Search Results

Search found 6810 results on 273 pages for 'mobile pos'.

Page 95/273 | < Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >

  • How to choose light version of databse system

    - by adopilot
    I am starting one POS (Point of sale) project. Targeting system is going to be written in C# .NET 2 WinForms and as main database server We are going to use MS-SQL Server. As we have a lot of POS devices in chain for one store I will love to have backend local data base system on each POS device. Scenario are following: When main server goes down!! POS application should continue working "off-line" with local database, until connection to main server come up again. Now I am in dilemma which local database is going to be most adoptable for me. Here is some notes for helping me point me in right direction: To be Light "My POS devices art usually old and suffering with performances" To be Free "I have a lot of devices and I do not wont additional cost beside main SQL serer" One day Ill love to try all that port on Mono and Linux OS. Here is what I've researched so far: Simple XML "Light but I am afraid of performance, My main table of items is average of 10K records" SQL-Expres "I am afraid that my POS devices is poor with hardware for SQLExpres, and also hard to install on each device and configure" Less known Advantage Database Server have free distribution of offline ADT system. DBF with extended Library,"Respect for good old DBFs but that era is behind Me with clipper and DBFs" MS Access Sqlite "Mostly like for now, but I am afraid how it is going to pair with MS SQL do they have same Data taypes". I know that in this SO is a lot of subjective data, but at least can someone recommended some others lite database system, or things that I shod most take attention before I choice database.

    Read the article

  • How to choose light version of database system

    - by adopilot
    I am starting one POS (Point of sale) project. Targeting system is going to be written in C# .NET 2 WinForms and as main database server We are going to use MS-SQL Server. As we have a lot of POS devices in chain for one store I will love to have backend local data base system on each POS device. Scenario are following: When main server goes down!! POS application should continue working "off-line" with local database, until connection to main server come up again. Now I am in dilemma which local database is going to be most adoptable for me. Here is some notes for helping me point me in right direction: To be Light "My POS devices art usually old and suffering with performances" To be Free "I have a lot of devices and I do not wont additional cost beside main SQL serer" One day Ill love to try all that port on Mono and Linux OS. Here is what I've researched so far: Simple XML "Light but I am afraid of performance, My main table of items is average of 10K records" SQL-Express "I am afraid that my POS devices is poor with hardware for SQLExpress, and also hard to install on each device and configure" Less known Advantage Database Server have free distribution of offline ADT system. DBF with extended Library,"Respect for good old DBFs but that era is behind Me with clipper and DBFs" MS Access Sqlite "Mostly like for now, but I am afraid how it is going to pair with MS SQL do they have same Data types". I know that in this SO is a lot of subjective data, but at least can someone recommended some others lite database system, or things that I shod most take attention before I choice database.

    Read the article

  • How To Compile YACC And LEX?

    - by nisha
    Actually I'm having YACC file as pos.yacc and LEX file name is pos1.lex.. while compilling I'm getting the folowing error... malathy@malathy:~$ cc lex.yy.c y.tab.c -ly -ll pos1.lex %{ #include "y.tab.h" int yylval; %} DIGIT [0-9]+ %% {DIGIT} {yylval=atoi(yytext);return DIGIT;} [\n ] {} . {return *yytext;} %% yacc file is pos.yacc %token DIGIT %% s:e {printf("%d\n",$1);} e:DIGIT {$$=$1;} |e e "+" {$$=$1+$2;} |e e "*" {$$=$1*$2;} |e e "-" {$$=$1-$2;} |e e "/" {$$=$1/$2;} ; %% main() { yyparse(); } yyerror() { printf("Error"); } so while compiling i m getting like malathy@malathy:~$ cc lex.yy.c y.tab.c -ly -ll pos.y: In function ‘yyerror’: pos.y:16: warning: incompatible implicit declaration of built-in function ‘printf’ pos.y: In function ‘yyparse’: pos.y:4: warning: incompatible implicit declaration of built-in function ‘printf’

