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  • Bandwidth Limit Php Not working

    - by Saxtor
    Hey How are you doing guys, i am trying to limit bandwidth per users not by ipaddress for some reason my code doesnt work i need some help, what i am trying to do is to limit the download of the user that they would only have 10Gb per day to download however it seems to me that my buffer is not working when i use multiple connections it doesnt work, but when i use one connect it works 80% here is my code can you debug the error for me thanks. /** * @author saxtor if you can improve this code email me [email protected] * @copyright 2010 */ /** * CREATE TABLE IF NOT EXISTS `max_traffic` ( `id` int(255) NOT NULL AUTO_INCREMENT, `limit` int(255) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=0 ; */ //SQL Connection [this is hackable for testing] date_default_timezone_set("America/Guyana"); mysql_connect("localhost", "root", "") or die(mysql_error()); mysql_select_db("Quota") or die(mysql_error()); function quota($id) { $result = mysql_query("SELECT `limit` FROM max_traffic WHERE id='$id' ") or die(error_log(mysql_error()));; $row = mysql_fetch_array($result); return $row[0]; } function update_quota($id,$value) { $result = mysql_query("UPDATE `max_traffic` SET `limit`='$value' WHERE id='$id'") or die(mysql_error()); return $value; } if ( quota(1) != 0) $limit = quota(1); else $limit = 0; $multipart = false; //was a part of the file requested? (partial download) $range = $_SERVER["HTTP_RANGE"]; if ($range) { $cookie .= "\r\nRange: $range"; $multipart = true; header("X-UR-RANGE-Range: $range"); } $url = 'http://127.0.0.1/puppy.iso'; $filename = basename($url); //octet-stream + attachment => client always stores file header('Content-type: application/octet-stream'); header('Content-Disposition: attachment; filename="'.$filename.'"'); //always included so clients know this script supports resuming header("Accept-Ranges: bytes"); $user_agent = ini_get("user_agent"); ini_set("user_agent", $user_agent . "\r\nCookie: enc=$cookie"); $httphandle = fopen($url, "r"); $headers = stream_get_meta_data($httphandle); $size = $headers["wrapper_data"][6]; $sizer = explode(' ',$size); $size = $sizer[1]; //let's check the return header of rapidshare for range / length indicators //we'll just pass these to the client foreach ($headers["wrapper_data"] as $header) { $header = trim($header); if (substr(strtolower($header), 0, strlen("content-range")) == "content-range") { // _insert($range); header($header); header("X-RS-RANGE-" . $header); $multipart = true; //content-range indicates partial download } elseif (substr(strtolower($header), 0, strlen("Content-Length")) == "content-length") { // _insert($range); header($header); header("X-RS-CL-" . $header); } } if ($multipart) header('HTTP/1.1 206 Partial Content'); flush(); $speed = 4128; $packet = 1; //this is private dont touch. $bufsize = 128; //this is private dont touch/ $bandwidth = 0; //this is private dont touch. while (!(connection_aborted() || connection_status() == 1) && $size > 0) { while (!feof($httphandle) && $size > 0) { if ($limit <= 0 ) $size = 0; if ( $size < $bufsize && $size != 0 && $limit != 0) { echo fread($httphandle,$size); $bandwidth += $size; } else { if( $limit != 0) echo fread($httphandle,$bufsize); $bandwidth += $bufsize; } $size -= $bufsize; $limit -= $bufsize; flush(); if ($speed > 0 && ($bandwidth > $speed*$packet*103)) { usleep(100000); $packet++; //update_quota(1,$limit); } error_log(update_quota(1,$limit)); $limit = quota(1); //if( $size <= 0 ) // exit; } fclose($httphandle); } exit;

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • I cannot run application on android, but emulator can.

    - by Daisy
    protected void showCurrentLocation(){ Location lc = locationManager.getLastKnownLocation(LocationManager.GPS_PROVIDER); if(lc != null){ String msg = String.format("Current Location \n Logitude: %1$s \n Latitude: %2$s",lc.getLongitude(),lc.getLatitude()); Toast.makeText(Test1.this,msg,3000).show(); } Toast.makeText(Test1.this,"location is null",3000).show(); } from code above, when I run on android phone. It can run but its only show location is null. I don't know why its can't get location from getLastKnownLocation() http://www.javacodegeeks.com/2010/09/android-location-based-services.html This is a source code which I got to tried. Please help me. Thanks ka :)) Ps. I already have I already have ACCESS_FINE_LOCATION,ACCESS_MOCK_LOCATION, and ACCESS_COARSE_LOCATION

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  • OpenGL ES displaying HUD display Text can't be colored black on top of textured 3D objects

    - by ivanceras
    This is a follow-up of this question on here http://iphonedevelopment.blogspot.com/2010/02/drawing-hud-display-in-opengl-es.html It tackles on the HUD (heads up display) which is based on this tutorial http://stackoverflow.com/questions/2681102/opengl-es-displaying-hud-display-has-no-color-on-top-of-textured-3d-objects I wanted to set the "Text" in color BLACK, but it is more complicated than what I thought. Setting it to some other color other than black "glColor4f(0.0, 0.0, 0.0, 1.0);" is just fine. I assume that the culprit must be in the Blending function "glBlendFunc (GL_ONE, GL_ONE);" I experimented a lot of combinations with no luck. Has anyone experimented on this one on top of textured 3D in the backgrounds working?

