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  • Setting the value of textboxes with one of their attributes (jQuery)

    - by Jimbo
    I have a bunch of input text boxes that have the attribute ORIGINAL set to their initial value, so that when the user changes the textbox value, jQuery can highlight items that have changed (by comparing the text box's current value to the ORIGINAL attribute's value) What Im trying to do now is provide the user with a button that they can click to revert all text boxes back to their original values based on the value of the ORIGINAL attribute of each text box. Example $('input[type=text]').val($(this).attr('original')); The above doesnt work and I dont understand why.

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  • Fields in CakePHP could not be referred by JQuery

    - by kwokwai
    Hi all, I have got a simple HTMl form with one field as follows: <input type="text" name="data['User']['user_id']" id="data['User']['user_id']" value="1"> $(document).ready(function(){ $("#data['User']['user_id']").mouseover(function(){ alert("hello"); }); }); The code couldn't work, I think it may be the name of the Input text field that caused the problem, but I don't know how to alter it because this is the naming convention in CakePHP.

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  • Results page in other window.

    - by xRobot
    I have this simple form: <form method="post" action"."> <input type="text" name="title"> <input type="submit" name"send"> </form> I want that when a user click on submit, then will be open another window of browser with the results. Is it possible ?

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  • Is there a way to read a c-string and then an int with a single scanf in C?

    - by Aux
    Hey, I'm trying to get this function to get the following output with the listed input, the "..." is where I'm not sure what to write: void Question8(void) { char sentence[100]; int grade; scanf(….); printf("%s %d", sentence, grade); } Input: My CS Grade is 1000 Output: My CS Grade is 100 However, the kicker is that I need the scanf to read a c-string and then an int with a single scanf command, is this even possible?

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  • printing only the last 8 entries in a .csv file

    - by user2341103
    I have an input csv file as below,I want to print only the most recent 8 entries..can anyone provide inputs on how to do this? INPUT:- trend.csv ['2013-06-25 20:01', '10'] ['2013-06-25 20:06', '9'] ['2013-06-25 20:06', '8'] ['2013-06-26 20:06', '7'] ['2013-06-26 20:06', '6'] ['2013-06-26 20:06', '5'] ['2013-06-26 20:06', '4'] ['2013-06-26 20:06', '3'] ['2013-06-26 20:06', '2'] ['2013-06-26 20:08', '1'] OUTPUT:- ['2013-06-25 20:06', '8'] ['2013-06-26 20:06', '7'] ['2013-06-26 20:06', '6'] ['2013-06-26 20:06', '5'] ['2013-06-26 20:06', '4'] ['2013-06-26 20:06', '3'] ['2013-06-26 20:06', '2'] ['2013-06-26 20:08', '1'] import csv #Now read the recent 8 entries and print cr = csv.reader(open("trend.csv","rb")) for row in cr: #print only the recent most 8 entries print row

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  • dojo query for checkboxes

    - by mouse
    Hi I want to get all my checked checkboxes from a form and i do like this(and it works) var cbs = dojo.query('input:checked', 'f'); I wand to add another selector(class selector) to get all checked checkboxes from a form with a specified class. I tried this one but it doesn't work var cbs = dojo.query('input:checked .xClass', 'f');

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  • How to disable checkbox one after another?

    - by spotlightsnap
    I have two checkboxes with different names: <input type="checkbox" name="checkbox1" value="checkbox1"> <input type="checkbox" name="checkbox2" value="checkbox2"> I'd like to implement code where when checkbox1 is checked, checkbox2 is disabled and when checkbox2 is checked, checkbox1 is disabled. When it's unchecked, it should enable the other back as well. How can I achieve with jQuery or JavaScript?

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  • command&pointer&malloc [closed]

    - by gcc
    input 23 3 4 4 42 n 23 0 9 9 n n n 3 9 9 x //according to input,i should create int pointer arrays. pointer arrays starting from 1 (that is initial arrays is arrays[1].when program sees n ,it must be jumb to arrays 2 expected output arrays[1] 3 4 5 42 arrays[2] 23 0 9 9 arrays[5] 3 9 9 x is stopper n is comman to create new pointer array i am new in this site anyone help me how can i write

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  • Rewrite inline javascript into jQuery

    - by cf_PhillipSenn
    How do I rewrite this using jQuery instead of the onchange event? <input name="PasswordName" type="password" id="passwordID"> <p> <input type="checkbox" onchange="document.getElementById('passwordID').type = this.checked ? 'text' : 'password'"> Show Password </p>

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  • Access element of pointed std::vector