    Read the article

  • VB.NET Syntax Coding

    - by Yiu Korochko
    I know many people ask how some of these are done, but I do not understand the context in which to use the answers, so... I'm building a code editor for a subversion of Python language, and I found a very decent way of highlighting keywords in the RichTextBox through this: bluwords.Add(KEYWORDS GO HERE) If scriptt.Text.Length > 0 Then Dim selectStart2 As Integer = scriptt.SelectionStart scriptt.Select(0, scriptt.Text.Length) scriptt.SelectionColor = Color.Black scriptt.DeselectAll() For Each oneWord As String In bluwords Dim pos As Integer = 0 Do While scriptt.Text.ToUpper.IndexOf(oneWord.ToUpper, pos) >= 0 pos = scriptt.Text.ToUpper.IndexOf(oneWord.ToUpper, pos) scriptt.Select(pos, oneWord.Length) scriptt.SelectionColor = Color.Blue pos += 1 Loop Next scriptt.SelectionStart = selectStart2 End If (scriptt is the richtextbox) But when any decent amount of code is typed (or loaded via OpenFileDialog) chunks of the code go missing, the syntax selection falls apart, and it just plain ruins it. I'm looking for a more efficient way of doing this, maybe something more like visual studio itself...because there is NO NEED to highlight all text, set it black, then redo all of the syntaxing, and the text begins to over-right if you go back to insert characters between text. Also, in this version of Python, hash (#) is used for comments on comment only lines and double hash (##) is used for comments on the same line. Now I saw that someone had asked about this exact thing, and the working answer to select to the end of the line was something like: ^\'[^\r\n]+$|''[^\r\n]+$ which I cannot seem to get into practice. I also wanted to select text between quotes and turn it turquoise, such as between the first quotation mark and the second, the text is turquoise, and the same between the 3rd and 4th etcetera... Any help is appreciated!

    Read the article

  • Is There a Better Way to Feed Different Parameters into Functions with If-Statements?

    - by FlowofSoul
    I've been teaching myself Python for a little while now, and I've never programmed before. I just wrote a basic backup program that writes out the progress of each individual file while it is copying. I wrote a function that determines buffer size so that smaller files are copied with a smaller buffer, and bigger files are copied with a bigger buffer. The way I have the code set up now doesn't seem very efficient, as there is an if loop that then leads to another if loops, creating four options, and they all just call the same function with different parameters. import os import sys def smartcopy(filestocopy, dest_path, show_progress = False): """Determines what buffer size to use with copy() Setting show_progress to True calls back display_progress()""" #filestocopy is a list of dictionaries for the files needed to be copied #dictionaries are used as the fullpath, st_mtime, and size are needed if len(filestocopy.keys()) == 0: return None #Determines average file size for which buffer to use average_size = 0 for key in filestocopy.keys(): average_size += int(filestocopy[key]['size']) average_size = average_size/len(filestocopy.keys()) #Smaller buffer for smaller files if average_size < 1024*10000: #Buffer sizes determined by informal tests on my laptop if show_progress: for key in filestocopy.keys(): #dest_path+key is the destination path, as the key is the relative path #and the dest_path is the top level folder copy(filestocopy[key]['fullpath'], dest_path+key, callback = lambda pos, total: display_progress(pos, total, key)) else: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, callback = None) #Bigger buffer for bigger files else: if show_progress: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, 1024*2600, callback = lambda pos, total: display_progress(pos, total, key)) else: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, 1024*2600) def display_progress(pos, total, filename): percent = round(float(pos)/float(total)*100,2) if percent <= 100: sys.stdout.write(filename + ' - ' + str(percent)+'% \r') else: percent = 100 sys.stdout.write(filename + ' - Completed \n') Is there a better way to accomplish what I'm doing? Sorry if the code is commented poorly or hard to follow. I didn't want to ask someone to read through all 120 lines of my poorly written code, so I just isolated the two functions. Thanks for any help.

    Read the article

  • Android ListView: how to select an item?

