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  • MySQL on Windows - Why, Where and How

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } Over the years Windows has become a major development and deployment platform for MySQL. As a matter of fact, Windows consistently ranks as the #1 development platform in our surveys, and now also ranks higher than any Linux distribution as a deployment platform among MySQL Community Edition users.   We've made various technical resources available in our MySQL on Windows Resource Center including articles, whitepapers and archived webinars. MySQL users are also sharing their experiences and writing how-to articles, and it's great to see former MySQL/Sun/Oracle employees still contributing! Thanks Anders for a recent step-by-step part 1 article on working with MySQL on Windows.   We also got feedback from customers wishing to get higher-level information about MySQL on Windows, to help them and others in their organizations better understand:   ·       Why is the world's most popular open source database so popular on Windows?   ·       What are the applications for which one should consider MySQL on Microsoft's platform?   ·       How should Windows shops relying on Microsoft databases get going with MySQL?   Those are the questions we aim to answer in our guide "MySQL on Windows - Why, Where and How", that you can download here.

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  • SEO Keyword Research - What Your SEO Campaign Needs

    If you're operating an online company, whether it is an internet shop or a blog with paid advertisements, sooner or later you'll want to double or triple your profits, and thus you will come face-to-face with internet advertising and search engine optimization (SEO). This is then that you'll realize the value of having relevant keywords. Keyword research is crucial to the entire process of SEO.

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  • Project Idea - Android

    - by Darren Young
    Hi, I am trying to come up with some project ideas for my final year at University, and I think that I have one that would offer be a (massive) challenge, and something I could potentially make money from. I just want to check something. Is it possible(from a photograph), to be able to determine somebodys face and the individual parts of that face - eyes, ears, nose, etc? This will probably be via Android. Thanks.

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  • MySQL Connect - Save The Date!

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } Oracle today announced that it will hold the MySQL Connect Conference on September 29 and 30 in San Francisco! You can read the Press Release here. MySQL Connect will be jam-packed with technical sessions, hands-on labs and Birds of a Feather (BOF) sessions delivered by MySQL community members, users, customers and MySQL engineers from Oracle. The event is a unique opportunity to learn about the latest MySQL features, discuss product roadmaps, and connect directly with the engineers behind the latest MySQL code. The conference will include six tracks: Performance and Scalability, High Availability, Cloud Computing, Architecture and Design, Database Administration, and Application Development. The call for papers will open on April 16, 2012 for approximately three weeks. MySQL users and community members are encouraged to submit session proposals. Start thinking about your proposals! Registration will also open on April 16. @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }p.pressBullet, li.pressBullet, div.pressBullet { margin: 0cm 0cm 0.0001pt 36pt; text-indent: -18pt; font-size: 11pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; }

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

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  • EMEA Hardware: Quarterly Partner Sales Update Roadshow

    - by Cinzia Mascanzoni
    Starting July this year Oracle’s A&C, Partner Enablement and Hardware Teams will be organizing quarterly face-to-face sales training events to keep you up to date with Hardware sales news, latest products and solutions announcements, competitive positioning, sales tools -- all of this with an Oracle-on-Oracle approach. We are pleased to invite you to attend the first Oracle EMEA Hardware Quarterly Partner Sales Update Roadshow running in 10 different cities across EMEA. Click here for Dates & Location, Agenda and to Register.

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  • Content Box is a Little Off in IE9 ... How to Fix?