    - by user146780
    I have a function where I provide a pointer to a std::vector. I want to make x = to vector[element] but i'm getting compiler errors. I'm doing: void Function(std::vector<int> *input) { int a; a = *input[0]; } What is the right way to do this? Thanks

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  • make it simpliest

    - by gcc
    input 000 000 000 000 255 000 000 000 000 000 000 000 purpose instead of 000 write 0 and 255 write 2 take input { char A[800][600]; scanf("%d",&height); for(i=0;i<height;++i) scanf("%s",A[i]); then what output 0 0 0 0 2 0 0 0 0 0 0 0

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  • what to do if we want javascript to be executed first then the php post method i.e submitting

    - by user1447589
    For example: I want to accept or reject a photo. The input button for accept and the form is: <form method="post" action="viewRequests.php"> <input type="submit" onClick="showAlertBox()"> </form> showAlertBox() is a javascript function which shows a confirmation dialog with Yes or No. If I choose No then the form submission should not be triggered. what to do in this case

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  • Links aren't generating

    - by user2680614
    I have a form and I can't get my links to generate. The next button is supposed to light up followed by a bit of text. How it's supposed to work: http://jsfiddle.net/zMQcn/ The one that doesn't work: http://jsfiddle.net/Yq8Qf/ document.getElementById("linkDiv").innerHTML="<input type=button value=Next onclick=\"window.location.href='http://yahoo.com/';\">other 8b white</input>"; }

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  • Our Look at the Internet Explorer 9 Platform Preview

    - by Asian Angel
    Have you been hearing all about Microsoft’s work on Internet Explorer 9 and are curious about it? If you are wanting a taste of the upcoming release then join us as we take a look at the Internet Explorer 9 Platform Preview. Note: Windows Vista and Server 2008 users may need to install a Platform Update (see link at bottom for more information). Getting Started If you are curious about the systems that the platform preview will operate on here is an excerpt from the FAQ page (link provided below). There are two important points of interest here: The platform preview does not replace your regular Internet Explorer installation The platform preview (and the final version of Internet Explorer 9) will not work on Windows XP There really is not a lot to the install process…basically all that you will have to deal with is the “EULA Window” and the “Install Finished Window”. Note: The platform preview will install to a “Program Files Folder” named “Internet Explorer Platform Preview”. Internet Explorer 9 Platform Preview in Action When you start the platform preview up for the first time you will be presented with the Internet Explorer 9 Test Drive homepage. Do not be surprised that there is not a lot to the UI at this time…but you can get a good idea of how Internet Explorer will act. Note: You will not be able to alter the “Homepage” for the platform preview. Of the four menus available there are two that will be of interest to most people…the “Page & Debug Menus”. If you go to navigate to a new webpage you will need to go through the “Page Menu” unless you have installed the Address Bar Mini-Tool (shown below). Want to see what a webpage will look like in an older version of Internet Explorer? Then choose your version in the “Debug Menu”. We did find it humorous that IE6 was excluded from the choices offered. Here is what the URL entry window looks like if you are using the “Page Menu” to navigate between websites. Here is the main page of the site here displayed in “IE9 Mode”…looking good. Here is the main page viewed in “Forced IE5 Document Mode”. There were some minor differences (colors, sidebar, etc.) in how the main page displayed in comparison to “IE9 Mode”. Being able to switch between modes makes for an interesting experience… As you can see there is not much to the “Context Menu” at the moment. Notice the slightly altered icon for the platform preview… “Add” an Address Bar of Sorts If you would like to use a “make-shift” Address Bar with the platform preview you can set up the portable file (IE9browser.exe) for the Internet Explorer 9 Test Platform Addressbar Mini-Tool. Just place it in an appropriate folder, create a shortcut for it, and it will be ready to go. Here is a close look at the left side of the Address Bar Mini-Tool. You can try to access “IE Favorites” but may have sporadic results like those we experienced during our tests. Note: The Address Bar Mini-Tool will not line up perfectly with the platform preview but still makes a nice addition. And a close look at the right side of the Address Bar Mini-Tool. In order to completely shut down the Address Bar Mini-Tool you will need to click on “Close”. Each time that you enter an address into the Address Bar Mini-Tool it will open a new window/instance of the platform preview. Note: During our tests we noticed that clicking on “Home” in the “Page Menu” opened the previously viewed website but once we closed and restarted the platform preview the test drive website was the starting/home page again. Even if the platform preview is not running the Address Bar Mini-Tool can still run as shown here. Note: You will not be able to move the Address Bar Mini-Tool from its’ locked-in position at the top of the screen. Now for some fun. With just the Address Bar Mini-Tool open you can enter an address and cause the platform preview to open. Here is our example from above now open in the platform preview…good to go. Conclusion During our tests we did experience the occasional crash but overall we were pleased with the platform preview’s performance. The platform preview handled rather well and definitely seemed much quicker than Internet Explorer 8 on our test system (a definite bonus!). If you are an early adopter then this could certainly get you in the mood for the upcoming beta releases! Links Download the Internet Explorer 9 Preview Platform Download the Internet Explorer 9 Test Platform Addressbar Mini-Tool Information about Platform Update for Windows Vista & Server 2008 View the Internet Explorer 9 Platform Preview FAQ Similar Articles Productive Geek Tips Mysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPMake Ctrl+Tab in Internet Explorer 7 Use Most Recent OrderRemove ISP Text or Corporate Branding from Internet Explorer Title BarWhy Can’t I Turn the Details/Preview Panes On or Off in Windows Vista Explorer?Prevent Firefox or Internet Explorer from Printing the URL on Every Page TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad Hide Your Confidential Files Inside Images Get Wildlife Photography Tips at BBC’s PhotoMasterClasses

