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  • Getting Started With Tailoring Business Processes

    - by Richard Bingham
    In this article, and for the sake of simplicity, we will use the term “On-Premise” to mean a deployment where you have design-time development access to the instance, including administration of the technology components, the applications filesystem, and the database. In reality this might be a local development instance that is then supported by a team who can deploy your customizations to the restricted production instance equivalents. Tools Overview Firstly let’s look at the Design-Time tools within JDeveloper for customizing and extending the artifacts of a Business Process. In essence this falls into two buckets; SOA Composite Editor for working with BPEL processes, and the BPM Studio. The SOA Composite Editor As a standard extension to JDeveloper, this graphical design tool should be familiar to anyone previously worked with Oracle SOA Server. With easy-to-use modeling capability, backed-up by full XML source-view (for read-only), it provides everything that is needed to implement the technical design. In simple terms, once deployed to the remote SOA Server the composite components (like Mediator) leverage the Event Delivery Network (EDN) for interaction with the application logic. If you are customizing an existing Fusion Applications BPEL process then be aware that it does support MDS-based customization layers just like Page Composer where different customizations are used based on the run-time context, like for a specific Product or Business Unit. This also makes them safe from patching and upgrades, although only a single active version of the composite is available at run-time. This is defined by a field on the composite record, available in Enterprise Manager. Obviously if you wish to fire different activities and tasks based on the user context then you can should include switches to fork the flows in your custom BPEL process. Figure 1 – A BPEL process in Composite Editor The following describes the simplified steps for making customizations to BPEL processes. This is the most common method of changing the business processes of Fusion Applications, as over 400 BPEL-based composite applications are provided out-of-the-box. Setup your local Fusion Applications JDeveloper environment. The SOA Composite Editor should be installed as part of the Fusion Applications extension. If there are problems you can also find it under the ‘Check for Updates’ help menu option. Since SOA Server is not part of the JDeveloper integrated WebLogic Server, setup a standalone WebLogic environment for deploying and testing. Obviously you might use a Fusion Applications development instance also. Package the existing standard Fusion Applications SOA Composite using Enterprise Manager and export it as a complete SOA Archive (SAR) file, resulting in a local .jar file. You may need to ask your system administrator for this. Import the exported SAR .jar file into JDeveloper using the File menu, under the option ‘SOA Archive into SOA Project’. In JDeveloper set the appropriate customization layer values, and then change from the default role to the Fusion Applications Customization Developer role. Make the customizations and save the application project. Finally redeploy the composite application, either to a direct Application Server connection, or as a fresh SAR (jar) file that can then be re-imported and deployed via Enterprise Manager. The Business Process Management (BPM) Suite In addition to the relatively low-level development environment associated with BPEL process creation, Oracle provides a suite of products that allow business process adjustments to be made without the need for some of the programming skills.  The aim is to abstract much of the technical implementation and to provide a Business Analyst tools for immediately implementing organization changes. Obviously there are some limitations on what they can do, however the BPM Suite functionality increases with each release and for the majority of the cases the tools remains as applicable as its developer-orientated sister. At the current time business processes must be explicitly coded to support just one of these use-cases, either BPEL for developer use or BPM for business analyst use. That said, they both run on the same SOA Server in much the same way. The components bundled in each SOA Composite Application can be verified by inspection through Enterprise Manager. Figure 2 – A BPM Process in JDeveloper BPM Suite. BPM processes are written in a standard notation (BPMN) and the modeling tools are very similar to that of BPEL. The steps to deploy a custom BPM process are also essentially much the same, since the BPM process is bundled into a SOA Composite just like a BPEL process. As such the SOA Composite Editor  actually has support for both artifacts and even allows use of them together, such as a calling a BPM process as a partnerlink from a BPEL process. For more details see the references below. Business Analyst Tooling In addition to using JDeveloper extensions for BPM development, there are run-time tools that Business Analysts can use to make adjustments, so that without high costs of an IT project the system can be tuned to match changes to the business operation. The first tool to consider is the BPM Composer, deployed with the middleware SOA Server and accessible online, and for Fusion Applications it is under the Business Process icon on the homepage of the Application Composer. Figure 3 – Business Process Composer showing a CRM process flow. The key difference between this and using JDeveloper is that the BPM Composer has a Business Catalog prepopulated with features and functions that can be used, mostly through registered WebServices. This means no coding or complex interface development is required, simply drag-drop-configure. The items in the business catalog are seeded by either Oracle (as a BPM Template) or added to by your own custom development. You cannot create or generate catalog content from BPM Composer directly. As per the screenshot you can see the Business Catalog content in the BPM Project browser region. In addition, other online tools for use by Business Analysts include the BPM Worklist application for editing business rules and approval management configuration, plus the SOA Composer which focuses on non-approval business rules and domain value maps. At the current time there are only a handful of BPM processes shipped with Fusion Applications HCM and CRM, including on-boarding workers and processing customer registrations.  This also means a limited number of associated BPM Templates provided out-of-the-box, therefore a limited Business Catalog. That said, BPM-based extension is a powerful capability to leverage and will most likely develop going forwards, especially for use in SaaS deployments where full design-time JDeveloper access is not available. Further Reading For BPEL – Fusion Applications Extensibility Guide – Section 12 For BPM – Fusion Applications Extensibility Guide – Section 7 The product-specific documentation and implementation guides for Fusion Applications Fusion Middleware Developers Guide for SOA Suite Modeling and Implementation Guide for Oracle Business Process Management User’s Guide for Oracle Business Process Composer Oracle University courses on BPM Suite and SOA Development

