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  • Passing data between android ListActivities in Java

    - by Will Janes
    I am new to Android! I am having a problem getting this code to work... Basically I Go from one list activity to another and pass the text from a list item through the intent of the activity to the new list view, then retrieve that text in the new list activity and then preform a http request based on value of that list item. Log Cat 04-05 17:47:32.370: E/AndroidRuntime(30135): FATAL EXCEPTION: main 04-05 17:47:32.370: E/AndroidRuntime(30135): java.lang.ClassCastException:android.widget.LinearLayout 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.thickcrustdesigns.ufood.CatogPage$1.onItemClick(CatogPage.java:66) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.AdapterView.performItemClick(AdapterView.java:284) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.ListView.performItemClick(ListView.java:3731) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.widget.AbsListView$PerformClick.run(AbsListView.java:1959) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Handler.handleCallback(Handler.java:587) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Handler.dispatchMessage(Handler.java:92) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.os.Looper.loop(Looper.java:130) 04-05 17:47:32.370: E/AndroidRuntime(30135): at android.app.ActivityThread.main(ActivityThread.java:3691) 04-05 17:47:32.370: E/AndroidRuntime(30135): at java.lang.reflect.Method.invokeNative(Native Method) 04-05 17:47:32.370: E/AndroidRuntime(30135): at java.lang.reflect.Method.invoke(Method.java:507) 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:907) 04-05 17:47:32.370: E/AndroidRuntime(30135): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:665) 04-05 17:47:32.370: E/AndroidRuntime(30135): at dalvik.system.NativeStart.main(Native Method) ListActivity 1 package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.widget.AdapterView; import android.widget.AdapterView.OnItemClickListener; import android.widget.Button; import android.widget.ListView; import android.widget.TextView; public class CatogPage extends ListActivity { ListView listView1; Button btn_bk; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.definition_main); btn_bk = (Button) findViewById(R.id.btn_bk); listView1 = (ListView) findViewById(android.R.id.list); ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "categories")); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); ListView lv = getListView(); lv.setOnItemClickListener(new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> parent, View view, int position, long id) { TextView tv = (TextView) view; String p = tv.getText().toString(); Intent i = new Intent(getApplicationContext(), Results.class); i.putExtra("category", p); startActivity(i); } }); btn_bk.setOnClickListener(new View.OnClickListener() { public void onClick(View arg0) { Intent i = new Intent(getApplicationContext(), UFoodAppActivity.class); startActivity(i); } }); } } **ListActivity 2** package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.os.Bundle; import android.widget.ListView; public class Results extends ListActivity { ListView listView1; enum Category { Chicken, Beef, Chinese, Cocktails, Curry, Deserts, Fish, ForOne { public String toString() { return "For One"; } }, Lamb, LightBites { public String toString() { return "Light Bites"; } }, Pasta, Pork, Vegetarian } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.setContentView(R.layout.definition_main); listView1 = (ListView) findViewById(android.R.id.list); Bundle data = getIntent().getExtras(); String category = data.getString("category"); Category cat = Category.valueOf(category); String value = null; switch (cat) { case Chicken: value = "Chicken"; break; case Beef: value = "Beef"; break; case Chinese: value = "Chinese"; break; case Cocktails: value = "Cocktails"; break; case Curry: value = "Curry"; break; case Deserts: value = "Deserts"; break; case Fish: value = "Fish"; break; case ForOne: value = "ForOne"; break; case Lamb: value = "Lamb"; break; case LightBites: value = "LightBites"; break; case Pasta: value = "Pasta"; break; case Pork: value = "Pork"; break; case Vegetarian: value = "Vegetarian"; } ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "category")); nvp.add(new BasicNameValuePair("cat", value)); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); } } Request package com.thickcrustdesigns.ufood; import java.io.BufferedReader; import java.io.InputStream; import java.io.InputStreamReader; import java.util.ArrayList; import org.apache.http.HttpEntity; import org.apache.http.HttpResponse; import org.apache.http.NameValuePair; import org.apache.http.client.HttpClient; import org.apache.http.client.entity.UrlEncodedFormEntity; import org.apache.http.client.methods.HttpPost; import org.apache.http.impl.client.DefaultHttpClient; import org.json.JSONArray; import org.json.JSONObject; import android.content.Context; import android.util.Log; import android.widget.Toast; public class Request { @SuppressWarnings("null") public static ArrayList<JSONObject> fetchData(Context context, ArrayList<NameValuePair> nvp) { ArrayList<JSONObject> listItems = new ArrayList<JSONObject>(); InputStream is = null; try { HttpClient httpclient = new DefaultHttpClient(); HttpPost httppost = new HttpPost( "http://co350-11d.projects02.glos.ac.uk/php/database.php"); httppost.setEntity(new UrlEncodedFormEntity(nvp)); HttpResponse response = httpclient.execute(httppost); HttpEntity entity = response.getEntity(); is = entity.getContent(); } catch (Exception e) { Log.e("log_tag", "Error in http connection" + e.toString()); } // convert response to string String result = ""; try { BufferedReader reader = new BufferedReader(new InputStreamReader( is, "iso-8859-1"), 8); InputStream stream = null; StringBuilder sb = null; while ((result = reader.readLine()) != null) { sb.append(result + "\n"); } stream.close(); result = sb.toString(); } catch (Exception e) { Log.e("log_tag", "Error converting result " + e.toString()); } try { JSONArray jArray = new JSONArray(result); for (int i = 0; i < jArray.length(); i++) { JSONObject jo = jArray.getJSONObject(i); listItems.add(jo); } } catch (Exception e) { Toast.makeText(context.getApplicationContext(), "None Found!", Toast.LENGTH_LONG).show(); } return listItems; } } Any help would be grateful! Many Thanks EDIT Sorry very tired so missed out my 2nd ListActivity package com.thickcrustdesigns.ufood; import java.util.ArrayList; import org.apache.http.NameValuePair; import org.apache.http.message.BasicNameValuePair; import org.json.JSONException; import org.json.JSONObject; import android.app.ListActivity; import android.os.Bundle; import android.widget.ListView; public class Results extends ListActivity { ListView listView1; enum Category { Chicken, Beef, Chinese, Cocktails, Curry, Deserts, Fish, ForOne { public String toString() { return "For One"; } }, Lamb, LightBites { public String toString() { return "Light Bites"; } }, Pasta, Pork, Vegetarian } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.setContentView(R.layout.definition_main); listView1 = (ListView) findViewById(android.R.id.list); Bundle data = getIntent().getExtras(); String category = data.getString("category"); Category cat = Category.valueOf(category); String value = null; switch (cat) { case Chicken: value = "Chicken"; break; case Beef: value = "Beef"; break; case Chinese: value = "Chinese"; break; case Cocktails: value = "Cocktails"; break; case Curry: value = "Curry"; break; case Deserts: value = "Deserts"; break; case Fish: value = "Fish"; break; case ForOne: value = "ForOne"; break; case Lamb: value = "Lamb"; break; case LightBites: value = "LightBites"; break; case Pasta: value = "Pasta"; break; case Pork: value = "Pork"; break; case Vegetarian: value = "Vegetarian"; } ArrayList<NameValuePair> nvp = new ArrayList<NameValuePair>(); nvp.add(new BasicNameValuePair("request", "category")); nvp.add(new BasicNameValuePair("cat", value)); ArrayList<JSONObject> jsondefs = Request.fetchData(this, nvp); String[] defs = new String[jsondefs.size()]; for (int i = 0; i < jsondefs.size(); i++) { try { defs[i] = jsondefs.get(i).getString("Name"); } catch (JSONException e) { // TODO Auto-generated catch block e.printStackTrace(); } } uFoodAdapter adapter = new uFoodAdapter(this, R.layout.definition_list, defs); listView1.setAdapter(adapter); } } Sorry again! Cheers guys!

