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  • json null error help in php

    - by bobby
    I get 'json is null' as error My php file: <?php if (isset($_REQUEST['query'])) { $query = $_REQUEST['query']; $url='https://www.googleapis.com/urlshortener/v1/'; $key='ApiKey'; $result= $url.($query).$key; $ch = curl_init($result); curl_setopt($ch, CURLOPT_HEADER, 0); curl_setopt($ch, CURLOPT_POST, 1); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); curl_setopt($ch,CURLOPT_CONNECTTIMEOUT,1); $resp = curl_exec($ch); curl_close($ch); echo $resp; } ?> My html: <html> <head> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function(){ // when the user clicks the button $("button").click(function(){ $.getJSON("shortner.php?query="+$('#query').attr("value"),function(json){ $('#results').append('<p>Id : ' + json.id+ '</p>'); $('#results').append('<p>Longurl: ' + json.longurl+ '</p>'); }); }); }); </script> </head> <body> <input type="text" value="Enter a place" id="query" /><button>Get Coordinates</button> <div id="results"></div> Edited : <?php if (isset($_REQUEST['query'])) { $query = $_REQUEST['query']; $url='https://www.googleapis.com/urlshortener/v1/'; $key='Api'; $key2='?key='; $result= $url.$query.$key2.$key; $requestData= json_encode($result); echo var_dump($query); $ch = curl_init($requestData); curl_setopt($ch, CURLOPT_HEADER, 0); curl_setopt($ch, CURLOPT_POST, 1); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); curl_setopt($ch,CURLOPT_CONNECTTIMEOUT,1); $resp = curl_exec($ch); curl_close($ch); echo $resp; } ?>

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  • Filtering with joined tables

    - by viraptor
    I'm trying to get some query performance improved, but the generated query does not look the way I expect it to. The results are retrieved using: query = session.query(SomeModel). options(joinedload_all('foo.bar')). options(joinedload_all('foo.baz')). options(joinedload('quux.other')) What I want to do is filter on the table joined via 'first', but this way doesn't work: query = query.filter(FooModel.address == '1.2.3.4') It results in a clause like this attached to the query: WHERE foos.address = '1.2.3.4' Which doesn't do the filtering in a proper way, since the generated joins attach tables foos_1 and foos_2. If I try that query manually but change the filtering clause to: WHERE foos_1.address = '1.2.3.4' AND foos_2.address = '1.2.3.4' It works fine. The question is of course - how can I achieve this with sqlalchemy itself?

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  • How can I output my MySQL data into following structures?

    - by sky
    Here is the question, how can I output MySQL data into format like : userAge, userMid are the column name, table name Users. <script type="text/javascript"> userAge = new Array('21','36','20'), userMid = new Array('liuple','anhu','jacksen'); </script> Which I'll be using later with following code : var html = ' <table class="map-overlay"> <tr> <td class="user">' + '<a class="username" href="/' + **userMid[index]** + '" target="_blank"><img alt="" src="' + getAvatar(signImgList[index], '72x72') + '"></a><br> <a class="username" href="/' + **userMid[index]** + '" target="_blank">' + userNameList[index] + '</a><br> <span class="info">' + **userSex[index]** + ' ' + **userAge[index]** + '?<br> ' + cityList[index] + '</span>' + '</td> <td class="content">' + picString + somethings[index] + '<br> <span class="time">' + timeList[index] + picTips + '</span></td> </tr> </table> '; PS: I Just been told that i coulnt use JSON to output that format, so i have no idea now .< Thanks!

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  • powershell missing member methods in array

    - by Andrew
    Hi Guys I have (yet another) powershell query. I have an array in powershell which i need to use the remove() and split commands on. Normally you set an array (or variable) and the above methods exist. On the below $csv2 array both methods are missing, i have checked using the get-member cmd. How can i go about using remove to get rid of lines with nan. Also how do i split the columns into two different variables. at the moment each element of the array displays one line, for each line i need to convert it into two variables, one for each column. timestamp Utilization --------- ----------- 1276505880 2.0763250000e+00 1276505890 1.7487730000e+00 1276505900 1.6906890000e+00 1276505910 1.7972880000e+00 1276505920 1.8141900000e+00 1276505930 nan 1276505940 nan 1276505950 0.0000000000e+00 $SystemStats = (Get-F5.iControl).SystemStatistics $report = "c:\snmp\data" + $gObj + ".csv" ### Allocate a new Query Object and add the inputs needed $Query = New-Object -TypeName iControl.SystemStatisticsPerformanceStatisticQuery $Query.object_name = $i $Query.start_time = $startTime $Query.end_time = 0 $Query.interval = $interval $Query.maximum_rows = 0 ### Make method call passing in an array of size one with the specified query $ReportData = $SystemStats.get_performance_graph_csv_statistics( (,$Query) ) ### Allocate a new encoder and turn the byte array into a string $ASCII = New-Object -TypeName System.Text.ASCIIEncoding $csvdata = $ASCII.GetString($ReportData[0].statistic_data) $csv2 = convertFrom-CSV $csvdata $csv2

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  • Why does SQL Server 2000 treat SELECT test.* and SELECT t.est.* the same?

