppSettings.Settings[sectionToRead]; return isOnlineSettings.Value; }   El segundo método, será el encargado de escribir los nuevos valores al web.config public bool saveIsOnlineSettings(string sectionToWrite, string value) { bool succesFullySaved;   try { Configuration cfg = WebConfigurationManager.OpenWebConfiguration(System.Web.Hosting.HostingEnvironment.ApplicationVirtualPath); KeyValueConfigurationElement repositorySettings = (KeyValueConfigurationElement)cfg.AppSettings.Settings[sectionToWrite];   if (repositorySettings != null) { repositorySettings.Value = value; cfg.Save(ConfigurationSaveMode.Modified); } succesFullySaved = true; } catch (Exception) { succesFullySaved = false; } return succesFullySaved; }   Por último, definiremos en nuestra clase una región llamada instance, que contendrá un método encargado de devolver una instancia de la clase (esto para no tener que hacerlo luego) #region instance   private static SettingsRules m_instance;   // Properties public static SettingsRules Instance { get { if (m_instance == null) { m_instance = new SettingsRules(); } return m_instance; } }   #endregion instance   Con esto, nuestra clase principal esta completa. Así que pasaremos a la implementación de las páginas y el resto de código que completará la funcionalidad.   Para complementar la tarea del web.config utilizaremos el fabuloso GLOBAL.ASAX, este contendrá el código encargado de detectar si nuestra aplicación tiene el valor de ONLINE o OFFLINE y además de bloquear todas las paginas y directorios excepto el que le hayamos definido como administrador, esto para luego poder volver a configurar el sitio.   El evento del Global.Asax que utilizaremos será el Application_BeginRequest   protected void Application_BeginRequest(Object sender, EventArgs e) {   if (Convert.ToBoolean(SettingsRules.Instance.readIsOnlineSettings("IsOffline"))) {   string Virtual = Request.Path.Substring(0, Request.Path.LastIndexOf("/") + 1);   if (Virtual.ToLower().IndexOf("/admin/") == -1) { //We don't makes action, is admin section Server.Transfer("~/TemporarilyOfflineMessage.aspx"); }   } } La primer Línea del IF, verifica si el atributo del web.config es True o False, si es true toma la dirección WEB que se ha solicitado y la incluimos en un IF para verificar si corresponde a la Sección admin (está sección no es mas que un folder en nuestra aplicación llamado admin y puede ser cambiado a cualquier otro). Si el resultado de ese if es –1 quiere decir que no coincide, entonces, esa será la bandera que nos permitirá bloquear inmediatamente la pagina actual, transfiriendo al usuario a una pagina de mantenimiento. Ahora, en nuestra carpeta Admin crearemos una nueva pagina asp.net llamada OnlineSettings.aspx para actualizar y leer los datos del web.config y una pagina Default.aspx para pruebas. Nuestra página OnlineSettings tendrá dos pasos importantes: 1. Leer los datos actuales de configuración protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { IsOffline.Checked = Convert.ToBoolean(mySettings.readIsOnlineSettings("IsOffline")); OfflineMessage.Text = mySettings.readIsOnlineSettings("IsOfflineMessage"); } }   2. Actualizar los datos con los nuevos valores. protected void UpdateButton_Click(object sender, EventArgs e) { string htmlMessage = OfflineMessage.Text.Replace(Environment.NewLine, "<br />");   // Update the Application variables Application.Lock(); if (IsOffline.Checked) { mySettings.saveIsOnlineSettings("IsOffline", "True"); mySettings.saveIsOnlineSettings("IsOfflineMessage", htmlMessage); } else { mySettings.saveIsOnlineSettings("IsOffline", "false"); mySettings.saveIsOnlineSettings("IsOfflineMessage", htmlMessage); }   Application.UnLock(); }   Por último en la raíz de la aplicación, crearemos una nueva página aspx llamada TemporarilyOfflineMessage.aspx que será la que se muestre cuando se bloquee la aplicación. Al final nuestra aplicación se vería algo así Página bloqueada Configuración del Bloqueo Y para terminar la aplicación de ejemplo

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  • Xorg constant high cpu usage

    - by user157342
    CPU AMD Athlon(tm) 64 X2 Dual Core Processor 4400+ Kernel 2.6.38-7.dmz.1-liquorix-amd64 X server version: X.Org X Server 1.9.0 OpenGL direct rendering: Yes OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 8400 GS/PCI/SSE2 OpenGL version: 3.3.0 NVIDIA 270.41.06 GCC version: 4.4.5 Java version: 1.6.0_20 Python version: 2.6.6 GTK version: 2.22.0 PyGTK version: 2.21.0 Firefox version: Mozilla Firefox 5.0 Ubuntu version: 10.10 GNOME version: 2.32.0 The issue is, the Xorg process always seems to be active with over 6% CPU and +50MB RAM usage, which in turn keeps the fans blowing all the time.

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  • How to setup my texture cordinates correctly in GLSL 150 and OpenGL 3.3?

    - by RubyKing
    I'm trying to do texture mapping in GLSL 150 and OpenGL 3.3 Here are my shaders I've tried my best to get this correct as possible hopefully this is :) I'm guessing you want to know what the problem is well my texture shows but not in its fullest form just one section of it not the full texture on the quad. All I can think of is its the texture cordinates in the main.cpp which is at the bottom of this post. FRAGMENT SHADER #version 150 in vec2 Texcoord_VSPS; out vec4 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; //Main Entry Point void main() { // Output color = color of the texture at the specified UV color = texture2D( myTextureSampler, Texcoord_VSPS ); } VERTEX SHADER #version 150 //Position Container in vec3 position; //Container for TexCoords attribute vec2 Texcoord0; out vec2 Texcoord_VSPS; //out vec2 ex_texcoord; //TO USE A DIFFERENT COORDINATE SYSTEM JUST MULTIPLY THE MATRIX YOU WANT //Main Entry Point void main() { //Translations and w Cordinates stuff gl_Position = vec4(position.xyz, 1.0); Texcoord_VSPS = Texcoord0; } LINK TO MAIN.CPP http://pastebin.com/t7Vg9L0k

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