    - by mmo
    I am having trouble with a ListView I created: I want an item to get selected when I click on it. My code for this looks like: protected void onResume() { ... ListView lv = getListView(); lv.setOnItemSelectedListener(new OnItemSelectedListener() { public void onItemSelected(AdapterView<?> adapterView, View view, int pos, long id) { Log.v(TAG, "onItemSelected(..., " + pos + ",...) => selected: " + getSelectedItemPosition()); } public void onNothingSelected(AdapterView<?> adapterView) { Log.v(TAG, "onNothingSelected(...) => selected: " + getSelectedItemPosition()); } }); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> adapterView, View view, int pos, long id) { lv.setSelection(pos); Log.v(TAG, "onItemClick(..., " + pos + ",...) => selected: " + getSelectedItemPosition()); } }); ... } When I run this and click e.g. on the second item (i.e. pos=1) I get: 04-03 23:08:36.994: V/DisplayLists(663): onItemClick(..., 1,...) => selected: -1 i.e. even though the OnItemClickListener is called with the proper argument and calls a setSelection(1), there is no item selected (and hence also OnItemSelectedListener.onItemSelected(...) is never called) and getSelectedItemPosition() still yields -1 after the setSelection(1)-call. What am I missing? Michael PS.: My list does have =2 elements...

    Read the article

  • Heightmap in Shader not working

    - by CSharkVisibleBasix
    I'm trying to implement GPU based geometry clipmapping and have problems to apply a simple heightmap to my terrain. For the heightmap I use a simple texture with the surface format "single". I've taken the texture from here. To apply it to my terrain, I use the following shader code: texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; Vertex Shader: float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; The complete vertex shader (also containig clipmapping transforms) looks like this: float4x4 View : View; float4x4 Projection : Projection; float3 CameraPos : CameraPosition; float LODscale; //The LOD ring index 0:highest x:lowest float2 Position; //The position of the part in the world texture Heightmap; sampler2D HeightmapSampler = sampler_state { Texture = <Heightmap>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = Mirror; AddressV = Mirror; }; //Accept only float2 because we extract 3rd dim out of Heightmap float4 wireframe_VS(float2 pos : POSITION) : POSITION{ float4x4 worldMatrix = float4x4( LODscale, 0, 0, 0, 0, LODscale, 0, 0, 0, 0, LODscale, 0, - Position.x * 64 * LODscale + CameraPos.x, 0, Position.y * 64 * LODscale + CameraPos.z, 1); float4 worldPos = mul(float4(pos.x,0.0f,pos.y, 1.0f), worldMatrix); float elevation = tex2Dlod(HeightmapSampler, float4(worldPos.x, worldPos.z,0,0)); worldPos.y = elevation * 128; float4 viewPos = mul(worldPos, View); float4 projPos = mul(viewPos, Projection); return projPos; }

    Read the article

  • How do I get started with the M-Project is a Mobile HTML5 JavaScript Framework on Windows?

    - by Bruce Whealton
    This website for this great tool, call the M-Project says that I will need to add a doskey like this: doskey espresso=node C:\Path\To\Espresso\bin\espresso.js $1 $2 $3 $4 (It is a tool for creating Native mobile apps with the Phonegap/Cordova library, and it seems to be something that would be very helpful in this process). If I enter that at a command prompt in Windows 7 or 8, it's not going to stick around or persist. Is it an Environment Variable? Then it says at this page: http://www.the-m-project.org/ that it will work with Windows with some additional tools installed. The next line says that Node.js is needed, so I don't know if that is the additional tools mentioned above. Also, in an old discussion I read that one could just install cygwin. What would that do? It doesn't actually install any of the Linux distributions. I did install Ubuntu 12.04 server with VirtualBox because I thought it would be good to learn more about using Linux as I manage websites that are on a dedicated host. Anyway, the suggestion to install cygwin did not go into any details... I guess it would allow one to create a bash profile?? which would only work in a cygwin Command Line Window. Is that right? Isn't there a similar file that one could use in Windows or an Environment Variable that one could set to be able to achieve the same result? Thanks, Bruce

    Read the article

  • How to flush DNS cache in Windows Mobile programmatically?

