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  • SQL SERVER – Finding Size of a Columnstore Index Using DMVs

    - by pinaldave
    Columnstore Index is one of my favorite enhancement in SQL Server 2012. A columnstore index stores each column in a separate set of disk pages, rather than storing multiple rows per page as data traditionally has been stored. In case of the row store indexes multiple pages will contain multiple rows of the columns spanning across multiple pages. Whereas in case of column store indexes multiple pages will contain (multiple) single columns.  Columnstore Indexes are compressed by default and occupies much lesser space than regular row store index by default. One of the very common question I often see is need of the list of columnstore index along with their size and corresponding table name. I quickly re-wrote a script using DMVs sys.indexes and sys.dm_db_partition_stats. This script gives the size of the columnstore index on disk only. I am sure there will be advanced script to retrieve details related to components associated with the columnstore index. However, I believe following script is sufficient to start getting an idea of columnstore index size.  SELECT OBJECT_SCHEMA_NAME(i.OBJECT_ID) SchemaName, OBJECT_NAME(i.OBJECT_ID ) TableName, i.name IndexName, SUM(s.used_page_count) / 128.0 IndexSizeinMB FROM sys.indexes AS i INNER JOIN sys.dm_db_partition_stats AS S ON i.OBJECT_ID = S.OBJECT_ID AND I.index_id = S.index_id WHERE  i.type_desc = 'NONCLUSTERED COLUMNSTORE' GROUP BY i.OBJECT_ID, i.name Here is my introductory article written on SQL Server Fundamentals of Columnstore Index. Create a sample columnstore index based on the script described in the earlier article. It will give the following results. Please feel free to suggest improvement to script so I can further modify it to accommodate enhancements. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Index, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: ColumnStore Index

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Getting my stuff organised

    - by NeilHambly
    I start off by saying, "I'm not that organised" @ times and things just don't get done even If I want them too So having missed some of my own personal targets so far this year already, I thought I needed some better way to achieve on those targets and one of these is to be a "little" more organised with my spare time, so I have decided that I will "try out" the following to see if it helps For 3 weeks each month I will follow this routine (my evenings after...(read more)

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  • Custom rails route problem with 2.3.8 and Mongrel

