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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Kendo UI Mobile with Knockout for Master-Detail Views

    - by Steve Michelotti
    Lately I’ve been playing with Kendo UI Mobile to build iPhone apps. It’s similar to jQuery Mobile in that they are both HTML5/JavaScript based frameworks for buildings mobile apps. The primary thing that drew me to investigate Kendo UI was its innate ability to adaptively render a native looking app based on detecting the device it’s currently running on. In other words, it will render to look like a native iPhone app if it’s running on an iPhone and it will render to look like a native Droid app if it’s running on a Droid. This is in contrast to jQuery Mobile which looks the same on all devices and, therefore, it can never quite look native for whatever device it’s running on. My first impressions of Kendo UI were great. Using HTML5 data-* attributes to define “roles” for UI elements is easy, the rendering looked great, and the basic navigation was simple and intuitive. However, I ran into major confusion when trying to figure out how to “correctly” build master-detail views. Since I was already very family with KnockoutJS, I set out to use that framework in conjunction with Kendo UI Mobile to build the following simple scenario: I wanted to have a simple “Task Manager” application where my first screen just showed a list of tasks like this:   Then clicking on a specific task would navigate to a detail screen that would show all details of the specific task that was selected:   Basic navigation between views in Kendo UI is simple. The href of an <a> tag just needs to specify a hash tag followed by the ID of the view to navigate to as shown in this jsFiddle (notice the href of the <a> tag matches the id of the second view):   Direct link to jsFiddle: here. That is all well and good but the problem I encountered was: how to pass data between the views? Specifically, I need the detail view to display all the details of whichever task was selected. If I was doing this with my typical technique with KnockoutJS, I know exactly what I would do. First I would create a view model that had my collection of tasks and a property for the currently selected task like this: 1: function ViewModel() { 2: var self = this; 3: self.tasks = ko.observableArray(data); 4: self.selectedTask = ko.observable(null); 5: } Then I would bind my list of tasks to the unordered list - I would attach a “click” handler to each item (each <li> in the unordered list) so that it would select the “selectedTask” for the view model. The problem I found is this approach simply wouldn’t work for Kendo UI Mobile. It completely ignored the click handlers that I was trying to attach to the <a> tags – it just wanted to look at the href (at least that’s what I observed). But if I can’t intercept this, then *how* can I pass data or any context to the next view? The only thing I was able to find in the Kendo documentation is that you can pass query string arguments on the view name you’re specifying in the href. This enabled me to do the following: Specify the task ID in each href – something like this: <a href=”#taskDetail?id=3></a> Attach an “init method” (via the “data-show” attribute on the details view) that runs whenever the view is activated Inside this “init method”, grab the task ID passed from the query string to look up the item from my view model’s list of tasks in order to set the selected task I was able to get all that working with about 20 lines of JavaScript as shown in this jsFiddle. If you click on the Results tab, you can navigate between views and see the the detail screen is correctly binding to the selected item:   Direct link to jsFiddle: here.   With all that being done, I was very happy to get it working with the behavior I wanted. However, I have no idea if that is the “correct” way to do it or if there is a “better” way to do it. I know that Kendo UI comes with its own data binding framework but my preference is to be able to use (the well-documented) KnockoutJS since I’m already familiar with that framework rather than having to learn yet another new framework. While I think my solution above is probably “acceptable”, there are still a couple of things that bug me about it. First, it seems odd that I have to loop through my items to *find* my selected item based on the ID that was passed on the query string - normally, with Knockout I can just refer directly to my selected item from where it was used. Second, it didn’t feel exactly right that I had to rely on the “data-show” method of the details view to set my context – normally with Knockout, I could just attach a click handler to the <a> tag that was actually clicked by the user in order to set the “selected item.” I’m not sure if I’m being too picky. I know there are many people that have *way* more expertise in Kendo UI compared to me – I’d be curious to know if there are better ways to achieve the same results.

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  • MDM for Tax Authorities

    - by david.butler(at)oracle.com
    In last week’s MDM blog, we discussed MDM in the Public Sector. I want to continue that thread. After all, no industry faces tougher data quality problems than governmental organizations, and few industries suffer more significant down side consequences to poor operations than local, state and federal governments. One key challenge area is taxation. Tax Authorities face a multitude of IT challenges. Firstly, the data used in tax calculations is increasing in volume and complexity. They must improve service by introducing multi-channel contact centers and self-service capabilities. Security concerns necessitate increasingly sophisticated data protection procedures. And cost constraints are driving Tax Authorities to rely on off-the-shelf software for many of their functional areas. Compounding these issues is the fact that the IT architectures in operation at most revenue and collections agencies are very complex. They typically include multiple, disparate operational and analytical systems across which the sum total of data about individual constituents is fragmented. To make matters more complicated, taxation is not carried out by a single jurisdiction, and often sources of income including employers, investments and other sources of taxable income and deductions must also be tracked and shared among tax authorities. Collectively, these systems are involved in tax assessment and collections, risk analysis, scoring, tracking, auditing and investigation case management. The Problem of Constituent Data Management The infrastructure described above makes it very difficult to create a consolidated representation of a given party. Differing formats and data models mean that a constituent may be represented in one way in one system and in a different way in another. Individual records are frequently inaccurate, incomplete, out of date and/or inconsistent with other records relating to the same constituent. When constituent data must be aggregated and scored, information within each system must be rationalized and normalized so the agency can produce a constituent information file (CIF) that provides a single source of truth about that party. If information about that constituent changes, each system in turn must be updated. There have been many attempts to solve this problem with technology: from consolidating transactional systems to conducting manual systems integration projects and superimposing layers of business intelligence and analytics. All these approaches can be successful in solving a portion of the problem at a specific point in time, but without an enterprise perspective, anything gained is quickly lost again. Oracle Constituent Data Mastering for Tax Authorities: A Single View of the Constituent Oracle has a flexible and long-term solution to the problem of securely integrating and managing constituent data. The Oracle Solution for mastering Constituent Data for Tax Authorities is based on two core product offerings: Oracle Customer Hub and – optionally – Oracle Application Integration Architecture (AIA). Customer Hub is a master data management (MDM) product that centralizes, de-duplicates, and enriches constituent data. It unifies fragmented information without disrupting existing business processes or IT investments. Role based data access and privacy rules guarantee maximum security and privacy. Data is continuously and automatically synchronized with all source systems. With the Oracle Customer Hub managing the master constituent identity, every department can capture transaction activity against the same record, improving reporting accuracy, employee productivity, reliability of constituent analytics, and day-to-day constituent relationships. Oracle Application Integration Architecture provides a collection of core pre-built processes to support out of the box Master Data Governance across Oracle Customer Hub, Siebel CRM, and Oracle E-Business Suite. It also provides a framework to enable MDM integrations with other Oracle and non-Oracle applications. Oracle AIA removes some of the key inhibitors to implementing a service-oriented architecture (SOA) by providing a pre-built SOA-based middleware foundation as well as industry-optimized service oriented applications, all built around a SOA governance model that encourages effective design and reuse. I encourage you to read Oracle Solution for Mastering Constituents Data for Public Sector – Tax Authorities by Roberto Negro. It is an outstanding whitepaper that describes how the Oracle MDM solution allows you to create a unified, reconciled source of high-quality constituent data and gain an accurate single view of each constituent. This foundation enables you to lower the costs associated with data quality and integration and create a tax organization that is efficient, secure and constituent-centric. Also, don’t forget the upcoming webcast on Thursday, February 10th: Deliver Improved Services to Citizens at Lower Cost to your Organization Our Guest Speaker is Ruben Spekle, from Capgemini. He will also provide insight into Public Sector Master Data Management and Case Management implementations including one that was executed for a Dutch Government Agency. If you are interested in how governmental organizations from around the world are using MDM to advance their cause, click here to register for the webcast.