    - by Bounded
    Hello, My windows mobile application (written in C# with the compact framework) needs to know if a particular machine is active or not. To achieve this goal, I thought to use a ping mechanism. I tried to use the Ping class implemented in the opennetcf framework (the System.Net.NetworkInformation.Ping class for the .NET Framework is not part of the compact framework). Because I give to the Ping.Send function a host name, it first tries to resolve this host name and to retrieve an IP address. But i observe the following problem : If the first dns resolution fails (because the network is down at this moment), and if the application tries immediately again to send the ping, it fails too, even if the network is note down anymore. I check with a famous network protocol analyzer and i saw that only the requests concerning the first dns resolution are sent. The requests concerning the dns resolution of the second ping are not sent. Why is the second dns request not sent ? Is there any dns cache mechanism on such Windows Mobile devices ? If yes, can this mechanism beeing flushed programmatically ? EDIT : I gave up finding a solution to this DNS flush. I chose to ping an IP adress instead of a name machine. The problem of pinging an hard coded adress IP is that we have to be 100% sure that this IP will not change. The gateway IP can be used because it's always reachable (if it does not, it means the network is down).

    Read the article

  • Designing for varying mobile device resolutions, i.e. iPhone 4 & iPhone 3G

    - by Josh
    As the design community moves to design applications & interfaces for mobile devices, a new problem has arisen: Varying Screen DPI's. Here's the situation: Touch: * iPhone 3G/S ~ 160 dpi * iPhone 4 ~ 300 dpi * iPad ~ 126 dpi * Android device @ 480p ~ 200 dpi Point / click: * Laptop @ 720p ~ 96 dpi * Desktop @ 720p ~ 72 dpi There is certainly a clear distinction between desktop and mobile so having two separate front-ends to the same app is logical, especially when considering one is "touch"-based and the other is "point/click"-based. The challenge lies in designing static graphical elements that will scale between, say, 160 dpi and 300+ dpi, and get consistent and clean design across zoom levels. Any thoughts on how to approach this? Here are some scenarios, but each has drawbacks as well: * Design a single set of assets (high resolution), then adjust zoom levels based on detected resolution / device o Drawbacks: Performance caused by code layering, varying device support of Zoom * Develop & optimize multiple variations of image and CSS assets, then hide / show each based on device o Drawbacks: Extra work in design & QA. Anyone have thoughts or experience on how to deal with this? We should certainly be looking at methods that use / support HTML5 and CSS3.

    Read the article

  • Any significant performance improvement by using bitwise operators instead of plain int sums in C#?

    - by tunnuz
    Hello, I started working with C# a few weeks ago and I'm now in a situation where I need to build up a "bit set" flag to handle different cases in an algorithm. I have thus two options: enum RelativePositioning { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3, FRONT = 4, BACK = 5 } pos = ((eye.X < minCorner.X ? 1 : 0) << RelativePositioning.LEFT) + ((eye.X > maxCorner.X ? 1 : 0) << RelativePositioning.RIGHT) + ((eye.Y < minCorner.Y ? 1 : 0) << RelativePositioning.BOTTOM) + ((eye.Y > maxCorner.Y ? 1 : 0) << RelativePositioning.TOP) + ((eye.Z < minCorner.Z ? 1 : 0) << RelativePositioning.FRONT) + ((eye.Z > maxCorner.Z ? 1 : 0) << RelativePositioning.BACK); Or: enum RelativePositioning { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8, FRONT = 16, BACK = 32 } if (eye.X < minCorner.X) { pos += RelativePositioning.LEFT; } if (eye.X > maxCorner.X) { pos += RelativePositioning.RIGHT; } if (eye.Y < minCorner.Y) { pos += RelativePositioning.BOTTOM; } if (eye.Y > maxCorner.Y) { pos += RelativePositioning.TOP; } if (eye.Z > maxCorner.Z) { pos += RelativePositioning.FRONT; } if (eye.Z < minCorner.Z) { pos += RelativePositioning.BACK; } I could have used something as ((eye.X > maxCorner.X) << 1) but C# does not allow implicit casting from bool to int and the ternary operator was similar enough. My question now is: is there any performance improvement in using the first version over the second? Thank you Tommaso