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  • Not able to transform my xml to other xml

    - by vineet
    Input XML <?xml version="1.0" encoding="UTF-8" ?> <Z_RFC_SP_POTEXT_OUT > <ZMPO_TXT> <item> <LIFNR>0009002008</LIFNR> <ZPOTEXT1>BSE-TSE Statement document is accpeted by [email protected] on 2010-04-12</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009002008</LIFNR> <ZPOTEXT1>Ist Part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009002008</LIFNR> <ZPOTEXT1>2nd Part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000013</LIFNR> <ZPOTEXT1>vComments for Obj 1hkshkshdiswyidswyidyswidysiysiysskhskchskhckchk</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000017</LIFNR> <ZPOTEXT1>vComments for Obj 1hkshkshdiswyidswyidyswidysiysiysskhskchskhckchk</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000017</LIFNR> <ZPOTEXT1>1st part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000017</LIFNR> <ZPOTEXT1>2nd part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000022</LIFNR> <ZPOTEXT1>INCLUDE ZPTP_TERMS_AND_CONDITIONS_2003 OBJECT TEXT ID ST</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000026</LIFNR> <ZPOTEXT1>INCLUDE ZPTP_TERMS_AND_CONDITIONS_2003 OBJECT TEXT ID ST</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> </ZMPO_TXT> </Z_RFC_SP_POTEXT_OUT> I am looking for the output <?xml version="1.0" encoding="UTF-8" ?> <Z_RFC_SP_POTEXT_OUT > <ZMPO_TXT> <item> <LIFNR>0009002008</LIFNR> <ZPOTEXT1>BSE-TSE Statement document is accpeted by [email protected] on 2010-04-12 Ist Part 2nd Part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000013</LIFNR> <ZPOTEXT1>vComments for Obj 1hkshkshdiswyidswyidyswidysiysiysskhskchskhckchk</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000017</LIFNR> <ZPOTEXT1>vComments for Obj 1hkshkshdiswyidswyidyswidysiysiysskhskchskhckchk 1st part 2nd part</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000022</LIFNR> <ZPOTEXT1>INCLUDE ZPTP_TERMS_AND_CONDITIONS_2003 OBJECT TEXT ID ST</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> <item> <LIFNR>0009000026</LIFNR> <ZPOTEXT1>INCLUDE ZPTP_TERMS_AND_CONDITIONS_2003 OBJECT TEXT ID ST</ZPOTEXT1> <ZPOTEXT2 /> <FLAG /> </item> </ZMPO_TXT> </Z_RFC_SP_POTEXT_OUT> Can any one help me out how to do that using xslt. Its very urgent Thanks Vineet

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  • Netbeans Java SE GUI Builder: private initComponents() problem

    - by maSnun
    When I build a GUI for my Java SE app with Netbeans GUI builder, it puts all the codes in the initComponents() method which is private. I could not change it to public. So, all the components are accessible only to the class containing the UI. I want to access those components from another class so that I can write custom event handlers and everything. Most importantly I want to separate my GUI code and non-GUI from each other. I can copy paste the GUI code and later make them public by hand to achieve what I want. But thats a pain. I have to handcraft a portion whenever I need to re-design the UI. What I tried to do: I used the variable identifier to make the text box public. Now how can I access the text box from the Main class? I think I need the component generated in a public method as well. I am new to Java. Any helps? Here's the sample classes: The UI (uiFrame.java) /* * To change this template, choose Tools | Templates * and open the template in the editor. */ /* * uiFrame.java * * Created on Jun 3, 2010, 9:33:15 PM */ package barcode; import java.util.logging.Level; import java.util.logging.Logger; import javax.swing.JFileChooser; import javax.swing.UIManager; import javax.swing.UnsupportedLookAndFeelException; import net.sourceforge.barbecue.output.OutputException; /** * * @author masnun */ public class uiFrame extends javax.swing.JFrame { /** Creates new form uiFrame */ public uiFrame() { try { try { // Set cross-platform Java L&F (also called "Metal") UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); } catch (ClassNotFoundException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (InstantiationException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (IllegalAccessException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } catch (UnsupportedLookAndFeelException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } } finally { } initComponents(); } /** This method is called from within the constructor to * initialize the form. * WARNING: Do NOT modify this code. The content of this method is * always regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { label1 = new javax.swing.JLabel(); textBox = new javax.swing.JTextField(); saveButton = new javax.swing.JButton(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); label1.setFont(label1.getFont().deriveFont(label1.getFont().getStyle() | java.awt.Font.BOLD, 13)); label1.setText("Type a text:"); label1.setName("label1"); // NOI18N saveButton.setText("Save"); saveButton.addMouseListener(new java.awt.event.MouseAdapter() { public void mousePressed(java.awt.event.MouseEvent evt) { saveButtonMousePressed(evt); } }); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(56, 56, 56) .addComponent(textBox, javax.swing.GroupLayout.PREFERRED_SIZE, 272, javax.swing.GroupLayout.PREFERRED_SIZE) .addContainerGap(72, Short.MAX_VALUE)) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap(154, Short.MAX_VALUE) .addComponent(saveButton, javax.swing.GroupLayout.PREFERRED_SIZE, 102, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(144, 144, 144)) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addContainerGap(140, Short.MAX_VALUE) .addComponent(label1, javax.swing.GroupLayout.PREFERRED_SIZE, 133, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(127, 127, 127)) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addContainerGap() .addComponent(label1, javax.swing.GroupLayout.PREFERRED_SIZE, 25, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(textBox, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED) .addComponent(saveButton) .addContainerGap(193, Short.MAX_VALUE)) ); pack(); }// </editor-fold> @SuppressWarnings("static-access") private void saveButtonMousePressed(java.awt.event.MouseEvent evt) { JFileChooser file = new JFileChooser(); file.showSaveDialog(null); String data = file.getSelectedFile().getAbsolutePath(); String text = textBox.getText(); BarcodeGenerator barcodeFactory = new BarcodeGenerator(); try { barcodeFactory.generateBarcode(text, data); } catch (OutputException ex) { Logger.getLogger(uiFrame.class.getName()).log(Level.SEVERE, null, ex); } } /** * @param args the command line arguments */ // Variables declaration - do not modify private javax.swing.JLabel label1; private javax.swing.JButton saveButton; public javax.swing.JTextField textBox; // End of variables declaration } The Main Class (Main.java) package barcode; import javax.swing.JFrame; public class Main { public static void main(String[] args) { JFrame ui = new uiFrame(); ui.pack(); ui.show(); } }