    - by CHsurfer
    I have a controller called 'exposures' which I created automatically with the script/generate scaffold call. The scaffold pages work fine. I created a custom action called 'test' in the exposures controller. When I try to call the page (http://127.0.0.1:3000/exposures/test/1) I get a blank, white screen with no text at all in the source. I am using Rails 2.3.8 and mongrel in the development environment. There are no entries in development.log and the console that was used to open mongrel has the following error: You might have expected an instance of Array. The error occurred while evaluating nil.split D:/Rails/ruby/lib/ruby/gems/1.8/gems/actionpack-2.3.8/lib/action_controller/cgi_process.rb:52:in dispatch_cgi' D:/Rails/ruby/lib/ruby/gems/1.8/gems/actionpack-2.3.8/lib/action_controller/dispatcher.rb:101:in dispatch_cgi' D:/Rails/ruby/lib/ruby/gems/1.8/gems/actionpack-2.3.8/lib/action_controller/dispatcher.rb:27:in dispatch' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/rails.rb:76:in process' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/rails.rb:74:in synchronize' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/rails.rb:74:in process' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:159:in process_client' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:158:in each' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:158:in process_client' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:285:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:285:in initialize' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:285:in new' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:285:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:268:in initialize' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:268:in new' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel.rb:268:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/configurator.rb:282:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/configurator.rb:281:in each' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/configurator.rb:281:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/mongrel_rails:128:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/../lib/mongrel/command.rb:212:in run' D:/Rails/ruby/lib/ruby/gems/1.8/gems/mongrel-1.1.2-x86-mswin32/bin/mongrel_rails:281 D:/Rails/ruby/bin/mongrel_rails:19:in load' D:/Rails/ruby/bin/mongrel_rails:19 Here is the exposures_controller code: class ExposuresController < ApplicationController # GET /exposures # GET /exposures.xml def index @exposures = Exposure.all respond_to do |format| format.html # index.html.erb format.xml { render :xml => @exposures } end end #/exposure/graph/1 def graph @exposure = Exposure.find(params[:id]) project_name = @exposure.tender.project.name group_name = @exposure.tender.user.group.name tender_desc = @exposure.tender.description direction = "Cash Out" direction = "Cash In" if @exposure.supply currency_1_and_2 = "#{@exposure.currency_in} = #{@exposure.currency_out}" title = "#{project_name}:#{group_name}:#{tender_desc}/n" title += "#{direction}:#{currency_1_and_2}" factors = Array.new carrieds = Array.new days = Array.new @exposure.rates.each do |r| factors << r.factor carrieds << r.carried days << r.day.to_s end max = (factors+carrieds).max min = (factors+carrieds).min g = Graph.new g.title(title, '{font-size: 12px;}') g.set_data(factors) g.line_hollow(2, 4, '0x80a033', 'Bounces', 10) g.set_x_labels(days) g.set_x_label_style( 10, '#CC3399', 2 ); g.set_y_min(min*0.9) g.set_y_max(max*1.1) g.set_y_label_steps(5) render :text = g.render end def test render :text = "this works" end # GET /exposures/1 # GET /exposures/1.xml def show @exposure = Exposure.find(params[:id]) @graph = open_flash_chart_object(700,250, "/exposures/graph/#{@exposure.id}") #@graph = "/exposures/graph/#{@exposure.id}" respond_to do |format| format.html # show.html.erb format.xml { render :xml => @exposure } end end # GET /exposures/new # GET /exposures/new.xml def new @exposure = Exposure.new respond_to do |format| format.html # new.html.erb format.xml { render :xml => @exposure } end end # GET /exposures/1/edit def edit @exposure = Exposure.find(params[:id]) end # POST /exposures # POST /exposures.xml def create @exposure = Exposure.new(params[:exposure]) respond_to do |format| if @exposure.save flash[:notice] = 'Exposure was successfully created.' format.html { redirect_to(@exposure) } format.xml { render :xml => @exposure, :status => :created, :location => @exposure } else format.html { render :action => "new" } format.xml { render :xml => @exposure.errors, :status => :unprocessable_entity } end end end # PUT /exposures/1 # PUT /exposures/1.xml def update @exposure = Exposure.find(params[:id]) respond_to do |format| if @exposure.update_attributes(params[:exposure]) flash[:notice] = 'Exposure was successfully updated.' format.html { redirect_to(@exposure) } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @exposure.errors, :status => :unprocessable_entity } end end end # DELETE /exposures/1 # DELETE /exposures/1.xml def destroy @exposure = Exposure.find(params[:id]) @exposure.destroy respond_to do |format| format.html { redirect_to(exposures_url) } format.xml { head :ok } end end end Clever readers will notice the 'graph' action. This is what I really want to work, but if I can't even get the test action working, then I'm sure I have no chance. Any ideas? I have restarted mongrel a few times with no change. Here is the output of Rake routes (but I don't believe this is the problem. The error would be in the form of and HTML error response). D:\Rails\rails_apps\fxrake routes (in D:/Rails/rails_apps/fx) DEPRECATION WARNING: Rake tasks in vendor/plugins/open_flash_chart/tasks are deprecated. Use lib/tasks instead. (called from D:/ by/gems/1.8/gems/rails-2.3.8/lib/tasks/rails.rb:10) rates GET /rates(.:format) {:controller="rates", :action="index"} POST /rates(.:format) {:controller="rates", :action="create"} new_rate GET /rates/new(.:format) {:controller="rates", :action="new"} edit_rate GET /rates/:id/edit(.:format) {:controller="rates", :action="edit"} rate GET /rates/:id(.:format) {:controller="rates", :action="show"} PUT /rates/:id(.:format) {:controller="rates", :action="update"} DELETE /rates/:id(.:format) {:controller="rates", :action="destroy"} tenders GET /tenders(.:format) {:controller="tenders", :action="index"} POST /tenders(.:format) {:controller="tenders", :action="create"} new_tender GET /tenders/new(.:format) {:controller="tenders", :action="new"} edit_tender GET /tenders/:id/edit(.:format) {:controller="tenders", :action="edit"} tender GET /tenders/:id(.:format) {:controller="tenders", :action="show"} PUT /tenders/:id(.:format) {:controller="tenders", :action="update"} DELETE /tenders/:id(.:format) {:controller="tenders", :action="destroy"} exposures GET /exposures(.:format) {:controller="exposures", :action="index"} POST /exposures(.:format) {:controller="exposures", :action="create"} new_exposure GET /exposures/new(.:format) {:controller="exposures", :action="new"} edit_exposure GET /exposures/:id/edit(.:format) {:controller="exposures", :action="edit"} exposure GET /exposures/:id(.:format) {:controller="exposures", :action="show"} PUT /exposures/:id(.:format) {:controller="exposures", :action="update"} DELETE /exposures/:id(.:format) {:controller="exposures", :action="destroy"} currencies GET /currencies(.:format) {:controller="currencies", :action="index"} POST /currencies(.:format) {:controller="currencies", :action="create"} new_currency GET /currencies/new(.:format) {:controller="currencies", :action="new"} edit_currency GET /currencies/:id/edit(.:format) {:controller="currencies", :action="edit"} currency GET /currencies/:id(.:format) {:controller="currencies", :action="show"} PUT /currencies/:id(.:format) {:controller="currencies", :action="update"} DELETE /currencies/:id(.:format) {:controller="currencies", :action="destroy"} projects GET /projects(.:format) {:controller="projects", :action="index"} POST /projects(.:format) {:controller="projects", :action="create"} new_project GET /projects/new(.:format) {:controller="projects", :action="new"} edit_project GET /projects/:id/edit(.:format) {:controller="projects", :action="edit"} project GET /projects/:id(.:format) {:controller="projects", :action="show"} PUT /projects/:id(.:format) {:controller="projects", :action="update"} DELETE /projects/:id(.:format) {:controller="projects", :action="destroy"} groups GET /groups(.:format) {:controller="groups", :action="index"} POST /groups(.:format) {:controller="groups", :action="create"} new_group GET /groups/new(.:format) {:controller="groups", :action="new"} edit_group GET /groups/:id/edit(.:format) {:controller="groups", :action="edit"} group GET /groups/:id(.:format) {:controller="groups", :action="show"} PUT /groups/:id(.:format) {:controller="groups", :action="update"} DELETE /groups/:id(.:format) {:controller="groups", :action="destroy"} users GET /users(.:format) {:controller="users", :action="index"} POST /users(.:format) {:controller="users", :action="create"} new_user GET /users/new(.:format) {:controller="users", :action="new"} edit_user GET /users/:id/edit(.:format) {:controller="users", :action="edit"} user GET /users/:id(.:format) {:controller="users", :action="show"} PUT /users/:id(.:format) {:controller="users", :action="update"} DELETE /users/:id(.:format) {:controller="users", :action="destroy"} /:controller/:action/:id /:controller/:action/:id(.:format) D:\Rails\rails_apps\fxrails -v Rails 2.3.8 Thanks in advance for the help -Jon

