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Articles indexed Thursday June 27 2013

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  • How to enable logging for Google Chrome in Ubuntu 12.04?

    - by skytreader
    I'm trying to capture the logs for a certain bug I'm having with Google Chrome. However, I can't find/enable logs for GC. According to this Chromium project page, I just need to add the flags --enable-logging --v=1 and a chrome_debug.log file will appear in my user data directory. However, after running GC (and closing through the 'X' title bar button) there is no chrome_debug.log file in the specified directory. I even tried running as root as it may have something to do with write permissions but GC refuses to start as root. Another thing, GC also prints messages when invoked from command line. I tried capturing this and redirecting them to a file via $ google-chrome > today.log but the messages are still printed in the command line and the file I specify gets created but remains empty. Note that I can't just copy-paste the messages printed on terminal after my bug occurs as the bug freezes up my whole system that, when it occurs, my only option is to turn off my computer straight via the power button. I've seen a few similar bugs already posted but I find that they don't exactly describe my situation so I'd really like to get some logs for this. So how do I enable logging or, at least, get those terminal messages in a file?

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  • How do I get my Mac to boot from an Ubuntu USB key?

    - by user11621
    If you select "USB" and "Mac" on this download page, it gives a series of command line instructions to make a USB key which the MacBook will boot into Ubuntu from. I've followed them to the letter two or three times on different USB keys, and it doesn't work. There's a very great deal of technical discussion about EFI etc. but this set of instructions seems to suggest it should just work, but it doesn't. Help? I'm increasingly unhappy with the more locked-down approach Apple is taking, and I'd quite like to start using Linux with a view to transitioning over to using it as my main operating system, but booting from the CD takes forever, runs slowly and I'm really hoping to get it moving off USB. Can anybody help me?

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  • How do I login to Sphider?

    - by dayuloli
    Has anyone else here used Sphider? I am able to install everything (exactly as instructed here)and change the password, but unable to login at the login screen. Whenever I login, it just refreshes the page, whether the credentials are correct or not. I have looked at the forum and others have the same problem too, but no one has provided a solution. So if any of you have tried Sphider and had the same problem your input would be much appreciated. Running version 1.3.6 Path to admin page is 'sphider-1.3.6/admin/admin.php' PHP Version 5.3.13 MySQL Version 5.0.91-log

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  • Web Hosting Dublin [duplicate]

    - by user1543871
    This question already has an answer here: How to find web hosting that meets my requirements? 4 answers I am currently developing a site using laravel 4. I had intended on using Pagodabox for my hosting needs, however I now realize that they don't have servers outside of the US. So I'm just looking for some advice or recommendations? Can I still use Pagodabox with CloudFlare? Or would I be better of to use a provider with dedicated servers in Dublin? Such as Amazon bean stock. Any help greatly appreciated.

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  • What data to send when tracking clicks with Google Analytics events (and how)?

    - by user359650
    When tracking clicks on links, there are 3 items I'm interested in: link location in the page by grabbing the id of the closest parent: to see influence of location on click-through link text: to see influence of text on click-through link href attribute value: to see where people go when leaving my website The problem when using Google Analytics to track those clicks is that events only have 3 available text fields, one of which being the category, which if you use to store one of the above items will create a mess in your Event reporting because you will have as many categories as item values. Therefore if you assign a predefined value to the category (e.g. clicks), then you're left with only 2 event fields (action, label) to store 3 items (location, text, href). That in itself isn't the end of the world because you can concatenate 2 items into 1 event field, then use the reporting or the API to filter things out. Accordingly what I plan on doing is this: category: clicks action: {location_on_page} ¦ {text} label: {href} where {__} are variable values related to the clicked links With this I can easily create some reports directly via the GUI: downloads: include only events where label ends with .pdf click outs to particular domains: include only events where label contains domain And for more complex tasks I need to export the data (or use the API): influence of location on clicks: for each location in the design, count number of events that have that location in the action, then corroborate with pageviews of the corresponding pages. Whilst this looks good I'm wondering if there is a better approach, hence the following questions: Q1: Can you foresee any particular issues with this particular setup (e.g. things I won't be able to report on)? Q2: Can you think of other data that would be interesting to include in the event?

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  • Is it possible to use canonical tag in Blogger posts?

    - by John Sanjay
    I found one of my blog post was cached by Google (www.example.com/post.html). I found that comment page of the post was also cached (www.example.com/post.html?showComment=1372054729698). These two pages are showing in Google SERP when I checked cached posts of my blog. Is it possible to use canonical tag on the post www.example.com/post.html?showComment=1372054729698 so that Google won't penalize my original post? Is there any other ways to redirect a blog post?

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  • Will having a website duplicated on multiple top level domains be penalised by search engines [duplicate]

    - by user1020317
    This question already has an answer here: Will having multiple domains improve my seo? 7 answers I'm running a website for a global company, and although we rank first in search engine results here in Ireland, a search done from other countries doesn't rank us as highly. If I register the domain at other top level domain names (eg. example.co.uk, example.nor etc.) and then just mirror the .com site to those other domains, will I be penalised by search engines for having duplicate content? Has anyone else faced a similar problem and found a way to capture the global search engine? Thanks.

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  • Does Google use any “Language” flags / tags set within a PDF file when determining its language?

    - by Ally Ak
    When determining the language of a HTML page, I understand that Google looks at any language declarations that the page owner has set, and then also applies its own language detection algorithms. But does Google similarly look at language meta data set in PDF files when determining a PDF file's language? (Authors of PDF files can set document-wide properties describing the language (or languages) contained within it.) Or does Google rely exclusively on language detection algorithms and disregard the language flag set within the PDF file? Can anyone shed any light?

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  • Setting up a LAMP VM server for Development and Testing?

    - by TdotThomas
    Info: I would like to set up a VM server on my local computer which will serve pages in the exact same way as my current hosting (but only to me on my local computer). I currently pay a big web hosting company to host my website & web store and they are doing a great job, but I would like to be able to work on my Web site and its corresponding MySQL DB, HTML, and PHP code without being at risk of messing something completely up on the live servers. My current plan of action: Set up a VM webserver with Debian, MySQL, PHP, Apache. Copy web store (PHP/HTML) code to VM server. Copy my current MySQL databases from my hosting provider and install on VM server. Modify and test new features on VM server. Upload MySQL DB and HTML/PHP code back to web host's server where it should work as before but with new modifications. Questions: Now I'm pretty sure I have steps one and two down correctly but I can't for the life of me figure out how to proceed next, so here are my questions. I have my /etc/host file set up so www.MySite.test redirects to the IP address of the local VM webserver. Once I import my PHP/HTML files and MySQL file whats the best way to navigate around the fact that all of my files and DBs will reference www.MySite.com. I can export my MySQL dbs but do I also have to export my MySQL users and passwords to access those db or are those coded into my html/php code?

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  • MySQL vs. SQL Server GoDaddy, What is the difference between hosted DB and App_Data Db

    - by Nate Gates
    I'm using GoDdady for site hosting, and I'm currently using MySQL, because there are less limits on size,etc. My question is what is the difference between using a hosted GoDaddy Db such as MySQL vs. creating a SQL Server database in the the App_Data folder? My guess is security? Would it be a bad idea to use a SQL ServerDB that's located in the App_Data folder? Additional Well I am able to create a .mdf (SQL Server DB file) in the App_Data folder, but I'm really unsure if should use that or not, If I did use it it would simplify using some of the Microsoft tools. Like I said my guess is that it would be less secure, but I don't really know. I know I have a 10gb, file system limit, so I'm assuming my db would have to share that space.

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Box2D Joints in entity components system

    - by Johnmph
    I search a way to have Box2D joints in an entity component system, here is what i found : 1) Having the joints in Box2D/Body component as parameters, we have a joint array with an ID by joint and having in the other body component the same joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Joint ID = Joint1 Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Same joint ID than in Entity1 There are 3 problems with this solution : The first problem is the implementation of this solution, we must manage the joints ID to create joints and to know between which bodies they are connected. The second problem is the parameters of joint, where are they got ? on the Entity1 or Entity2 ? If they are the same parameters for the joint, there is no problem but if they are differents ? The third problem is that we can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component with the same joint ID, in this case, how we know the 2 bodies to joint and what to do with others bodies ? 2) Same solution than the first solution but by having entities ID instead of Joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Entity2 => (joint parameters), others joints... } } Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Entity1 => (joint parameters), others joints... } } With this solution, we fix the first problem of the first solution but we have always the two others problems. 3) Having a Box2D/Joint component which is inserted in the entities which contains the bodies to joint (we share the same joint component between entities with bodies to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (Joint parameters) } // Shared, same as in Entity2 Entity2 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity1 There are 2 problems with this solution : The first problem is the same problem than in solution 1 and 2 : We can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component and the shared joint component, in this case, how we know the 2 bodies to joint and what to do with others bodies ? The second problem is that we can have only one joint by body because entity components system allows to have only one component of same type in an entity. So we can't put two Joint components in the same entity. 4) Having a Box2D/Joint component which is inserted in the entity which contains the first body component to joint and which has an entity ID parameter (this entity contains the second body to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Entity2 => (Joint parameters) } // Entity2 is the entity ID which contains the other body to joint, the first body being in this entity Entity2 - Box2D/Body component { Body => (body parameters) } There are exactly the same problems that in the third solution, the only difference is that we can have two differents joints by entity instead of one (by putting one joint component in an entity and another joint component in another entity, each joint referencing to the other entity). 5) Having a Box2D/Joint component which take in parameter the two entities ID which contains the bodies to joint, this component can be inserted in any entity, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } Entity2 - Box2D/Body component { Body => (body parameters) } Entity3 - Box2D/Joint component { Joint => (Body1 => Entity1, Body2 => Entity2, others parameters of joint) } // Entity1 is the ID of the entity which have the first body to joint and Entity2 is the ID of the entity which have the second body to joint (This component can be in any entity, that doesn't matter) With this solution, we fix the problem of the body limitation by joint, we can only have two bodies per joint, which is correct. And we are not limited by number of joints per body, because we can create an another Box2D/Joint component, referencing to Entity1 and Entity2 and put this component in a new entity. The problem of this solution is : What happens if we change the Body1 or Body2 parameter of Joint component at runtime ? We need to add code to sync the Body1/Body2 parameters changes with the real joint object. 6) Same as solution 3 but in a better way : Having a Box2D/Joint component Box2D/Joint which is inserted in the entities which contains the bodies to joint, we share the same joint component between these entities BUT the difference is that we create a new entity to link the body component with the joint component, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity3 Entity2 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity4 Entity3 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity1 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity4 Entity4 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity2 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity3 With this solution, we fix the second problem of the solution 3, because we can create an Entity5 which will have the shared body component of Entity1 and an another joint component so we are no longer limited in the joint number per body. But the first problem of solution 3 remains, because we can't limit the number of entities which have the shared joint component. To resolve this problem, we can add a way to limit the number of share of a component, so for the Joint component, we limit the number of share to 2, because we can only joint 2 bodies per joint. This solution would be perfect because there is no need to add code to sync changes like in the solution 5 because we are notified by the entity components system when components / entities are added to/removed from the system. But there is a conception problem : How to know easily and quickly between which bodies the joint operates ? Because, there is no way to find easily an entity with a component instance. My question is : Which solution is the best ? Is there any other better solutions ? Sorry for the long text and my bad english.

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  • Rubik's cube array rotation

    - by Ace
    I'm about to make a 3D Rubik's cube based game in Flash AS3 and Away3d. I don't really know how to manage the 2D arrays of the Rubik's cube. For example, how do I rotate the corresponding arrays if I rotate a side, or just rotate a middle part? In this stage I also don't know how to rotate those smaller cube parts all together if a side is rotating. First I was thinking of "groups" ( like in sketchup or 3ds max, blender), but that would be tricky, because the group components would change every time. So I was thinking of just rotating each individual piece along a global axis. However, I just know the Away3d functions to rotate the cube of his local X , Y or Z axis, but how to rotate in global axis? Does anyone know of a algorithm for doing these types of rotations?

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • bump mapping with 2 normal maps

    - by DorkMonstuh
    I was wondering if its actually possible to do bump mapping with 2 normal maps... I have tried doing it this way however I get a function overload on max and dot. uniform sampler2D n_mapTex; uniform sampler2D n_mapTex2; uniform sampler2D refTex; varying mediump vec2 TexCoord; varying mediump float vTime; void main() { mediump vec4 wave = texture2D(n_mapTex, TexCoord - vTime); mediump vec4 wave2 = texture2D(n_mapTex2, TexCoord + vTime); mediump vec4 bump = mix(wave2, wave, 0.5); //this extracts the normals from the combined normal maps mediump vec4 normal = normalize(bump.xyzw * 2.0 - 1.0); //determines light position mediump vec3 lightPos = normalize(vec3(0.0, 1.0, 3.0)); mediump float diffuse = max(dot(normal, lightPos),0.0); gl_FragColor = mix(texture2D(refTex, TexCoord), bump, 0.5); }

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  • How can I access bitmaps created in another activity?

    - by user22241
    I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game activity, This is causing choppy animation in the splashscreen while it loads/creates the bitmaps for the new activity. I've been told that I should load all my bitmaps in one go at the very beginning. However, I can't work out how to do this - could anyone please point me in the right direction? I have 2 activities, a splash screen and the main game. Each consist of a class that extends activity and a class that extends SurfaceView (with an inner class for the rendering / logic updating). So, for example at the moment I am creating my bitmaps in the constructor of my SurfaceView class like so: public class OptionsScreen extends SurfaceView implements SurfaceHolder.Callback { //Create variables here public OptionsScreen(Context context) { Create bitmaps here } public void intialise(){ //This method is called from onCreate() of corresponding application context // Create scaled bitmaps here (from bitmaps previously created) }

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  • Auto complete from database using CodeIgniter (Active Record)

    - by Ralph David Abernathy
    I have a form on my website in which one is able to submit a cat. The form contains inputs such as "Name" and "Gender", but I am just trying to get the auto completion to work with the "Name" field. Here is what my jquery looks like : $(document).ready(function() { $( "#tags" ).autocomplete({ source: '/Anish/auto_cat' }); }); Here is what my model looks like: public function auto_cat($search_term) { $this->db->like('name', $search_term); $response = $this->db->get('anish_cats')->result_array(); // var_dump($response);die; return $response; } } Here is my controller: public function auto_cat(){ $search_term = $this->input->get('term'); $cats = $this->Anish_m->auto_cat($search_term); } And here is my view: <head> <link rel="stylesheet" href="http://code.jquery.com/ui/1.10.3/themes/smoothness/jquery-ui.css" /> <script src="http://code.jquery.com/jquery-1.9.1.js"></script> <script src="http://code.jquery.com/ui/1.10.3/jquery-ui.js"></script> <link rel="stylesheet" href="/resources/demos/style.css" /> </head> <h1>Anish's Page</h1> <form action="/Anish/create" method="POST"> <div class="ui-widget"> <label for="tags">Name</label><input id="tags" type="text" name="name"> </div> <div> <label>Age</label><input type="text" name="age"> </div> <div> <label>Gender</label><input type="text" name="gender"> </div> <div> <label>Species</label><input type="text" name="species"> </div> <div> <label>Eye Color</label><input type="text" name="eye_color"> </div> <div> <label>Color</label><input type="text" name="color"> </div> <div> <label>Description</label><input type="text" name="description"> </div> <div> <label>marital status</label><input type="text" name="marital_status"> </div> <br> <button type="submit" class="btn btn-block btn-primary span1">Add cat</button> </form> <br/><br/><br/><br/> <table class="table table-striped table-bordered table-hover"> <thead> <tr> <th>Name</th> <th>Gender</th> <th>Age</th> <th>Species</th> <th>Eye Color</th> <th>Color</th> <th>Description</th> <th>Marital Status</th> <th>Edit</th> <th>Delete</th> </tr> </thead> <tbody> <?php foreach ($cats as $cat):?> <tr> <td> <?php echo ($cat['name']);?><br/> </td> <td> <?php echo ($cat['gender']);?><br/> </td> <td> <?php echo ($cat['age']);?><br/> </td> <td> <?php echo ($cat['species']);?><br/> </td> <td> <?php echo ($cat['eye_color']);?><br/> </td> <td> <?php echo ($cat['color']);?><br/> </td> <td> <?php echo ($cat['description']);?><br/> </td> <td> <?php echo ($cat['marital_status']);?><br/> </td> <td> <form action="/Anish/edit" method="post"> <input type="hidden" value="<?php echo ($cat['id']);?>" name="Anish_id_edit"> <button class="btn btn-block btn-info">Edit</button> </form> </td> <td> <form action="/Anish/delete" method="post"> <input type="hidden" value="<?php echo ($cat['id']);?>" name="Anish_id"> <button class="btn btn-block btn-danger">Delete</button> </form> </td> </tr> <?php endforeach;?> </tbody> </table> I am stuck. In my console, I am able to see this output when I type the letter 'a' if I uncomment the var_dump in my model: array(4) { [0]=> array(9) { ["id"]=> string(2) "13" ["name"]=> string(5) "Anish" ["gender"]=> string(4) "Male" ["age"]=> string(2) "20" ["species"]=> string(3) "Cat" ["eye_color"]=> string(5) "Brown" ["color"]=> string(5) "Black" ["description"]=> string(7) "Awesome" ["marital_status"]=> string(1) "0" } [1]=> array(9) { ["id"]=> string(2) "16" ["name"]=> string(5) "Anish" ["gender"]=> string(2) "fe" ["age"]=> string(2) "23" ["species"]=> string(2) "fe" ["eye_color"]=> string(2) "fe" ["color"]=> string(2) "fe" ["description"]=> string(2) "fe" ["marital_status"]=> string(1) "1" } [2]=> array(9) { ["id"]=> string(2) "17" ["name"]=> string(1) "a" ["gender"]=> string(1) "a" ["age"]=> string(1) "4" ["species"]=> string(1) "a" ["eye_color"]=> string(1) "a" ["color"]=> string(1) "a" ["description"]=> string(1) "a" ["marital_status"]=> string(1) "0" } [3]=> array(9) { ["id"]=> string(2) "18" ["name"]=> string(4) "Matt" ["gender"]=> string(6) "Female" ["age"]=> string(2) "80" ["species"]=> string(6) "ferret" ["eye_color"]=> string(4) "blue" ["color"]=> string(4) "pink" ["description"]=> string(5) "Chill" ["marital_status"]=> string(1) "0" } }

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  • Android fragments problems different layouts

    - by juan
    I have two layouts: one for portait with one container and another for landscape with two containers. In the first layout I show a fragment and when the user select one element, I replace the fragment with another (with FragmentTransation.Replace). <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" > <LinearLayout android:id="@+id/container1" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" /> </RelativeLayout> In the second layout I want to show the two fragments at one time, one in the first container and the second in the second container. <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="horizontal" > <LinearLayout android:id="@+id/container1" android:layout_width="0dp" android:layout_height="match_parent" android:layout_weight="3" android:orientation="vertical" /> <LinearLayout android:id="@+id/container2" android:layout_width="0dp" android:layout_height="match_parent" android:layout_weight="7" android:orientation="vertical" /> </LinearLayout> But I can't make this works with configuration changes. I try use different names for containers, try add fragments when only bundle is null,... Someone have a working code of this case?

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  • Stretching DIV to 100% height and width of window but not less than 800x600px

    - by El Eme
    I have a page that needs to stretch and resize with with window and I've managed to do that but I need that the "inner div" (#pgContent) stretch if the window is resized to higher dimensions but that it doesn't shrink more than, let's say for example 800 x 600 px. As I have it now it stretches well but it also shrinks more than I want! It's working as I want in width but not in height!? Here's a visual example: My CSS: * { margin: 0; padding: 0; outline: 0; } /*| PAGE LAYOUT |*/ html, body { height: 100%; width: 100%; /*text-align: center;*/ /*IE doesn't ~like this*/ cursor: default; } #pgWrapper { z-index: 1; min-height: 100%; height: auto !important; /*min-height: 600px;*/ /* THIS SHOULD WORK BUT IT DOESN'T */ height: 100%; min-width: 1000px; width: 100%; position: absolute; overflow: hidden; text-align: center; background: #000; } #pgContent { position: absolute; top: 30px; left: 30px; right: 30px; bottom: 50px; overflow: hidden; background: #CCC; } #footWrapper { z-index: 2; height: 50px; min-width: 940px; position: absolute; left: 30px; right: 30px; bottom: 0px; background: #C00; } /*| END PAGE LAYOUT |*/ And the HTML: <body> <div id="pgWrapper"> <div id="pgContent"> This DIV should stretch with window but never lower than for example 800px x 600px!<br /> If window size is lower then scrollbars should appear. </div> </div> <div id="footWrapper"> <div id="footLft"></div> <div id="footRgt"></div> </div> </body> If someone could give me a help on this I would appreciate. Thanks in advance.

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  • MySQL - JOINS (excepts)

    - by user2529899
    I'm trying to find 2 different result via JOINS. Table look like; SELECT id,member_id,registered_year FROM records; I can listing which members registered in 2012 and also in 2013 with; SELECT member_id FROM records a INNER JOIN records b ON a.member_id=b.member_id WHERE a.registered_year='2013' AND b.registered_year='2012'; But I can't list revers of It. How can I list which members were registered in 2012 but not in 2013? Thnx in advance.

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  • MS Access "#Name?" in unbound field on SOME machines

    - by alkorya
    I have a datasheet form bound to table. I added 2 unbound fields and set their Control Source properties to user defined VBA functions: 1. ConcatRelated (http://allenbrowne.com/func-concat.html) 2. Custom function that returns a string: Public Function GetLowestSatatus(LookupField As String, JSAID As Integer) As String On Error Resume Next GetLowestSatatus = DLookup(LookupField, "JsaStatuses", "ID=" & DMin("StatusID", "Tasks", "JSAID =" & JSAID)) End Function It works fine on my and some other machines but there are machines I got "#Name?" in these 2 unbound fields. All machines configured identically. Any ideas? Thank you!

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  • Find whether a particular cell of a table has an img tag

    - by SilentPro
    I am generating a table dynamically using Django. The same table template is used to generate a variety of tables depending on the data supplied. In one scenario a particular column contains image tags. Since my table is editable (using jquery) the image cell also becomes editable and removes my content. I want some special behavior on double click of such cells like say upload an image. How do I accomplish this with a jquery? My script for making the table editable is given below. $(function() { $("td").dblclick(function() { var OriginalContent = $(this).text(); $(this).addClass("cellEditing"); $(this).html("<input type='text' value='" + OriginalContent + "' />"); $(this).children().first().focus(); $(this).children().first().keypress(function(e) { if (e.which == 13) { var newContent = $(this).val(); $(this).parent().text(newContent); $(this).parent().removeClass("cellEditing"); } }); $(this).children().first().blur(function() { $(this).parent().text(OriginalContent); $(this).parent().removeClass("cellEditing"); }); }); });

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  • None of my Win Forms buttons work

    - by nectarines
    I have a windows form which connects to a SQL Server though a dataset. The form was working fine since my last compile. All of a sudden, none of my buttons work! The data is loaded on the form, all the tabs work fine, drop down boxes work fine, but the buttons are literally unresponsive to any clicks. I added a test button and I get the same results. I can visually see the button getting clicked but no events. Any ideas?

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  • Scanner class is skipping lines

    - by user2403304
    I'm new to programing and I'm having a problem with my scanner class. This code is in a loop and when the loop comes around the second, third whatever time I have it set to it skips the first title input. I need help please why is it skipping my title scanner input in the beginning? System.out.println("Title:"); list[i].title=keyboard.nextLine(); System.out.println("Author:"); list[i].author=keyboard.nextLine(); System.out.println("Album:"); list[i].album=keyboard.nextLine(); System.out.println("Filename:"); list[i].filename=keyboard.nextLine();

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  • Why are items being placed below?

    - by Adam DePolo
    This is really confusing and I have never had this occur. For my computer, it is fine. But for anyone else's computer I have tried, it screws up. So on my site, designatease.com , the second bar down, it places the fifth item down below the first four. I am not sure why it is doing this. I want them to span across the bar but the stop at about half way. Help me out SOF. HTML <html> <head> <link rel="stylesheet" type="text/css" href="style.css" /> <title>Design At Ease - Home</title> </head> <body> <div id="header"> <div id="logo"><a class="logoclass">DesignAtEase.com</a></div> <ul id="headerlinks"> <li><a href="index.html">Home</a></li> <li><a href="coding.html">Coding</a></li> <li><a href="graphics.html">Graphics</a></li> <li><a href="database.html">Database</a></li> <li><a href="support.html">Support</a></li> <li><a href="more.html">More</a></li> </ul> </div> <ul id="quicklinks"> <li><a href="quickstart.html">Quick Start</a></li> <li><a href="tagsmain.html">Tag Helper</a></li> <li><a href="html.html">HTML</a></li> <li><a href="css.html">CSS</a></li> <li><a href="photoshop.html">Photoshop</a></li> <li><a href="quickstart.html">Quick Start</a></li> <li><a href="tagsmain.html">Tag Helper</a></li> </ul> </body> </html> CSS body{ background:#fffffc; margin: auto auto; } #header{ background:#e5e5e5; height:35px; width:100%; border-bottom: 1px #c9c9c9 solid; } #headerlinks{ position:relative; display:inline; float:right; margin-right:5%; bottom:37px; } #headerlinks li{ display:inline; padding-left:25px; } #headerlinks li a{ color:#777777; display:inline; font-size:18px; font-family: sans-serif; text-decoration:none; } #headerlinks li a:hover{ color:#a3a3a3; display:inline; font-size:18px; font-family: sans-serif; text-decoration:none; } #logo{ position:relative; color:black; margin-left:5%; top:5px; } .logoclass{ color:#212121; display:inline; font-size:24px; font-family: sans-serif; text-decoration:none; } #quicklinks{ width:90%; margin-left:auto; margin-right:auto;; height:25px; background:#e5e5e5; border-bottom: 1px #c9c9c9 solid; border-left: 1px #c9c9c9 solid; border-right: 1px #c9c9c9 solid; top:-16px; position:relative; } #quicklinks li{ display:inline; } #quicklinks li a{ } #quicklinks li a:hover{ } #wrapper{ width:80%; height:100%; }

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