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  • Commitment to Zend Framework - any arguments against?

    - by Pekka
    I am refurbishing a big CMS that I have been working on for quite a number of years now. The product itself is great, but some components, the Database and translation classes for example, need urgent replacing - partly self-made as far back as 2002, grown into a bit of a chaos over time, and might have trouble surviving a security audit. So, I've been looking closely at a number of frameworks (or, more exactly, component Libraries, as I do not intend to change the basic structure of the CMS) and ended up with liking Zend Framework the best. They offer a solid MVC model but don't force you into it, and they offer a lot of professional components that have obviously received a lot of attention (Did you know there are multiple plurals in Russian, and you can't translate them using a simple ($number == 0) or ($number > 1) switch? I didn't, but Zend_Translate can handle it. Just to illustrate the level of thorougness the library seems to have been built with.) I am now literally at the point of no return, starting to replace key components of the system by the Zend-made ones. I'm not really having second thoughts - and I am surely not looking to incite a flame war - but before going onward, I would like to step back for a moment and look whether there is anything speaking against tying a big system closely to Zend Framework. What I like about Zend: As far as I can see, very high quality code Extremely well documented, at least regarding introductions to how things work (Haven't had to use detailed API documentation yet) Backed by a company that has an interest in seeing the framework prosper Well received in the community, has a considerable user base Employs coding standards I like Comes with a full set of unit tests Feels to me like the right choice to make - or at least, one of the right choices - in terms of modern, professional PHP development. I have been thinking about encapsulating and abstracting ZF's functionality into own classes to be able to switch frameworks more easily, but have come to the conclusion that this would not be a good idea because: it would be an unnecessary level of abstraction it could cost performance the big advantage of using a framework - the existence of a developer base that is familiar with its components - would partly be cancelled out therefore, the commitment to ZF would be a deep one. Thus my question: Is there anything substantial speaking against committing to the Zend Framework? Do you have insider knowledge of plans of Zend Inc.'s to go evil in 2011, and make it a closed source library? Is Zend Inc. run by vampires? Are there conceptual flaws in the code base you start to notice when you've transitioned all your projects to it? Is the appearance of quality code an illusion? Does the code look good, but run terribly slow on anything below my quad-core workstation?

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  • Windowless OpenGL

    - by ext
    Hi, I would like to have a windowless OpenGL context (on both GNU/linux with Xorg and Windows). I'm not going to render anything but only call functions like glGetString, glCompileShader and similar. I've done some goggling but not come up with anything useful, except creating a hidden window; which seems like a hack to me. So does anyone have a better idea (for any platform)?

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  • How can I get node coordinates from a graph, using Perl?

    - by jonny
    Ok, I have a flowchart definition (basically, array of nodes and edges for each node). Now I want to calculate coordinates for every task in the flow, preferably hierarchycal style. I need something like Graph::Easy::Layout but I have no idea how to get nodes coordinates: I render nodes myself and I only want to retrieve box coordinates/size. Any suggestions? What I need is a CPAN module available even in Debian repository.

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  • Good ways to map a 2D side shooter (somewhat like liero, or soldat)

    - by Blaze
    I'm wondering what way would be best to render a 2D map for a shooter (these will be static maps) similar to Soldat. Multiple options I've considered are a tile based map (stored in txt files), or just creating different classes for the different terrains I plan to use and creating a data structure to read/store them in a file. (I want to also be able to include things like jumping/running on walls, sliding down walls/slopes ect) I feel like there must be a better way than either of these, but haven't been able to find definitive information :/ Thanks :)

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  • RoR custom routing/Method/View problem all methods come back as undefined

    - by Jeff
    I am playing with custom view and routes. I think that I have everything right but obviously not. Essentially I tried to copy the show method and show.html.erb but for some reason it will not work. My controller class fatherController < ApplicationController def show @father = Father.find(params[:id]) respond_to do |format| format.html # show.html.erb format.xml { render :xml => @father } end end def ofmine @father = Father.find(params[:id]) respond_to do |format| format.html # show.html.erb format.xml { render :xml => @father } end end end My routes.rb Parent::Application.routes.draw do resources :fathers do resources :kids end match 'hospitals/:id/ofmine' => 'father#show2' end when I go to 127.0.0.1:/father/1 it works fine but when I try to go to 127.0.0.1:/father/1/ofmine it gives the following error. It doesn't matter what the variable/method that is called; it occurs at the first one to be displayed. Both show.html.erb and show2.html.erb are the exact same files My Error from webserver commandline > Processing by fathersController#show2 > as HTML Parameters: {"id"=>"1"} > Rendered fathers/show2.html.erb within > layouts/application (31.6ms) Completed > in 37ms > > ActionView::Template::Error (undefined > method `name' for nil:NilClass): > 4: <td>Name</td><td></td> > 5: </tr> > 6: <tr> > 7: <td><%= @father.name %></td><td></td> > 8: </tr> > 9: <tr> > 10: <td>City</td><td>State</td> app/views/fathers/show2.html.erb:7:in > `_app_views_fatherss_show__html_erb___709193087__616989688_0' Error as displayed on actual page NoMethodError in Fathers#show2 Showing /var/ruby/chs/app/views/fathers/show2.html.erb where line #7 raised: undefined method `name' for nil:NilClass Extracted source (around line #7): 4: Name 5: 6: 7: <%= @father.name % 8: 9: 10: CityState If anyone could tell me what in the world I am doing wrong I would appreciate it greatly.

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  • LaTeX -> dvi/pdf/ps -> list of (x, y, font_name, character_id)

    - by anon
    Input: I have a LaTeX file, with plain text & math formulas. Desired output: I want a list of elements, where each element is: x-coordinate y-coordinate font_name character_id Basically, I want to take a LaTeX file, r"render it", but instead of printing it / getting an image, I want it to say "okay, you have a Sigma symbol here, then you have a 'x' symbol there, ...) What's the easiest way to achieve this? (I'm on Linux) Thanks!

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  • current_user.user_type_id = @employer ID

    - by sscirrus
    I am building a system with a User model (authenticated using AuthLogic) and three user types in three models: one of these models is Employer. Each of these three models has_many :users, :as = :authenticable. I start by having a new visitor to the site create their own 'User' record with username, password, which user type they are, etc. Upon creation, the user is sent to the 'new' action for one of the three models. So, if they tell us they are an employer, we redirect_to :controller = "employers, :action = "new". Question: When the employer has submitted, I want to set the current_user.user_type_id equal to the employer ID. This should be simple... but it's not working. # Employers Controller / new def new @employer = Employer.new 1.times {@employer.addresses.build} render :layout => 'forms' end # Employers Controller / create def create @employer = Employer.new(params[:employer]) if @employer.save if current_user.blank? redirect_to :controller => "users", :action => "new" else current_user.user_type_id = @employer.id current_user.user_type = "Employer" redirect_to :action => "home", :id => current_user.user_type_id end else render :action => "new" end end ------UPDATE------ Hi guys. In response: I am using this table structure because each of my three user type models have lots of different fields and each has different relationships to the other models, which is why I've avoided STI. By 1.times (@employer.addresses.build) I'm connecting the employer model to the address polymorphic table in one form, so I'm asking the controller to build a new address to go along with the new employer. Averell: you mentioned encapsulating... something in the model using a 'setter' method. I have no idea what you mean by this - could you please explain how this works (or direct me to an example elsewhere)? With tsdbrown's answer I have managed to create the behavior I want... if there's a more elegant way to accomplish the same thing I'd love to learn how. Thanks very much. Thanks to tsdbrown for answering the current_user.save problem!

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  • Adding controls dynamically not XHTML formatted

    - by LiverpoolsNumber9
    Hi - I'm adding generic html controls to repeater items at "onitemdatabound". It works absolutely fine but just wondering (or hoping) if there's any way of getting those controls to render on the page in XHTML format? It's just an annoyance really - my markup is beautifully clean and correctly indented until the repeater! Using .net 3.5, and C#. Thanks in advance, Rob

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  • [genshi] Print string as HTML

    - by infinito
    Hello, I would like to know if is there any way to convert a plain unicode string to HTML in Genshi, so, for example, it renders newlines as <br/>. I want this to render some text entered in a textarea. Thanks in advance!

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  • How to seperate the model from the view?

    - by geejay
    I have a bunch of model objects. These objects end up being rendered as views (say forms) in a rich client app. I started to annotate the fields in the model objects (Java annotations) with things that let me render them as forms on the fly (e.g displayname, group, page, validvalues). I now realise that the view has crept into the model. How should I seperate the view logic out of the model objects? TECH: Java, Java Annotations, Eclipse RCP

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  • Browser Preview Utility

    - by just_wes
    Hello everybody, Are there any programs that render websites from the point of view of different browsers? In other words, I'd like to be able to open and view websites as if it were Internet Explorer, Firefox, Chrome, Safari, etc. It would be a bonus if the utility has a paned interface that lets you view pages side by side. Thanks!

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  • What Patterns Should I Consider For a Html Widget Generator?

    - by DaveDev
    I'm looking to see if I can design a HtmlHelper extension method that will generate the Html for different types of widgets I want to produce. Each different type of widget implements functionality to get and prepare any data it needs to render. Can anyone suggest any patterns I could refer to for approaches to take? I know there are probably frameworks available that will do this for me, but I thought I'd give it a try anyway. Any points of advice? Thanks

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  • How to initiate JavaScript Callback with MVC2 using RenderAction

    - by Zacho
    I am building a dashboard where I am iterating through a list of controls to render, and I need to initiate a general callback both after each control and after they are all completed. I was curious what the best way to handle this is. I can get the control specific callback fired off by placing myUserControlCallback(); in the user control itself. I'm just not sure how to run something like allControlsRendered();. Any ideas?

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  • Atmospheric scattering OpenGL 3.3

    - by user1419305
    Im currently trying to convert a shader by Sean O'Neil to version 330 so i can try it out in a application im writing. Im having some issues with deprecated functions, so i replaced them, but im almost completely new to glsl, so i probably did a mistake somewhere. Original shaders can be found here: http://www.gamedev.net/topic/592043-solved-trying-to-use-atmospheric-scattering-oneill-2004-but-get-black-sphere/ My horrible attempt at converting them: Vertex Shader: #version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; //layout(location = 1) in vec2 vertexUV; layout(location = 2) in vec3 vertexNormal_modelspace; uniform vec3 v3CameraPos; uniform vec3 v3LightPos; uniform vec3 v3InvWavelength; uniform float fCameraHeight; uniform float fCameraHeight2; uniform float fOuterRadius; uniform float fOuterRadius2; uniform float fInnerRadius; uniform float fInnerRadius2; uniform float fKrESun; uniform float fKmESun; uniform float fKr4PI; uniform float fKm4PI; uniform float fScale; uniform float fScaleDepth; uniform float fScaleOverScaleDepth; // passing in matrixes for transformations uniform mat4 MVP; uniform mat4 V; uniform mat4 M; const int nSamples = 4; const float fSamples = 4.0; out vec3 v3Direction; out vec4 gg_FrontColor; out vec4 gg_FrontSecondaryColor; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { vec3 v3Pos = vertexPosition_modelspace; vec3 v3Ray = v3Pos - v3CameraPos; float fFar = length(v3Ray); v3Ray /= fFar; vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle))); vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } gg_FrontSecondaryColor.rgb = v3FrontColor * fKmESun; gg_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun); gl_Position = MVP * vec4(vertexPosition_modelspace,1); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: #version 330 core uniform vec3 v3LightPos; uniform float g; uniform float g2; in vec3 v3Direction; out vec4 FragColor; in vec4 gg_FrontColor; in vec4 gg_FrontSecondaryColor; void main (void) { float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); FragColor = gg_FrontColor + fMiePhase * gg_FrontSecondaryColor; FragColor.a = FragColor.b; } I wrote a function to render a sphere, and im trying to render this shader onto a inverted version of it, the sphere works completely fine, with normals and all. My problem is that the sphere gets rendered all black, so the shader is not working. This is how i'm trying to render the atmosphere inside my main rendering loop. glUseProgram(programAtmosphere); glBindTexture(GL_TEXTURE_2D, 0); //###################### glUniform3f(v3CameraPos, getPlayerPos().x, getPlayerPos().y, getPlayerPos().z); glUniform3f(v3LightPos, lightPos.x / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), lightPos.y / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), 0); glUniform3f(v3InvWavelength, 1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0)); glUniform1fARB(fCameraHeight, 1); glUniform1fARB(fCameraHeight2, 1); glUniform1fARB(fInnerRadius, 6350); glUniform1fARB(fInnerRadius2, 6350 * 6350); glUniform1fARB(fOuterRadius, 6450); glUniform1fARB(fOuterRadius2, 6450 * 6450); glUniform1fARB(fKrESun, 0.0025 * 20.0); glUniform1fARB(fKmESun, 0.0015 * 20.0); glUniform1fARB(fKr4PI, 0.0025 * 4.0 * 3.141592653); glUniform1fARB(fKm4PI, 0.0015 * 4.0 * 3.141592653); glUniform1fARB(fScale, 1.0 / (6450 - 6350)); glUniform1fARB(fScaleDepth, 0.25); glUniform1fARB(fScaleOverScaleDepth, 4.0 / (6450 - 6350)); glUniform1fARB(g, -0.85); glUniform1f(g2, -0.85 * -0.85); // vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer[1]); glVertexAttribPointer( 0, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // normals glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer[1]); glVertexAttribPointer( 2, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer[1]); glUniformMatrix4fv(ModelMatrixAT, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixAT, 1, GL_FALSE, &ViewMatrix[0][0]); glUniformMatrix4fv(ModelViewPAT, 1, GL_FALSE, &MVP[0][0]); // Draw the triangles glDrawElements( GL_TRIANGLES, // mode cubeIndices[1], // count GL_UNSIGNED_SHORT, // type (void*)0 // element array buffer offset ); Any ideas?