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  • Backbone events not firing (this.el undefined) & general feedback on use of the framework

    - by Leo
    I am very new to backbone.js and I am struggling a little. I figured out a way to get data from the server (in json) onto the screen successfully but am I doing it the right/best way? I know there is something wrong because the only view which contains a valid this.el is the parent view. I suspect that because of this, the events of the view are not firing ()... What is the best way forward? Here is the code: var surveyUrl = "/api/Survey?format=json&callback=?"; $(function () { AnswerOption = Backbone.Model.extend({}); AnswerOptionList = Backbone.Collection.extend({ initialize: function (models, options) { this.bind("add", options.view.render); } }); AnswerOptionView = Backbone.View.extend({ initialize: function () { this.answerOptionList = new AnswerOptionList(null, { view: this }); _.bindAll(this, 'render'); }, events: { "click .answerOptionControl": "updateCheckedState" //does not fire because there is no this.el }, render: function (model) { // Compile the template using underscore var template = _.template($("#questionAnswerOptionTemplate").html(), model.answerOption); $('#answerOptions' + model.answerOption.questionId + '>fieldset').append(template); return this; }, updateCheckedState: function (data) { //never hit... } }); Question = Backbone.Model.extend({}); QuestionList = Backbone.Collection.extend({ initialize: function (models, options) { this.bind("add", options.view.render); } }); QuestionView = Backbone.View.extend({ initialize: function () { this.questionlist = new QuestionList(null, { view: this }); _.bindAll(this, 'render'); }, render: function (model) { // Compile the template using underscore var template = _.template($("#questionTemplate").html(), model.question); $("#questions").append(template); //append answers using AnswerOptionView var view = new AnswerOptionView(); for (var i = 0; i < model.question.answerOptions.length; i++) { var qModel = new AnswerOption(); qModel.answerOption = model.question.answerOptions[i]; qModel.questionChoiceType = ChoiceType(); view.answerOptionList.add(qModel); } $('#questions').trigger('create'); return this; } }); Survey = Backbone.Model.extend({ url: function () { return this.get("id") ? surveyUrl + '/' + this.get("id") : surveyUrl; } }); SurveyList = Backbone.Collection.extend({ model: Survey, url: surveyUrl }); aSurvey = new Survey({ Id: 1 }); SurveyView = Backbone.View.extend({ model: aSurvey, initialize: function () { _.bindAll(this, 'render'); this.model.bind('refresh', this.render); this.model.bind('change', this.render); this.model.view = this; }, // Re-render the contents render: function () { var view = new QuestionView(); //{el:this.el}); for (var i = 0; i < this.model.attributes[0].questions.length; i++) { var qModel = new Question(); qModel.question = this.model.attributes[0].questions[i]; view.questionlist.add(qModel); } } }); window.App = new SurveyView(aSurvey); aSurvey.fetch(); }); -html <body> <div id="questions"></div> <!