    - by Kelsey Nealon
    Hi there! I have a website at www.thetotempole.ca and when viewed in IE9... My websites content box (The green wooden backgrounded box with content inside) is moved slightly over to the left making a space between the actual container and the content box... Is there anyway I can fix this without harming any of the other browsers? Thanks! Screenshot: HTML: <!DOCTYPE html> <head> <title>The Totem Pole News - Movies</title> <!-- Start WOWSlider.com HEAD section --> <link rel="stylesheet" type="text/css" href="engine1/style.css" /> <script type="text/javascript" src="engine1/jquery.js"></script> <!-- End WOWSlider.com HEAD section --> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-45342007-1']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> <meta charset="utf-8"> <meta name="description" content="A totem pole themed news website posting articles on news, music, movies, video games, and health."> <link href="thecss2.css" rel="stylesheet" type="text/css"> <link rel="icon" type="image/ico" href="images/favicon.ico"> <meta http-equiv="X-UA-Compatible" content="IE=8" /> </head> <body> <div id="container"> <div id="contentbox" align="Center"> <a href="index.html"><div id="banner" align="Center"> </div></a> <div id="navbar"> <p><a href="index.html"><img src="images/home.png" width="65" height="54" alt="picture of a house to relate to the home page (content)" style="position: absolute; left: 23px; top: 16px; width: 57px; height: 48px;"><span style="position: absolute; left: 24px; z-index:2; top: 71px; height: 23px;">Content</span></a> <a href="#"><img src="images/eagleicon.gif" width="73" height="39" alt="An Eagle icon for the News section of the Totem Pole" style="position: absolute; left: 111px; top: 28px;"><span style="position: absolute; z-index: 2; left: 127px; top: 72px;">News</span></a> <a href="#"><img src="images/owlicon.gif" width="81" height="61" alt="An Owl icon for the Music section of the totem pole" style="position: absolute; left: 210px; top: 11px;"><span style="position: absolute; z-index:2; left: 226px; top: 73px;"><strong>Music</strong></span></a><a href="movies.html"><img src="images/wolficon.gif" width="88" height="54" alt="A Wolf icon for the Movies section of the totem pole" style="position: absolute; left: 320px; top: 15px;"><span style="position: absolute; left: 336px; top: 72px; z-index:2;"><strong>Movies</strong></span></a> <a href="#"><img src="images/hareimage.gif" width="60" height="56" alt="A Hare icon for Video Game section of the Totem Pole" style="position: absolute; left: 441px; top: 13px;"><span style="position: absolute; z-index:2; left: 428px; top: 73px;"><strong>Video Games</strong></span></a> <a href="#"><img src="images/bearicon.gif" width="91" height="57" alt="A bear icon for the Health section of The Totem Pole" style="position: absolute; left: 551px; top: 13px;"><span style="position: absolute; left: 580px; top: 72px; z-index:2;">Health</span></a></p> </div> <!--Nav Bar 2--> <div id="navbar2"> <a href="#">About Us</a> <a href="#">Feedback</a> <a href="#">Subscribe</a> </div> <!-- Atomz HTML for Search --> <div id="searchbar"> <form method="get" action="http://search.atomz.com/search/"> <input id="searchbox" size="13" name="sp_q" value="Search..." onFocus="if (this.value == 'Search...') {this.value=''}"> <input class="css_btn_class" type="submit" value="Search"> <input type="hidden" name="sp_a" value="sp1005092e"> <input type="hidden" name="sp_p" value="all"> <input type="hidden" name="sp_f" value="UTF-8"> </form> </div> <!-- Start WOWSlider.com BODY section --> <div id="mywowslider"> <div id="wowslider-container1"> <div class="ws_images"> <ul> <li><img src="images/anchor.jpg" alt="Ron Burgundy" title="Ron Burgundy" id="wows1_0"/>Played by Will Ferrell</li> <li><img src="images/anchor2.jpg" alt="Brian Fantana" title="Brian Fantana" id="wows1_1"/>Played by Paul Rudd</li> <li><img src="images/anchor3.jpg" alt="Brick Tamland" title="Brick Tamland" id="wows1_2"/>Played by Steve Carrell</li> <li><img src="images/anchor4.jpg" alt="Champ Kind" title="Champ Kind" id="wows1_3"/>Played by David Koechner</li> </ul> </div> <div class="ws_bullets"><div> <a href="#" title="Ron Burgundy"><img src="images/anchor.jpg" alt="Ron Burgundy"/>1</a> <a href="#" title="Brian Fantana"><img src="images/anchor2.jpg" alt="Brian Fantana"/>2</a> <a href="#" title="Brick Tamland"><img src="images/anchor3.jpg" alt="Brick Tamland"/>3</a> <a href="#" title="Champ Kind"><img src="images/anchor4.jpg" alt="Champ Kind"/>4</a> </div> </div> <span class="wsl"><a href="http://wowslider.com"></a></span> <div class="ws_shadow"></div> </div> <script type="text/javascript" src="engine1/wowslider.js"></script> <script type="text/javascript" src="engine1/script.js"></script> </div> <!-- End WOWSlider.com BODY section --> <!-- AddThis Smart Layers BEGIN --> <!-- Go to http://www.addthis.com/get/smart-layers to customize --> <script type="text/javascript" src="//s7.addthis.com/js/300/addthis_widget.js#pubid=ra-5279b96309e7df24"></script> <script type="text/javascript"> addthis.layers({ 'theme' : 'transparent', 'share' : { 'position' : 'left', 'numPreferredServices' : 5 } }); </script> <!