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  • JMS Step 7 - How to Write to an AQ JMS (Advanced Queueing JMS) Queue from a BPEL Process

    - by John-Brown.Evans
    JMS Step 7 - How to Write to an AQ JMS (Advanced Queueing JMS) Queue from a BPEL Process ol{margin:0;padding:0} .jblist{list-style-type:disc;margin:0;padding:0;padding-left:0pt;margin-left:36pt} .c4_7{vertical-align:top;width:468pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c3_7{vertical-align:top;width:234pt;border-style:solid;border-color:#000000;border-width:1pt;padding:0pt 5pt 0pt 5pt} .c6_7{vertical-align:top;width:156pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c16_7{background-color:#ffffff;padding:0pt 0pt 0pt 0pt} .c0_7{height:11pt;direction:ltr} .c9_7{color:#1155cc;text-decoration:underline} .c17_7{color:inherit;text-decoration:inherit} .c5_7{direction:ltr} .c18_7{background-color:#ffff00} .c2_7{background-color:#f3f3f3} .c14_7{height:0pt} .c8_7{text-indent:36pt} .c11_7{text-align:center} .c7_7{font-style:italic} .c1_7{font-family:"Courier New"} .c13_7{line-height:1.0} .c15_7{border-collapse:collapse} .c12_7{font-weight:bold} .c10_7{font-size:8pt} .title{padding-top:24pt;line-height:1.15;text-align:left;color:#000000;font-size:36pt;font-family:"Arial";font-weight:bold;padding-bottom:6pt} .subtitle{padding-top:18pt;line-height:1.15;text-align:left;color:#666666;font-style:italic;font-size:24pt;font-family:"Georgia";padding-bottom:4pt} li{color:#000000;font-size:10pt;font-family:"Arial"} p{color:#000000;font-size:10pt;margin:0;font-family:"Arial"} h1{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:24pt;font-family:"Arial";font-weight:normal} h2{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:18pt;font-family:"Arial";font-weight:normal} h3{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:14pt;font-family:"Arial";font-weight:normal} h4{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:12pt;font-family:"Arial";font-weight:normal} h5{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:11pt;font-family:"Arial";font-weight:normal} h6{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:10pt;font-family:"Arial";font-weight:normal} This post continues the series of JMS articles which demonstrate how to use JMS queues in a SOA context. The previous posts were: JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g JMS Step 2 - Using the QueueSend.java Sample Program to Send a Message to a JMS Queue JMS Step 3 - Using the QueueReceive.java Sample Program to Read a Message from a JMS Queue JMS Step 4 - How to Create an 11g BPEL Process Which Writes a Message Based on an XML Schema to a JMS Queue JMS Step 5 - How to Create an 11g BPEL Process Which Reads a Message Based on an XML Schema from a JMS Queue JMS Step 6 - How to Set Up an AQ JMS (Advanced Queueing JMS) for SOA Purposes This example demonstrates how to write a simple message to an Oracle AQ via the the WebLogic AQ JMS functionality from a BPEL process and a JMS adapter. If you have not yet reviewed the previous posts, please do so first, especially the JMS Step 6 post, as this one references objects created there. 1. Recap and Prerequisites In the previous example, we created an Oracle Advanced Queue (AQ) and some related JMS objects in WebLogic Server to be able to access it via JMS. Here are the objects which were created and their names and JNDI names: Database Objects Name Type AQJMSUSER Database User MyQueueTable Advanced Queue (AQ) Table UserQueue Advanced Queue WebLogic Server Objects Object Name Type JNDI Name aqjmsuserDataSource Data Source jdbc/aqjmsuserDataSource AqJmsModule JMS System Module AqJmsForeignServer JMS Foreign Server AqJmsForeignServerConnectionFactory JMS Foreign Server Connection Factory AqJmsForeignServerConnectionFactory AqJmsForeignDestination AQ JMS Foreign Destination queue/USERQUEUE eis/aqjms/UserQueue Connection Pool eis/aqjms/UserQueue 2 . Create a BPEL Composite with a JMS Adapter Partner Link This step requires that you have a valid Application Server Connection defined in JDeveloper, pointing to the application server on which you created the JMS Queue and Connection Factory. You can create this connection in JDeveloper under the Application Server Navigator. Give it any name and be sure to test the connection before completing it. This sample will write a simple XML message to the AQ JMS queue via the JMS adapter, based on the following XSD file, which consists of a single string element: stringPayload.xsd <?xml version="1.0" encoding="windows-1252" ?