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  • Render a partial from a task in Symfony 1.4

    - by Cryo
    I'm trying to render a partial in a Symfony task and having no luck. I found docs in 1.1 that say to just call get_partial() but apparently that's no longer readily available in 1.4. I tried loading the helper manually with sfLoader::getHelpers('Partial'); but I get "Class sfLoader not found". Any help would be greatly appreciated. For reference what I'm trying to do is generate an HTML file called 'header.html' from my global header partial used in all of my layouts for inclusion in a third-party forum I'm integrating (Simple Machines/SMF).

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  • Caching view-port based Geo-queries

    - by friism
    I have a web app with a giant Google Map in it. As users pan and zoom around on the map, points are dynamically loaded through AJAX call which include the viewport bounds (NE and SW corner coordinates) and some other assorted parameters. How do I cache these request for points? The problem is that the parameters are highly variable and (worst) not discrete i.e. floats with a lots of decimal places. I'm using ASP.NET-MVC/C#/LINQ2SQL/SQL-Server but the problem is not tied to that platform. This is the signature of the the relevant method: [AcceptVerbs(HttpVerbs.Post)] public JsonResult Data(string date, string categories, string ne_lat, string ne_lng, string sw_lat, string sw_lng)

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  • What are the rules for Javascript's automatic semicolon insertion?

    - by T.R.
    Well, first I should probably ask if this is browser dependent. I've read that if an invalid token is found, but the section of code is valid until that invalid token, a semicolon is inserted before the token if it is preceded by a line break. However, the common example cited for bugs caused by semicolon insertion is: return _a+b; which doesn't seem to follow this rule, since _a would be a valid token. On the other hand, breaking up call chains works as expected: $('#myButton') .click(function(){alert("Hello!")}); Does anyone have a more in-depth description of the rules?

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  • Unix makefile errors " 'ake: Fatal error: Don't know how to make (c file here)"

    - by gwenger
    I've written the below makefile: hw2p1: hw2p1_main.o hw2p1_getit.o hw2p1_parseit.o hw2p1_moveit.o hw2p1_showit.o gcc hw2p1_main.o hw2p1_getit.o hw2p1_parseit.o hw2p1_moveit.o hw2p1_showit.o hw2p1_main.o: hw2p1_main.c gcc -c hw2p1_main.c hw2p1_getit.o: hw2p1_getit.c gcc -c hw2p1_getit.c hw2p1_parseit.o: hw2p1_parseit.c gcc -c hw2p1_parseit.c hw2p1_moveit.o: hw2p1_moveit.c gcc -c hw2p1_moveit.c hw2p1_showit.o: hw2p1_showit.c gcc -c hw2p1_showit.c The first time I tried to call make, I got the error: "make: Fatal error: unexpected end of line seen" I deleted the blank lines between targets and called make again, but this time I got " 'ake: Fatal error: Don't know how to make hw2p1_main.c" I've compiled all of these files separately and then linked them so I know that the errors are a result of an incorrect makefile and not a result of errors in my c files. This is the first makefile that I've ever written so I might just be doing it completely incorrectly. Either way, any suggestions on how to get rid of these errors?

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  • Creating a directory in linux assembly language

    - by Jayson Kane
    I am trying to create a small assembly program to create a folder. I looked up the system call for creating a directory on this page: http://www.ctyme.com/intr/rb-8144.htm It says that it is identified by 27h. How would I go about implementing the "mkdir somename" in assembly? I am aware that the program should move 27 into eax but I am unsure where to go next. I have googled quite a bit and no one seems to have posted anthing about this online. This is my current code (I don't know in which register to put filename and so on) section .data section .text global _start mov eax, 27 mov ???????? .... int 80h Thanks

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  • Cannot hide a UIButton

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; visitWebsite.hidden = YES; //THIS DOESN'T WORK! } Help!!

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  • ANDing javascript objects together

    - by Jonas
    I ran across this chunk of code (modified) in our application, and am confused to how it works: function someObject() { this.someProperty = {}; this.foo = { bar: { baz: function() { return "Huh?" } } }; this.getValue = function() { return (this.someProperty && this.foo.bar && this.foo.bar.baz && this.foo.bar.baz()) || null; } } function test() { var o = new someObject(); var val = o.getValue(); alert(val); } when you call the test() function, the text "Huh?" is alerted. I'm not sure how the result of getValue is returning that, I would've thought doing A && B && C && D would have returned true, rather than the value of D.