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  • Oracle Cloud Applications: The Right Ingredients Baked In

    - by yaldahhakim
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* 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:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Oracle Cloud Applications: The Right Ingredients Baked In Eggs, flour, milk, and sugar. The magic happens when you mix these ingredients together. The same goes for the hottest technologies fast changing how IT impacts our organizations today: cloud, social, mobile, and big data. By themselves they’re pretty good; combining them with a great recipe is what unlocks real transformation power. Choosing the right cloud can be very similar to choosing the right cake. First consider comparing the core ingredients that go into baking a cake and the core design principles in building a cloud-based application. For instance, if flour is the base ingredient of a cake, then rich functionality that spans complete business processes is the base of an enterprise-grade cloud. Cloud computing is more than just consuming an "application as service", and having someone else manage it for you. Rather, the value of cloud is about making your business more agile in the marketplace, and shortening the time it takes to deliver and adopt new innovation. It’s also about improving not only the efficiency at which we communicate but the actual quality of the information shared as well. Data from different systems, like ingredients in a cake, must also be blended together effectively and evaluated through a consolidated lens. When this doesn’t happen, for instance when data in your sales cloud doesn't seamlessly connect with your order management and other “back office” applications, the speed and quality of information can decrease drastically. It’s like mixing ingredients in a strainer with a straw – you just can’t bring it all together without losing something. Mixing ingredients is similar to bringing clouds together, and co-existing cloud applications with traditional on premise applications. This is where a shared services  platform built on open standards and Service Oriented Architecture (SOA) is critical. It’s essentially a cloud recipe that calls for not only great ingredients, but also ingredients you can get locally or most likely already have in your kitchen (or IT shop.) Open standards is the best way to deliver a cost effective, durable application integration strategy – regardless of where your apps are deployed. It’s also the best way to build your own cloud applications, or extend the ones you consume from a third party. Just like using standard ingredients and tools you already have in your kitchen, a standards based cloud enables your IT resources to ensure a cloud works easily with other systems. Your IT staff can also make changes using tools they are already familiar with. Or even more ideal, enable business users to actually tailor their experience without having to call upon IT for help at all. This frees IT resources to focus more on developing new innovative services for the organization vs. run and maintain. Carrying the cake analogy forward, you need to add all the ingredients in before you bake it. The same is true with a modern cloud. To harness the full power of cloud, you can’t leave out some of the most important ingredients and just layer them on top later. This is what a lot of our niche competitors have done when it comes to social, mobile, big data and analytics, and other key technologies impacting the way we do business. The transformational power of these technology trends comes from having a strategy from the get-go that combines them into a winning recipe, and delivers them in a unified way. In looking at ways Oracle’s cloud is different from other clouds – not only is breadth of functionality rich across functional pillars like CRM, HCM, ERP, etc. but it embeds social, mobile, and rich intelligence capabilities where they make the most sense across business processes. This strategy enables the Oracle Cloud to uniquely deliver on all three of these dimensions to help our customers unlock the full power of these transformational technologies.

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  • Hybrid IT or Cloud Initiative – a Perfect Enterprise Architecture Maturation Opportunity

    - by Ted McLaughlan
    Normal 0 false false false EN-US X-NONE X-NONE /* 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:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} All too often in the growth and maturation of Enterprise Architecture initiatives, the effort stalls or is delayed due to lack of “applied traction”. By this, I mean the EA activities - whether targeted towards compliance, risk mitigation or value opportunity propositions – may not be attached to measurable, active, visible projects that could advance and prove the value of EA. EA doesn’t work by itself, in a vacuum, without collaborative engagement and a means of proving usefulness. A critical vehicle to this proof is successful orchestration and use of assets and investment resources to meet a high-profile business objective – i.e. a successful project. More and more organizations are now exploring and considering some degree of IT outsourcing, buying and using external services and solutions to deliver their IT and business requirements – vs. building and operating in-house, in their own data centers. The rapid growth and success of “Cloud” services makes some decisions easier and some IT projects more successful, while dramatically lowering IT risks and enabling rapid growth. This is particularly true for “Software as a Service” (SaaS) applications, which essentially are complete web applications hosted and delivered over the Internet. Whether SaaS solutions – or any kind of cloud solution - are actually, ultimately the most cost-effective approach truly depends on the organization’s business and IT investment strategy. This leads us to Enterprise Architecture, the connectivity between business strategy and investment objectives, and the capabilities purchased or created to meet them. If an EA framework already exists, the approach to selecting a cloud-based solution and integrating it with internal IT systems (i.e. a “Hybrid IT” solution) is well-served by leveraging EA methods. If an EA framework doesn’t exist, or is simply not mature enough to address complex, integrated IT objectives – a hybrid IT/cloud initiative is the perfect project to advance and prove the value of EA. Why is this? For starters, the success of any complex IT integration project - spanning multiple systems, contracts and organizations, public and private – depends on active collaboration and coordination among the project stakeholders. For a hybrid IT initiative, inclusive of one or more cloud services providers, the IT services, business workflow and data governance challenges alone can be extremely complex, requiring many diverse layers of organizational expertise and authority. Establishing subject matter expertise, authorities and strategic guidance across all the disciplines involved in a hybrid-IT or hybrid-cloud system requires top-level, comprehensive experience and collaborative leadership. Tools and practices reflecting industry expertise and EA alignment can also be very helpful – such as Oracle’s “Cloud Candidate Selection Tool”. Using tools like this, and facilitating this critical collaboration by leading, organizing and coordinating the input and expertise into a shared, referenceable, reusable set of authority models and practices – this is where EA shines, and where Enterprise Architects can be most valuable. The “enterprise”, in this case, becomes something greater than the core organization – it includes internal systems, public cloud services, 3rd-party IT platforms and datacenters, distributed users and devices; a whole greater than the sum of its parts. Through facilitated project collaboration, leading to identification or creation of solid governance models and processes, a durable and useful Enterprise Architecture framework will usually emerge by itself, if not actually identified and managed as such. The transition from planning collaboration to actual coordination, where the program plan, schedule and resources become synchronized and aligned to other investments in the organization portfolio, is where EA methods and artifacts appear and become most useful. The actual scope and use of these artifacts, in the context of this project, can then set the stage for the most desirable, helpful and pragmatic form of the now-maturing EA framework and community of practice. Considering or starting a hybrid-IT or hybrid-cloud initiative? Running into some complex relationship challenges? This is the perfect time to take advantage of your new, growing or possibly latent Enterprise Architecture practice.

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  • Regular expression problem (PHP)

    - by Marcos
    Hello all. I have a little problem with my regular expression, that I use in PHP. My code identify all tags of my content and add a link in this image. My code is working when I use dinamycally, without any defined image. When I try with a imapge path, the code does not work. How can I solve this problem? Working code: $content = preg_replace('/(<img .*?src="(.+?)".*?>)/','<a class="nyromodal foto" href="'.$imagem_wordpress.'">\1</a>', $content); Problem code: $content = preg_replace('/(<img .*?src="ttp://mysite.com/files/2010/04/bac-gallery-site-matters-saline-project1.jpg".*?>)/','<a class="nyromodal foto" href="'.$imagem_wordpress.'">\1</a>', $content);

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  • Twitter @Anywhere oauth_bridge_code

    - by AngelCabo
    I'm having trouble with Twitter's implementation of an oauth_bridge_code for the @anywhere api. I've seen a few walkthrough's on how to use this functionality but I can't seem to get the request to work for me. I'm using Ruby on Rails with the oauth gem. My code is as follows: def callback consumer = OAuth::Consumer.new(APP_CONFIG['twitter_key'], APP_CONFIG['twitter_secret'], :site => "http://api.twitter.com", :request_token_path => "/oauth/request_token", :authorize_path => "/oauth/authorize", :access_token_path => "/oauth/access_token", :http_method => :post) request = OAuth::AccessToken.new consumer json = request.post("https://api.twitter.com/oauth/access_token?oauth_bridge_code=#{params[:oauth_bridge_code]}") end I keep getting 401 unauthorized responses from the signed post request even though this is supposed to be working according to this walkthrough: http://blog.abrah.am/2010/09/using-twitter-anywhere-bridge-codes.html and a presentation from Matt Harris on slideshare. Any ideas on what I'm doing wrong (besides possibly trying to hit functionality that may not be in place)? Greatly appreciated!

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  • How You Helped Shape Java EE 7...

    - by reza_rahman
    I have been working with the JCP in various roles since EJB 3/Java EE 5 (much of it on my own time), eventually culminating in my decision to accept my current role at Oracle (despite it's inevitable set of unique challenges, a role I find by and large positive and fulfilling). During these years, it has always been clear to me that pretty much everyone in the JCP genuinely cares about openness, feedback and developer participation. Perhaps the most visible sign to date of this high regard for grassroots level input is a survey on Java EE 7 gathered a few months ago. The survey was designed to get open feedback on a number of critical issues central to the Java EE 7 umbrella specification including what APIs to include in the standard. When we started the survey, I don't think anyone was certain what the level of participation from developers would really be. I also think everyone was pleasantly surprised that a large number of developers (around 1100) took the time out to vote on these very important issues that could impact their own professional life. And it wasn't just a matter of the quantity of responses. I was particularly impressed with the quality of the comments made through the survey (some of which I'll try to do justice to below). With Java EE 7 under our belt and the horizons for Java EE 8 emerging, this is a good time to thank everyone that took the survey once again for their thoughts and let you know what the impact of your voice actually was. As an aside, you may be happy to know that we are working hard behind the scenes to try to put together a similar survey to help kick off the agenda for Java EE 8 (although this is by no means certain). I'll break things down by the questions asked in the survey, the responses and the resulting change in the specification. APIs to Add to Java EE 7 Full/Web Profile The first question in the survey asked which of four new candidate APIs (WebSocket, JSON-P, JBatch and JCache) should be added to the Java EE 7 Full and Web profile respectively. Developers by and large wanted all the new APIs added to the full platform. The comments expressed particularly strong support for WebSocket and JCache. Others expressed dissatisfaction over the lack of a JSON binding (as opposed to JSON processing) API. WebSocket, JSON-P and JBatch are now part of Java EE 7. In addition, the long-awaited Java EE Concurrency Utilities API was also included in the Full Profile. Unfortunately, JCache was not finalized in time for Java EE 7 and the decision was made not to hold up the Java EE release any longer. JCache continues to move forward strongly and will very likely be included in Java EE 8 (it will be available much sooner than Java EE 8 to boot). An emergent standard for JSON-B is also a strong possibility for Java EE 8. When it came to the Web Profile, developers were supportive of adding WebSocket and JSON-P, but not JBatch and JCache. Both WebSocket and JSON-P are now part of the Web Profile, now also including the already popular JAX-RS API. Enabling CDI by Default The second question asked whether CDI should be enabled in Java EE by default. The overwhelming majority of developers supported the default enablement of CDI. In addition, developers expressed a desire for better CDI/Java EE alignment (with regards to EJB and JSF in particular). Some developers expressed legitimate concerns over the performance implications of enabling CDI globally as well as the potential conflict with other JSR 330 implementations like Spring and Guice. CDI is enabled by default in Java EE 7. Respecting the legitimate concerns, CDI 1.1 was very careful to add additional controls around component scanning. While a lot of work was done in Java EE 6 and Java EE 7 around CDI alignment, further alignment is under serious consideration for Java EE 8. Consistent Usage of @Inject The third question was around using CDI/JSR 330 @Inject consistently vs. allowing JSRs to create their own injection annotations (e.g. @BatchContext). A majority of developers wanted consistent usage of @Inject. The comments again reflected a strong desire for CDI/Java EE alignment. A lot of emphasis in Java EE 7 was put into using @Inject consistently. For example, the JBatch specification is focused on using @Inject wherever possible. JAX-RS remains an exception with it's existing custom injection annotations. However, the JAX-RS specification leads understand the importance of eventual convergence, hopefully in Java EE 8. Expanding the Use of @Stereotype The fourth question was about expanding CDI @Stereotype to cover annotations across Java EE beyond just CDI. A solid majority of developers supported the idea of making @Stereotype more universal in Java EE. The comments maintained the general theme of strong support for CDI/Java EE alignment Unfortunately, there was not enough time and resources in Java EE 7 to implement this fairly pervasive feature. However, it remains a serious consideration for Java EE 8. Expanding Interceptor Use The final set of questions was about expanding interceptors further across Java EE. Developers strongly supported the concept. Along with injection, interceptors are now supported across all Java EE 7 components including Servlets, Filters, Listeners, JAX-WS endpoints, JAX-RS resources, WebSocket endpoints and so on. I hope you are encouraged by how your input to the survey helped shape Java EE 7 and continues to shape Java EE 8. Participating in these sorts of surveys is of course just one way of contributing to Java EE. Another great way to stay involved is the Adopt-A-JSR Program. A large number of developers are already participating through their local JUGs. You could of course become a Java EE JSR expert group member or observer. You should stay tuned to The Aquarium for the progress of Java EE 8 JSRs if that's something you want to look into...