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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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  • 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 to include associative table information and still retain strong typing

    - by mwright
    I am using LINQ to SQL to create strongly typed objects in my project. Let's say I have an object that is represented by a database table. This object has a "Current State" that is kept in an associative table. I would like to make a single db call where I pull back the two tables joined but am unsure how I should be populating that information into some sort of object to preserve strong typing within my model so that the view using the information can just consume the information from the objects. I looked into creating a view model for this but it doesn't seem to quite fit. Am I thinking about this in the wrong way? What information can I include to help clarify my problem? Other details that may or may not be important: It's an MVC project....

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  • Dictionary keys don't contain a key that's already contained in keys

    - by ran
    Why is the following 'exist' boolean variable getting a value of false??? foreach (Cell existCell in this.decoratorByCell.Keys) { //this call yield the same hashcode for both cells. still exist==false bool exist = this.decoratorByCell.ContainsKey(existCell); } I've overridden GetHashCode() & Equals() Methods as follows: public override int GetHashCode() { string nodePath = GetNodePath(); return nodePath.GetHashCode() + m_ownerColumn.GetHashCode(); } public bool Equals(Cell other) { bool nodesEqual = (other.OwnerNode == null && this.OwnerNode == null) || (other.GetNodePath() == this.GetNodePath()); bool columnsEqual = (other.OwnerColumn == null && this.OwnerColumn == null) || (other.OwnerColumn == this.OwnerColumn); bool treesEqual = (this.m_ownerTree == other.m_ownerTree); return (nodesEqual && columnsEqual && treesEqual); }

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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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  • CodeIgniter - Post multiple arrays to controller

    - by Bobe
    I have a dynamically generated form that allows users to enter new data and edit existing data. When the form is submitted, it collates the input values and groups them according to whether they are new or not, the former being denoted by class="new-entry". So the function generates two arrays: updateData and insertData. Both arrays are of similar formats: [ 0: { 'id' = 1, 'value' = foo }, 1: { 'id' = 1, 'value' = 'bar' }, etc... ] I am combining them into a new array object to send via ajax to the controller: var postData = { 'update_data': updateData, 'insert_data': insertData }; Then in the ajax call: $.post(url, postData, function() { // some code }); However, in the controller, doing print_r($this->input->post()) or print_r($_POST) as a test only returns Array(). Even $this->input->post('update_data') returns nothing. How can I retrieve these arrays in the controller?

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  • How to generalise the endpoints in my channelfactory

    - by Meher
    Hi, I have a requirement to actually generalise the endpoints of different WCF services,create a proxy and invoke the action. We have like 4 pages and 4 services to serve those pages. For each n every page we have to call the specific service endpoint and invoke the action Example:: private IList<FunctionCodes> i_oFunctionList; ChannelFactory<IFunctionService> m_oFunctionFactory; IFunctionService m_oFunctionProxy; m_oFunctionFactory = new ChannelFactory("FunctionServiceEndPoint"); i_oFunctionList= m_oFunctionProxy.GetAllFunction(iFirstResult, iMaxPageSize, "", "", "", out iRows); BindGrid bindGrid = new BindGrid(DisplayGrid1); bindGrid.DataTable = BuildDataTable(i_oFunctionList); So the requirement is we want to move this section(binding the grid) to a user control, generalising the endpoints, create the proxy and implement. Is there any way to achieve this? Quick responses are really appreciated.