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  • Dynamic Grouping and Columns

    - by Tim Dexter
    Some good collaboration between myself and Kan Nishida (Oracle BIP Consulting) over at bipconsulting on a question that came in yesterday to an internal mailing list. Is there a way to allow columns to be place into a template dynamically? This would be similar to the Answers Column selector. A customer has said Crystal can do this and I am trying to see how BI Pub can do the same. Example: Report has Regions as a dimension in a table, they want the user to select a parameter that will insert either Units or Dollars without having to create multiple templates. Now whether Crystal can actually do it or not is another question, can Publisher? Yes we can! Kan took the first stab. His approach, was to allow to swap out columns in a table in the report. Some quick steps: 1. Create a parameter from BIP server UI 2. Declare the parameter in RTF template You can check this post to see how you can declare the parameter from the server. http://bipconsulting.blogspot.com/2010/02/how-to-pass-user-input-values-to-report.html 3. Use the parameter value to condition if a particular column needs to be displayed or not. You can use <?if@column:.....?> syntax for Column level IF condition. The if@column is covered in user documentation. This would allow a developer to create a report with the parameter or multiple parameters to allow the user to pick a column to be included in the report. I took a slightly different tack, with the mention of the column selector in the Answers report I took that to mean that the user wanted to select more of a dimensional column and then have the report recalculate all its totals and subtotals based on that selected column. This is a little bit more involved and involves some smart XSL and XPATH expressions, but still very doable. The user can select a column as a parameter, that is passed to the template rather than the query. The parameter value that is actually passed is the element name that you want to regroup the data by. Inside the template we then reference that parameter value in our for-each-group loop. That's where we need the trixy XSL/XPATH code to get the regrouping to happen. At this juncture, I need to hat tip to Klaus, for his article on dynamic sorting that he wrote back in 2006. I basically took his sorting code and applied it to the for-each loop. You can follow both of Kan's first two steps above i.e. Create a parameter from BIP server UI - this just needs to be based on a 'list' type list of value with name/value pairs e.g. Department/DEPARTMENT_NAME, Job/JOB_TITLE, etc. The user picks the 'friendly' value and the server passes the element name to the template. Declare the parameter in RTF template - been here before lots of times right? <?param@begin:group1;'"DEPARTMENT_NAME"'?> I have used a default value so that I can test the funtionality inside the template builder (notice the single and double quotes.) Next step is to use the template builder to build a re-grouped report layout. It does not matter if its hard coded right now; we will add in the dynamic piece next. Once you have a functioning template that is re-grouping correctly. Open up the for-each-group field and modify it to use the parameter: <?for-each-group:ROW;./*[name(.) = $group1]?> 'group1' is my grouping parameter, declared above. We need the XPATH expression to find the column in the XML structure we want to group that matches the one passed by the parameter. Its essentially looking through the data tree for a match. We can show the actual grouping value in the report output with a similar XPATH expression <?./*[name(.) = $group1]?> In my example, I took things a little further so that I could have a dynamic label for the parameter value. For instance if I am using MANAGER as the parameter I want to show: Manager: Tim Dexter My XML elements are readable e.g. DEPARTMENT_NAME. Its a simple case of replacing the underscore with a space and then 'initcapping' the result: <?xdoxslt:init_cap(translate($group1,'_',' '))?> With this in place, the user can now select a grouping column in the BIP report viewer and the layout will re-group the data and any calculations based on that column. I built a group above report but you could equally build the group left version to truly mimic the Answers column selector. If you are interested you can get an example report, sample data and layout template here. Of course, you can combine Klaus' dynamic sorting, Kan's conditional column approach and this dynamic grouping to build a real kick ass report for users that will keep them happy for hours..