-- Templates --> <script type="text/template" id="questionAnswerOptionTemplate"> <input name="answerOptionGroup<%= questionId %>" id="answerOptionInput<%= id %>" type="checkbox" class="answerOptionControl"/> <label for="answerOptionInput<%= id %>"><%= text %></label> </script> <script type="text/template" id="questionTemplate"> <div id="question<%=id %>" class="questionWithCurve"> <h1><%= headerText %></h1> <h2><%= subText %></h2> <div data-role="fieldcontain" id="answerOptions<%= id %>" > <fieldset data-role="controlgroup" data-type="vertical"> <legend> </legend> </fieldset> </div> </div> </script> </body> And the JSON from the server: ? ({ "name": "Survey", "questions": [{ "surveyId": 1, "headerText": "Question 1", "subText": "subtext", "type": "Choice", "positionOrder": 1, "answerOptions": [{ "questionId": 1, "text": "Question 1 - Option 1", "positionOrder": 1, "id": 1, "createdOn": "\/Date(1333666034297+0100)\/" }, { "questionId": 1, "text": "Question 1 - Option 2", "positionOrder": 2, "id": 2, "createdOn": "\/Date(1333666034340+0100)\/" }, { "questionId": 1, "text": "Question 1 - Option 3", "positionOrder": 3, "id": 3, "createdOn": "\/Date(1333666034350+0100)\/" }], "questionValidators": [{ "questionId": 1, "value": "3", "type": "MaxAnswers", "id": 1, "createdOn": "\/Date(1333666034267+0100)\/" }, { "questionId": 1, "value": "1", "type": "MinAnswers", "id": 2, "createdOn": "\/Date(1333666034283+0100)\/" }], "id": 1, "createdOn": "\/Date(1333666034257+0100)\/" }, { "surveyId": 1, "headerText": "Question 2", "subText": "subtext", "type": "Choice", "positionOrder": 2, "answerOptions": [{ "questionId": 2, "text": "Question 2 - Option 1", "positionOrder": 1, "id": 4, "createdOn": "\/Date(1333666034427+0100)\/" }, { "questionId": 2, "text": "Question 2 - Option 2", "positionOrder": 2, "id": 5, "createdOn": "\/Date(1333666034440+0100)\/" }, { "questionId": 2, "text": "Question 2 - Option 3", "positionOrder": 3, "id": 6, "createdOn": "\/Date(1333666034447+0100)\/" }], "questionValidators": [{ "questionId": 2, "value": "3", "type": "MaxAnswers", "id": 3, "createdOn": "\/Date(1333666034407+0100)\/" }, { "questionId": 2, "value": "1", "type": "MinAnswers", "id": 4, "createdOn": "\/Date(1333666034417+0100)\/" }], "id": 2, "createdOn": "\/Date(1333666034377+0100)\/" }, { "surveyId": 1, "headerText": "Question 3", "subText": "subtext", "type": "Choice", "positionOrder": 3, "answerOptions": [{ "questionId": 3, "text": "Question 3 - Option 1", "positionOrder": 1, "id": 7, "createdOn": "\/Date(1333666034477+0100)\/" }, { "questionId": 3, "text": "Question 3 - Option 2", "positionOrder": 2, "id": 8, "createdOn": "\/Date(1333666034483+0100)\/" }, { "questionId": 3, "text": "Question 3 - Option 3", "positionOrder": 3, "id": 9, "createdOn": "\/Date(1333666034487+0100)\/" }], "questionValidators": [{ "questionId": 3, "value": "3", "type": "MaxAnswers", "id": 5, "createdOn": "\/Date(1333666034463+0100)\/" }, { "questionId": 3, "value": "1", "type": "MinAnswers", "id": 6, "createdOn": "\/Date(1333666034470+0100)\/" }], "id": 3, "createdOn": "\/Date(1333666034457+0100)\/" }, { "surveyId": 1, "headerText": "Question 4", "subText": "subtext", "type": "Choice", "positionOrder": 4, "answerOptions": [{ "questionId": 4, "text": "Question 4 - Option 1", "positionOrder": 1, "id": 10, "createdOn": "\/Date(1333666034500+0100)\/" }, { "questionId": 4, "text": "Question 4 - Option 2", "positionOrder": 2, "id": 11, "createdOn": "\/Date(1333666034507+0100)\/" }, { "questionId": 4, "text": "Question 4 - Option 3", "positionOrder": 3, "id": 12, "createdOn": "\/Date(1333666034507+0100)\/" }], "questionValidators": [{ "questionId": 4, "value": "3", "type": "MaxAnswers", "id": 7, "createdOn": "\/Date(1333666034493+0100)\/" }, { "questionId": 4, "value": "1", "type": "MinAnswers", "id": 8, "createdOn": "\/Date(1333666034497+0100)\/" }], "id": 4, "createdOn": "\/Date(1333666034490+0100)\/" }], "id": 1, "createdOn": "\/Date(1333666034243+0100)\/" })