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  • iPhone UIImage initWithData fails

    - by DD
    Hello all, I'm trying to code up an async image downloader. I use NSURLConnection to get the data into an NSMutableData and use that data once it is complete to initialize a UIImage. I checked the bytes and it downloads the entire image correctly (right number of bytes at least), however; when I call [UIImage imageWithData:data] and then check the properties of the image, it is zero width and a garbage number for height, in fact, same number no matter what the image is. I tried with bunch of different images, png, jpg, different urls, it always downloads the image completely but UIImage can't initialize with that data. What could I be doing wrong here? Thanks.

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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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  • Errors/warnings passing int/char arrays by reference

    - by Ankur Banerjee
    I'm working on a program where I try to pass parameters by reference. I'm trying to pass a 2D int array and a 1D char array by reference. Function prototype: void foo (int* (&a)[2][2], char* (&b)[4]) Function call: foo (a, b); However, when I compile the code with -ansi and -Wall flags on gcc, I get the following errors: foo.c: At top level: error: expected ‘)’ before ‘&’ token error: expected ‘;’, ‘,’ or ‘)’ before ‘char’ foo.c: In function ‘main’: error: too many arguments to function ‘foo’ I've stripped out the rest of the code of my program and concentrated on the bits which throw up the errors. I've searched around on StackOverflow and tried out different ways to pass the parameters, but none of them seem to work. (I took this way of passing parameters from the discussion on StackOverflow here.) Could you please tell me where I'm going wrong?

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  • Adding STI to Existing Table...

    - by keruilin
    I want to add STI to an existing table using a custom type column. Let's call this taste_type whose corresponding model is Fruit. In the Fruit model I have: set_inheritance_column :taste_type In my migration to add STI I have: class AddSTI < ActiveRecord::Migration def self.up add_column :fruits, :taste_type, :string, :limit => 100, :null => false Fruit.reset_column_information Fruit.find_by_id(1).update_attributes({:taste_type => 'Sour'}) end def self.down remove_column :fruits, :taste_type end end When I run the migration, I get the following error: Mysql::Error: Column 'taste_type' cannot be null: ... Any idea what's going? I can get the migration to run if I comment the set_inheritance_column in the Fruit model, then uncomment it after I run the migration. Obviously, I don't want to do this, however.

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  • Is NServiceBus suitable for general as well specific client notifications

    - by Pratik
    I am looking at various options for a WCF based publish subscribe framework. Say I have one WCF web service that will be the publisher and 1000 clients registered as subscriber. For some published messages all clients will be interested but at the same time I wish the ability to notify a single client with a specific message. On receiving notification the client will call other web service methods on the web service. Is NServiceBus suitable for this kind of scenario ? If I use MSMQ for transport does it mean that every PC where the client is installed requires a queue to be created ?

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  • Error while creating a table style in excel

    - by Rashmi Pandit
    Hi, I am using the following function to create a TableStyle: Public Function CreateTableStyle() ActiveWorkbook.Unprotect Dim objTS As TableStyle On Error Resume Next Set objTS = ActiveWorkbook.TableStyles("MyTableStyle") On Error GoTo err_CreateTableStyle If Not objTS Is Nothing Then Exit Function End If Set objTS = ActiveWorkbook.TableStyles.Add("MyTableStyle") With ActiveWorkbook.TableStyles("MyTableStyle") .ShowAsAvailablePivotTableStyle = True .ShowAsAvailableTableStyle = False End With With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlHeaderRow).Font .FontStyle = "Bold" .TintAndShade = 0 .ThemeColor = xlThemeColorDark1 End With With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlHeaderRow).Interior .ThemeColor = xlThemeColorLight2 .TintAndShade = -0.249946592608417 End With With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlTotalRow).Font .FontStyle = "Bold" .TintAndShade = 0 .ThemeColor = xlThemeColorDark1 End With With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlTotalRow).Interior .ThemeColor = xlThemeColorLight2 .TintAndShade = -0.249946592608417 End With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlSubtotalRow1).Font.FontStyle = "Bold" With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlSubtotalRow1).Interior .Color = 16764828 .TintAndShade = 0 End With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlSubtotalRow2).Font.FontStyle = "Bold" With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlSubtotalRow2).Interior .Color = 16777164 .TintAndShade = 0 End With ActiveWorkbook.Protect Exit Function err_CreateTableStyle: Call Common.ErrRaise(Erl, "Common", "CreateTableStyle", "CreateTableStyle") End Function At the line below: With ActiveWorkbook.TableStyles("MyTableStyle").TableStyleElements( _ xlHeaderRow).Font .FontStyle = "Bold" I am getting an error: Run-time error '1004' Unable to set the FontStyle property of the Font class. Can someone please identify the issue? I am not able to figure why it is not letting me set the property.