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  • PHP getimagesize is not working when is called from a function in function.php (Wordpress)?

    - by janoChen
    PHP getimagesize is not working when is called from a function in function.php. function.php: add_action('wp_head', 'get_image_size'); function get_image_size() { global $width; // I thought this would solve the problem but it didn't global $height; // I thought this would solve the problem but it didn't list($width, $height, $type, $attr) = getimagesize($options['logo']); echo "Image width " .$width; echo "<BR>"; echo "Image height " .$height; echo "<BR>"; } $options['logo'] is returning http://localhost/wordpress/wp-content/uploads/2010/12/logo4.png so the image is being displayed. I also did var_dump to $width and $height but they didn't show up. Any suggestions?

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  • wordpress filters documentation? Trying to understand add_filter()

    - by Chris J. Lee
    I read over the documentation several times and have been having a hard time trying to figure out what is going on with the function. I'm more and more confused after looking at the documentation, looking over the source code as well. add_filter($tag, $hook, $priority, $args); it seems to me the new function extends the parent function. What puzzle's me is what parts of the hook becomes overridden. in some examples in the documentation i see that some variables are replaced with the $args in your new $tag. I almost understood it all here: http://www.andrewnacin.com/2010/05/18/rethinking-template-tags-in-plugins/ but then i couldn't figure out how you pass arguments and which eventually get overriden. thanks in advance.

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  • extra padding/Margin in Firefox+CHrome None in IE

    - by Adi
    There is 20px margin/padding below the catmenuconatiner (second navigation bar). This is only showing in firefox and chrome not in IE 6+ Here is the page: www.fish-and-web.blogspot.com Another problem related to the same issue is between the comments. The comment boxes have 15px margin between them. Again, this is only showing in Firefox and Chrome not in IE6+ Here is the comment page: http://fish-and-web.blogspot.com/2010/05/alfa-romeo-9c_24.html It'd be great if someone comes along and guide me in the right direction. I have been working on this for hours and I just cannot get it to work. Just so you know that the page is hosted on blogger. Thank you.

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  • Concurrency Utilities for Java EE Early Draft (JSR 236)

    - by arungupta
    Concurrency Utilities for Java EE is being worked as JSR 236 and has released an Early Draft. It provides concurrency capabilities to Java EE application components without compromising container integrity. Simple (common) and advanced concurrency patterns are easily supported without sacrificing usability. Using Java SE concurrency utilities such as java.util.concurrent API, java.lang.Thread and java.util.Timer in a Java EE application component such as EJB or Servlet are problematic since the container and server have no knowledge of these resources. JSR 236 enables concurrency largely by extending the Concurrency Utilities API developed under JSR-166. This also allows a consistency between Java SE and Java EE concurrency programming model. There are four main programming interfaces available: ManagedExecutorService ManagedScheduledExecutorService ContextService ManagedThreadFactory ManagedExecutorService is a managed version of java.util.concurrent.ExecutorService. The implementations of this interface are provided by the container and accessible using JNDI reference: <resource-env-ref>  <resource-env-ref-name>    concurrent/BatchExecutor  </resource-env-ref-name>  <resource-env-ref-type>    javax.enterprise.concurrent.ManagedExecutorService  </resource-env-ref-type><resource-env-ref> and available as: @Resource(name="concurrent/BatchExecutor")ManagedExecutorService executor; Its recommended to bind the JNDI references in the java:comp/env/concurrent subcontext. The asynchronous tasks that need to be executed need to implement java.lang.Runnable or java.util.concurrent.Callable interface as: public class MyTask implements Runnable { public void run() { // business logic goes here }} OR public class MyTask2 implements Callable<Date> {  public Date call() { // business logic goes here   }} The task is then submitted to the executor using one of the submit method that return a Future instance. The Future represents the result of the task and can also be used to check if the task is complete or wait for its completion. Future<String> future = executor.submit(new MyTask(), String.class);. . .String result = future.get(); Another example to submit tasks is: class MyTask implements Callback<Long> { . . . }class MyTask2 implements Callback<Date> { . . . }ArrayList<Callable> tasks = new ArrayList<();tasks.add(new MyTask());tasks.add(new MyTask2());List<Future<Object>> result = executor.invokeAll(tasks); The ManagedExecutorService may be configured for different properties such as: Hung Task Threshold: Time in milliseconds that a task can execute before it is considered hung Pool Info Core Size: Number of threads to keep alive Maximum Size: Maximum number of threads allowed in the pool Keep Alive: Time to allow threads to remain idle when # of threads > Core Size Work Queue Capacity: # of tasks that can be stored in inbound buffer Thread Use: Application intend to run short vs long-running tasks, accordingly pooled or daemon threads are picked ManagedScheduledExecutorService adds delay and periodic task running capabilities to ManagedExecutorService. The implementations of this interface are provided by the container and accessible using JNDI reference: <resource-env-ref>  <resource-env-ref-name>    concurrent/BatchExecutor  </resource-env-ref-name>  <resource-env-ref-type>    javax.enterprise.concurrent.ManagedExecutorService  </resource-env-ref-type><resource-env-ref> and available as: @Resource(name="concurrent/timedExecutor")ManagedExecutorService executor; And then the tasks are submitted using submit, invokeXXX or scheduleXXX methods. ScheduledFuture<?> future = executor.schedule(new MyTask(), 5, TimeUnit.SECONDS); This will create and execute a one-shot action that becomes enabled after 5 seconds of delay. More control is possible using one of the newly added methods: MyTaskListener implements ManagedTaskListener {  public void taskStarting(...) { . . . }  public void taskSubmitted(...) { . . . }  public void taskDone(...) { . . . }  public void taskAborted(...) { . . . } }ScheduledFuture<?> future = executor.schedule(new MyTask(), 5, TimeUnit.SECONDS, new MyTaskListener()); Here, ManagedTaskListener is used to monitor the state of a task's future. ManagedThreadFactory provides a method for creating threads for execution in a managed environment. A simple usage is: @Resource(name="concurrent/myThreadFactory")ManagedThreadFactory factory;. . .Thread thread = factory.newThread(new Runnable() { . . . }); concurrent/myThreadFactory is a JNDI resource. There is lot of interesting content in the Early Draft, download it, and read yourself. The implementation will be made available soon and also be integrated in GlassFish 4 as well. Some references for further exploring ... Javadoc Early Draft Specification concurrency-ee-spec.java.net [email protected]