    Read the article

  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

    Read the article

  • Antenna Aligner Part 5: Devil is in the detail

    - by Chris George
    "The first 90% of a project takes 90% of the time and the last 10% takes the another 200%"  (excerpt from onista) Now that I have a working app (more or less), it's time to make it pretty and slick. I can't stress enough how useful it is to get other people using your software, and my simple app is no exception. I handed my iPhone to a couple of my colleagues at Red Gate and asked them to use it and give me feedback. Immediately it became apparent that the delay between the list page being shown and the list being drawn was too long, and everyone who tried the app clicked on the "Recalculate" button before it had finished. Similarly, selecting a transmitter heralded a delay before the compass page appeared with similar consequences. All users expected there to be some sort of feedback/spinny etc. to show them it is actually doing something. In a similar vein although for opposite reasons, clicking the Recalculate button did indeed recalculate the available transmitters and redraw them, but it did this too fast! One or two users commented that they didn't know if it had done anything. All of these issues resulted in similar solutions; implement a waiting spinny. Thankfully, jquery mobile has one built in, primarily used for ajax operations. Not wishing to bore you with the many many iterations I went through trying to get this to work, I'll just give you my solution! (Seriously, I was working on this most evenings for at least a week!) The final solution for the recalculate problem came in the form of the code below. $(document).on("click", ".show-page-loading-msg", function () {            var $this = $(this),                theme = $this.jqmData("theme") ||                        $.mobile.loadingMessageTheme;            $.mobile.showPageLoadingMsg(theme, "recalculating", false);            setTimeout(function ()                           { $.mobile.hidePageLoadingMsg(); }, 2000);            getLocationData();        })        .on("click", ".hide-page-loading-msg", function () {              $.mobile.hidePageLoadingMsg();        }); The spinny is activated by setting the class of a button (for example) to the 'show-page-loading-msg' class. Recalculate This means the code above is fired, calling the showPageLoadingMsg on the document.mobile object. Then, after a 2 second timeout, it calls the hidePageLoadingMsg() function. Supposedly, it should show "recalculating" underneath the spinny, but I've not got that to work. I'm wondering if there is a problem with the jquery mobile implementation. Anyway, it doesn't really matter, it's the principle I'm after, and I now have spinnys!

    Read the article

  • The State of the Internet -- Retail Edition

    - by David Dorf
    Over at Business Insider, there's a great presentation on the State of the Internet done in the Mary Meeker style.  Its 138 slides so I took the liberty of condensing it down to the 15 slides that directly apply to the retail industry.  However, I strongly recommend looking at the entire deck when you have time.  And while you're at it, Business Insider just launched a retail portal that's dedicated to retail industry content.  Please check it out as well.  My take-aways are below after the slide show. &amp;amp;amp;amp;lt;span id=&amp;amp;amp;amp;quot;XinhaEditingPostion&amp;amp;amp;amp;quot;&amp;amp;amp;amp;gt;&amp;amp;amp;amp;lt;/span&amp;amp;amp;amp;gt; [Source: Business Insider] Here are a few things I took away from the statistics: Facebook and Twitter are in their infancy.  While all retailers should have social programs, search is still the driver and therefore should receive the lions share of investment.  Facebook referrals are up 92% year-over-year, but Google still does 80% of the referrals. E-commerce continues to grow at breakneck speed, but in-store commerce is still king. Stores are not showrooms yet.  And social commerce pure-plays like Gilt and Groupon are tiny but worthy of some attention. There are more smartphones than PCs on the internet, and the disparity will continue to grow. PC growth will be flat and Tablet use will continue to grow. Mobile accounts for 12% of all internet traffic. A quarter of smartphone sales come from China, so anyone with a presence there better have a strong mobile strategy. 38% of people have used their smartphone to make a purchase, and many use their smartphones inside stores.  Smartphones are a critical consumer tool for shopping. Mobile is starting to drive significant traffic to e-commerce sites, especially tablets.  Tablet strategies are crucial for retailers. Mobile payments from the likes of Paypal and Square are growing quickly.  It will be interesting to see how NFC plays in this area. Mobile operating systems are losing market share to iOS and Android.  I wonder in Microsoft can finally make a dent? The internet is being dominated by mobile devices, and retailers had better have a strong mobile strategy to meet consumer demand.