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  • Cancel UDP recvfrom in C on Unix

    - by hora
    I'm just starting to learn how network programming in C works, and I've written a small program that sends messages to and from a UNIX terminal. I'm using pthreads in my program, one of which essentially just waits on recvfrom() to receive a message. However, I want to be able to close all threads properly if the users chooses to quit the program. The way I have it set up right now, a different thread just cancels the thread waiting on recvfrom, but I'm worried this might not be a good idea since I'm leaving sockets unclosed and I'm not freeing all the memory I allocated. Is there a way to cancel a recvfrom() call, or some way to run a certain routine upon cancelling a pthread? Thanks.

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  • How to check when animation finishes if animation block is

    - by pumpk1n
    I have a controller which adds as subviews a custom UIView class called Circle. Let's call a particular instance of Circle, "circle". I have a method in Circle, animateExpand, which expands the circle by animating the view. In the following code (which lives in the controller) I want to alloc and init a circle, add it to a NSMutableArray circleArray, animate the expansion, and at the end of the expansion, i want to remove the object from the array. My attempt: Circle *circle = [[Circle alloc] init]; [circleArray addObject:circle]; [circle animateExpand]; [circleArray removeObjectIdenticalTo:circle]; [circle release]; The problem is [circleArray removeObjectIdenticalTo:circle]; gets called before the animation finishes. Presumbly because the animation is done on a seperate thread. I cant implement the deletion in completion:^(BOOL finished){ }, because the Circle class does not know about a circleArray. Any solutions would be helpful, thanks!

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  • Adding childs to list of parents with jquery /mvc2

    - by John Landheer
    Hi, I have a table of products on my page, each product has zero or more colors, the colors are shown as a list beneath the product. After the colors I have a button to add a color. The button will do an ajax call with the parent product id to a controller which will return a JSON object with color information. My problem is where to store the product id in the DOM, should I put it in a hidden field and use jquery in the click event of the "add color" to get to it? What is the best way to do this? TIA, John EDIT: The page is initially rendered on the server so I don't want to use jquery to add the id's to the page.

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  • Typescript + requirejs: How to handle circular dependencies?

    - by Aymeric Gaurat-Apelli
    I am in the process of porting my JS+requirejs code to typescript+requirejs. One scenario I haven't found how to handle is circular dependencies. Require.js returns undefined on modules that are also dependent on the current and to solve this problem you can do: MyClass.js define(["Modules/dataModel"], function(dataModel){ return function(){ dataModel = require("Modules/dataModel"); ... } }); Now in typescript, I have: MyClass.ts import dataModel = require("Modules/dataModel"); class MyClass { dataModel: any; constructor(){ this.dataModel = require("Modules/dataModel"); // <- this kind of works but I lose typechecking ... } } How to call require a second time and yet keep the type checking benefits of typescript? dataModel is a module { ... }

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  • Choosing between ExtJS and YUI based of application parameters.

    - by Kabeer
    Hello. I need help in taking call to choose between Ext JS and YUI libraries. Here are the key factors I have derived from my application requirements & development process: Complex, windows forms like controls Widgets, Layouts, Utilities Inter widget communication Easy to extend Easy to learn Intuitive & concise coding Strong exception handling Active support / community To update with upcoming technologies (HTML5, etc.) Skins & Themes to be easy to change Skins & Themes to support variety (a text box for different context to appear differently) Support & Utilities for standard protocols (XmlHttp, JSON) Good performance (responsive) Cost is not crucial, but I don't mind saving :)

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  • what's ur idea about this two way for creat a folder in oracle

    - by rima
    According to my last question about how to create folder here I find some codes that s.b before write it! looking : (sorry for limitation i cant put codes here) they try to Create a bat file,by oracle outfile text_IO,file_type then they write these statement! body_of_file = 'Net use x: \\address' body_of_file += 'md' || filename body_of_file += 'start '|| file name then open bat file and write inside it! then they call it by HOST!!!! like: Host('cmd /c \\address\.x.bat host_folder'|| sysdate); but they can easily and directly by calling HOST! and also I dont know why they code just can in oracle 6i!!!! we use 2 oracle 6i and 10g. please would you help me : 1- why this code dont work in 10g? 2- which way is better?create a batch file and create folder or use HOST for run each command?(in my Idea both is same,How about u?)