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  • Is there some API on BlackBerry for "smooth" image resizing?

    - by Arhimed
    To get image thumbnails on BlackBerry I use EncodedImage.scaleImage32(). It works Ok, but when I open native image viewer (from the Camera app) I see the difference in quality - native viewer thumbnails look nice (smooth, anti-aliased), while mine are a bit ugly. Looks like native viewer resizes images using some filter (bicubic or smth like that). How can I do the same? Is there some API for "smooth" resizing?

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  • GDI+ Resize Function

    - by Tyler
    So my logic is flawed and I need a better and correct way to resize an image in my c# app I need a function similar to this setup public void ResizeImageForWeb(string OriginalFile, string NewFile, int MaxWidth, int MaxHeight, int Quality) { // Resize Code } Basically, I'm a web designer lost trying to programming a desktop app.

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  • How do you modify the data returned from an AJAX call before it is rendered in the jqGrid?

    - by GiddyUpHorsey
    I'm trying to modify the data returned from an AJAX call before jqGrid 3.7.2 renders it. I've tried hooking into the loadComplete event but when I modify the data it appears to be after it has already rendered. I've also tried hooking into the success event on the ajaxGridOptions field of options but that seems to totally override the event and jqGrid doesn't render the data. How can I modify the data returned from a web service call before jqGrid renders it?

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  • Problem enabling OpenGL ES depth test on iPhone. What steps are necessary?

    - by Chris Cooper
    I remember running into this problem when I started using OpenGL in OS X. Eventually I solved it, but I think that was just by using glut and c++ instead of Objective-C... The lines of code I have in init for the ES1Renderer are as follows: glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); Then in the render method, I have this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); I assume I'm missing something specific to either the iPhone or ES. What other steps are required to enable the depth test? Thanks

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  • Having trouble understanding some code (Ruby on Rails)

    - by user284194
    I posted a question awhile ago asking how I could limit the rate at which a form could be submitted from a rails application. I was helped by a very patient user and their solution works great. The code was for my comments controller, and now I find myself wanting to add this functionality to another controller, my Messages controller. I immediately tried reusing the working code from the comments controller but I couldn't get it to work. Instead of asking for the working code, could someone please help me understand my working comment controller code? class CommentsController < ApplicationController #... before_filter :post_check def record_post_time cookies[:last_post_at] = Time.now.to_i end def last_post_time Time.at((cookies[:last_post_at].to_i rescue 0)) end MIN_POST_TIME = 2.minutes def post_check return true if (Time.now - last_post_time) > MIN_POST_TIME flash[:warning] = "You are trying to reply too fast." @message = Message.find(params[:message_id]) redirect_to(@message) return false end #... def create @message = Message.find(params[:message_id]) @comment = @message.comments.build(params[:comment]) if @comment.save record_post_time flash[:notice] = "Replied to \"#{@message.title}\"" redirect_to(@message) else render :action => "new" end end def update @message = Message.find(params[:message_id]) @comment = Comment.find(params[:id]) if @comment.update_attributes(params[:comment]) record_post_time redirect_to post_comment_url(@message, @comment) else render :action => "edit" end end #... end My Messages controller is pretty much a standard rails generated controller with a few before filters and associated private methods for DRYing up the code and a redirect for non existent pages. I'll explain how much of the code I understand. When a comment is created, a cookie is created with a last_post_time value. If they try to post another comment, the cookie is checked if the last one was made in the last two minutes. If it was a flash warning is displayed and no comment is recorded. What I don't really understand is how the post_check method works and how I can adapt it for my simpler posts controller. I thought I could reuse all the code in the message controller with the exception of the line: @message = Message.find(params[:message_id]) # (don't need the redirect code) in the post_check method. But it trips up on the "record_post_time" in the create action/method. I really want to understand this. Can someone explain why this doesn't work? I greatly appreciate you reading my lengthy question.

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