    - by Chris Pebble
    I butter-fingered a query in SQL Server 2000 and added a period in the middle of the table name: SELECT t.est.* FROM test Instead of: SELECT test.* FROM test And the query still executed perfectly. Even SELECT t.e.st.* FROM test executes without issue. I've tried the same query in SQL Server 2008 where the query fails (error: the column prefix does not match with a table name or alias used in the query). For reasons of pure curiosity I have been trying to figure out how SQL Server 2000 handles the table names in a way that would allow the butter-fingered query to run, but I haven't had much luck so far. Any sql gurus know why SQL Server 2000 ran the query without issue? Update: The query appears to work regardless of the interface used (e.g. Enterprise Manager, SSMS, OSQL) and as Jhonny pointed out below it bizarrely even works when you try: SELECT TOP 1000 dbota.ble.* FROM dbo.table

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  • Java Persistence: Cast to something the result of Query.getResultList() ?

    - by GuiSim
    Hey everyone, I'm new to persistence / hibernate and I need your help. Here's the situation. I have a table that contains some stuff. Let's call them Persons. I'd like to get all the entries from the database that are in that table. I have a Person class that is a simple POJO with a property for each column in the table (name, age,..) Here's what I have : Query lQuery = myEntityManager.createQuery("from Person") List<Person> personList = lQuery.getResultList(); However, I get a warning saying that this is an unchecked conversion from List to List<Person> I thought that simply changing the code to Query lQuery = myEntityManager.createQuery("from Person") List<Person> personList = (List<Person>)lQuery.getResultList(); would work.. but it doesn't. Is there a way to do this ? Does persistence allow me to set the return type of the query ? (Through generics maybe ? )

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  • Edges on polygon outlines not always correct

    - by user146780
    I'm using the algorithm below to generate quads which are then rendered to make an outline like this http://img810.imageshack.us/img810/8530/uhohz.png The problem as seen on the image, is that sometimes the lines are too thin when they should always be the same width. My algorithm finds the 4 verticies for the first one then the top 2 verticies of the next ones are the bottom 2 of the previous. This creates connected lines, but it seems to not always work. How could I fix this? This is my algorithm: void OGLENGINEFUNCTIONS::GenerateLinePoly(const std::vector<std::vector<GLdouble>> &input, std::vector<GLfloat> &output, int width) { output.clear(); if(input.size() < 2) { return; } int temp; float dirlen; float perplen; POINTFLOAT start; POINTFLOAT end; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; POINTFLOAT p0, p1, p2, p3; for(unsigned int i = 0; i < input.size() - 1; ++i) { start.x = static_cast<float>(input[i][0]); start.y = static_cast<float>(input[i][1]); end.x = static_cast<float>(input[i + 1][0]); end.y = static_cast<float>(input[i + 1][1]); dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * width * 0.5); perpoffset.y = static_cast<float>(nperp.y * width * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); // p0 = start + perpoffset - diroffset //p1 = start - perpoffset - diroffset //p2 = end + perpoffset + diroffset // p3 = end - perpoffset + diroffset p0.x = start.x + perpoffset.x - diroffset.x; p0.y = start.y + perpoffset.y - diroffset.y; p1.x = start.x - perpoffset.x - diroffset.x; p1.y = start.y - perpoffset.y - diroffset.y; if(i > 0) { temp = (8 * (i - 1)); p2.x = output[temp + 2]; p2.y = output[temp + 3]; p3.x = output[temp + 4]; p3.y = output[temp + 5]; } else { p2.x = end.x + perpoffset.x + diroffset.x; p2.y = end.y + perpoffset.y + diroffset.y; p3.x = end.x - perpoffset.x + diroffset.x; p3.y = end.y - perpoffset.y + diroffset.y; } output.push_back(p2.x); output.push_back(p2.y); output.push_back(p0.x); output.push_back(p0.y); output.push_back(p1.x); output.push_back(p1.y); output.push_back(p3.x); output.push_back(p3.y); } } Thanks

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  • LINQ To SQL Dynamic Select

    - by mcass20
    Can someone show me how to indicate which columns I would like returned at run-time from a LINQ To SQL statement? I am allowing the user to select items in a checkboxlist representing the columns they would like displayed in a gridview that is bound to the results of a L2S query. I am able to dynamically generate the WHERE clause but am unable to do the same with the SELECT piece. Here is a sample: var query = from log in context.Logs select log; query = query.Where(Log => Log.Timestamp > CustomReport.ReportDateStart); query = query.Where(Log => Log.Timestamp < CustomReport.ReportDateEnd); query = query.Where(Log => Log.ProcessName == CustomReport.ProcessName); foreach (Pair filter in CustomReport.ExtColsToFilter) { sExtFilters = "<key>" + filter.First + "</key><value>" + filter.Second + "</value>"; query = query.Where(Log => Log.FormattedMessage.Contains(sExtFilters)); }