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  • When is a C++ terminate handler the Right Thing(TM)?

    - by Joseph Garvin
    The C++ standard provides the std::set_terminate function which lets you specify what function std::terminate should actually call. std::terminate should only get called in dire circumstances, and sure enough the situations the standard describes for when it's called are dire (e.g. an uncaught exception). When std::terminate does get called the situation seems analagous to being out of memory -- there's not really much you can sensically do. I've read that it can be used to make sure resources are freed -- but for the majority of resources this should be handled automatically by the OS when the process exits (e.g. file handles). Theoretically I can see a case for if say, you needed to send a server a specific message when exiting due to a crash. But the majority of the time the OS handling should be sufficient. When is using a terminate handler the Right Thing(TM)? Update: People interested in what can be done with custom terminate handlers might find this non-portable trick useful.

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  • Calling C function from DTrace scripts

    - by dmeister
    DTrace is impressive, powerful tracing system originally from Solaris, but it is ported to FreeBSD and Mac OSX. DTrace uses a high-level language called D not unlike AWK or C. Here is an example: io:::start /pid == $1/ { printf("file %s offset %d size %d block %llu\n", args[2]->fi_pathname, args[2]->fi_offset, args[0]->b_bcount, args[0]->b_blkno); } Using the command line sudo dtrace -q -s <name>.d <pid> all IOs originated from that process are logged. My question is if and how it is possible to call custom C functions from a DTrace script to do advanced operations with that tracing data during the tracing itself.

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  • Getting an empty response when calling CouchDB over ajax

    - by swilliams
    I'm new to CouchDB, so please bear with me. I have an instance of CouchDB running on a VM. I can access it just fine through the browser via futon or directly at: http://192.168.62.128:5984/articles/hot_dog Calling that URL in a browser returns the proper JSON. But, when I try to call that exact same URL via ajax, I get nothing: var ajaxUrl = 'http://192.168.62.128:5984/articles/hot_dog'; $.getJSON(ajaxUrl, null, function(data) { alert(data); }); Looking at the response header with Firebug shows me that the HTTP response was 200 and the content-length is the right size. Even the Etag matches with what is in CouchDB. But the response itself is empty! The URL is absolutely right; I've triple checked, and copy/pasted it directly (and besides it wouldn't give a 200 response if it weren't). I'm using jQuery 1.4.2, and CouchDB 0.8 What's going on?

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  • Using boost.python to import a method with opencv calls but failing due to symbols not being found a

    - by nmz787
    So I don't have the code right now, as I am not home... but i used the boost library for python in C++ to allow python to access a function called something like loadImageIntoMainWindow(string filepath) in the C++ source code the method calls opencv methods that are imported at the top of the file, I included opencv in my Jamroot file, and also found a way to compile and link manually on the command line... in either case when I run my python file it complains that the symbols aren't found for the first function call to an opencv method... I will update as soon as I get home with the C++, the command line compilation lines, the Jamroot, and the python files

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  • Select only items in a specific DIV using HtmlAgilityPack

    - by Adam Haile
    I'm trying to use the HtmlAgilityPack to pull all of the links from a page that are contained within a div declared as <div class='content'> However, when I use the code below I simply get ALL links on the entire page. This doesn't really make sense to me since I am calling SelectNodes from the sub-node I selected earlier (which when viewed in the debugger only shows the HTML from that specific div). So, it's like it's going back to the very root node every time I call SelectNodes. The code I use is below: HtmlWeb hw = new HtmlWeb(); HtmlDocument doc = hw.Load(@"http://example.com"); HtmlNode node = doc.DocumentNode.SelectSingleNode("//div[@class='content']"); foreach(HtmlNode link in node.SelectNodes("//a[@href]")) { Console.WriteLine(link.Value); } Is this the expected behavior? And if so, how do I get it to do what I'm expecting?

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