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  • MVC: Why put the business logic in the model? What happens when I've multiple types of storage?

    - by Steffen Winkler
    I always thought that the business logic has to be in the controller and that the controller, since it is the 'middle' part, stays static and that the model/view have to be capsuled via interfaces, that way you could change the business logic without affecting anything else, program multiple Models (one for each database/type of storage) and a dozens of views (for different platforms for example). Now I read in this question that you should always put the business logic into the model and that the controller is deeply connected with the view. To me, that doesn't really make sense and implies that each time I want to have the means of supporting another database/type of storage I've to rewrite my whole model including the business logic. And if I want another view, I've to rewrite both the view and the controller. May someone explain why that is or if I went wrong somewhere? Currently, that whole thing doesn't really make sense to me.

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  • Rails: Should partials be aware of instance variables?

    - by Alexandre
    Ryan Bates' nifty_scaffolding, for example, does this edit.html.erb <%= render :partial => 'form' %> new.html.erb <%= render :partial => 'form' %> _form.html.erb <%= form_for @some_object_defined_in_action %> That hidden state makes me feel uncomfortable, so I usually like to do this edit.html.erb <%= render :partial => 'form', :locals => { :object => @my_object } %> _form.html.erb <%= form_for object %> So which is better: a) having partials access instance variables or b) passing a partial all the variables it needs? I've been opting for b) as of late, but I did run into a little pickle: some_action.html.erb <% @dad.sons.each do |a_son| %> <%= render :partial => 'partial', :locals => { :son => a_son } %> <% end %> _partial.html.erb The son's name is <%= son.name %> The dad's name is <%= son.dad.name %> son.dad makes a database call to fetch the dad! So I would either have to access @dad, which would be going back to a) having partials access instance variables or I would have to pass @dad in locals, changing render :partial to <%= render :partial = 'partial', :locals = { :dad = @dad, :son = a_son } %, and for some reason passing a bunch of vars to my partial makes me feel uncomfortable. Maybe others feel this way as well. Hopefully that made some sense. Looking for some insight into this whole thing... Thanks!

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  • How can I modify/merge Jinja2 dictionaries?

    - by Brian M. Hunt
    I have a Jinja2 dictionary and I want a single expression that modifies it - either by changing its content, or merging with another dictionary. >>> import jinja2 >>> e = jinja2.Environment() Modify a dict: Fails. >>> e.from_string("{{ x[4]=5 }}").render({'x':{1:2,2:3}}) Traceback (most recent call last): File "<stdin>", line 1, in <module> File "jinja2/environment.py", line 743, in from_string return cls.from_code(self, self.compile(source), globals, None) File "jinja2/environment.py", line 469, in compile self.handle_exception(exc_info, source_hint=source) File "<unknown>", line 1, in template jinja2.exceptions.TemplateSyntaxError: expected token 'end of print statement', got '=' Two-stage update: Prints superfluous "None". >>> e.from_string("{{ x.update({4:5}) }} {{ x }}").render({'x':{1:2,2:3}}) u'None {1: 2, 2: 3, 4: 5}' >>> e.from_string("{{ dict(x.items()+ {3:4}.items()) }}").render({'x':{1:2,2:3}}) Traceback (most recent call last): File "<stdin>", line 1, in <module> File "jinja2/environment.py", line 868, in render return self.environment.handle_exception(exc_info, True) File "<template>", line 1, in top-level template code TypeError: <lambda>() takes exactly 0 arguments (1 given) Use dict(x,**y): Fails. >>> e.from_string("{{ dict((3,4), **x) }}").render({'x':{1:2,2:3}}) Traceback (most recent call last): File "<stdin>", line 1, in <module> File "jinja2/environment.py", line 868, in render return self.environment.handle_exception(exc_info, True) File "<template>", line 1, in top-level template code TypeError: call() keywords must be strings So how does one modify the dictionary x in Jinja2 by changing an attribute or merging with another dictionary? This question is similar to: How can I merge two Python dictionaries as a single expression? -- insofar as Jinja2 and Python are analogous.

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  • How does Backbone.js connect View to Model

    - by William Sham
    I am trying to learn backbone.js through the following example. Then I got stuck at the point ItemView = Backbone.View.extend why you can use this.model.get? I thought this is referring to the instance of ItemView that would be created. Then why would ItemView has a model property at all?!! (function($){ var Item = Backbone.Model.extend({ defaults: { part1: 'hello', part2: 'world' } }); var List = Backbone.Collection.extend({ model: Item }); var ItemView = Backbone.View.extend({ tagName: 'li', initialize: function(){ _.bindAll(this, 'render'); }, render: function(){ $(this.el).html('<span>'+this.model.get('part1')+' '+this.model.get('part2')+'</span>'); return this; } }); var ListView = Backbone.View.extend({ el: $('body'), events: { 'click button#add': 'addItem' }, initialize: function(){ _.bindAll(this, 'render', 'addItem', 'appendItem'); this.collection = new List(); this.collection.bind('add', this.appendItem); this.counter = 0; this.render(); }, render: function(){ $(this.el).append("<button id='add'>Add list item</button>"); $(this.el).append("<ul></ul>"); _(this.collection.models).each(function(item){ appendItem(item); }, this); }, addItem: function(){ this.counter++; var item = new Item(); item.set({ part2: item.get('part2') + this.counter }); this.collection.add(item); }, appendItem: function(item){ var itemView = new ItemView({ model: item }); $('ul', this.el).append(itemView.render().el); } }); var listView = new ListView(); })(jQuery);

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  • Is there a way to have the equivalent of multiple :before and :after pseudo-elements in CSS?

    - by Sergey Basharov
    Currently I have this markup that represents an icon container and some elements styled with CSS inside it that in the end show as graphic icon. <div class="icon"> <div class="icon-element1"></div> <div class="icon-element2"></div> <div class="icon-element3"></div> </div> The number of the child elements can be different depending on the complexity of the icon. What I want is to somehow move as much as possible to CSS stylesheet, so that ideally I would have only <div class="icon"></div> and the rest would just render from CSS styles, something close in concept to :before/:after, a kind of virtual divs. I don't want to use JavaScript to add the elements dynamically. It would be possible to do this if we had multiple :before/:after. Here is an example of an icon I get by using the markup from above: As you can see, there are 3 child elements representing gray case, white screen and turquoise button. Please advise, how I can simplify this markup so that not to have to put all the divs each time I want this icon to be shown.

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  • Javascript cloned object looses its prototype functions

    - by Jake M
    I am attempting to clone an object in Javascript. I have made my own 'class' that has prototype functions. My Problem: When I clone an object, the clone cant access/call any prototype functions. I get an error when I go to access a prototype function of the clone: clone.render is not a function Can you tell me how I can clone an object and keep its prototype functions This simple JSFiddle demonstrates the error I get: http://jsfiddle.net/VHEFb/1/ function cloneObject(obj) { // Handle the 3 simple types, and null or undefined if (null == obj || "object" != typeof obj) return obj; // Handle Date if (obj instanceof Date) { var copy = new Date(); copy.setTime(obj.getTime()); return copy; } // Handle Array if (obj instanceof Array) { var copy = []; for (var i = 0, len = obj.length; i < len; ++i) { copy[i] = cloneObject(obj[i]); } return copy; } // Handle Object if (obj instanceof Object) { var copy = {}; for (var attr in obj) { if (obj.hasOwnProperty(attr)) copy[attr] = cloneObject(obj[attr]); } return copy; } throw new Error("Unable to copy obj! Its type isn't supported."); } function MyObject(name) { this.name = name; // I have arrays stored in this object also so a simple cloneNode(true) call wont copy those // thus the need for the function cloneObject(); } MyObject.prototype.render = function() { alert("Render executing: "+this.name); } var base = new MyObject("base"); var clone = cloneObject(base); clone.name = "clone"; base.render(); clone.render(); // Error here: "clone.render is not a function"

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  • Reference an object, based on a variable with it's name in it

    - by James G
    I'm looking for a way to reference an object, based on a variable with it's name in it. I know I can do this for properties and sub properties: var req = {body: {jobID: 12}}; console.log(req.body.jobID); //12 var subProperty = "jobID"; console.log(req.body[subProperty ]); //12 var property = "body"; console.log(req[property][subProperty]); //12 is it possible for the object itself? var req = {body: {jobID: 12}}; var object = "req"; var property = "body"; var subProperty = "jobID"; console.log([object][property][subProperty]); //12 or console.log(this[object][property][subProperty]); //12 Note: I'm doing this in node.js not a browser. Here is an exert from the function: if(action.render){ res.render(action.render,renderData); }else if(action.redirect){ if(action.redirect.args){ var args = action.redirect.args; res.redirect(action.redirect.path+req[args[0]][args[1]]); }else{ res.redirect(action.redirect.path); } } I could work around it by changing it to this, but I was looking for something more dynamic. if(action.render){ res.render(action.render,renderData); }else if(action.redirect){ if(action.redirect.args){ var args = action.redirect.args; if(args[0]==="req"){ res.redirect(action.redirect.path+req[args[1]][args[2]]); }else if(args[0]==="rows"){ rows.redirect(action.redirect.path+rows[args[1]][args[2]]); } }else{ res.redirect(action.redirect.path); } }

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • LWJGL - Mixing 2D and 3D

    - by nathan
    I'm trying to mix 2D and 3D using LWJGL. I have wrote 2D little method that allow me to easily switch between 2D and 3D. protected static void make2D() { glEnable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); glOrtho(0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } protected static void make3D() { glDisable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective(45.0f, ((float) SCREEN_WIDTH / (float) SCREEN_HEIGHT), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); } The in my rendering code i would do something like: make2D(); //draw 2D stuffs here make3D(); //draw 3D stuffs here What i'm trying to do is to draw a 3D shape (in my case a quad) and i 2D image. I found this example and i took the code from TextureLoader, Texture and Sprite to load and render a 2D image. Here is how i load the image. TextureLoader loader = new TextureLoader(); Sprite s = new Sprite(loader, "player.png") And how i render it: make2D(); s.draw(0, 0); It works great. Here is how i render my quad: glTranslatef(0.0f, 0.0f, 30.0f); glScalef(12.0f, 9.0f, 1.0f); DrawUtils.drawQuad(); Once again, no problem, the quad is properly rendered. DrawUtils is a simple class i wrote containing utility method to draw primitives shapes. Now my problem is when i want to mix both of the above, loading/rendering the 2D image, rendering the quad. When i try to load my 2D image with the following: s = new Sprite(loader, "player.png); My quad is not rendered anymore (i'm not even trying to render the 2D image at this point). Only the fact of creating the texture create the issue. After looking a bit at the code of Sprite and TextureLoader i found that the problem appears after the call of the glTexImage2d. In the TextureLoader class: glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL_UNSIGNED_BYTE, textureBuffer); Commenting this like make the problem disappear. My question is then why? Is there anything special to do after calling this function to do 3D? Does this function alter the render part, the projection matrix?

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Variable number of GUI Buttons

    - by Wakaka
    I have a generic HTML5 Canvas GUI Button class and a Scene class. The Scene class has a method called createButton(), which will create a new Button with onclick parameter and store it in a list of buttons. I call createButton() for all UI buttons when initializing the Scene. Because buttons can appear and disappear very often during rendering, Scene would first deactivate all buttons (temporarily remove their onclick, onmouseover etc property) before each render frame. During rendering, the renderer would then activate the required buttons for that frame. The problem is that part of the UI requires a variable number of buttons, and their onclick, onmouseover etc properties change frequently. An example is a buffs system. The UI will list all buffs as square sprites for the current unit selected, and mousing over each square will bring up a tooltip with some information on the buff. But the number of buffs is variable thus I won't know how many buttons to create at the start. What's the best way to solve this problem? P.S. My game is in Javascript, and I know I can use HTML buttons, but would like to make my game purely Canvas-based. Create buttons on-the-fly during rendering. Thus I will only have buttons when I require them. After the render frame these buttons would be useless and removed. Create a fixed set of buttons that I'm going to assume the number of buffs per unit won't exceed. During each render frame activate the buttons accordingly and set their onmouseover property. Assign a button to each Buff instance. This sounds wrong as the buff button is a part of the GUI which can only have one unit selected. Assigning a button to every single Buff in the game seems to be overkill. Also, I would need to change the button's position every render frame since its order in the unit's list of buffs matter. Any other solutions? I'm actually quite for idea (1) but am worried about the memory/time issues of creating a new Button() object every render frame. But this is in Javascript where object creation is oh-so-common ({} mainly) due to automatic garbage collection. What is your take on this? Thanks!

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  • GWT: use the same UI template for multiple pages?

    - by janya
    Hello, how can I use the same UI template (*.ui.xml file) with multiple Java objects extending from Composite? I need to build several pages that should display basically the same information with the same layout, but on one page some fields will be editable, and on a different page other fields will be editable. I would like to specify layout only once in ui.xml, and create different behaviors in different *.java classes. Eclipse is giving me a syntax error "FirstAppUI.ui.xml is missing" on @UiTemplate("Template.ui.xml") public class FirstAppUI extends Composite { interface FirstAppUIUiBinder extends UiBinder<Widget, FirstAppUI> { } } thanks! jane prusakova

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