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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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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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Building a jQuery Plug-in to make an HTML Table scrollable

    - by Rick Strahl
    Today I got a call from a customer and we were looking over an older application that uses a lot of tables to display financial and other assorted data. The application is mostly meta-data driven with lots of layout formatting automatically driven through meta data rather than through explicit hand coded HTML layouts. One of the problems in this apps are tables that display a non-fixed amount of data. The users of this app don't want to use paging to see more data, but instead want to display overflow data using a scrollbar. Many of the forms are very densely populated, often with multiple data tables that display a few rows of data in the UI at the most. This sort of layout does not lend itself well to paging, but works much better with scrollable data. Unfortunately scrollable tables are not easily created. HTML Tables are mangy beasts as anybody who's done any sort of Web development knows. Tables are finicky when it comes to styling and layout, and they have many funky quirks, especially when it comes to scrolling both of the table rows themselves or even the child columns. There's no built-in way to make tables scroll and to lock headers while you do, and while you can embed a table (or anything really) into a scrolling div with something like this: <div style="position:relative; overflow: hidden; overflow-y: scroll; height: 200px; width: 400px;"> <table id="table" style="width: 100%" class="blackborder" > <thead> <tr class="gridheader"> <th>Column 1</th> <th>Column 2</th> <th>Column 3</th> <th >Column 4</th> </tr> </thead> <tbody> <tr> <td>Column 1 Content</td> <td>Column 2 Content</td> <td>Column 3 Content</td> <td>Column 4 Content</td> </tr> <tr> <td>Column 1 Content</td> <td>Column 2 Content</td> <td>Column 3 Content</td> <td>Column 4 Content</td> </tr> … </tbody> </table> </div> </div> that won't give a very satisfying visual experience: Both the header and body scroll which looks odd. You lose context as soon as the header scrolls off the top and when you reach the bottom of the list the bottom outline of the table shows which also looks off. The the side bar shows all the way down the length of the table yet another visual miscue. In a pinch this will work, but it's ugly. What's out there? Before we go further here you should know that there are a few capable grid plug-ins out there already. Among them: Flexigrid (can work of any table as well as with AJAX data) jQuery Scrollable Table Plug-in (feature similar to what I need but not quite) jqGrid (mostly an Ajax Grid which is very powerful and works very well) But in the end none of them fit the bill of what I needed in this situation. All of these require custom CSS and some of them are fairly complex to restyle. Others are AJAX only or work better with AJAX loaded data. However, I need to actually try (as much as possible) to maintain the original styling of the tables without requiring extensive re-styling. Building the makeTableScrollable() Plug-in To make a table scrollable requires rearranging the table a bit. In the plug-in I built I create two <div> tags and split the table into two: one for the table header and one for the table body. The bottom <div> tag then contains only the table's row data and can be scrolled while the header stays fixed. Using jQuery the basic idea is pretty simple: You create the divs, copy the original table into the bottom, then clone the table, clear all content append the <thead> section, into new table and then copy that table into the second header <div>. Easy as pie, right? Unfortunately it's a bit more complicated than that as it's tricky to get the width of the table right to account for the scrollbar (by adding a small column) and making sure the borders properly line up for the two tables. A lot of style settings have to be made to ensure the table is a fixed size, to remove and reattach borders, to add extra space to allow for the scrollbar and so forth. The end result of my plug-in is a table with a scrollbar. Using the same table I used earlier the result looks like this: To create it, I use the following jQuery plug-in logic to select my table and run the makeTableScrollable() plug-in against the selector: $("#table").makeTableScrollable( { cssClass:"blackborder"} ); Without much further ado, here's the short code for the plug-in: (function ($) { $.fn.makeTableScrollable = function (options) { return this.each(function () { var $table = $(this); var opt = { // height of the table height: "250px", // right padding added to support the scrollbar rightPadding: "10px", // cssclass used for the wrapper div cssClass: "" } $.extend(opt, options); var $thead = $table.find("thead"); var $ths = $thead.find("th"); var id = $table.attr("id"); var cssClass = $table.attr("class"); if (!id) id = "_table_" + new Date().getMilliseconds().ToString(); $table.width("+=" + opt.rightPadding); $table.css("border-width", 0); // add a column to all rows of the table var first = true; $table.find("tr").each(function () { var row = $(this); if (first) { row.append($("<th>").width(opt.rightPadding)); first = false; } else row.append($("<td>").width(opt.rightPadding)); }); // force full sizing on each of the th elemnts $ths.each(function () { var $th = $(this); $th.css("width", $th.width()); }); // Create the table wrapper div var $tblDiv = $("<div>").css({ position: "relative", overflow: "hidden", overflowY: "scroll" }) .addClass(opt.cssClass); var width = $table.width(); $tblDiv.width(width).height(opt.height) .attr("id", id + "_wrapper") .css("border-top", "none"); // Insert before $tblDiv $tblDiv.insertBefore($table); // then move the table into it $table.appendTo($tblDiv); // Clone the div for header var $hdDiv = $tblDiv.clone(); $hdDiv.empty(); var width = $table.width(); $hdDiv.attr("style", "") .css("border-bottom", "none") .width(width) .attr("id", id + "_wrapper_header"); // create a copy of the table and remove all children var $newTable = $($table).clone(); $newTable.empty() .attr("id", $table.attr("id") + "_header"); $thead.appendTo($newTable); $hdDiv.insertBefore($tblDiv); $newTable.appendTo($hdDiv); $table.css("border-width", 0); }); } })(jQuery); Oh sweet spaghetti code :-) The code starts out by dealing the parameters that can be passed in the options object map: height The height of the full table/structure. The height of the outside wrapper container. Defaults to 200px. rightPadding The padding that is added to the right of the table to account for the scrollbar. Creates a column of this width and injects it into the table. If too small the rightmost column might get truncated. if too large the empty column might show. cssClass The CSS class of the wrapping container that appears to wrap the table. If you want a border around your table this class should probably provide it since the plug-in removes the table border. The rest of the code is obtuse, but pretty straight forward. It starts by creating a new column in the table to accommodate the width of the scrollbar and avoid clipping of text in the rightmost column. The width of the columns is explicitly set in the header elements to force the size of the table to be fixed and to provide the same sizing when the THEAD section is moved to a new copied table later. The table wrapper div is created, formatted and the table is moved into it. The new wrapper div is cloned for the header wrapper and configured. Finally the actual table is cloned and cleared of all elements. The original table's THEAD section is then moved into the new table. At last the new table is added to the header <div>, and the header <div> is inserted before the table wrapper <div>. I'm always amazed how easy jQuery makes it to do this sort of re-arranging, and given of what's happening the amount of code is rather small. Disclaimer: Your mileage may vary A word of warning: I make no guarantees about the code above. It's a first cut and I provided this here mainly to demonstrate the concepts of decomposing and reassembling an HTML layout :-) which jQuery makes so nice and easy. I tested this component against the typical scenarios we plan on using it for which are tables that use a few well known styles (or no styling at all). I suspect if you have complex styling on your <table> tag that things might not go so well. If you plan on using this plug-in you might want to minimize your styling of the table tag and defer any border formatting using the class passed in via the cssClass parameter, which ends up on the two wrapper div's that wrap the header and body rows. There's also no explicit support for footers. I rarely if ever use footers (when not using paging that is), so I didn't feel the need to add footer support. However, if you need that it's not difficult to add - the logic is the same as adding the header. The plug-in relies on a well-formatted table that has THEAD and TBODY sections along with TH tags in the header. Note that ASP.NET WebForm DataGrids and GridViews by default do not generate well-formatted table HTML. You can look at my Adding proper THEAD sections to a GridView post for more info on how to get a GridView to render properly. The plug-in has no dependencies other than jQuery. Even with the limitations in mind I hope this might be useful to some of you. I know I've already identified a number of places in my own existing applications where I will be plugging this in almost immediately. Resources Download Sample and Plug-in code Latest version in the West Wind Web & AJAX Toolkit Repository © Rick Strahl, West Wind Technologies, 2005-2011Posted in jQuery  HTML  ASP.NET  