-- AddThis Smart Layers END --> <div id="sources"><p> Source(s): <a href="http://en.wikipedia.org/wiki/Anchorman_2:_The_Legend_Continues">wikipedia.com</a></p></div> <div id="infocontent"> <p align="left"><em><strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Anchorman 2: The Legend Continues</strong></em> is an upcoming American comedy film being released on December 20, 2013, also a sequel to the 2004 film <em>Anchorman: The Legend of Ron Burgandy</em>. On March 28, 2012, actor Will Ferrell officially announced the sequel dressed in character as Ron Burgundy on the late-night talk-show <em>Conan</em>. As with the original film, it is directed by Adam McKay, produced by Judd Apatow, stars Will Ferrell and is written by Adam McKay and Will Ferrell. Unlike the original film, which was distributed by DreamWorks Pictures, <em>The Legend Continues</em> will be distributed by Paramount Pictures.</p> <p align="left"><em><strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</strong></em>The movie now has a website at <a href="www.anchormanmovie.com">www.anchormanmovie.com</a> where a countdown for the release of this film can be seen. By the looks of these images, I think we can expect big things when the movie comes out this December. Enjoy the poster photos and trailers all posted below, and don't forget to submit your vote in the poll!</p> </div> <div id="trailer1"><iframe width="560" height="315" src="//www.youtube.com/embed/Elczv0ghqw0?rel=0" frameborder="0" allowfullscreen></iframe></div> <div id="trailer2"> <iframe width="560" height="315" src="//www.youtube.com/embed/mZ-JX-7B3uM?rel=0" frameborder="0" allowfullscreen></iframe> </div> <div id="poll"> <form method="post" action="http://poll.pollcode.com/763294"><table style="border: black 1px solid;" border="1" width="175" bgcolor="EEEEEE" cellspacing="2" cellpadding="0"><tr><td colspan="2" height="10"><font face="Verdana" size="2" color="000000"><b>What Rating Do You Think This Will Recieve</b></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="1" id="763294answer1"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer1">10</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="2" id="763294answer2"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer2">9</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="3" id="763294answer3"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer3">8</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="4" id="763294answer4"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer4">7</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="5" id="763294answer5"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer5">6</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="6" id="763294answer6"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer6">5</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="7" id="763294answer7"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer7">4</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="8" id="763294answer8"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer8">3</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="9" id="763294answer9"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer9">2</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="10" id="763294answer10"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer10">1</label></font></td></tr><tr><td colspan="2" height="10"><center><input type="submit" value=" Vote ">&nbsp;&nbsp;<input title="Clicking this will send you to a new page" type="submit" name="view" value=" View "></center></td></tr><tr><td colspan="2" align="right"><font face="Verdana" height="5" size="1" color="000000"></font></td></tr></table></form></div> <span style="position: absolute; left: 0px; top: 225px; width: 1000px; border-bottom: 2px black double; height: 58px;"> <h1 style="font-weight: normal; font-size:28px"><em>Anchorman 2 Arrives Soon</em></h1></span> <div id="contentbox2"></div> <!--Footer Div --> <center><div id="footer"><a href="#">Sitemap</a> <a href="#">About Us</a> <a href="#">Feedback</a></div></center> <div id="disqus"><div id="disqus_thread"></div> <script type="text/javascript"> /* * * CONFIGURATION VARIABLES: EDIT BEFORE PASTING INTO YOUR WEBPAGE * * */ var disqus_shortname = 'thetotempoleanchorman2'; // required: replace example with your forum shortname /* * * DON'T EDIT BELOW THIS LINE * * */ (function() { var dsq = document.createElement('script'); dsq.type = 'text/javascript'; dsq.async = true; dsq.src = '//' + disqus_shortname + '.disqus.com/embed.js'; (document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(dsq); })(); </script> <noscript>Please enable JavaScript to view the <a href="http://disqus.com/?ref_noscript">comments powered by Disqus.</a></noscript> <a href="http://disqus.com" class="dsq-brlink">comments powered by <span class="logo-disqus">Disqus</span></a></div> <!-- This is the end of the contentbox --></div> <!-- This is the end of the container div --> </div> </body> </html> CSS: html { background: url(images/pine.jpg) no-repeat center center fixed; -webkit-background-size: cover; -moz-background-size: cover; -o-background-size: cover; background-size: cover; filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(src='images/pine.jpg', sizingMethod='scale'); -ms-filter: "progid:DXImageTransform.Microsoft.AlphaImageLoader(src='images/pine.jpg', sizingMethod='scale')"; } body { margin-bottom:0px; font-family: Verdana, Geneva, sans-serif; } a { outline : none; border: none; } a:hover { color: #0FC; } #container { width: 1000px; height:1924px; position:relative; margin-right: auto; margin-left: auto; z-index:1; margin-bottom: 50px; } #facebook { position:fixed; right:100px; z-index:15; } #twitter { position:fixed; z-index:16; right:120px; } #google { position:fixed; top:7px; right: 135px; } #socialmediaplugins { text-align: right; position: fixed; background: rgb(125,126,125); /* Old browsers */ background: -moz-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(247,247,247,1) 100%); /* FF3.6+ */ background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(125,126,125,1)), color-stop(100%,rgba(247,247,247,1))); /* Chrome,Safari4+ */ background: -webkit-linear-gradient(top, rgba(125,126,125,1) 0%,rgba(247,247,247,1) 100%); /* Chrome10+,Safari5.1+ */ background: -o-linear-gradient(top, rgba(125,126,125,1) 0%,rgba(247,247,247,1) 100%); /* Opera 11.10+ */ background: -ms-linear-gradient(top, rgba(125,126,125,1) 0%,rgba(247,247,247,1) 100%); /* IE10+ */ background: linear-gradient(to bottom, rgba(125,126,125,1) 0%,rgba(247,247,247,1) 100%); /* W3C */ filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#7d7e7d', endColorstr='#f7f7f7',GradientType=0 ); /* IE6-9 */ margin: 0px; top: 0px; left: 0px; right: 0px; z-index:14; } #searchbox { background-color:#01bff6; border-radius:4px; } #searchbox:hover { background-color:#76b618; border-radius:4px; } #searchbox:active { background-color:#01bff6; border-radius:4px; } #contentbox { background-color:black; background-image:url(images/wooden.jpg); width: 1000px; margin-bottom:50px; height: 1924px; box-shadow:2px 2px 10px 10px #060606; -webkit-box-shadow:2px 2px 10px 10px #060606; -moz-box-shadow:2px 2px 10px 10px #060606; /* For IE<9 */ filter: progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=0,strength=5), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=45,strength=2), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=90,strength=5), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=135,strength=5), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=180,strength=10), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=225,strength=5), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=270,strength=5), progid:DXImageTransform.Microsoft.Shadow(color=#060606,direction=315,strength=2); } #contentbox2 { background-image:url(images/woodenmovies.jpg); top:299px; width: 1000px; margin-bottom:50px; height: 1625px; position: absolute; } #banner { background-image:url(images/totempolebanner.gif); position:absolute; top:25px; width:768px; height:120px; left:116px; } #navbar { float: left; position: absolute; top: 146px; left: 76px; width: 844px; height: 158px; font-weight:bold; } #navbar a { color:#0C6; font-size: 13px; } #navbar a:hover { color:#0F9; font-size: 13px; } #navbar2 a:hover { color:#0F9; } #navbar2 a{ text-decoration:none; color:#0C6; } #navbar2 { position: absolute; top: 4px; left: 766px; width: 273px; height: 24px; font-size: 11px; } #searchbar { position: absolute; top: 23px; left: 885px; width: 118px; height: 69px; } .css_btn_class { font-size:9px; position: relative; top:0px; right:4px; width:90px; height:25px; font-family:Verdana; font-weight:normal; -moz-border-radius:7px; -webkit-border-radius:7px; border-radius:7px; border:1px solid #35d914; padding:7px 24px; text-decoration:none; background:-webkit-gradient( linear, left top, left bottom, color-stop(5%, #ff9d00), color-stop(100%, #ffe711) ); background:-moz-linear-gradient( center top, #ff9d00 5%, #ffe711 100% ); background:-ms-linear-gradient( top, #ff9d00 5%, #ffe711 100% ); background-color:#ff9d00; color:#ff0000; display:inline-block; text-shadow:0px 0px 1px #117cff; -webkit-box-shadow: 0px 0px 0px 0px #117cff; -moz-box-shadow: 0px 0px 0px 0px #117cff; box-shadow: 0px 0px 0px 0px #117cff; background-image: url(images/unnamed.gif); background-repeat:no-repeat; background-position:right; }.css_btn_class:hover { width:90px; background:-webkit-gradient( linear, left top, left bottom, color-stop(5%, #ffe711), color-stop(100%, #ff9d00) ); background:-moz-linear-gradient( center top, #ffe711 5%, #ff9d00 100% ); background:-ms-linear-gradient( top, #ffe711 5%, #ff9d00 100% ); background-color:#ffe711; background-image: url(images/unnamed.gif); background-repeat:no-repeat; background-position:right; }.css_btn_class:active { position:relative; width:90px; top:1px; background-image: url(images/unnamed.gif); background-repeat:no-repeat; background-position:right; } /* This css button was generated by css-button-generator.com */ img {border:none;} #eagle { position:relative; right: 144px; top:299px; } #owl { top:624px; position:absolute; left:0px; } #wolf { top:949px; position:absolute; right:0px; } #hare { top:1274px; position:absolute; left:0px; } #bear { top:1599px; position:absolute; right:0px; } #footer { position: absolute; left: 393px; top: 1941px; width: 251px; color: #0F9; } #footer a { color: #0f9; } .atss { left: 0; } #infocontent { position: absolute; z-index: 3; left: 15px; top: 333px; height: 348px; width: 789px; } #mywowslider { position: absolute; z-index: 3; left: 640px; top: 684px; } #poll { position: absolute; z-index: 3; left: 815px; top: 344px; } #trailer1 { position: absolute; z-index: 3; left: 40px; top: 598px; } #trailer2 { position: absolute; z-index: 3; left: 40px; top: 948px; } #trailer1header { position: absolute; z-index: 3; left: 200px; top: 550px; width: 240px; font-style: italic; font-weight: normal; } #trailer2header { position: absolute; z-index: 3; left: 200px; top: 898px; width: 241px; height: 51px; font-style: italic; font-weight: normal; } #disqus { position: absolute; z-index: 3; left: 0px; top: 1340px; } #sources { position: absolute; z-index: 3; left: 394px; top: 1249px; width: 212px; }