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  • I'm new to C++. Please Help me with the Linked List (What functions to add)?

    - by Igal
    DEAR All; Hi, I'm just beginner to C++; Please help me to understand: What functions should be in the Linked list class ? I think there should be overloaded operators << and ; Please help me to improve the code (style, errors, etc,) Thanks for advance. Igal. Please review the small code for the integer List (enclosed MyNODE.h and ListDriver1.cpp); MyNODE.h // This is my first attempt to write linked list. Igal Spector, June 2010. #include <iostream.h> #include <assert.h> //Forward Declaration of the classes: class ListNode; class TheLinkedlist; // Definition of the node (WITH IMPLEMENTATION !!!, without test drive): class ListNode{ friend class TheLinkedlist; public: // constructor: ListNode(const int& value, ListNode *next= 0); // note: no destructor, as this handled by TheLinkedList class. // accessor: return data in the node. // int Show() const {return theData;} private: int theData; //the Data ListNode* theNext; //points to the next node in the list. }; //Implementations: //constructor: inline ListNode::ListNode(const int &value,ListNode *next) :theData(value),theNext(next){} //end of ListNode class, now for the LL class: class TheLinkedlist { public: //constructors: TheLinkedlist(); virtual ~TheLinkedlist(); // Accessors: void InsertAtFront(const &); void AppendAtBack(const &); // void InOrderInsert(const &); bool IsEmpty()const;//predicate function void Print() const; private: ListNode * Head; //pointer to first node ListNode * Tail; //pointer to last node. }; //Implementation: //Default constructor inline TheLinkedlist::TheLinkedlist():Head(0),Tail(0) {} //Destructor inline TheLinkedlist::~TheLinkedlist(){ if(!IsEmpty()){ //list is not empty cout<<"\n\tDestroying Nodes"<<endl; ListNode *currentPointer=Head, *tempPtr; while(currentPointer != 0){ //Delete remaining Nodes. tempPtr=currentPointer; cout<<"The node: "<<tempPtr->theData <<" is Destroyed."<<endl<<endl; currentPointer=currentPointer->theNext; delete tempPtr; } Head=Tail = 0; //don't forget this, as it may be checked one day. } } //Insert the Node to the beginning of the list: void TheLinkedlist::InsertAtFront(const int& value){ ListNode *newPtr = new ListNode(value,Head); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty newPtr->theNext = Head; Head = newPtr; } } //Insert the Node to the beginning of the list: void TheLinkedlist::AppendAtBack(const int& value){ ListNode *newPtr = new ListNode(value, NULL); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty Tail->theNext = newPtr; Tail = newPtr; } } //is the list empty? inline bool TheLinkedlist::IsEmpty() const { return (Head == 0); } // Display the contents of the list void TheLinkedlist::Print()const{ if ( IsEmpty() ){ cout << "\n\t The list is empty!!"<<endl; return; } ListNode *tempPTR = Head; cout<<"\n\t The List is: "; while ( tempPTR != 0 ){ cout<< tempPTR->theData <<" "; tempPTR = tempPTR->theNext; } cout<<endl<<endl; } ////////////////////////////////////// The test Driver: //Driver test for integer Linked List. #include <iostream.h> #include "MyNODE.h" // main Driver int main(){ cout<< "\n\t This is the test for integer LinkedList."<<endl; const int arraySize=11, ARRAY[arraySize]={44,77,88,99,11,2,22,204,50,58,12}; cout << "\n\tThe array is: "; //print the numbers. for (int i=0;i<arraySize; i++) cout<<ARRAY[i]<<", "; TheLinkedlist list; //declare the list for(int index=0;index<arraySize;index++) list.AppendAtBack( ARRAY[index] );//create the list cout<<endl<<endl; list.Print(); //print the list return 0; //end of the program. }

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  • How Does Facebook Know What Image To Parse Out of An Article?

    - by Travis
    First off I want to say that I wasn't really sure where to post this but it is very much programming related. If it is in the wrong spot I apologize and please let me know where I should post it instead. When sharing an article on a friends wall, facebook will grab a thumbnail of the article. How do they always get the right thumbnail from articles? It doesn't grab the logo img element of of http://www.nytimes.com/2010/06/07/world/asia/07convoys.html?hp for example but rather grabs the correct image element that corresponds with the article. I'm looking to do something similar and was wondering of a good way to parse the html to find the image given this example. Thanks.

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Patching this Code to apply dynamic (iPhone) background position

    - by Brian
    I posted a question previously that got off topic, I'm reposting with better code that I have VERIFIED is compatible with iPhone (it works with mine anyway!) I just want to apply background-position coordinates to the body element and call the script conditionally for iPhone, iPod, & iPad. Here's my conditional call for those devices: var deviceAgent = navigator.userAgent.toLowerCase(); var agentID = deviceAgent.match(/(iphone|ipod|ipad)/); if (agentID) { // do something } else { //do this } Now, I've found this excellent script that sets the "top: x" dynamically on the basis of scroll position. Everyone has told me (and ALL of the tutorials and Google search results as well) that it's impossible to set scroll position dynamically for iPhone because of the viewport issue. HOWEVER, they are wrong because if you scroll to the bottom of the page and view this javascript demo on iPhone, you can scroll and the <div style="background-position: fixed; top: x (variable)"></div> div DOES stay centered on iPhone. I really hope this question helps alot of people, I thought it was impossible, but it's NOT... I just need help stitching it together! The original code (you can test it on iPhone yourself) is here: http://stevenbenner.com/2010/04/calculate-page-size-and-view-port-position-in-javascript/ So I just need help getting the following code to apply the dynamic "background-position: 0 x" to the BODY tag where x is centered and relative to the viewport position. Also, needs to be nested inside the above code that is conditional for iPhone and similar devices. // Page Size and View Port Dimension Tools // http://stevenbenner.com/2010/04/calculate-page-size-and-view-port-position-in-javascript/ if (!sb_windowTools) { var sb_windowTools = new Object(); }; sb_windowTools = { scrollBarPadding: 17, // padding to assume for scroll bars // EXAMPLE METHODS // center an element in the viewport centerElementOnScreen: function(element) { var pageDimensions = this.updateDimensions(); element.style.top = ((this.pageDimensions.verticalOffset() + this.pageDimensions.windowHeight() / 2) - (this.scrollBarPadding + element.offsetHeight / 2)) + 'px'; element.style.left = ((this.pageDimensions.windowWidth() / 2) - (this.scrollBarPadding + element.offsetWidth / 2)) + 'px'; element.style.position = 'absolute'; }, // INFORMATION GETTERS // load the page size, view port position and vertical scroll offset updateDimensions: function() { this.updatePageSize(); this.updateWindowSize(); this.updateScrollOffset(); }, // load page size information updatePageSize: function() { // document dimensions var viewportWidth, viewportHeight; if (window.innerHeight && window.scrollMaxY) { viewportWidth = document.body.scrollWidth; viewportHeight = window.innerHeight + window.scrollMaxY; } else if (document.body.scrollHeight > document.body.offsetHeight) { // all but explorer mac viewportWidth = document.body.scrollWidth; viewportHeight = document.body.scrollHeight; } else { // explorer mac...would also work in explorer 6 strict, mozilla and safari viewportWidth = document.body.offsetWidth; viewportHeight = document.body.offsetHeight; }; this.pageSize = { viewportWidth: viewportWidth, viewportHeight: viewportHeight }; }, // load window size information updateWindowSize: function() { // view port dimensions var windowWidth, windowHeight; if (self.innerHeight) { // all except explorer windowWidth = self.innerWidth; windowHeight = self.innerHeight; } else if (document.documentElement && document.documentElement.clientHeight) { // explorer 6 strict mode windowWidth = document.documentElement.clientWidth; windowHeight = document.documentElement.clientHeight; } else if (document.body) { // other explorers windowWidth = document.body.clientWidth; windowHeight = document.body.clientHeight; }; this.windowSize = { windowWidth: windowWidth, windowHeight: windowHeight }; }, // load scroll offset information updateScrollOffset: function() { // viewport vertical scroll offset var horizontalOffset, verticalOffset; if (self.pageYOffset) { horizontalOffset = self.pageXOffset; verticalOffset = self.pageYOffset; } else if (document.documentElement && document.documentElement.scrollTop) { // Explorer 6 Strict horizontalOffset = document.documentElement.scrollLeft; verticalOffset = document.documentElement.scrollTop; } else if (document.body) { // all other Explorers horizontalOffset = document.body.scrollLeft; verticalOffset = document.body.scrollTop; }; this.scrollOffset = { horizontalOffset: horizontalOffset, verticalOffset: verticalOffset }; }, // INFORMATION CONTAINERS // raw data containers pageSize: {}, windowSize: {}, scrollOffset: {}, // combined dimensions object with bounding logic pageDimensions: { pageWidth: function() { return sb_windowTools.pageSize.viewportWidth > sb_windowTools.windowSize.windowWidth ? sb_windowTools.pageSize.viewportWidth : sb_windowTools.windowSize.windowWidth; }, pageHeight: function() { return sb_windowTools.pageSize.viewportHeight > sb_windowTools.windowSize.windowHeight ? sb_windowTools.pageSize.viewportHeight : sb_windowTools.windowSize.windowHeight; }, windowWidth: function() { return sb_windowTools.windowSize.windowWidth; }, windowHeight: function() { return sb_windowTools.windowSize.windowHeight; }, horizontalOffset: function() { return sb_windowTools.scrollOffset.horizontalOffset; }, verticalOffset: function() { return sb_windowTools.scrollOffset.verticalOffset; } } };

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  • Continuous Deployment with an ASP.NET website?