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  • Disabling Xdebug's dumping of caught exceptions

    - by nuqqsa
    By default Xdebug will dump any exception regardless of whether it is caught or not: try { throw new Exception(); } catch (Exception $e) { } echo 'life goes on'; With XDebug enabled and the default settings this piece of code will actually output something like the following (nicely formatted): ( ! ) Exception: in /test.php on line 3 Call Stack # Time Memory Function Location 1 0.0003 52596 {main}( ) ../test.php:0 life goes on Is it possible to disable this behaviour and have it dumping only the uncaught exceptions? Thanks in advance. UPDATE: I'm about to conclude that this is a bug, since xdebug.show_exception_trace is disabled by default yet it doesn't behave as expected (using Xdebug v2.0.5 with PHP 5.2.10 on Ubuntu 9.10).

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  • IAuthenticationRequest.RedirectToProvider is not supposed to return, yet it does

    - by ripper234
    The method DotNetOpenAuth.OpenId.RelyingParty.IAuthenticationRequest.RedirectToProvider() is documented never to return: Redirects the user agent to the provider for authentication. Execution of the current page terminates after this call. However, it does return under the latest implementation (3.4.3). I'm using the following code: using (var relayingParty = new OpenIdRelyingParty()) { var response = relayingParty.GetResponse(); if (response == null) { // Stage 2: user submitting Identifier var openId = Request.Form["openId"]; relayingParty.CreateRequest(openId).RedirectToProvider(); throw new Exception("Never gets here"); } ... } (The line with "Never gets here" is reached). I need to return an ActionResult from this method ... Is this a known bug? Is there a aorkaround? Should I return EmptyResult? As far as I understand this is a bug - I submitted it in the project issue tracker.

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  • Adding custom context menu items to an Outlook MailItem using Outlook 2007 VSTO 3.0

    - by cbass
    Hi I've been trying to figure out how to create a context menu in VSTO 2007. I'm hoping that is possible. When I make this call. Dim commandBar As Microsoft.Office.Core.CommandBar = _word.CommandBars("Text") I get the following error. This object model command is not available in e-mail. I've look all over and from what I can tell it's not possible to add to the context menu in Office 2007. This doesn't seem right. I've also tried this event without any luck since it isn't being fired when right clicking on the MailItem ItemContextMenuDisplay(ByVal commandBar As Microsoft.Office.Core.CommandBar, ByVal selection As Microsoft.Office.Interop.Outlook.Selection) Hoping that someone can help. Thanks in advance.

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  • Checking if iframe is ready to be written to

    - by Bilal Aslam
    A 3rd party script on my web page creates an iframe. I need to know when this iframe is ready, so I can manipulate its DOM. I can think of a hacky approach: repeatedly try to modify the iFrame's DOM, and return success when a change we make sticks between two attempts. For this to work, I would prefer a property I can check on the iframe repeatedly. Is there an alternative, cross-browser evented approach to knowing that the iframe is ready? E.g. can we redefine the onLoad function to call into our code (but I don't know if I can do this, since I didn't create the iframe).

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  • GlassFish Starting Up Java SE Client - No Initial Context Exception

    - by Marcel
    Hi I have developed a java se client that calls some session beans on a glassfish server. I connect to the bean remote interface like this. context = new InitialContext(); em = (ICrudService) context.lookup("java:global/BackITServer/CrudServiceImpl"); This works fine from inside eclipse (gf-client on build path). When I export my project as a runnable jar and call it on the console with java -jar BackItClient.jar I get a NoInitialContextException. MMMM. I would very much appreciate some help. Thank You Greetings Marcel PS: Do I really have to pack all the jars which gf-client is referencing into my jar?

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  • Silverlight solution builds in VS2008 but fails with MSBuild

    - by Chris Nicola
    I have a Silverlight solution that I want to create a build script for. I have a simple script that looks like this call "c:\Program Files\Microsoft Visual Studio 9.0\VC\bin\vcvars32.bat" msbuild %CD%\V1\Incentive.sln /target:Rebuild /property:Configuration=DEBUG;WarningLevel=2 msbuild %CD%\UI\IncentiveUI.sln /target:Rebuild /property:Configuration=DEBUG;WarningLevel=2 pause However when I run this I get a failure, with some complaints about classes that are in a project with linked files: http://pastebin.com/JRE3tWfh This solution compiles fine in VS2008 so I can't figure out what the problem is. I have to guess something is wrong with the way I am using msbuild here.