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  • Outlook sends uninvited images as attachments

    - by serhio
    Outlook is always sending along 2 pictures (image001.png and image002.gif) with my mails. Even if I don't attach any images. How do I fix this? Thanks. EDIT - SIGNATURE The HTML of my signature: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML xmlns:o = "urn:schemas-microsoft-com:office:office"><HEAD><TITLE>Company default Signature</TITLE> <META content="text/html; charset=windows-1252" http-equiv=Content-Type> <META name=GENERATOR content="MSHTML 8.00.6001.18854"></HEAD> <BODY> <DIV align=left><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"> <P class=MsoNormal align=left><BR>Cordialement,&nbsp;</SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"><o:p>&nbsp;</o:p></SPAN></FONT></P> <P class=MsoNormal><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Firstname LASTNAME<BR></SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">COMPANY Name<o:p></o:p></SPAN></FONT></P></DIV></BODY></HTML> EDIT 2 - STATIONERY I don't use stationery format: EDIT 3 - HTML If I delete the signature (Ctrl+A, Del) in the HTML mode the images always appear. If I use the signature in text only mode, the images disappears...

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  • Outlook sends uninvited images as attachments

    - by serhio
    Outlook is always sending along 2 pictures (image001.png and image002.gif) with my mails. Even if I don't attach any images. How do I fix this? Thanks. EDIT - SIGNATURE The HTML of my signature: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML xmlns:o = "urn:schemas-microsoft-com:office:office"><HEAD><TITLE>Company default Signature</TITLE> <META content="text/html; charset=windows-1252" http-equiv=Content-Type> <META name=GENERATOR content="MSHTML 8.00.6001.18854"></HEAD> <BODY> <DIV align=left><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"> <P class=MsoNormal align=left><BR>Cordialement,&nbsp;</SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt"><o:p>&nbsp;</o:p></SPAN></FONT></P> <P class=MsoNormal><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Firstname LASTNAME<BR></SPAN></FONT><FONT color=navy size=2 face=Arial><SPAN style="FONT-FAMILY: Arial; COLOR: navy; FONT-SIZE: 10pt">COMPANY Name<o:p></o:p></SPAN></FONT></P></DIV></BODY></HTML> EDIT 2 - STATIONERY I don't use stationery format: EDIT 3 - HTML If I delete the signature (Ctrl+A, Del) in the HTML mode the images always appear. If I use the signature in text only mode, the images disappears...

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  • Facebook doesn't work on computer, but work on mobile device, both use the same router

    - by sasa
    I have a very strange problem and I'm thinking that can be problem with dns or something similar, but not sure and don't know how to solve. My computer is connected to router and every site works fine except facebook (Chrome and Firefox). Chrome shows "Error 101 (net::ERR_CONNECTION_RESET): The connection was reset." But, on mobile device witch is connected to the same router facebook works fine (Fb application and Delphin browser). Pinging facebook works fine. Clearing cookies and cache didn't help. Also, I performed antivirus and antimalware scan and there is nothing. What can be a problem? Update: I'm also connect notebook on that wifi router, and on it works fine. nslookup facebook.com Server: UnKnown Address: 192.168.1.1 Non-authoritative answer: Name: facebook.com Addresses: 2a03:2880:2110:3f01:face:b00c:: 2a03:2880:10:1f02:face:b00c:0:25 2a03:2880:10:8f01:face:b00c:0:25 69.171.224.37 69.171.229.11 69.171.242.11 66.220.149.11 66.220.158.11

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  • OpenGL polygons stuck at top left?