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  • Using CSS3 media queries in HTML 5 pages

    - by nikolaosk
    This is going to be the seventh post in a series of posts regarding HTML 5. You can find the other posts here , here , here, here , here and here. In this post I will provide a hands-on example on how to use CSS 3 Media Queries in HTML 5 pages. This is a very important feature since nowadays lots of users view websites through their mobile devices. Web designers were able to define media-specific style sheets for quite a while, but have been limited to the type of output. The output could only be Screen, Print .The way we used to do things before CSS 3 was to have separate CSS files and the browser decided which style sheet to use. Please have a look at the snippet below - HTML 4 media queries <link rel="stylesheet" type="text/css" media="screen" href="styles.css"> <link rel="stylesheet" type="text/css" media="print" href="print-styles.css"> ?he browser determines which style to use. With CSS 3 we can have all media queries in one stylesheet. Media queries can determine the resolution of the device, the orientation of the device, the width and height of the device and the width and height of the browser window.We can also include CSS 3 media queries in separate stylesheets. In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School. Another excellent resource is HTML 5 Doctor. Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr. In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Before I go on with the actual demo I will use the (http://www.caniuse.com) to see the support for CSS 3 Media Queries from the latest versions of modern browsers. Please have a look at the picture below. We see that all the latest versions of modern browsers support this feature. We can see that even IE 9 supports this feature.   Let's move on with the actual demo.  This is going to be a rather simple demo.I create a simple HTML 5 page. The markup follows and it is very easy to use and understand.This is a page with a 2 column layout. <!DOCTYPE html><html lang="en">  <head>    <title>HTML 5, CSS3 and JQuery</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">       </head>  <body>    <div id="header">      <h1>Learn cutting edge technologies</h1>      <p>HTML 5, JQuery, CSS3</p>    </div>    <div id="main">      <div id="mainnews">        <div>          <h2>HTML 5</h2>        </div>        <div>          <p>            HTML5 is the latest version of HTML and XHTML. The HTML standard defines a single language that can be written in HTML and XML. It attempts to solve issues found in previous iterations of HTML and addresses the needs of Web Applications, an area previously not adequately covered by HTML.          </p>          <div class="quote">            <h4>Do More with Less</h4>            <p>             jQuery is a fast and concise JavaScript Library that simplifies HTML document traversing, event handling, animating, and Ajax interactions for rapid web development.             </p>            </div>          <p>            The HTML5 test(html5test.com) score is an indication of how well your browser supports the upcoming HTML5 standard and related specifications. Even though the specification isn't finalized yet, all major browser manufacturers are making sure their browser is ready for the future. Find out which parts of HTML5 are already supported by your browser today and compare the results with other browsers.                      The HTML5 test does not try to test all of the new features offered by HTML5, nor does it try to test the functionality of each feature it does detect. Despite these shortcomings we hope that by quantifying the level of support users and web developers will get an idea of how hard the browser manufacturers work on improving their browsers and the web as a development platform.</p>        </div>      </div>              <div id="CSS">        <div>          <h2>CSS 3 Intro</h2>        </div>        <div>          <p>          Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation semantics (the look and formatting) of a document written in a markup language. Its most common application is to style web pages written in HTML and XHTML, but the language can also be applied to any kind of XML document, including plain XML, SVG and XUL.          </p>        </div>      </div>            <div id="CSSmore">        <div>          <h2>CSS 3 Purpose</h2>        </div>        <div>          <p>            CSS is designed primarily to enable the separation of document content (written in HTML or a similar markup language) from document presentation, including elements such as the layout, colors, and fonts.[1] This separation can improve content accessibility, provide more flexibility and control in the specification of presentation characteristics, enable multiple pages to share formatting, and reduce complexity and repetition in the structural content (such as by allowing for tableless web design).          </p>        </div>      </div>                </div>    <div id="footer">        <p>Feel free to google more about the subject</p>      </div>     </body>  </html>    The CSS code (style.css) follows  body{        line-height: 30px;        width: 1024px;        background-color:#eee;      }            p{        font-size:17px;    font-family:"Comic Sans MS"      }      p,h2,h3,h4{        margin: 0 0 20px 0;      }            #main, #header, #footer{        width: 100%;        margin: 0px auto;        display:block;      }            #header{        text-align: center;         border-bottom: 1px solid #000;         margin-bottom: 30px;      }            #footer{        text-align: center;         border-top: 1px solid #000;         margin-bottom: 30px;      }            .quote{        width: 200px;       margin-left: 10px;       padding: 5px;       float: right;       border: 2px solid #000;       background-color:#F9ACAE;      }            .quote :last-child{        margin-bottom: 0;      }            #main{        column-count:2;        column-gap:20px;        column-rule: 1px solid #000;        -moz-column-count: 2;        -webkit-column-count: 2;        -moz-column-gap: 20px;        -webkit-column-gap: 20px;        -moz-column-rule: 1px solid #000;        -webkit-column-rule: 1px solid #000;      } Now I view the page in the browser.Now I am going to write a media query and add some more rules in the .css file in order to change the layout of the page when the page is viewed by mobile devices. @media only screen and (max-width: 480px) {          body{            width: 480px;          }          #main{            -moz-column-count: 1;            -webkit-column-count: 1;          }        }   I am specifying that this media query applies only to screen and a max width of 480 px. If this condition is true, then I add new rules for the body element. I change the number of columns to one. This rule will not be applied unless the maximum width is 480px or less.  As I decrease the size-width of the browser window I see no change in the column's layout. Have a look at the picture below. When I resize the window and the width of the browser so the width is less than 480px, the media query and its respective rules take effect.We can scroll vertically to view the content which is a more optimised viewing experience for mobile devices. Have a look at the picture below Hope it helps!!!!

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Multiselect combobox with ExtJs

    - by Justin Johnson
    How do you implement a multiselect combobox as part of a Ext.FormPanel using ExtJs? I've been looking, but can't seem to find a solution that is compatible with the latest version of ExtJs (this question is similar, but doesn't have a working/current solution). This is what I have so far, but it's a single select: new Ext.FormPanel({ labelAlign: 'top', frame: true, width: 800, items: [{ layout: 'column', items:[{ columnWidth: 1, layout: 'form', items: [{ xtype: 'combo', fieldLabel: 'Countries', name: 'c[]', anchor: '95%', allowBlank: false, typeAhead: true, triggerAction: 'all', lazyRender: true, mode: 'local', store: new Ext.data.ArrayStore({ id: 0, fields: ['myId', 'displayText'], data: [ ["CA", 'Canada'], ["US", 'United States'], ["JP", 'Japan'], ] }), valueField: 'myId', displayField: 'displayText' }] }] }] }).render(document.body); I didn't see any parameters in the documentation that suggests that this is supported. I also found this and this but I could only get them working with Ext 2.

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  • Proper Way to Create Standards-Compliant Webpage Structure

    - by Sakamoto Kazuma
    I have been working through projects involving packages that do all the web design stuff for me for the past few years. I will admit that I have not been able to focus any on actual web design. I was wondering what the standard is these days for website layouts. Are layout-tables looked down upon now? Or are all layouts done with div tags and controlled through CSS? Are frames even used anymore? Note I am not talking about chart-table tables when I say layout tables.

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  • Memory Leak Issue in Weblogic, SUN, Apache and Oracle classes Options