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  • Interview with Ronald Bradford about MySQL Connect

    - by Keith Larson
    Ronald Bradford,  an Oracle ACE Director has been busy working with  database consulting, book writing (EffectiveMySQL) while traveling and speaking around the world in support of MySQL. I was able to take some of his time to get an interview on this thoughts about theMySQL Connect conference. Keith Larson: What where your thoughts when you heard that Oracle was going to provide the community the MySQL Conference ?Ronald Bradford: Oracle has already been providing various different local community events including OTN Tech Days and  MySQL community days. These are great for local regions both in the US and abroad.  In previous years there has been an increase of content at Oracle Open World, however that benefits the Oracle community far more then the MySQL community.  It is good to see that Oracle is realizing the benefit in providing a large scale dedicated event for the MySQL community that includes speakers from the MySQL development teams, invested companies in the ecosystem and other community evangelists.I fully expect a successful event and look forward to hopefully seeing MySQL Connect at the upcoming Brazil and Japan OOW conferences and perhaps an event on the East Coast.Keith Larson: Since you are part of the content committee, what did you think of the submissions that were received during call for papers?Ronald Bradford: There was a large number of quality submissions to the number of available presentation sessions. As with the previous years as a committee member for the annual MySQL conference, there is always a large variety of common cornerstone MySQL features as well as new products and upcoming companies sharing their MySQL experiences. All of the usual major players in the ecosystem will in presenting at MySQL Connect including Facebook, Twitter, Yahoo, Continuent, Percona, Tokutek, Sphinx and Amazon to name a few.  This is ensuring the event will have a large number of quality speakers and a difficult time in choosing what to attend. Keith Larson: What sessions do you look forwarding to attending? Ronald Bradford: As with most quality conferences you can only be in one place at one time, so with multiple tracks per session it is always difficult to decide. The continued work and success with MySQL Cluster, and with a number of sessions I am sure will be popular. The features that interest me the most are around the optimizer, where there are several sessions on new features, and on the importance of backups. There are three presentations in this area to choose from.Keith Larson: Are you going to cover any of the content in your books at your MySQL Connect sessions?Ronald Bradford: I will be giving two presentations at MySQL Connect. The first will include the techniques available for creating better indexes where I will be touching on some aspects of the first Effective MySQL book on Optimizing SQL Statements.  In my second presentation from experiences of managing 500+ AWS MySQL instances, I will be touching on areas including SQL tuning, backup and recovery and scale out with replication.   These are the key topics of the initial books in the Effective MySQL series that focus on performance, scalability and business continuity.  The books however cover a far greater amount of detail then can be presented in a 1 hour session. Keith Larson: What features of MySQL 5.6 do you look forward to the most ?Ronald Bradford: I am very impressed with the optimizer trace feature. The ability to see exposed information is invaluable not just for MySQL 5.6, but to also apply information discerned for optimizing SQL statements in earlier versions of MySQL.  Not everybody understands that it is easy to deploy a MySQL 5.6 slave into an existing topology running an older version if MySQL for evaluation of many new features.  You can use the new mysqlbinlog streaming feature for duplicating master binary logs on an older version with a MySQL 5.6 slave.  The improvements in instrumentation in the Performance Schema are exciting.   However, as with my upcoming Replication Techniques in Depth title, that will be available for sale at MySQL Connect, there are numerous replication features, some long overdue with provide significant management benefits. Crash Save Slaves, Global transaction Identifiers (GTID)  and checksums just to mention a few.Keith Larson: You have been to numerous conferences, what would you recommend for people at the conference? Ronald Bradford: Make the time to meet and introduce yourself to the speakers that cover the topics that most interest you. The MySQL ecosystem has a very strong community.  The relationships you build with presenters, developers and architects in MySQL can be invaluable, however they are created over time. Get to know these people, interact with them over time.  This is the opportunity to learn more then just the content from a 1 hour session. Keith Larson: Any additional tips to handling the long hours ? Ronald Bradford: Conferences can be hard, especially with all the post event drinking.  This is a two day event and I am sure will include additional events on Friday and Saturday night so come well prepared, and leave work behind. Take the time to learn something new.   You can always catchup on sleep later. Keith Larson: Thank you so much for taking some time to do this I look forward to seeing you at the MySQL Connect conference.  Please stay tuned here for more updates on MySQL. 