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  • How do I create a reusable WF sequential workflow?

    - by djgiard
    I have two customers that have the same workflow (Create file -transport file - wait for response - send response to internal team); however the implementation of each step is different for each customer. For example, one customer requires a flat file to be sent via SFTP, while the other customer requires an XML file to be sent via FTP. I'd like to create a sequential workflow, using Microsoft Workflow Foundation (WF) and reuse this workflow for multiple vendors. Each action's call to an external module can use the same interface, but a different concrete implementation. However, I'm unfamiliar with WF and I'm not sure how to implement this. Can someone point me to the proper way to use this pattern? Will it make a difference whether I choose WF 3.5 or WF 4.0? Thank you.

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • SetSel on EN_SETFOCUS or WM_SETFOCUS doesn't work

    - by Coder
    I've ran into next mystic thing in Winapi/MFC, I have an edit box, contents of which I have to select on Tab, Lclick, Rclick, Mclick and so on. The sort of obvious path is to handle the SETFOCUS message and call SetSel(0, -1), which should select all text. But it doesn't work! What's wrong? I tried googling, everyone seems to override Lclilks or handle SetSel in parent windows, but this is wrong from encapsulation point of view, also multiple clicks (user wants to insert something in the middle of the text) will break, and so on. Why isn't my approach working, I tried like 10 different ways, tried to trap all possible focus messages, looked up info on MSDN, but nothing works as expected. Also, I need to recreate the carret on focus, which also doesn't seem to work. SETFOCUS message gets trapped alright. If I add __asm int 3, it breaks every time. It's the create carret and setsel that gets swallowed it seems.

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  • CakePHP Accessing Dynamically Created Tables?

    - by Dave
    As part of a web application users can upload files of data, which generates a new table in a dedicated MySQL database to store the data in. They can then manipulate this data in various ways. The next version of this app is being written in CakePHP, and at the moment I can't figure out how to dynamically assign these tables at runtime. I have the different database config's set up and can create the tables on data upload just fine, but once this is completed I cannot access the new table from the controller as part of the record CRUD actions for the data manipulate. I hoped that it would be along the lines of function controllerAction(){ $this->uses[] = 'newTable'; $data = $this->newTable->find('all'); //use data } But it returns the error Undefined property: ReportsController::$newTable Fatal error: Call to a member function find() on a non-object in /app/controllers/reports_controller.php on line 60 Can anyone help.

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  • XSLT: Is there a way to "inherit" canned functionality?

    - by Ian Boyd
    i am once again having to cobble together a bit of XSLT into order to turn generated XML into (rather than simply generating HTML). i'm having huge deja-vu this time again. i'm once again having to solve again basic problems, e.g.: how to convert characters into valid html entity references how to preserve whitespace/carriage returns when converting to html how to convert to HTML as opposed to xhtml how to convert dates from xml format into presentable format how to tear apart strings with substring This is all stuff that i've solved many times before. But every time i come back to XSLT i have to start from scratch, re-inventing the wheel every time. If it were a programming language i would have a library of canned functions and procedures i can call. i would have subroutines to perform the commonly repeated tasks. i would inherit from a base class that already implements the ugly boilerplate stuff. Is there any way in XSLT to grow, expand and improve the ecosystem with canned code?

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  • IE page redirect hanging

    - by 08Hawkeye
    My app does a POST to my local server to create a new DOM element, comes back and should redirect to the same page with the new element. The problem is when it gets back from the server, the app hangs for almost 2 minutes before doing the redirect. I've isolated the issue to the fact that IE seems to have trouble with my tree structure of 100+ DOM elements, and I can see in HTTPWatch that it sits in a "Blocked" call for the 2 minutes before doing the redirect. Our temporary workaround is to set the inner-html of the tree structure to an empty string before submitting, thus eliminating the heavy DOM lifting, but we shouldn't need to do this (firefox has no trouble with the redirect). Question 1: Is there a better fix for this issue? Question 2: Why does ANY page care about the content before a redirect if it's going to be refreshed anyway? Thanks yall //sw

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  • View controllers inside tab bar controller not auto-rotating

    - by Padawan
    In an iPad app, I have five regular view controllers (not navigation controllers or anything like that) inside a tab bar controller. The tab bar controller is just a plain UITabBarController declared in the app delegate. All the view controllers return YES in the shouldAutorotateToInterfaceOrientation method. On both the simulator and device, on rotation, the tab bar rotates properly but the currently selected view controller (call it A) does not. If I switch to another view controller B and then back to A (without rotating the device again), A appears correctly rotated. This happens with any of the five view controllers Why doesn't the currently selected view controller rotate and how do I fix it? Thanks.