    Read the article

  • Antenna Aligner Part 5: Devil is in the detail

    - by Chris George
    "The first 90% of a project takes 90% of the time and the last 10% takes the another 200%"  (excerpt from onista) Now that I have a working app (more or less), it's time to make it pretty and slick. I can't stress enough how useful it is to get other people using your software, and my simple app is no exception. I handed my iPhone to a couple of my colleagues at Red Gate and asked them to use it and give me feedback. Immediately it became apparent that the delay between the list page being shown and the list being drawn was too long, and everyone who tried the app clicked on the "Recalculate" button before it had finished. Similarly, selecting a transmitter heralded a delay before the compass page appeared with similar consequences. All users expected there to be some sort of feedback/spinny etc. to show them it is actually doing something. In a similar vein although for opposite reasons, clicking the Recalculate button did indeed recalculate the available transmitters and redraw them, but it did this too fast! One or two users commented that they didn't know if it had done anything. All of these issues resulted in similar solutions; implement a waiting spinny. Thankfully, jquery mobile has one built in, primarily used for ajax operations. Not wishing to bore you with the many many iterations I went through trying to get this to work, I'll just give you my solution! (Seriously, I was working on this most evenings for at least a week!) The final solution for the recalculate problem came in the form of the code below. $(document).on("click", ".show-page-loading-msg", function () {            var $this = $(this),                theme = $this.jqmData("theme") ||                        $.mobile.loadingMessageTheme;            $.mobile.showPageLoadingMsg(theme, "recalculating", false);            setTimeout(function ()                           { $.mobile.hidePageLoadingMsg(); }, 2000);            getLocationData();        })        .on("click", ".hide-page-loading-msg", function () {              $.mobile.hidePageLoadingMsg();        }); The spinny is activated by setting the class of a button (for example) to the 'show-page-loading-msg' class. &lt;a data-role="button" class="show-page-loading-msg"Recalculate This means the code above is fired, calling the showPageLoadingMsg on the document.mobile object. Then, after a 2 second timeout, it calls the hidePageLoadingMsg() function. Supposedly, it should show "recalculating" underneath the spinny, but I've not got that to work. I'm wondering if there is a problem with the jquery mobile implementation. Anyway, it doesn't really matter, it's the principle I'm after, and I now have spinnys!

    Read the article

  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

    Read the article

  • Problem setting command-line console resolution. vbeinfo in grub2 does not report all resolutions

    - by Kent
    I have a Asus EEE PC 1005P which I installed a Command-line system on using the Alternate Installer CD of Ubuntu Lucid Lynx. Altough I think this is a general linux and grub2 question. I do not have (or want) the X Window System installed. I want to change my console screen resolution (not inside X) to 1024x600. But it isn't reported when I use vbeinfo inside grub: grub> vbeinfo VBE info: version: 3.0 OEM software rev: 1.0 total memory: 8128 KiB List of compatible video modes: Legend: P=Packed pixel, D=Direct color, mask/pos=R/G/B/reserved 0x112: 640 x 480 x 32 Direct, mask: 8/8/8/8 pos: 16/8/0/24 0x114: 800 x 600 x 16 Direct, mask: 5/6/5/0 pos: 11/5/0/0 0x115: 800 x 600 x 32 Direct, mask: 8/8/8/8 pos: 16/8/0/24 0x101: 640 x 480 x 8 Packed 0x103: 800 x 600 x 8 Packed 0x111: 640 x 480 x 16 Direct, mask: 5/6/5/0 pos: 11/5/0/0 Configured VBE mode (vbe_mode) = ox101 grub> Relevant parts of sudo lspci -v: ... ... 00:02.0 VGA compatible controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0, IRQ 28 ... Kernel driver in use: i915 Kernel modules: i915 00:02.1 Display controller: Intel Corporation N10 Family Integrated Graphics Controller Subsystem: ASUSTeK Computer Inc. Device 83ac Flags: bus master, fast devsel, latency 0, IRQ 28 ... ... ... Any ideas on how I can set the console resultion like I want it?