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  • EPM and Business Analytics Talking-head Videos from Oracle OpenWorld 2013

    - by Mike.Hallett(at)Oracle-BI&EPM
    Normal 0 false false false EN-GB X-NONE X-NONE Here is a selection of 2 to 3 minute video interviews at this year’s Oracle OpenWorld: 1. George Somogyi, Solutions Architect, New Edge Group, talks about the importance of having their integrated Oracle Hyperion Platform consisting of Oracle Hyperion Financial Management, Oracle Hyperion Financial Data Quality Management, Oracle E-Business Suite R12 and Oracle Business Intelligence Extended Edition plus their use of Oracle Managed Cloud Services. Speaker: George Somogyi @ http://youtu.be/kWn0dQxCUy8 2. Gregg Thompson, Director of Financial Systems for ADT, talks about using Oracle Data Relationship Management prior to implementing an Enterprise Performance Management solution. Gregg confirmed that there are big benefits to bringing the full Oracle Hyperion Financial Close suite online with Oracle DRM as the metadata source. Reduced maintenance time and use of external consultants translates into significant time and cost savings and faster implementation times. Speaker: Gregg Thompson @ http://youtu.be/XnFrR9Uk4xk 3. Jeff Spangler, Director Financial Planning and Analysis for Speedy Cash Holdings Corp, talked to us about the benefits achieved through implementing Oracle Hyperion Planning and financial reporting solutions. He also describes how the use of Data Relationship Management will keep the process running smoothly now and in the future. Speaker: Jeff Spangler @ http://youtu.be/kkkuMkgJ22U 4. Marc Seewald, Senior Director of Product Management for Oracle Hyperion Tax Provision at Oracle, talks about Oracle Hyperion Tax Provision, how it is an integral part of the financial close process and that it provides better internal controls and automation of this task. Marc talks about Oracle Partners and customers alike who are seeing great value. Speaker: Marc Seewald @ http://youtu.be/lM_nfvACGuA 5. Matt Bradley, SVP of Product Development for Enterprise Performance Management (EPM) Applications at Oracle, talked to us about different deployment options for Oracle EPM. Cloud services (SaaS), managed services, on-premise, off-premise all have their merits, and organizations need flexibility to easily move between them as their companies evolve. Speaker: Matt Bradley @ http://youtu.be/ATO7Z9dbE-o 6. Neil Sellers, Partner, Qubix International talks about their experience with previewing Oracle’s new Planning and Budgeting Cloud Service. He describes the benefits of the step-by-step task lists, the speed of getting the application up and running, and the huge benefits of not having to manage the software and hardware side of the planning process. Speaker: Neil Sellers @ http://youtu.be/xmosO28e4_I 7. Praveen Pasupuleti, Senior Business Intelligence Development Manager of Citrix Systems Inc., talks about their Oracle Hyperion Planning upgrade and the huge performance improvement now experienced in forecasting. He also talked about the benefits of Oracle Hyperion Workforce Planning achieved by Citrix. Speaker: Praveen Pasupuleti @ http://youtu.be/d1e_4hLqw8c 8. CheckPoint Consulting, talked to us about how Enterprise Performance Management should be viewed as an entire solution, rather than as a bunch of applications in silos, to provide significant benefits; and how Data Relationship Management can tie it all together effectively. Speaker: Ron Dimon @ http://youtu.be/sRwbdbbXvUE 9. Sonal Kulkarni, Enterprise Performance Management Leader, Cummins Inc., talks about their use of Oracle Hyperion Financial Close Management (Account Reconciliation Manager), Oracle Hyperion Financial Management and Oracle Hyperion Financial Data Quality Management and how this is providing efficiency, visibility and compliance benefits. Speaker: Sonal Kulkarni @ http://youtu.be/OEgup5dKyVc 10. Todd Renard, Manager Financial Planning and Business Analytics for B/E Aerospace Inc., talks about the huge benefits that B/E Aerospace is experiencing from Oracle Financial Close Suite. He was extremely excited about Oracle Hyperion Financial Data Quality Management and how this helps them integrate a new business in as little as three weeks. Speaker: Todd Renard @ http://youtu.be/nIfqK46uVI8 11. Peter Smolianski, Chief Technology Officer for the District of Columbia Courts, talked to us about how D.C. Courts is using Oracle Scorecard and Strategy Management to push their 5 year plan forward, to report results to their constituents, and take accountability for process changes to become more efficient. Speaker: Peter Smolianski @ http://www.youtube.com/watch?v=T-DtB5pl-uk 12. Rich Wilkie, Senior Director of Product Management for Financial Close Suite at Oracle, talked to us about Oracle Financial Management Analytics. He told us how the prebuilt dashboards on top of Oracle Hyperion Financial Close Suite make it easy for everyone to see the numbers and understand where they are in the close process, and if there is an issue, they can see where it is. Executives are excited to get this information on mobile devices too. Speaker: Rich Wilkie @ http://www.youtube.com/watch?v=4UHuHgx74Yg 13. Dinesh Balebail, Senior Director of Software Development for Oracle Hyperion Profitability and Cost Management, talked to us about the power and speed of Oracle Hyperion Profitability and Cost Management and how it is being used to do deep costing for Telecoms, Hospitals, Banks and other high transaction volume organizations effectively. Speaker: Dinesh Balebail @ http://youtu.be/ivx5AZCXAfs /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • Cloud Computing Forces Better Design Practices