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  • No method found compiler warning

    - by Magic Bullet Dave
    I have create a class from a string, check it is valid and then check if it responds to a particular method. If it does then I call the method. It all works fine, except I get an annoying compiler warning: "warning: no '-setCurrentID:' method found". Am I doing something wrong here? Is there anyway to tell the compiler all is ok and stop it reporting a warning? The here is the code: // Create an instance of the class id viewController = [[NSClassFromString(class) alloc] init]; // Check the class supports the methods to set the row and section if ([viewController respondsToSelector:@selector(setCurrentID:)]) { [viewController setCurrentID:itemID]; } // Push the view controller onto the tab bar stack [self.navigationController pushViewController:viewController animated:YES]; [viewController release]; Cheers Dave

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  • FFmpeg on iPhone

    - by gn-mithun
    Hello, I have downloaded ffmpeg libraries for iPhone and compiled them. My objective is to create a movie file from a series of images using ffmpeg libraries.The amount of documentation for ffmpeg on iphone is very less. I checked an app called iFrameExtractor, which does the opposite of what i want, it extracts frames from a video. On the command line there is a command called ffmpeg -f image2 -i image%d.jpg video.mov This turns a series of images into a video. I actually checked it on my mac and it works fine. What i wanted to know was how do we get the equivalent in iPhone. Or rather which class/api or method to call. There are a couple of examples of apps doing this on iPhone. Not sure whether they do it through ffmpeg though. Anyways, for reference "Time lapser" and "reel moments" Thanks in advance

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  • how can I retrieve an html document from a url from javascript?

    - by Matt
    Hi, I have a url and I want to retrieve the html dom generated when going to the url (all the code for the page) in a javascript variable. How can I do this? I'm guessing an html get or post? Can anyone give an example with jQuery? Every time I do a $.get or $.post like this: $.get("http://www.google.ca", function(result) { alert(result); alert($(result).html()); }); $.post("http://www.google.ca", function(result) { alert(result); alert($(result).html()); }, "xml"); the first alert in each call comes up blank and the second comes up as null. Any ideas? Thanks, Matt

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  • Tree item edit event listener in flex

    - by Biroka
    I want to catch itemEditEnd in a tree control, but i'm having a little trouble. I call the item editing a bit different: <mx:Tree id="tree" width="100%" height="100%" itemDoubleClick="treeProjects_itemDoubleClickHandler(event)" doubleClickEnabled="true" editable="true" itemEditBeginning="treeProjects_itemEditBeginingHandler(event)" itemEditEnd="treeProjects_itemEditEndHandler(event)" > but: protected function treeProjects_itemEditBeginingHandler(event:ListEvent):void { event.preventDefault(); } i do this, because I want to edit the field just when clicking rename in the context menu. And when I click rename in the context menu, this is what i'm doing (contextParentItem is the event catched on itemRollOver in the tree) : Tree( contextParentItem.target ).editedItemPosition = { columnIndex: 0, rowIndex: contextParentItem.rowIndex }; Thisway I can't catch the itemEditEnd event, but I want to handle some stuff, like: if the new entered value is an empty string, then I don't want to accept the new value if I hit ESC then, the old value should remain.

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  • Jquery, "$.each(", function returns error in IE. 'Length' is null or not an object

    - by Collin Estes
    My code is working fine in FireFox but my users are restricted to IE. I'm getting an error though in IE, related to my JQUERY function. populateTable:function(returnList) { var self = this; var eat = $.evalJSON(returnList.firstChild.textContent) $.each(eat,function() { $("<tr><td>" + this.reportId + "</td><td>" + this.description + "</td><td>" + this.drawingNumber + "<td></tr>").insertAfter(self.tblResults[0].childNodes[1]); }) } IE is erring on the $.each with the message below: 'Length' is null or not an object Any ideas or maybe a workaround for the $.each function? Update: returnList is an XML document object from an Ajax call. I'm trying to retrieve the JSON object string located within the XML tag.

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