    Read the article

  • How to Upload a file from client to server using OFBIZ?

    - by SIVAKUMAR.J
    Hi all, Im new to ofbiz.So is my question is have any mistake forgive me for my mistakes.Im new to ofbiz so i did not know some terminologies in ofbiz.Sometimes my question is not clear because of lack of knowledge in ofbiz.So try to understand my question and give me a good solution with respect to my level.Because some solutions are in very high level cannot able to understand for me.So please give the solution with good examples. My problem is i created a project inside the ofbiz/hot-deploy folder namely "productionmgntSystem".Inside the folder "ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem" i created a .ftl file namely "app_details_1.ftl" .The following are the coding of this file <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> <script TYPE="TEXT/JAVASCRIPT" language=""JAVASCRIPT"> function uploadFile() { //alert("Before calling upload.jsp"); window.location='<@ofbizUrl>testing_service1</@ofbizUrl>' } </script> </head> <!-- <form action="<@ofbizUrl>testing_service1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> --> <form action="<@ofbizUrl>logout1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> <center style="height: 299px; "> <table border="0" style="height: 177px; width: 788px"> <tr style="height: 115px; "> <td style="width: 103px; "> <td style="width: 413px; "><h1>APPLICATION DETAILS</h1> <td style="width: 55px; "> </tr> <tr> <td style="width: 125px; ">Application name : </td> <td> <input name="app_name_txt" id="txt_1" value=" " /> </td> </tr> <tr> <td style="width: 125px; ">Excell sheet &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: </td> <td> <input type="file" name="filename"/> </td> </tr> <tr> <td> <!-- <input type="button" name="logout1_cmd" value="Logout" onclick="logout1()"/> --> <input type="submit" name="logout_cmd" value="logout"/> </td> <td> <!-- <input type="submit" name="upload_cmd" value="Submit" /> --> <input type="button" name="upload1_cmd" value="Upload" onclick="uploadFile()"/> </td> </tr> </table> </center> </form> </html> the following coding is present in the file "ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem\WEB-INF\controller.xml" ...... ....... ........ <request-map uri="testing_service1"> <security https="true" auth="true"/> <event type="java" path="org.ofbiz.productionmgntSystem.web_app_req.WebServices1" invoke="testingService"/> <response name="ok" type="view" value="ok_view"/> <response name="exception" type="view" value="exception_view"/> </request-map> .......... ............ .......... <view-map name="ok_view" type="ftl" page="ok_view.ftl"/> <view-map name="exception_view" type="ftl" page="exception_view.ftl"/> ................ ............. ............. The following are the coding present in the file "ofbiz\hot-deploy\productionmgntSystem\src\org\ofbiz\productionmgntSystem\web_app_req\WebServices1.java" package org.ofbiz.productionmgntSystem.web_app_req; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import java.io.DataInputStream; import java.io.FileOutputStream; import java.io.IOException; public class WebServices1 { public static String testingService(HttpServletRequest request, HttpServletResponse response) { //int i=0; String result="ok"; System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- Start"); String contentType=request.getContentType(); System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- contentType : "+contentType); String str=new String(); // response.setContentType("text/html"); //PrintWriter writer; if ((contentType != null) && (contentType.indexOf("multipart/form-data") >= 0)) { System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) after if (contentType != null)"); try { // writer=response.getWriter(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try Start"); DataInputStream in = new DataInputStream(request.getInputStream()); int formDataLength = request.getContentLength(); byte dataBytes[] = new byte[formDataLength]; int byteRead = 0; int totalBytesRead = 0; //this loop converting the uploaded file into byte code while (totalBytesRead < formDataLength) { byteRead = in.read(dataBytes, totalBytesRead,formDataLength); totalBytesRead += byteRead; } String file = new String(dataBytes); //for saving the file name String saveFile = file.substring(file.indexOf("filename=\"") + 10); saveFile = saveFile.substring(0, saveFile.indexOf("\n")); saveFile = saveFile.substring(saveFile.lastIndexOf("\\")+ 1,saveFile.indexOf("\"")); int lastIndex = contentType.lastIndexOf("="); String boundary = contentType.substring(lastIndex + 1,contentType.length()); int pos; //extracting the index of file pos = file.indexOf("filename=\""); pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; int boundaryLocation = file.indexOf(boundary, pos) - 4; int startPos = ((file.substring(0, pos)).getBytes()).length; int endPos = ((file.substring(0, boundaryLocation)).getBytes()).length; //creating a new file with the same name and writing the content in new file FileOutputStream fileOut = new FileOutputStream("/"+saveFile); fileOut.write(dataBytes, startPos, (endPos - startPos)); fileOut.flush(); fileOut.close(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try End"); } catch(IOException ioe) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch IOException"); //ioe.printStackTrace(); return("exception"); } catch(Exception ex) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch Exception"); return("exception"); } } else { System.out.println("\n\n\t********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) else part"); result="exception"; } System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- End"); return(result); } } I want to upload a file to the server.The file is get from user "<input type="file"..> tag in the "app_details_1.ftl" file & it is updated into the server by using the method "testingService(HttpServletRequest request, HttpServletResponse response)" in the class "WebServices1".But the file is not uploaded. Give me a good solution for uploading a file to the server. Thanks & Regards, Sivakumar.J