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  • Please help!! Is there a better way to write this LINQ query

    - by Raj Aththanayake
    Hi Is there a better simplified way to write this query. My logic is if collection contains customer ids and countrycodes, do the query ordey by customer id ascending. If there are no contain id in CustIDs then do the order by customer name. Is there a better way to write this query? I'm not really familiar with complex lambdas. var custIdResult = (from Customer c in CustomerCollection where (c.CustomerID.ToLower().Contains(param.ToLower()) && (countryCodeFilters.Any(item => item.Equals(c.CountryCode))) ) select c).ToList(); if (custIdResult.Count > 0) { return from Customer c in custIdResult ( c.CustomerName.ToLower().Contains(param.ToLower()) && countryCodeFilters.Any(item => item.Equals(c.CountryCode)) ) orderby c.CustomerID ascending select c; } else { return from Customer c in CustomerCollection where ( c.CustomerName.ToLower().Contains(param.ToLower()) && countryCodeFilters.Any(item => item.Equals(c.CountryCode)) ) orderby c.CustomerName descending select c; }

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  • How can I write output to a new external file with Perl?

    - by Structure
    Maybe I am searching with the wrong keywords or this is a very basic question but I cannot find the answer to my question. I am having trouble writing the result of my whois command to a new external file. My code is below. It takes $readfilename, which is a file name which has a list of IPs, and $writefilename, which is the destination file for output. Both are user-specified. For my tests, $readfilename contains three IP addresses on three separate lines so there should be three separate whois results in the user specified output file. if ($readfilename) { open (my $inputfile, "<", $readfilename) || die "\n Cannot open the specified file. Please double check your file name and path.\n\n"; open (my $outputfile, ">", $writefilename) || die "\n Could not create write file.\n\n"; while (<$inputfile>) { my $iplookupresult = `whois $_`; print $outputfile $iplookupresult; } close $outputfile; close $inputfile; } I can execute this script and end up with a new external file, but over half of the file has binary garbage data (running on CentOS) and only one (or a portion of one) of the whois lookups is readable. I have no idea how half of my file is ending up binary... but my approach must be incorrect. Is there a better way to achieve the same result?

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  • PHP: reusing database class

    - by citricsquid
    Hi, I built a class that allows me to do: $db->query($query); and it works perfectly, although if I want to do: $db->query($query); while($row = $db->fetch_assoc()){ $db->query($anotherquery); echo $db->result(); } it "breaks" the class. I don't want to constantly have to redeclare my class (eg: $seconddb = new database()), is there a way to get around this? I want to be able to reuse $db within $db, without overwriting the "outside" db. currently I'm create an array of data (from db-fetch_assoc() then doing a foreach and then doing the db call inside that: $db->query('SELECT * FROM table'); while($row = $db->fetch_assoc()){ $arr[] = $row; } foreach($arr as $a){ $db->query(); // query and processing here } Is this the best method or am I missing the obvious? Should I consider passing a connection link ID with the database connection?

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  • Return Total Rows from a table.

    - by theband
    while($row=mysql_fetch_array($result)) { $output .= "<Reports>"; $output .= "<ProjectName>"; $output .= $row['ProjectName']; $output .= "</ProjectName>"; $output .= "<ProjectCount>"; $output .= $row=mysql_fetch_array($result) $output .= "</ProjectCount>"; $output .= "</Reports>"; } Can i return the number of rows in table like this, i am getting XML markup error.

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  • Twitter ?? Nashorn ????

    - by Homma
    ????? ??? jlaskey ??? Nashorn Blog ????????????? https://blogs.oracle.com/nashorn/entry/nashorninthe_twitterverse ???????? ?? Nashorn ?????????????????????????????????Project Nashorn ???????????Nashorn ?????????????????????Nashorn ???????????????????????????????????????????????????????????????????????????????????????????????????????? ??????? Nashorn + Java ???????????????????Java ?? Twitter4J https://github.com/yusuke/twitter4j ?????????????????Twitter ?????????????????bin/getAccessToken.sh ?????twitter4j.properties ????????????????????????????????? nashorn -cp $TWITTER4J/twitter4j-core-3.0.1.jar GetHomeTimeline.js GetHomeTimeline.js ????????? var twitter4j = Packages.twitter4j; var TwitterFactory = twitter4j.TwitterFactory; var Query = twitter4j.Query; var twitter = new TwitterFactory().instance; var query = new Query("nashorn OR nashornjs"); query.count = 100; do { var result = twitter.search(query); var tweets = result.tweets; for each (tweet in tweets) { print("@" + tweet.user.screenName + "\t" + tweet.text); } } while (query = result.nextQuery()); ?????????????? JavaFX ???????????????????????...