    - by user146780
    I'm using theallegro library and through it OpenGL. I enable depth testing, then upon resize I do: glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(0,event.display.width,event.display.height,0,1,300); Then my drawing looks like: float BOX_SIZE = 200.0f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glRotatef(0.5, 0, 0.0f, 1.0f); glBegin(GL_QUADS); //Top face glColor3f(1.0f, 1.0f, 0.0f); glNormal3f(0.0, 1.0f, 0.0f); glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); //Bottom face glColor3f(1.0f, 0.0f, 1.0f); glNormal3f(0.0, -1.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); //Left face glNormal3f(-1.0, 0.0f, 0.0f); glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); //Right face glNormal3f(1.0, 0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glEnd(); glEnable(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); //Front face glNormal3f(0.0, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(1.0f, 0.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(1.0f, 1.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); glTexCoord2f(0.0f, 1.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2); //Back face glNormal3f(0.0, 0.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(1.0f, 0.0f); glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(1.0f, 1.0f); glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2); glTexCoord2f(0.0f, 1.0f); glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2); glEnd(); glDisable(GL_TEXTURE_2D); //code goes here al_flip_display(); for some reason the cube no matter how I translate it seems to extend from 0,0 and theres always a vertex at 0,0. What have I done wrong? Thanks

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  • Need help with regex parsing (in perl)

    - by Charlie
    Hi all, need some help parsing an html file in perl. I used the LWP module to retrieve a webpage into $_ with $/ undefined so there are no newline issues. Then I'm trying to find all strings matching a pattern. How do I do that? I know how to find 1 instance of it, but how do I match all instances? and what data structure would the results go to? a multi dimensional array? my text (excerpt) looks like the following: <TR> <TD BGCOLOR=EEEEEE><A HREF="/program.cgi?pid=1233"><FONT FACE="ARIAL,HELVETICA,SANS-SERIF" SIZE=2>Title 1</A></FONT></TD> <TD BGCOLOR=EEEEEE nowrap><FONT FACE="ARIAL,HELVETICA" SIZE=2>Jun 27 2010 3:00PM</FONT></TD> <TD BGCOLOR=EEEEEE>&nbsp;</TD> </TR> <TR><TD BGCOLOR=EEEEEE COLSPAN=3><IMG SRC="http://images.domain.com/images/spacer.gif" WIDTH=1 HEIGHT=2><BR></TD></TR> <TR><TD COLSPAN=3 BGCOLOR=999999><IMG SRC="http://images.domain.com/images/spacer.gif" HEIGHT=1 WIDTH=1></TD></TR> <TR><TD COLSPAN=3 ><IMG SRC="http://images.domain.com/images/spacer.gif" WIDTH=1 HEIGHT=2><BR></TD></TR> <TR> <TD><A HREF="/program.cgi?pid=1234"><FONT FACE="ARIAL,HELVETICA,SANS-SERIF" SIZE=2>Title 2</A></FONT></TD> <TD nowrap><FONT FACE="ARIAL,HELVETICA" SIZE=2>Jun 29 2010 7:00PM</FONT></TD> <TD>&nbsp;</TD> </TR> <TR><TD COLSPAN=3><IMG SRC="http://images.domain.com/images/spacer.gif" WIDTH=1 HEIGHT=2><BR></TD></TR> <TR><TD COLSPAN=3 BGCOLOR=999999><IMG SRC="http://images.domain.com/images/spacer.gif" HEIGHT=1 WIDTH=1></TD></TR> <TR><TD COLSPAN=3 BGCOLOR=EEEEEE><IMG SRC="http://images.domain.com/images/spacer.gif" WIDTH=1 HEIGHT=2><BR></TD></TR> <TR> <TD BGCOLOR=EEEEEE><A HREF="/program.cgi?pid=1235"><FONT FACE="ARIAL,HELVETICA,SANS-SERIF" SIZE=2>Title 3</A></FONT></TD> <TD BGCOLOR=EEEEEE nowrap><FONT FACE="ARIAL,HELVETICA" SIZE=2>Jul 3 2010 7:00PM</FONT></TD> <TD BGCOLOR=EEEEEE>&nbsp;</TD> </TR> I want to get the following into an array (or any structure): { ["/program.cgi?pdi=1233", "Title 1"], ["/program.cgi?pdi=1234", "Title 2"], ["/program.cgi?pdi=1235", "Title 3"] } Thanks