    Read the article

  • How do I align the bottom edges of two monitors with xrandr?

    - by denaje
    I have two outputs that I'd like to use on my laptop: LVDS1 - 1366x768 HDMI1 - 1920x1080 I set my monitors up like so: xrandr --output LVDS1 --auto --output HDMI1 --auto --right-of LVDS1 This is all well and good, but my laptop sits considerably lower than my external monitor, and with the top edges of the screens being aligned, it makes the jump from one screen to the other rather unintuitive. Is there a way I can align the bottom edges instead? I thought I could use the --pos flag to do this, but I have tried and not seen any difference (perhaps I do not know how to use it properly). EDIT: Solved. Thanks to tink's link, I deconstructed the Python script and discovered the way to do this is as follows: xrandr --output LVDS1 --pos 0x312 # 312 = 1280 - 768 xrandr --output HDMI1 --pos 1366x0 Not sure I understand exactly what the --pos flags are doing here, but it at least works!

    Read the article

  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

    Read the article

  • C++ and function pointers assessment: lack of inspiration

    - by OlivierDofus
    I've got an assessment to give to my students. It's about C++ and function pointers. Their skill is middle: it the first year of a programming school after bachelor. To give you something precise, here's a sample of a solution of one of 3 exercices they had to do in 30 minutes (the question was: "here's a version of a code that could be written with function pointers, write down the same thing but with function pointers"): typedef void (*fcPtr) (istream &); fcPtr ArrayFct [] = { Delete , Insert, Swap, Move }; void HandleCmd (const string && Cmd) { string AvalaibleCommands ("DISM"); string::size_type Pos; istringstream Flux (Cmd); char CodeOp; Flux >> CodeOp; Pos = AvalaibleCommands.find (toupper (CodeOp)); if (Pos != string::npos) { ArrayFct [Pos](Flux); } } Any idea where I could find some inspiration? Some of the students have understood the principles, even though it's very hard for them to write C++ code. I know them, I know they're clever, and I'm pretty sure they should be very good project managers. So, writing C++ code is not that important after all. Understanding is the most important part (IMHO). I'm wondering about maybe break the habits, and give half of the questions about the principle, or even better, give some sample in other language and ask them why it's better to use function pointers instead of classical programming (usually a big switch case). Any idea where I could look? Find some inspiration?

    Read the article

  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

    Read the article

  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

    Read the article

  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

    Read the article

  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

    Read the article

< Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >