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  • Macbook Pro keyboard with BootCamp - missing the Home/End/PageUp/PageDown keys

    - by brainjam
    Last year I converted from Windows to a MacBook Pro and went through the process of learning the ways of the Mac keyboard. In particular, I learned that Ctrl-left and Ctrl-right were the Mac way of doing Home and End. I'm now doing a project on Windows 7 on Bootcamp, and finding that I'm missing the Windows Home and End keys in a completely different way -- they don't exist, but the Mac combos don't work either. Any suggestions for getting this functionality somehow? Code editing is a real drag without these keys.

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  • Google Docs revision/access control

    - by brainjam
    I've worked on shared Google Docs with family members, but don't really know how or whether Google prevents two users from modifying the same document at the same time .. and clobbering one another's work. How does Google Docs handle this .. is a document 'locked' whenever somebody opens it for revisions? I haven't been able to see an answer for this in their documentation/help.

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  • Debugging Maya plug-ins: can't get output or debugger to engage

    - by brainjam
    I'm not a total beginner at Maya, but this is my first time trying to write a plug-in for it. I've downloaded the 30-day eval version of Maya2011 (32bit version on 64bit Windows 7), and have tried building a couple of plug-ins with VC 2008 Express. The first one is helloWorldCmd from the sample directory ..\devkit\plug-ins, and it basically doesn't work until you convert the line cout<<"Hello World"<<endl; to cerr<<"Hello World"<<endl;, but I can live with that. The second one is the SelectRingContext2 example from David Gould's book. The plug-in works as advertised, but I cannot get any debugging output from it. I've tried putting cout, cerr,printf, and MGlobal::displayInfo into the doIt() method, and can't get a peep. I also haven't figured out how to run the plug-in in a debugger. I'm afraid I'm missing something easy but slightly obscure, like a flag somewhere. Anybody out there have any hints? Edit: Turns out the action is happening in the redoIt() method. So I can get MGlobal::displayInfo and cerr producing output. Still don't know why cout and printf don't work, and I'm not sure how to run in the debugger. When I run maya -d (which some of the online advice says I should do) it just shows the output window but never loads the rest.

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  • Given a string describing a Javascript function. convert it to a Javascript function

    - by brainjam
    Say I've got a Javascript string like the following var fnStr = "function(){blah1;blah2;blah3; }" ; (This may be from an expression the user has typed in, duly sanitized, or it may be the result of some symbolic computation. It really doesn't matter). I want to define fn as if the following line was in my code: var fn = function(){blah1;blah2;blah3; } ; How do I do that? The best I've come up with is the following: var fn = eval("var f = function(){ return "+fnStr+";}; f() ;") ; This seems to do the trick, even though it uses the dreaded eval(), and uses a slightly convoluted argument. Can I do better? I.e. either not use eval(), or supply it with a simpler argument?

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  • valueOf() vs. toString() in Javascript

    - by brainjam
    In Javascript every object has a valueOf() and toString() method. I would have thought that the toString() method got invoked whenever a string conversion is called for, but apparently it is trumped by valueOf(). For example, the code var x = {toString: function() {return "foo"; }, valueOf: function() {return 42; }}; window.console.log ("x="+x); window.console.log ("x="+x.toString()); will print x=42 x=foo This strikes me as backwards .. if x were a complex number, for example, I would want valueOf() to give me its magnitude (so that zero would become special), but whenever I wanted to convert to a string I would want something like "a+bi". And I wouldn't want to have to call toString() explicitly in contexts that implied a string. Is this just the way it is?

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  • Best way to detect that HTML5 <canvas> is not supported

    - by brainjam
    The standard way to deal with situations where the browser does not support the HTML5 <canvas> tag is to embed some fallback content, usually a polite version (and sometimes a less polite version) of <canvas>Your browser sucks</canvas> But the rest of the page remains the same, which may be inappropriate or misleading. I'd like some way of detecting canvas non-support so that I can present the rest of my page accordingly. What would you recommend?

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  • Getting logging.debug() to work on Google App Engine/Python

    - by brainjam
    I'm just getting started on building a Python app for Google App Engine. In the localhost environment I'm trying to send debug info to the GoogleAppEngineLauncher Log Console via logging.debug(), but it isn't showing up. However, anything sent through, say, logging.info() or logging.error() does show up. I've tried a logging.basicConfig(level=logging.DEBUG) before the logging.debug(), but to no avail. What am I missing?

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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • In Javascript, by what mechanism does setting an Image src property trigger an image load?

    - by brainjam
    One of the things you learn early on when manipulating a DOM using Javascript is the following pattern: var img = new Image(); // Create new Image object img.onload = function(){ // execute drawImage statements here } img.src = 'myImage.png'; // Set source path As far as I know, in general when you set an object property there are no side effects. So what is the mechanism for triggering an image load? Is it just magic? Or can I use a similar mechanism to implement a class Foo that supports a parallel pattern? var foo = new Foo(); // Create new object foo.barchanged = function(){ // execute something after side effect has completed } foo.bar = 'whatever'; // Assign something to 'bar' property I'm vaguely aware of Javascript getters and setters. Is this how Image.src triggers a load?

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