    - by Amit
    Hi All, Please find below the description of memory leaks issues. Statistics show major growth in the perm area (static classes). Flows were ran for 8 hours , Heap dump was taken after 2 hours and at the end. A growth in Perm area was identified Statistics show from our last run 240MB growth in 6 hour,40mb growth every hour 2GB heap –can hold ¾ days ,heap will be full in ¾ days Heap dump show –growth in area as mentioned below JMS connection/session Area Apache org.apache.xml.dtm.DTM[] org.apache.xml.dtm.ref.ExpandedNameTable$ExtendedType org.jdom.AttributeList org.jdom.Content[] org.jdom.ContentList org.jdom.Element SUN * ConstantPoolCacheKlass * ConstantPoolKlass * ConstMethodKlass * MethodDataKlass * MethodKlass * SymbolKlass byte[] char[] com.sun.org.apache.xml.internal.dtm.DTM[] com.sun.org.apache.xml.internal.dtm.ref.ExtendedType java.beans.PropertyDescriptor java.lang.Class java.lang.Long java.lang.ref.WeakReference java.lang.ref.SoftReference java.lang.String java.text.Format[] java.util.concurrent.ConcurrentHashMap$Segment java.util.LinkedList$Entry Weblogic com.bea.console.cvo.ConsoleValueObject$PropertyInfo com.bea.jsptools.tree.TreeNode com.bea.netuix.servlets.controls.content.StrutsContent com.bea.netuix.servlets.controls.layout.FlowLayout com.bea.netuix.servlets.controls.layout.GridLayout com.bea.netuix.servlets.controls.layout.Placeholder com.bea.netuix.servlets.controls.page.Book com.bea.netuix.servlets.controls.window.Window[] com.bea.netuix.servlets.controls.window.WindowMode javax.management.modelmbean.ModelMBeanAttributeInfo weblogic.apache.xerces.parsers.SecurityConfiguration weblogic.apache.xerces.util.AugmentationsImpl weblogic.apache.xerces.util.AugmentationsImpl$SmallContainer weblogic.apache.xerces.util.SymbolTable$Entry weblogic.apache.xerces.util.XMLAttributesImpl$Attribute weblogic.apache.xerces.xni.QName weblogic.apache.xerces.xni.QName[] weblogic.ejb.container.cache.CacheKey weblogic.ejb20.manager.SimpleKey weblogic.jdbc.common.internal.ConnectionEnv weblogic.jdbc.common.internal.StatementCacheKey weblogic.jms.common.Item weblogic.jms.common.JMSID weblogic.jms.frontend.FEConnection weblogic.logging.MessageLogger$1 weblogic.logging.WLLogRecord weblogic.rjvm.BubblingAbbrever$BubblingAbbreverEntry weblogic.rjvm.ClassTableEntry weblogic.rjvm.JVMID weblogic.rmi.cluster.ClusterableRemoteRef weblogic.rmi.internal.CollocatedRemoteRef weblogic.rmi.internal.PhantomRef weblogic.rmi.spi.ServiceContext[] weblogic.security.acl.internal.AuthenticatedSubject weblogic.security.acl.internal.AuthenticatedSubject$SealableSet weblogic.servlet.internal.ServletRuntimeMBeanImpl weblogic.transaction.internal.XidImpl weblogic.utils.collections.ConcurrentHashMap$Entry Oracle XA Transaction oracle.jdbc.driver.Binder[] oracle.jdbc.driver.OracleDatabaseMetaData oracle.jdbc.driver.T4C7Ocommoncall oracle.jdbc.driver.T4C7Oversion oracle.jdbc.driver.T4C8Oall oracle.jdbc.driver.T4C8Oclose oracle.jdbc.driver.T4C8TTIBfile oracle.jdbc.driver.T4C8TTIBlob oracle.jdbc.driver.T4C8TTIClob oracle.jdbc.driver.T4C8TTIdty oracle.jdbc.driver.T4C8TTILobd oracle.jdbc.driver.T4C8TTIpro oracle.jdbc.driver.T4C8TTIrxh oracle.jdbc.driver.T4C8TTIuds oracle.jdbc.driver.T4CCallableStatement oracle.jdbc.driver.T4CClobAccessor oracle.jdbc.driver.T4CConnection oracle.jdbc.driver.T4CMAREngine oracle.jdbc.driver.T4CNumberAccessor oracle.jdbc.driver.T4CPreparedStatement oracle.jdbc.driver.T4CTTIdcb oracle.jdbc.driver.T4CTTIk2rpc oracle.jdbc.driver.T4CTTIoac oracle.jdbc.driver.T4CTTIoac[] oracle.jdbc.driver.T4CTTIoauthenticate oracle.jdbc.driver.T4CTTIokeyval oracle.jdbc.driver.T4CTTIoscid oracle.jdbc.driver.T4CTTIoses oracle.jdbc.driver.T4CTTIOtxen oracle.jdbc.driver.T4CTTIOtxse oracle.jdbc.driver.T4CTTIsto oracle.jdbc.driver.T4CXAConnection oracle.jdbc.driver.T4CXAResource oracle.jdbc.oracore.OracleTypeADT[] oracle.jdbc.xa.OracleXAResource$XidListEntry oracle.net.ano.Ano oracle.net.ns.ClientProfile oracle.net.ns.ClientProfile oracle.net.ns.NetInputStream oracle.net.ns.NetOutputStream oracle.net.ns.SessionAtts oracle.net.nt.ConnOption oracle.net.nt.ConnStrategy oracle.net.resolver.AddrResolution oracle.sql.CharacterSet1Byte we are using Oracle BEA Weblogic 9.2 MP3 JDK 1.5.12 Oracle versoin 10.2.0.4 (for oracle we found one path which is needed to applied to avoid XA transaction memory leaks). But we are stuck to resolve SUN, BEA Weblgogic and Apache leaks. please suggest... regards, Amit J.

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  • How to write onclick event for ListView in Android?

    - by Srikanth Naidu
    Hi i have the listview the sixitems in it, but when i call alet function on event it doesnt work ? let me know how to write a function on item event on click? public class PhotoListView extends ListActivity { String[] listItems = {"HeadShot", "BodyShot ", "ExtraShot", "Video Take1", "Video Take2", "Video Take3", }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); setListAdapter(new ArrayAdapter(this,android.R.layout.simple_list_item_1, listItems)); } OnListclick ListView Shot = getListView(); protected void onListItemClick(View view) { if(view == Shot){ AlertDialog.Builder alertbox = new AlertDialog.Builder(this); // set the message to display alertbox.setMessage("Please Get Ready"); }

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  • Drupal 6: Drupal Themer gives same candidate name for different type of content types

    - by artmania
    Hi friends, I'm a drupal newbie... I have different type of contents like News, Events, etc. and their content is different. News detail page has title-content text-date. but Events detail page has title-date-content text-location-speaker-etc. So I need different layout page for these different types. So, I enabled Drupal Themer to get a candidate name. for events page, it gave me page-node.tpl.php and it gives same for News page as well :( how can I separate these pages? I expected sth like page-event-node.tpl , but no... :/ Drupal Themer also give unique candidate name for event page like page-node-18.tpl.php but it doesnt mean anything since I can not create a general layout for all events by this node name. :( Appreciate helps so much!! Thanks a lot!!!

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  • how to remove listview items in android

    - by kavitha
    Hi all,, Can somebody please give me an example code of removing all ListView items and replacing with new items. I tried replacing the adapter items.Still no results. my code is at first i am calling populateList(){ results -populated arraylist with strings ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, results); listview.setAdapter(adapter); adapter.notifyDataSetChanged(); listview.setOnItemClickListener(this); } // now populating list again repopulateList(){ results1-populated arraylist with strings ArrayAdapter<String> adapter1 = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, results1); listview.setAdapter(adapter1); adapter1.notifyDataSetChanged(); listview.setOnItemClickListener(this); } Here replpulateList() method will add to listview items. It doent remove/replace all listview items. Please Help.

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  • Android: Saving custom button and spinner on orientation change

    - by Jacob Huggart
    Hello All, I am new to Android programming and was handed a fairly large program that is almost complete, but needed support for switching between portrait and landscape view. I added android:configChanges="keyboardHidden|orientation" to the manifest and used onConfigurationChanged to save the view data and that works. However, there is a button that displays the date selected (when pressed a calendar to select the date comes up) and a spinner that displays the current view and is used to select a new view. Those two items are being cleared/reset and do not work at all after the screen flip. I have been attempting to use onSaveInstanceState and onRestoreInstanceState to fix that, but I cannot figure out how to get it to work. Any advice? FYI, This is how my spinner is set up: Spinner s = (Spinner) findViewById(R.id.siteSelector); ArrayAdapter<?> adapter = ArrayAdapter.createFromResource( this, R.array.sites, android.R.layout.simple_spinner_item); adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); s.setAdapter(adapter);

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  • how to set listviewadapter in android custom dialog?

    - by UMMA
    hi, i am using following code to setlistview adapter but giving me error at last line public class MyCustomDialog extends Dialog { String[] items= {"lorem", "ipsum", "dolor", "sit", "amet", "consectetuer", "adipiscing", "elit", "morbi", "vel", "ligula", "vitae", "arcu", "aliquet", "mollis", "etiam", "vel", "erat", "placerat", "ante", "porttitor", "sodales", "pellentesque", "augue", "purus"}; TextView selection; public MyCustomDialog(Context context) { super(context); } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.mylistviewdialog); ListView lst=(ListView)findViewById(R.id.mylist); lst.setAdapter(new ArrayAdapter<String>(this,android.R.layout.simple_list_item_1, items)); // error here The constructor ArrayAdapter<String>(MyCustomDialog, int, String[]) is undefined } } please guide what mistake am i doing? any help would be appreciated.

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  • GWT: use the same UI template for multiple pages?

    - by janya
    Hello, how can I use the same UI template (*.ui.xml file) with multiple Java objects extending from Composite? I need to build several pages that should display basically the same information with the same layout, but on one page some fields will be editable, and on a different page other fields will be editable. I would like to specify layout only once in ui.xml, and create different behaviors in different *.java classes. Eclipse is giving me a syntax error "FirstAppUI.ui.xml is missing" on @UiTemplate("Template.ui.xml") public class FirstAppUI extends Composite { interface FirstAppUIUiBinder extends UiBinder<Widget, FirstAppUI> { } } thanks! jane prusakova

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  • [android] Screen Orientation Landscape back to Portrait not working

    - by marc
    Hello, I've racked my brain for hours over this issue. I have created a main.xml and designed one for the res/layout-land (landscape) format and another one for portrait in res/layout. When I rotate the emulator (ctrl-F11), my app rotates properly to landscape using the correct main.xml, but a subsequent rotation back to portrait just keeps the landscape mail.xml. This was done in a 2.0 AVD.. Out of despiration I downloaded the new Sample Code for Multiple Resolutions and had to create a new 2.1 AVD, to my surprise rotation with this app works correctly as expected. So I then decided to try my app on the 2.1 AVD and it works perfectly. So, is this a Bug in a 2.0 AVD or is there something special I need to be doing for < 2.1 SDK versions? This is driving me crazy because no where did anyone mention this issue. Thanks in advance

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  • How to deploy 2 Sharepoint page leyouts

    - by mickey
    I have a problem to deploy two page layouts, I can deploy one page layout with no problem but if I add another one the first one gets the same layout as the newly added second page layout... Here is the XML I add to Elements.xml <File Path="masterpage\CustomLayout.aspx" Url="CustomLayout.aspx" Type="GhostableInLibrary" IgnoreIfAlreadyExists="TRUE" > <Property Name="Title" Value="CustomLayout" /> <Property Name="ContentType" Value="$Resources:cmscore,contenttype_pagelayout_name;" /> <Property Name="PublishingPreviewImage" Value="~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/CustomPageLayout.png, ~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/CustomPageLayout.png" /> <Property Name="PublishingAssociatedContentType" Value=";#$Resources:cmscore,contenttype_articlepage_name;;#0x010100C568DB52D9D0A14D9B2FDCC96666E9F2007948130EC3DB064584E219954237AF3900242457EFB8B24247815D688C526CD44D;#"/> </File> <File Path="masterpage\HomePageLayout.aspx" Url="HomePageLayout.aspx" Type="GhostableInLibrary" IgnoreIfAlreadyExists="TRUE" > <Property Name="Title" Value="HomePageLayout" /> <Property Name="ContentType" Value="$Resources:cmscore,contenttype_pagelayout_name;" /> <Property Name="PublishingPreviewImage" Value="~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/CustomPageLayout.png, ~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/CustomPageLayout.png" /> <Property Name="PublishingAssociatedContentType" Value=";#$Resources:cmscore,contenttype_articlepage_name;;#0x010100C568DB52D9D0A14D9B2FDCC96666E9F2007948130EC3DB064584E219954237AF3900242457EFB8B24247815D688C526CD44D;#"/> </File> <File Path="masterpage\masterpage.master" Url="masterpage.master" Type="GhostableInLibrary" IgnoreIfAlreadyExists="TRUE" > <Property Name="Title" Value="My Custom masterpage" /> <Property Name="ContentType" Value="$Resources:cmscore,contenttype_pagelayout_name;" /> <Property Name="PublishingPreviewImage" Value="~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/back.jpg, ~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/back.jpg" /> <Property Name="PublishingAssociatedContentType" Value=";#$Resources:cmscore,contenttype_articlepage_name;;#0x010100C568DB52D9D0A14D9B2FDCC96666E9F2007948130EC3DB064584E219954237AF3900242457EFB8B24247815D688C526CD44D;#"/> </File> <File Path="masterpage\masterpage2.master" Url="masterpage2.master" Type="GhostableInLibrary" IgnoreIfAlreadyExists="TRUE" > <Property Name="Title" Value="My Custom masterpage 2" /> <Property Name="ContentType" Value="$Resources:cmscore,contenttype_pagelayout_name;" /> <Property Name="PublishingPreviewImage" Value="~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/back.jpg, ~SiteCollection/_catalogs/masterpage/$Resources:core,Culture;/Preview Images/back.jpg" /> <Property Name="PublishingAssociatedContentType" Value=";#$Resources:cmscore,contenttype_articlepage_name;;#0x010100C568DB52D9D0A14D9B2FDCC96666E9F2007948130EC3DB064584E219954237AF3900242457EFB8B24247815D688C526CD44D;#"/> </File>