    - by Herve Roggero
    Is cloud computing simply different than on premise development, or is cloud computing actually forcing you to create better applications than you normally would? In other words, is cloud computing merely imposing different design principles, or forcing better design principles?  A little while back I got into a discussion with a developer in which I was arguing that cloud computing, and specifically Windows Azure in his case, was forcing developers to adopt better design principles. His opinion was that cloud computing was not yielding better systems; just different systems. In this blog, I will argue that cloud computing does force developers to use better design practices, and hence better applications. So the first thing to define, of course, is the word “better”, in the context of application development. Looking at a few definitions online, better means “superior quality”. As it relates to this discussion then, I stipulate that cloud computing can yield higher quality applications in terms of scalability, everything else being equal. Before going further I need to also outline the difference between performance and scalability. Performance and scalability are two related concepts, but they don’t mean the same thing. Scalability is the measure of system performance given various loads. So when developers design for performance, they usually give higher priority to a given load and tend to optimize for the given load. When developers design for scalability, the actual performance at a given load is not as important; the ability to ensure reasonable performance regardless of the load becomes the objective. This can lead to very different design choices. For example, if your objective is to obtains the fastest response time possible for a service you are building, you may choose the implement a TCP connection that never closes until the client chooses to close the connection (in other words, a tightly coupled service from a connectivity standpoint), and on which a connection session is established for faster processing on the next request (like SQL Server or other database systems for example). If you objective is to scale, you may implement a service that answers to requests without keeping session state, so that server resources are released as quickly as possible, like a REST service for example. This alternate design would likely have a slower response time than the TCP service for any given load, but would continue to function at very large loads because of its inherently loosely coupled design. An example of a REST service is the NO-SQL implementation in the Microsoft cloud called Azure Tables. Now, back to cloud computing… Cloud computing is designed to help you scale your applications, specifically when you use Platform as a Service (PaaS) offerings. However it’s not automatic. You can design a tightly-coupled TCP service as discussed above, and as you can imagine, it probably won’t scale even if you place the service in the cloud because it isn’t using a connection pattern that will allow it to scale [note: I am not implying that all TCP systems do not scale; I am just illustrating the scalability concepts with an imaginary TCP service that isn’t designed to scale for the purpose of this discussion]. The other service, using REST, will have a better chance to scale because, by design, it minimizes resource consumption for individual requests and doesn’t tie a client connection to a specific endpoint (which means you can easily deploy this service to hundreds of machines without much trouble, as long as your pockets are deep enough). The TCP and REST services discussed above are both valid designs; the TCP service is faster and the REST service scales better. So is it fair to say that one service is fundamentally better than the other? No; not unless you need to scale. And if you don’t need to scale, then you don’t need the cloud in the first place. However, it is interesting to note that if you do need to scale, then a loosely coupled system becomes a better design because it can almost always scale better than a tightly-coupled system. And because most applications grow overtime, with an increasing user base, new functional requirements, increased data and so forth, most applications eventually do need to scale. So in my humble opinion, I conclude that a loosely coupled system is not just different than a tightly coupled system; it is a better design, because it will stand the test of time. And in my book, if a system stands the test of time better than another, it is of superior quality. Because cloud computing demands loosely coupled systems so that its underlying service architecture can be leveraged, developers ultimately have no choice but to design loosely coupled systems for the cloud. And because loosely coupled systems are better… … the cloud forces better design practices. My 2 cents.

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

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  • CodePlex Daily Summary for Wednesday, November 09, 2011