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  • How do I get a server-side count on an LDAP query from Sun Java System Directory Server?

    - by cubetwo1729
    I wish to count the number of objects returned from a query (but I do not need the actual objects themselves) from Sun Java System Directory Server 5.2. E.g., if I want to find all people with surname Smith, I would want something like ldapsearch -LLL -H ldaps://example.com -b "ou=people,dc=example,dc=com" "sn=Smith" but with some sort of count. Is this possible without returning all of the results?

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  • getting warning messages "avahi-daemon[3201]: Invalid query packet." on suse 10.1 server with raid 1

    - by jarus
    I had recently replaced a failing hard drive on my software raid 1 system with suse 10.1 , and i am checking for any warning messages on " var/log/warn " and i found this message "avahi-daemon[3201]: Invalid query packet." more than 12 times , i am new to these stuff , should i be concerned , is there something wrong with the system , can i check anywhere else to find out if there is any problem with the system. Any help will be greatly appreciated. Thanx in advance.

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  • Can I include the path and query string in an IIS "Error Pages" redirect?

    - by Dylan Beattie
    I'm setting up a custom 403.4 handler so that non-SSL requests to my site are redirected to a different URL - and what I'd like to do is to include the script path and query string in the redirect, so that a user who requests http://www.site.com/foo?bar=1 will be redirected to https://www.site.com/foo?bar=1 I know something similar is possible when configuring a top-level site redirect, using the $S, $Q, %v tokens referred to in this IIS reference page - but this syntax doesn't seem to work when configuring a custom error redirect.

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • MySQL Connect 9 Days Away – Optimizer Sessions

    - by Bertrand Matthelié
    72 1024x768 Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Following my previous blog post focusing on InnoDB talks at MySQL Connect, let us review today the sessions focusing on the MySQL Optimizer: Saturday, 11.30 am, Room Golden Gate 6: MySQL Optimizer Overview—Olav Sanstå, Oracle The goal of MySQL optimizer is to take a SQL query as input and produce an optimal execution plan for the query. This session presents an overview of the main phases of the MySQL optimizer and the primary optimizations done to the query. These optimizations are based on a combination of logical transformations and cost-based decisions. Examples of optimization strategies the presentation covers are the main query transformations, the join optimizer, the data access selection strategies, and the range optimizer. For the cost-based optimizations, an overview of the cost model and the data used for doing the cost estimations is included. Saturday, 1.00 pm, Room Golden Gate 6: Overview of New Optimizer Features in MySQL 5.6—Manyi Lu, Oracle Many optimizer features have been added into MySQL 5.6. This session provides an introduction to these great features. Multirange read, index condition pushdown, and batched key access will yield huge performance improvements on large data volumes. Structured explain, explain for update/delete/insert, and optimizer tracing will help users analyze and speed up queries. And last but not least, the session covers subquery optimizations in Release 5.6. Saturday, 7.00 pm, Room Golden Gate 4: BoF: Query Optimizations: What Is New and What Is Coming? This BoF presents common techniques for query optimization, covers what is new in MySQL 5.6, and provides a discussion forum in which attendees can tell the MySQL optimizer team which optimizations they would like to see in the future. Sunday, 1.15 pm, Room Golden Gate 8: Query Performance Comparison of MySQL 5.5 and MySQL 5.6—Øystein Grøvlen, Oracle MySQL Release 5.6 contains several improvements in the query optimizer that create improved performance for complex queries. This presentation looks at how MySQL 5.6 improves the performance of many of the queries in the DBT-3 benchmark. Based on the observed improvements, the presentation discusses what makes the specific queries perform better in Release 5.6. It describes the relevant new optimization techniques and gives examples of the types of queries that will benefit from these techniques. Sunday, 4.15 pm, Room Golden Gate 4: Powerful EXPLAIN in MySQL 5.6—Evgeny Potemkin, Oracle The EXPLAIN command of MySQL has long been a very useful tool for understanding how MySQL will execute a query. Release 5.6 of the MySQL database offers several new additions that give more-detailed information about the query plan and make it easier to understand at the same time. This presentation gives an overview of new EXPLAIN features: structured EXPLAIN in JSON format, EXPLAIN for INSERT/UPDATE/DELETE, and optimizer tracing. Examples in the session give insights into how you can take advantage of the new features. They show how these features supplement and relate to each other and to classical EXPLAIN and how and why the MySQL server chooses a particular query plan. You can check out the full program here as well as in the September edition of the MySQL newsletter. Not registered yet? You can still save US$ 300 over the on-site fee – Register Now!

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