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  • How can I define custom 'contentGroups' in a custom Flex 4 component?

    - by swidnikk
    The spark panel component for example can be written like this And its skin file will handle layout of the contentGroup, controlBarGroup, and titleDisplay. Notice, however that the contentGroup is doesn't appear in the code above and that the controlBarGroup accepts child mxml components. Now say I want to create a custom component that defines various required and non-required skinparts, such as 'headerGroup', 'navigationGroup', and 'accountPreferencesGroup'. I'd like to write this custom component like this The motivation here is that I can now create a couple different skin files to change the look and layout of those subgroups. Reading source of the spark panel, there are some calls within the mx_internal namespace such as getMXMLContent() which is a method of the spark group component, but which I have no access to. Does the description above make sense? How can I create custom 'contentGroups' in my custom Flex4 component that can use nested mxml child components? Should I approach this a different way?

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  • Ext JS how to tell PagingToolbar to use parent Grid storage?

    - by Nazariy
    I'm trying to build application that use single config passed by server as non native JSON (can contain functions). Everything works fine so far but I'm curious why PagingToolbar does not have an option to use parent Grid store? I have tried to set store in my config like this, but without success: {... store:Ext.StoreMgr.lookup('unique_store_id') } Is there any way to do so without writing tons of javascript for each view defining store, grid and other items in my application or at least extend functionality of PaginationToolbar that use options from parent object? UPDATED, Here is short example of server response (minified) { "xtype":"viewport", "layout":"border", "renderTo":Ext.getBody(), "autoShow":true, "id":"mainFrame", "defaults":{"split":true,"useSplitTips":true}, "items":[ {"region":"center", "xtype":"panel", "layout":"fit", "id":"content-area", "items":{ "id":"manager-panel", "region":"center", "xtype":"tabpanel", "activeItem":0, "items":[ { "xtype":"grid", "id":"domain-grid", "title":"Manage Domains", "store":{ "xtype":"arraystore", "id":"domain-store", "fields":[...], "autoLoad":{"params":{"controller":"domain","view":"store"}}, "url":"index.php" }, "tbar":[...], "bbar":{ "xtype":"paging", "id":"domain-paging-toolbar", "store":Ext.StoreMgr.lookup('domain-store') }, "columns":[...], "selModel":new Ext.grid.RowSelectionModel({singleSelect:true}), "stripeRows":true, "height":350, "loadMask":true, "listeners":{ "cellclick":activateDisabledButtons } } ] }, } ] }

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  • How can I manage the height of android spinner items?

    - by rushinge
    I have an android spinner that's populated by a list of strings using an ArrayAdapter and it operates fine, however because of the way the spinner is displayed I'm running into a display height problem with the list items. At first glance it would seem that the ArrayAdapter can use a single layout for displaying options which leads to the problem I'm having. When displaying the current item in the spinner (when the user is not selecting a new item from the list) the spinner pads the text so that the spinner is a reasonable size for clicking on. However when the user taps on it and brings up the list to select a new item, the list items presented are way to small height-wise. If I use an item layout that presents the list items at a reasonable height, then the spinner itself becomes exorbitantly huge due to it's own padding of the list item. Any ideas on how I can manage the height of these two item display modes so that effectively they display with the same height value instead of the spinner height being larger than the list item display height?

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  • how to run EJB 3 app on Jboss application server

    - by satya
    While running the application i do not able to set the jndi.properties and log4j.properties Actually i have to se the following properities but I do not know where to write these code in a file or somewhere else. If in file what will be the file extension and file name and where to keep it in application. jndi.properties: java.naming.factory.initial=org.jnp.interfaces.NamingContextFactory java.naming.factory.url.pkgs=org.jboss.naming:org.jnp.interfaces java.naming.provider.url=localhost:1099 log4j.properties: # Set root category priority to INFO and its only appender to CONSOLE. log4j.rootCategory=INFO, CONSOLE # CONSOLE is set to be a ConsoleAppender using a PatternLayout. log4j.appender.CONSOLE=org.apache.log4j.ConsoleAppender log4j.appender.CONSOLE.Threshold=INFO log4j.appender.CONSOLE.layout=org.apache.log4j.PatternLayout log4j.appender.CONSOLE.layout.ConversionPattern=- %m%n

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