    CodePlex Daily Summary for Wednesday, November 09, 2011Popular ReleasesMapWindow 4: MapWindow GIS v4.8.6 - Final release - 64Bit: What’s New in 4.8.6 (Final release)A few minor issues have been fixed What’s New in 4.8.5 (Beta release)Assign projection tool. (Sergei Leschinsky) Projection dialects. (Sergei Leschinsky) Projections database converted to SQLite format. (Sergei Leschinsky) Basic code for database support - will be developed further (ShapefileDataClient class, IDataProvider interface). (Sergei Leschinsky) 'Export shapefile to database' tool. (Sergei Leschinsky) Made the GEOS library static. geos.dl...NewLife XCode ??????: XCode v8.2.2011.1107、XCoder v4.5.2011.1108: v8.2.2011.1107 ?IEntityOperate.Create?Entity.CreateInstance??????forEdit,????????(FindByKeyForEdit)???,???false ??????Entity.CreateInstance,????forEdit,???????????????????? v8.2.2011.1103 ??MS????,??MaxMin??(????????)、NotIn??(????)、?Top??(??NotIn)、RowNumber??(?????) v8.2.2011.1101 SqlServer?????????DataPath,?????????????????????? Oracle?????????DllPath,????OCI??,???????????ORACLE_HOME?? Oracle?????XCode.Oracle.IsUseOwner,???????????Ow...Facebook C# SDK: v5.3.2: This is a RTW release which adds new features and bug fixes to v5.2.1. Query/QueryAsync methods uses graph api instead of legacy rest api. removed dependency from Code Contracts enabled Task Parallel Support in .NET 4.0+ (experimental) added support for early preview for .NET 4.5 (binaries not distributed in codeplex nor nuget.org, will need to manually build from Facebook-Net45.sln) added additional method overloads for .NET 4.5 to support IProgress<T> for upload progress added ne...Delete Inactive TS Ports: List and delete the Inactive TS Ports: List and delete the Inactive TS Ports - The InactiveTSPortList.EXE accepts command line arguments The InactiveTSPortList.Standalone.WithoutPrompt.exe runs as a standalone exe without the need for any command line arguments.ClosedXML - The easy way to OpenXML: ClosedXML 0.60.0: Added almost full support for auto filters (missing custom date filters). See examples Filter Values, Custom Filters Fixed issues 7016, 7391, 7388, 7389, 7198, 7196, 7194, 7186, 7067, 7115, 7144Microsoft Research Boogie: Nightly builds: This download category contains automatically released nightly builds, reflecting the current state of Boogie's development. We try to make sure each nightly build passes the test suite. If you suspect that was not the case, please try the previous nightly build to see if that really is the problem. Also, please see the installation instructions.GoogleMap Control: GoogleMap Control 6.0: Major design changes to the control in order to achieve better scalability and extensibility for the new features comming with GoogleMaps API. GoogleMap control switched to GoogleMaps API v3 and .NET 4.0. GoogleMap control is 100% ScriptControl now, it requires ScriptManager to be registered on the pages where and before it is used. Markers, polylines, polygons and directions were implemented as ExtenderControl, instead of being inner properties of GoogleMap control. Better perfomance. Better...WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: V2.1: Version 2.1 (click on the right) this uses V4.0 of .net Version 2.1 adds the following features: (apologize if I forget some, added a lot of little things) Manual Lookup with TV or Movie (finally huh!), you can look up a movie or TV episode directly, you can right click on anythign, and choose manual lookup, then will allow you to type anything you want to look up and it will assign it to the file you right clicked. No Rename: a very popular request, this is an option you can set so that t...SubExtractor: Release 1020: Feature: added "baseline double quotes" character to selector box Feature: added option to save SRT files as ANSI (instead of previous UTF-8 only) Feature: made "Save Sup files to Source directory" apply to both Sup and Idx source files. Fix: removed SDH text (...) or [...] that is split over 2 lines Fix: better decision-making in when to prefix a line with a '-' because SDH was removedAcDown????? - Anime&Comic Downloader: AcDown????? v3.6.1: ?? ● AcDown??????????、??????,??????????????????????,???????Acfun、Bilibili、???、???、???、Tucao.cc、SF???、?????80????,???????????、?????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ?? v3.6.1?? ??.hlv...Track Folder Changes: Track Folder Changes 1.1: Fixed exception when right-clicking the root nodeKinect Paint: Kinect Paint 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Kinect Mouse Cursor: Kinect Mouse Cursor 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Coding4Fun Kinect Toolkit: Coding4Fun Kinect Toolkit 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Async Executor: 1.0: Source code of the AsyncExecutorMedia Companion: MC 3.421b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) TV Show Resolutions... Fix to show the season-specials.tbn when selecting an episode from season 00. Before, MC would try & load season00.tbn Fix for issue #197 - new show added by 'Manually Add Path' not being picked up. Also made non-visible the same thing in Root Folders...Nearforums - ASP.NET MVC forum engine: Nearforums v7.0: Version 7.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: UI: Flexible layout to handle both list and table-like template layouts. Theming - Visual choice of themes: Deliver some templates on installation, export/import functionality, preview. Allow site owners to choose default list sort order for the forums. Forum latest activity. Visit the project Roadmap for more details. Webdeploy packages sha1 checksum: e6bb913e591543ab292a753d1a16cdb779488c10?????????? - ????????: All-In-One Code Framework ??? 2011-11-02: http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1codechs&DownloadId=216140 ??????,11??,?????20????Microsoft OneCode Sample,????6?Program Language Sample,2?Windows Base Sample,2?GDI+ Sample,4?Internet Explorer Sample?6?ASP.NET Sample。?????????????。 ????,?????。http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 Program Language CSImageFullScreenSlideShow VBImageFullScreenSlideShow CSDynamicallyBuildLambdaExpressionWithFie...Microsoft Media Platform: Player Framework: MMP Player Framework 2.6 (Silverlight and WP7): Additional DownloadsSMFv2.6 Full Installer (MSI) - This will install everything you need in order to develop your own SMF player application, including the IIS Smooth Streaming Client. It only includes the assemblies. If you want the source code please follow the link above. Smooth Streaming Sample Player - This is a pre-built player that includes support for IIS Smooth Streaming. You can configure the player to playback your content by simplying editing a configuration file - no need to co...Python Tools for Visual Studio: 1.1 Alpha: We’re pleased to announce the release of Python Tools for Visual Studio 1.1 Alpha. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python programming language. This release includes new core IDE features, a couple of new sample libraries for interacting with Kinect and Excel, and many bug fixes for issues reported since the release of 1.0. For the core IDE features we’ve added many new features which improve the basic edit...New ProjectsBBCode Orchard module: Makes the usage of various BBCodes available by adding a new text flavor (bbcode)Binary to Bytes: Covert a binary file to a .byte declaration for assembler systems.BrainfuckOS: -- English -- An operating system developed with Cosmos in C# and runnning special brainfuck-code. -- Deutsch -- Ein mit Cosmos in C# entwickeltes Betriebssystem, welches spezialisierten Brainfuck-Code ausführt.Cardiff WPUG: This is a Windows Phone 7 app, written using C# and using the MVVMLight framework. This app is intended as a training app for anyone interested in programming for Windows Phone and looking for a place to start. The app is used to show upcoming user group meetings, showcase members apps and show the latest news from the Windows Phone User Group in the UK. I'll be keeping this app up to date with the latest framework and will also be submitting versions to the marketplace (the current ve...Chapters2Markers: A simple utility to convert from the chapters format used by mkvextract to the marker format used by Expression Encoder.Confirm Leave Orchard Module: Add a content part that when attached to types, displays a confirm message when the user wants to leave the page despite having modified content in the editor.cp2011project: cp2011 projectCP3046 Sample Project in Beijing: This is a sample for CP3046 ICT Project in Beijing.Current Cost plug-in for HouseBot: This plug-in will interface with cc128 current cost module and display in HouseBot automation software. Please note that it requires the c# wrapper to work found here: http://www.housebot.com/forums/viewtopic.php?f=4&t=856395Delete Inactive TS Ports: The presence of Inactive TS Ports causes systems to hang or become sluggish and unresponsive. Printer redirection also suffers when there are a lot of Inactive TS Ports presents in the machine.Demo Team Exploer: demoDNN Quick Form: DNN Quick Form is a module that makes creating simple contact forms extremely easy. This is designed for those that extra flexibility when creating a simple contact form. Build your own form in the environment of your choice. Use all the standard ASP.NET Form controls to build the perfect form. The initial release only supports emailing the form to designated users. REQUIRES DotNetNuke 6.1Duet Enterprise: Create external list item workflow activity for SPD: This workflow activity for SharePoint designer creates item in exteral list and set list item property values from activity properties. Initially I develop this workflow activity to use it with Duet Enterprise. It creates new SAP entity. This activity utilize BCS object model.EntGP: Este es proyecto es para gestionar proyectosFly2Cloud: fly2cloud use for upload all file in folder to cloud blob storage with '/' delimiters. Usage 1. open _Fly2Cloud.exe.config_ for edit _ACCOUNTNAME_ & _ACCESSKEY_ 2. excute -> fly2cloud x:\xxx containerFolders size WPF: Simple WPF application to graphical show the occupied space by files and folders.Jogo: Jogo das coresLast Light: Last LightmEdit: simple text editor with notes organized with help of tree-view control.M-Files Autotask Connector: Connector project to read data from Autotask to M-Files using the connections to external databases. Using the connector you can e.g. replicate accounts, contacts and projects from Autotask to M-Files.My KB: Just my KBmysoccerdata: Allow owner to collect soccer schedule as matches going on around the worldNGS: Sistema ERP para agronegócio.NTerm: An open source .NET based terminal emulator.PC Trabalho 1 .Net: PC Trabalho 1 .NetPega Topeira: Jogo desenvolvido como projeto final do curso de C# da UFSCar Sorocaba (2011).Sequence Quality Control Studio (SeQCoS): Sequence Quality Control Studio (SeQCoS) is an open source .NET software suite designed to perform quality control (QC) of massively parallel sequencing reads. It includes tools for evaluating sequence and base quality of reads, as well as a set of basic post-QC sequence manipulation tools. SeQCoS was written in C# and integrates functionality provided by .NET Bio and Sho libraries.series operation system: series operation system. contact:694643393 ??SharePoint MUI Resource File Helper: This simple Windows Application allows you to easily compare SharePoint Resource files, allowing you to easily replicate keys across various files.SSIS Business Rules Component: A SSIS Custom Component that allows for the development and application of complex and hierarchical business rules within the SSIS data flow.TestBox: testbox