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  • Make Your Clock Creates a Custom Clock for your Android Homescreen

    - by ETC
    If you’d like to create a custom clock face your Android homescreen Make Your Clock makes it easy to create a clock face with customized colors, font, display style, and more. You can create a clock that looks like a digital watch face, an old fashioned flip clock, a combination of digital output and date, and other variations. You can also adjust the size of the clock to anywhere between 1×1 to 4×2. Currently the app is limited to displaying the time and date, future releases are slated to include weather and lunar phases in addition to the time. Check out the video below to see the app in action: Make Your Clock [AppBrain via Yahoo!] Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • IIM Calcutta &ndash; EPBM 14 &ndash; Campus Visit &ndash; Day 1 &ndash; Registration &amp; Beginning

    - by Ram Shankar Yadav
    Hey Guys! I’m back with the updates, it was an awesome Monday morning, for me it started when Sun came on my face, and the time was 5:30AM~~ I was amazed that this part of the country gets the sunrise quite early, but I ignored the sunlight for a while by covering my face, but…finally the door knocked….~ It was Mukesh, and the time was 6 AM, so I thought let’s get rid of laziness and start my day~ After having my brush and bath, I shaved and we headed for the Breakfast~ We quickly had our bread butter jam combo, and left for the Auditorium for Registration~ We searched for our names and signed the Registration paper and got a cool IIM C bag, with following in it: - a IIMC Notepad - Cello X Caliber pen - a book “What the Best MBAs Know”, and - Reading Material for Campus Sessions Today we had lectures on “Evolution of Indian Corporate Sector” (2 Session of 1.5 hrs each) and “Indian Economy: Crisis & Response” (2 Sessions of 1.5 hrs). “Evolution of Indian Corporate Sector” was by Prof. Raghabendra Chattopadhyay, was one of my best lectures I’ve ever attended in my life, he started with a question that saying that “The Indian Capitalists didn’t wanted the economy to open up till the economic reforms occurred?”, he is one of the best story tellers I’ve ever met, he started with the ancient European and Indian history and linked the trade & economics with it, simply amazing~ I can’t believe I didn’t get bore even after a 2hour long session…awesome~~ Afterward we had our lunch break, we did our lunch in “New Hostel” building and got back for “Indian Economy” sessions. Indian Economy session was taken by Sudip Chaudhuri, for us he’s a well known face as we have already attended his sessions on Macroeconomics~ It was an interactive, easy going, and a laughable session, and we did discussed some serious issues as well. After the class got over we went out and got few T-Shirts and Mugs for ourselves, and yep not to forget it “Rained” in Kolkata today~~ We got back and had our dinner and dispersed finally… I loved this amazing Monday, and hope the spirit continues till Saturday~ I’m feeling the enrichment in my thought and perceptions~ I’m lovin’ it~~ ram :)

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • MySQL HA Events in the UK, Germany & France

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Times"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }p { margin: 0cm 0cm 0.0001pt; font-size: 10pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Oracle is running MySQL High Availability breakfast seminars in London, Düsseldorf and Paris. During these free seminars, we will review the various options and technologies at your disposal to implement highly available & highly scalable MySQL infrastructures, as well as best practices in terms of architectures. The packed agenda will include High Availability features in MySQL 5.5, MySQL Replication, MySQL Cluster, the newly released Oracle VM Template for MySQL Enterprise Edition as well as what's new in MySQL 5.6 and MySQL Cluster 7.2, including NoSQL access methods to MySQL. There are a few places left for the seminar in London taking place tomorrow, June 29th, Register Now! Learn more and register for the event in Düsseldorf, July 13th. Learn more and register for the event in Paris, September 7th. We hope to see you there!

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Jittery Movement, Uncontrollably Rotating + Front of Sprite?

    - by Vipar
    So I've been looking around to try and figure out how I make my sprite face my mouse. So far the sprite moves to where my mouse is by some vector math. Now I'd like it to rotate and face the mouse as it moves. From what I've found this calculation seems to be what keeps reappearing: Sprite Rotation = Atan2(Direction Vectors Y Position, Direction Vectors X Position) I express it like so: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X); If I just go with the above, the sprite seems to jitter left and right ever so slightly but never rotate out of that position. Seeing as Atan2 returns the rotation in radians I found another piece of calculation to add to the above which turns it into degrees: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / PI; Now the sprite rotates. Problem is that it spins uncontrollably the closer it comes to the mouse. One of the problems with the above calculation is that it assumes that +y goes up rather than down on the screen. As I recorded in these two videos, the first part is the slightly jittery movement (A lot more visible when not recording) and then with the added rotation: Jittery Movement So my questions are: How do I fix that weird Jittery movement when the sprite stands still? Some have suggested to make some kind of "snap" where I set the position of the sprite directly to the mouse position when it's really close. But no matter what I do the snapping is noticeable. How do I make the sprite stop spinning uncontrollably? Is it possible to simply define the front of the sprite and use that to make it "face" the right way?

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problems with 3D Array for Voxel Data

    - by Sean M.
    I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the point. I also have a 3D array of uint8's that I am using to store the visibility data for that point, where each bit represents if a face is visible. I have it so the blocks render and all of the proper faces are hidden if needed, but all of the blocks are offset by a power of 2 from where they are stored in the array. So the block at [0][0][0] is rendered at (0, 0, 0), and the block at 11 is rendered at (1, 1, 1), but the block at [2][2][2] is rendered at (4, 4, 4) and the block at [3][3][3] is rendered at (8, 8, 8), and so on and so forth. This is the result of drawing the above situation: I'm still a little new to the more advanced concepts of C++, like triple pointers, which I'm using for the 3D array, so I think the error is somewhere in there. This is the code for creating the arrays: uint16*** _blockData; //Contains a 3D array of uint16s that are the ids of the blocks in the region uint8*** _visibilityData; //Contains a 3D array of bytes that hold the visibility data for the faces //Allocate memory for the world data _blockData = new uint16**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _blockData[i] = new uint16*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _blockData[i][j] = new uint16[REGION_DIM]; } //Allocate memory for the visibility _visibilityData = new uint8**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _visibilityData[i] = new uint8*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _visibilityData[i][j] = new uint8[REGION_DIM]; } Here is the code used to create the block mesh for the region: //Check if the positive x face is visible, this happens for every face //Block::VERT_X_POS is just an array of non-transformed cube verts for one face //These checks are in a triple loop, which goes over every place in the array if (_visibilityData[x][y][z] & 0x01 > 0) { _vertexData->AddData(&(translateVertices(Block::VERT_X_POS, x, y, z)[0]), sizeof(Block::VERT_X_POS)); } //This is a seperate method, not in the loop glm::vec3* translateVertices(const glm::vec3 data[], uint16 x, uint16 y, uint16 z) { glm::vec3* copy = new glm::vec3[6]; memcpy(&copy, &data, sizeof(data)); for(int i = 0; i < 6; i++) copy[i] += glm::vec3(x, -y, z); //Make +y go down instead return copy; } I cannot see where the blocks may be getting offset by more than they should be, and certainly not why the offsets are a power of 2. Any help is greatly appreciated. Thanks.

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • How to parse japanese char (utf8?) from imap_fetchbody?

    - by timh
    I am pulling down an email which has english, chinese and japanese in the email. I was using PHP/EZComponents to do this, but a certain japanese char was just not coming through so I am switching to php imap_* funcs to see if they will work. This is what I have below, and the output I am getting. I need to decode this somehow... I know this has been well (read:overly/chaotically) documented all over the web, but I dont have time to earn a PHD in this right now. Any help is greatly appreciated. $hn='{imap.gmail.com:993/imap/ssl}INBOX'; $inbox = imap_open($hn,$username,$password,CL_EXPUNGE); foreach($emails as $email_number) { $ov = imap_fetch_overview($inbox,$email_number,0); $msg = imap_fetchbody($inbox,$email_number,2); var_dump($msg); // doesnt work... .. but right idea? // var_dump( utf8_decode($msg) ); } PARTIAL OUTPUT: <font face=3D"Arial"><span lang=3D"EN-US" style=3D"font-size:10.5pt"><br></= span></font><font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style= =3D"font-size:10.5pt">=CC=EC=9A=DD=A4=AC=A4=A4=A4=A4=A4=AB=A4=E9=A1=A2</spa= n></font></p><p style=3D"margin-right:0pt;margin-bottom:12pt;margin-left:0p= t"> <font color=3D"navy" face=3D"MS Gothic"><span lang=3D"JA" style=3D"font-siz= e:10.5pt"><br></span></font></p><p style=3D"margin-right:0pt;margin-bottom:= 12pt;margin-left:0pt"><font color=3D"navy" face=3D"MS Gothic"><span lang=3D= "JA" style=3D"font-size:10.5pt">xxend</span></font></p>

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