    - by Amber Shah
    I have a website in C#/ASP.NET that is currently in development. When we are in production, I would like to do releases frequently over the course of the day, as we fix bugs and add features (like this: http://toni.org/2010/05/19/in-praise-of-continuous-deployment-the-wordpress-com-story/). If you upload a new version of the site or even change a single file, it kicks out the users that are currently logged in and makes them start over any forms and such. Is there a secret to being able to do deployments without interfering with users for .NET sites?

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  • Efficient alternatives to merge for larger data.frames R

    - by Etienne Low-Décarie
    I am looking for an efficient (both computer resource wise and learning/implementation wise) method to merge two larger (size1 million / 300 KB RData file) data frames. "merge" in base R and "join" in plyr appear to use up all my memory effectively crashing my system. Example load test data frame and try test.merged<-merge(test, test) or test.merged<-join(test, test, type="all") - The following post provides a list of merge and alternatives: How to join data frames in R (inner, outer, left, right)? The following allows object size inspection: https://heuristically.wordpress.com/2010/01/04/r-memory-usage-statistics-variable/ Data produced by anonym

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  • Help with shopping cart in javascript

    - by user228390
    Hey guys, I'm having problems with my shopping cart. What I am trying to do is make a function that will add an item the cart and then and function that will view the cart and show the details. But what I have got so far does not do that, it just simply adds and goes straight to view cart. Also I wanted to store the name of each items in different global arrays (name, price and sum) but I can't get it work that way. Can any help me overcome this problem? Edit: I've tried to get it to work by adding some more items and attaching it to another html page, but now the code does not seem to work at all , before it showed the price and total and now I get nothing . javascript code function round_total (c) { var pennies = c * 100; pennies = Math.round(pennies); var strPennies = "" + pennies; var len = strPennies.length; return parseFloat(strPennies.substring(0, len - 2) + "." + strPennies.substring(len - 2, len)); } // End of round_total function. /* Start of generate_page function. */ function generate_page (form) { tax = 0.08; delivery_p = 2.99; var odate = new Date(); var qty = form.quantity.value; var product_v = new String(form.product.value); var total_price = product_v.substr(product_v.indexOf("$") + 1, product_v.length - product_v.indexOf("$")); var price_without_tax = round_total(qty * total_price); var ttax = round_total(price_without_tax * tax); var delivery = round_total(qty * delivery_p); var total_p = round_total(price_without_tax + ttax + delivery); document.writeln("Quantity: " + qty + "<br>"); document.writeln("Price: $" + total_price + "<br>"); document.writeln("Delivery: $" + delivery + "<br>"); document.writeln("Total: $" + total_p + "<br>"); document.writeln("Order placed on: " + odate.toGMTString()); } function calculate() { round_total (c)(); generate_page (form)(); } HTML code: Shopping cart Welcome, Guest Login Sign Up Stay Updated: Subscribe via RSS Email Updates <div id="header"> <div id="branding" class="container"> <h1>The Finest Toy<br /> Store Online</h1> <p class="desc">If you're looking for a toy shop then look no further.<br/> Go on, treat the kids with our huge selection of<br/>online toy shops selling toys for all ages.</p> </div><!-- end branding --> <div id="navigation"> <ul id="menu" class="container"> <li><a href="#">HOME</a></li> <li><a href="#">ABOUT</a></li> <li><a href="#">Online Store</a></li> <li><a href="#">CONTACT</a></li> </ul> </div><!-- end navigation --> </div><!-- end header --> Shopping Cart Nintendo DS Xbox Product: Console £149.99 Console + Games £169.99 Quantity: Product: Console £149.99 Console + Games £169.99 Quantity:     Playstation 3 Wii Product: Console £149.99 Console + Games £169.99 Quantity:   Product: Console £149.99 Console + Games £169.99 Quantity:        <input type="submit" value="Add to cart" name="submit" onClick="cart()";/><input , type="reset" value="Reset" name="reset" Copyright © 2010 shopping cart. Content and Header © |Back to top Do I need to show my CSS as well? (Sorry about the coding its not working properly for me, its not showing up the way it should be)

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  • How to override browser default download behavior for files?

    - by moha297
    Lots of times we have to download files from the net. In IE we get to see the ugly download progress bar. In firefox we get to see a pop-up window opening etc. However, I have never seen this being over ridden in any manner. Until recently on the site *thesixtyone DOT com* If we get to download a song free and click on the ok link to start the download we get a pop up to select location in the default style of windows. Then we see the progress bar as shown below. Any ideas on this? I am trying to see how these guys did this. you can see the image http://highwaves.files.wordpress.com/2010/04/61-download-bar.jpg

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  • build a chrome extension in order to upload images (from clipboard)

    - by dayscott
    I wanted to write a simple chrome extension in order to substitute the following sequence of steps which i have to do very often for university: make screenshot of something edit screenshot in Paint save unnamend.png to harddrive upload unnamed.png to imageshack.us/pic-upload.de or any other website share link of image with others. I don't care which image upload service to use, i just want automize this use-case in order to save time (I already red and did a getting-started chrome extension and checked out their API, but that's it, this page: http://farter.users.sourceforge.net/blog/2010/11/20/accessing-operating-system-clipboard-in-chromium-chrome-extensions/ seemed useful, but i couldn't make it overwrite my systems clipboard - moreover i can't find a tutorial which helps me further).

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  • Detect numbers and process them ?

    - by Madhup
    Hi, I am trying to detect the numbers written on a grid and then process them using the iPhone camera. What i have found till yet are some good examples like: http://blog.damiles.com/?p=93 http://cmgresearch.blogspot.com/2010/01/augmented-reality-on-iphone-how-to_01.html Although I am able to draw the numbers on the overlay view to a good extent but still not able to detect what these numbers are. What I don't wanna do is to go through the whole AI process: training the system, providing the system whole set of values and then process them, because this is so much troublesome for me as well for the performance of my application. So guys having any idea or work arround for this please help. Thanks, Madhup

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