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  • An offscreen MKMapView behaves differently in 3.2, 4.0

    - by Duane Fields
    In 3.1 I've been using an "offscreen" MKMapView to create map images that I can rotate, crop and so forth before presenting them the user. In 3.2 and 4.0 this technique no longer works quite right. Here's some code that illustrates the problem, followed by my theory. // create map view _mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, MAP_FRAME_SIZE, MAP_FRAME_SIZE)]; _mapView.zoomEnabled = NO; _mapView.scrollEnabled = NO; _mapView.delegate = self; _mapView.mapType = MKMapTypeSatellite; // zoom in to something enough to fill the screen MKCoordinateRegion region; CLLocationCoordinate2D center = {30.267222, -97.763889}; region.center = center; MKCoordinateSpan span = {0.1, 0.1 }; region.span = span; _mapView.region = region; // set scrollview content size to full the imageView _scrollView.contentSize = _imageView.frame.size; // force it to load #ifndef __IPHONE_3_2 // in 3.1 we can render to an offscreen context to force a load UIGraphicsBeginImageContext(_mapView.frame.size); [_mapView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIGraphicsEndImageContext(); #else // in 3.2 and above, the renderInContext trick doesn't work... // this at least causes the map to render, but it's clipped to what appears to be // the viewPort size, plus some padding [self.view addSubview:_mapView]; #endif when the map is done loading, I snap picture of it and stuff it in my scrollview - (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView { NSLog(@"[MapBuilder] mapViewDidFinishLoadingMap"); // render the map to a UIImage UIGraphicsBeginImageContext(mapView.bounds.size); // the first sub layer is just the map, the second is the google layer, this sublayer structure might change of course [[[mapView.layer sublayers] objectAtIndex:0] renderInContext:UIGraphicsGetCurrentContext()]; // we are done with the mapView at this point, we need its ram! _mapView.delegate = nil; [_mapView release]; [_mapView removeFromSuperview]; _mapView = nil; UIImage* mapImage = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); _imageView.image = mapImage; [mapImage release], mapImage = nil; } The first problem is that in 3.1 rendering to a context would trigger the map to begin loading. This no longer works in 3.2, 4.0. The only thing I have found would trigger the load is to temporarily add the map to the view (i.e. make it visible). The problem being that the map only renders to the visible area of the screen, plus a little padding. The frame/bounds are fine, but it appears to be "helpfully" optimizes the loading to limit the tiles to those visible on the screen or close to it. Any ideas how to force the map to load at full size? Anyone else have this issue?

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  • passing parameters to .aspx page using renderpartial

    - by dexter
    in my index.aspx page i want to render another module.aspx page using renderpartial which then render a .htm file depanding on which parameter is passed from index.aspx (it would be number ie 1,2 etc ,so as to call different different .htm file everytime depending on the parameter) 1). now i want Index.aspx page to render module.aspx and pass it a parameter(1,2,3,etc) [the parameters would be passed programatically (hardcoded)] and 2). mudule.aspx should catch the parameter and depending on it will call .htm file my index.aspx has <% ViewData["TemplateId"] = 1; %> <% Html.RenderPartial("/Views/Templates/MyModule.aspx", ViewData["TemplateId"]); %> and module.aspx contains <%@ Page Language="C#" Inherits="System.Web.Mvc.ViewPage" %> <script type="text/javascript" src="/Scripts/jquery-1.3.2.js"></script> <script type="text/javascript" src="/Scripts/Service.js"></script> <script type="text/javascript"> debugger; var tid = '<%=ViewData["TemplateId"] %>'; $.get("/Templates/Select/" + tid, function(result) { $("#datashow").html(result); }); </script> <div id="datashow"></div> this is my controller which is called by $.get(....) (see code) public ActionResult Select(int id) { return File("/Views/Templates/HTML_Temp" +id.ToString()+".htm" , "text/html"); } and finally my .htm file <div id="divdata" class="sys-template"> <p>Event Title:<input id="title" size="150" type="text" style="background-color:yellow;font-size:25px;width: 637px;" readonly="readonly" value="{{title}}" /> </p> <p>Event Description:<input type="text" id="description" value="{{ description }}" readonly="readonly" style="width: 312px" /></p> <p>Event Date: <input type="text" id="date" value="{{ date }}" readonly="readonly" style="width: 251px"/></p> <p>Keywords : <input type="text" id="keywords" value="{{keywords}}" readonly="readonly" /></p> </div> <script type="text/javascript"> Sys.Application.add_init(appInit); function appInit() { start(); } </script> start() is javascript method which is in file Service.js when i run this programm it gives me error js runtime error: 'object expected' and debugger highlighted on <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/**xhtml**1-strict.dtd"> pls help me solve the problem

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  • Sorting deeply nested attributes in Rails

    - by Senthil
    I want to be able to drag and drag App model which is nested under Category model. http://railscasts.com/episodes/196-nested-model-form-part-1 's the Railscast I've tried to follow. Category controller def move params[:apps].each_with_index do |id, index| Category.last.apps.update(['position=?', index+1], ['id=?', Category.last.id]) end render :nothing => true end I'm able to sort Categories with something similar, but since I'm updating an attribute, I'm having trouble. def sort params[:categories].each_with_index do |id, index| Category.update_all(['position=?', index+1], ['id=?', id]) end render :nothing => true end Any help is appreciated.

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  • Copying the bitmap contents of a UIView's context to that of another UIView

    - by Joonas Trussmann
    Basically what I want to do is copy the already rendered content (a PDF drawn into the UIView's graphics context using CGContextDrawPDFPage()) onto a similar UIView, without having to re render the PDF. The idea is, that I'd then be able to perform an animated transform on the UIView and later re render the PDF with more accuracy. For both UIViews I'm using a larger-than-screen CATiledLayer to make it easier to rerender the PDF once the user zooms in, if that makes any difference. Any tips? I'm kind of lost here.

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  • Overlay WriteableBitmap with color

    - by rajenk
    I'm trying to overlay a WriteableBitmap with a certain color in Silverlight. I have a black and white base image, which I'm using to create smaller WriteableBitmap images for a new composite image and I want to overlay either the black or white part of the source image cut-out with a certain color before adding it to the composite image. What I'm doing now is: var cutOut = new WriteableBitmap(8, 14); /* cut out the image here */ cutOut.Render(sourceImage, transform); // sourceImage is the base image cutOutImage.Source = cutOut; // cutOutImage is an Image element in XAML compositeImage.Render(cutOutImage, transform2); // compositeImage is the final WriteableBitmap that is shown on screen I tried the methods on http://blogs.silverarcade.com/silverlight-games-101/15/silverlight-blitting-and-blending-with-silverlights-writeablebitmap/ and using the extension methods from hxxp://writeablebitmapex.codeplex.com/, but I cannot seem to get a color overlay on the cutOut image before rendering it to the compositeImage. Does anyone know of a good method to do this? Thanks in advance.

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  • Weird "406 not acceptable" error

    - by Horace Loeb
    When I try to hit this action via Javascript, I get a 406 Not Acceptable error: def show @annotation = Annotation.find_by_id(params[:id]) respond_to do |format| format.html { if @annotation.blank? redirect_to root_path else redirect_to inline_annotation_path(@annotation) end } format.js { if params[:format] == "raw" render :text => @annotation.body.to_s else render :text => @annotation.body.to_html end } end end This is from jQuery, but I'm doing the right beforeSend stuff: $.ajaxSetup({ beforeSend: function(xhr) { xhr.setRequestHeader("Accept", "text/javascript"); }, cache: false }); Here are my request headers: Host localhost:3000 User-Agent Mozilla/5.0 (Macintosh; U; Intel Mac OS X 10.5; en-US; rv:1.9.1.3) Gecko/20090824 Firefox/3.5.3 Accept text/javascript Accept-Language en-us,en;q=0.5 Accept-Encoding gzip,deflate Accept-Charset ISO-8859-1,utf-8;q=0.7,*;q=0.7 Keep-Alive 300 Connection keep-alive X-Requested-With XMLHttpRequest Content-Type application/x-www-form-urlencoded

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  • SSRS 2005 tabs/newline characters display in table

    - by Paul Creasey
    Hi, How can i get a column in an SSRS 2005 report to render control chars like new lines and tabs? For example: SELECT VW.System_name + CHAR(13) + CHAR(9) + ' > ' + VW.PTS_NAME + CHAR(13) + CHAR(9) + CHAR(9) + ' > ' + VW.FEED_NAME as Name In SSRS (and SSMS Results to Grid Mode) table will render as: TRIPLE > HYBRIDS > HYBRID_CASHFLOWS But i would like (as rendered in SSMS Results to Text Mode): TRIPLE > HYBRIDS > HYBRID_CASHFLOWS How can this be done in SSRS 2005?

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  • Recommendation for high performance WPF Chart

    - by Ajaxx
    We're working on a WPF-based desktop application that charts financial markets information (candlestick charts, overlayed indicator curves, volume, etc). The charts are displayed in real-time with responses to market ticks being shown in real-time (updating one to two times per second is probably a reasonable display refresh policy). We've been looking for a software package (commercial is fine by us) that has the capability of displaying these charts. Additionally, we'd like to have an approach that can render the initial amount of data in a reasonable timeframe (give or take 100-200ms from the time we hand the data over to a complete render on screen). Also we view multiple charts (5-10) simultaneously so a solution that chews up 50% of my CPU to display one chart really isn't going to work well. Has anyone had any good experiences with charting controls. We've had to hand roll the last few charts we've done and I'd prefer not to do it again. Solutions that can make use of the GPU to minimize CPU utilization would be nice as well.

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  • dublicate display of Posts from controller - conditions and joins problem - Ruby on Rails

    - by bgadoci
    I have built a blog application using Ruby on Rails. In the application I have posts and tags. Post has_many :tags and Tag belongs_to :post. In the /views/posts/index.html view I want to display two things. First is a listing of all posts displayed 'created_at DESC' and then in the side bar I am wanting to reference my Tags table, group records, and display as a link that allows for viewing all posts with that tag. With the code below, I am able to display the tag groups and succesfully display all posts with that tag. There are two problems with it thought. /posts view, the code seems to be referencing the Tag table and displaying the post multiple times, directly correlated to how many tags that post has. (i.e. if the post has 3 tags it will display the post 3 times). /posts view, only displays posts that have Tags. If the post doesn't have a tag, no display at all. /views/posts/index.html.erb <%= render :partial => @posts %> /views/posts/_post.html.erb <% div_for post do %> <h2><%= link_to_unless_current h(post.title), post %></h2> <i>Posted <%= time_ago_in_words(post.created_at) %></i> ago <%= simple_format h truncate(post.body, :length => 300) %> <%= link_to "Read More", post %> | <%= link_to "View & Add Comments (#{post.comments.count})", post %> <hr/> <% end %> /models/post.rb class Post < ActiveRecord::Base validates_presence_of :body, :title has_many :comments, :dependent => :destroy has_many :tags, :dependent => :destroy cattr_reader :per_page @@per_page = 10 end posts_controller.rb def index @tag_counts = Tag.count(:group => :tag_name, :order => 'updated_at DESC', :limit => 10) @posts=Post.all(:joins => :tags,:conditions=>(params[:tag_name] ? { :tags => { :tag_name => params[:tag_name] }} : {} ) ).paginate :page => params[:page], :per_page => 5 respond_to do |format| format.html # index.html.erb format.xml { render :xml => @posts } format.json { render :json => @posts } format.atom end end

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  • known memory leaks in 3ds max?

    - by Denise
    I've set up a script in 3ds max to render a bunch of animations into frames. To do this, I open up a file with all of the materials, load an animation (as a bip) onto the figure, then render. We were seeing a problem where eventually the script would fail because it was unable to open the next file-- max had consumed all of the system memory. Closing max, of course, freed the memory, and we were able to continue with the script. I checked out the heapfree variable, hoping to see a memory leak within my script, hoping to see a memory leak within my own (maxscript) code-- but the amount of free space was the same after every animation. Then, it must be 3ds max which is consuming all of that memory. Nothing in max need be saved from animation to animation-- is there some way to get max to free that memory? (I've tried resetMaxFile() and manually deleting all of the objects in the scene). Is there any known sets of operations that cause max to grow out of control?

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  • Customizing Rails XML rendering to include extra properties

    - by Isaac Cambron
    Let's say I have a model like this: create_table :ninjas do |t| t.string name end And the Ninja class with an extra property: class Ninja < ActiveRecord::Base def honorific "#{name}san" end end And in my controller I just want to render it to XML: def show render :xml => Ninja.find(params[:id]) end The honorific part isn't rendered. That makes sense, since it's just a method, but is there a way of tricking it? I'm totally up for answers to the effect of, "You're doing this totally wrong." I'll just add that I really do want to calculate the honorific on the fly, and not, like, store it in the database or something.

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  • Datamining on a mysql database

    - by sliptix
    Hello, I Begin with textmining. I have two database tables with thousands of data.. a table for "skills" and a table for "skills categories" every "skill" belongs to a skills categorie. a "skill" is , physicaly, a varchar(200) field in the database, where there is some text describing the skill. Here are some skills extracted from the skills table: "PHP (good level), Java (intermediaite), C++" "PHP5" "project management and quality management" "begining Javascript" "water engineering" "dfsdf zerze rzer" "cibling customers" what i want to do is to extract knowledge from those fields, i mean extract only the real skill and ignore the rest of useless text. for the above example i want to get only an array with: "PHP" "Java" "C++" "PHP5" "project management" "quality management" "Javascript" "water engineering" "cibling customers" what should i do to extract the skills from tons of data please ? do you know specific algorithms to do this ? ex : k-means ... ? Thanks in advance.

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  • What is purpuse of T4 Generator in T4toolbox

    - by Fred Yang
    I am using T4toolbox, I am confused what the generator is for. I can run the following public class Generator1 : Generator { protected override void RunCore() { Template1 t = new Template1(); t.Output.File = "t3.txt"; t.Render(); } } or I can run t4 script directly like the following. Template1 t = new Template1(); t.Output.File = "t3.txt"; t.Render(); But I can do the same using t4 script without generator as well. So I mean can do the same thing with two approach "script -- generator -- template" and "script -- template", am I missing something? Thanks

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  • Google App Engine (python): TemplateSyntaxError: 'for' statements with five words should end in 'rev

    - by Phil
    This is using the web app framework, not Django. The following template code is giving me an TemplateSyntaxError: 'for' statements with five words should end in 'reversed' error when I try to render a dictionary. I don't understand what's causing this error. Could somebody shed some light on it for me? {% for code, name in charts.items %} <option value="{{code}}">{{name}}</option> {% endfor %} I'm rendering it using the following: class GenerateChart(basewebview): def get(self): values = {"datepicker":True} values["charts"] = {"p3": "3D Pie Chart", "p": "Segmented Pied Chart"} self.render_page("generatechart.html", values) class basewebview(webapp.RequestHandler): ''' Base class for all webapp.RequestHandler type classes ''' def render_page(self, filename, template_values=dict()): filename = "%s/%s" % (_template_dir, filename) path = os.path.join(os.path.dirname(__file__), filename) self.response.out.write(template.render(path, template_values))

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  • How do I control when a contextMenuStrip is displayed?

    - by GregH
    In vb.net (2008), I want to be able to control when a contextMenuStrip (context menu) is displayed. I don't want it to always appear when the right mouse button is clicked...only when certain criteria within my program are met. I figure I would use addHandler but I'm not exactly clear on how to completely control the opening of the contextMenuStrip. I know I would issue a call to the "open" method to render the contextMenuStrip. However, I am unclear as to how to completely take over control of when to render the contextMenuStrip.

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