> <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema"                xmlns="http://www.example.org"                targetNamespace="http://www.example.org"                elementFormDefault="qualified">  <xsd:element name="exampleElement" type="xsd:string">  </xsd:element> </xsd:schema> The following steps are all executed in JDeveloper. The SOA project will be created inside a JDeveloper Application. If you do not already have an application to contain the project, you can create a new one via File > New > General > Generic Application. Give the application any name, for example JMSTests and, when prompted for a project name and type, call the project   JmsAdapterWriteAqJms  and select SOA as the project technology type. If you already have an application, continue below. Create a SOA Project Create a new project and select SOA Tier > SOA Project as its type. Name it JmsAdapterWriteAqJms . When prompted for the composite type, choose Composite With BPEL Process. When prompted for the BPEL Process, name it JmsAdapterWriteAqJms too and choose Synchronous BPEL Process as the template. This will create a composite with a BPEL process and an exposed SOAP service. Double-click the BPEL process to open and begin editing it. You should see a simple BPEL process with a Receive and Reply activity. As we created a default process without an XML schema, the input and output variables are simple strings. Create an XSD File An XSD file is required later to define the message format to be passed to the JMS adapter. In this step, we create a simple XSD file, containing a string variable and add it to the project. First select the xsd item in the left-hand navigation tree to ensure that the XSD file is created under that item. Select File > New > General > XML and choose XML Schema. Call it stringPayload.xsd  and when the editor opens, select the Source view. then replace the contents with the contents of the stringPayload.xsd example above and save the file. You should see it under the XSD item in the navigation tree. Create a JMS Adapter Partner Link We will create the JMS adapter as a service at the composite level. If it is not already open, double-click the composite.xml file in the navigator to open it. From the Component Palette, drag a JMS adapter over onto the right-hand swim lane, under External References. This will start the JMS Adapter Configuration Wizard. Use the following entries: Service Name: JmsAdapterWrite Oracle Enterprise Messaging Service (OEMS): Oracle Advanced Queueing AppServer Connection: Use an existing application server connection pointing to the WebLogic server on which the connection factory created earlier is located. You can use the “+” button to create a connection directly from the wizard, if you do not already have one. Adapter Interface > Interface: Define from operation and schema (specified later) Operation Type: Produce Message Operation Name: Produce_message Produce Operation Parameters Destination Name: Wait for the list to populate. (Only foreign servers are listed here, because Oracle Advanced Queuing was selected earlier, in step 3) .         Select the foreign server destination created earlier, AqJmsForeignDestination (queue) . This will automatically populate the Destination Name field with the name of the foreign destination, queue/USERQUEUE . JNDI Name: The JNDI name to use for the JMS connection. This is the JNDI name of the connection pool created in the WebLogic Server.JDeveloper does not verify the value entered here. If you enter a wrong value, the JMS adapter won’t find the queue and you will get an error message at runtime. In our example, this is the value eis/aqjms/UserQueue Messages URL: We will use the XSD file we created earlier, stringPayload.xsd to define the message format for the JMS adapter. Press the magnifying glass icon to search for schema files. Expand Project Schema Files > stringPayload.xsd and select exampleElement : string . Press Next and Finish, which will complete the JMS Adapter configuration. Wire the BPEL Component to the JMS Adapter In this step, we link the BPEL process/component to the JMS adapter. From the composite.xml editor, drag the right-arrow icon from the BPEL process to the JMS adapter’s in-arrow.   This completes the steps at the composite level. 3. Complete the BPEL Process Design Invoke the JMS Adapter Open the BPEL component by double-clicking it in the design view of the composite.xml. This will display the BPEL process in the design view. You should see the JmsAdapterWrite partner link under one of the two swim lanes. We want it in the right-hand swim lane. If JDeveloper displays it in the left-hand lane, right-click it and choose Display > Move To Opposite Swim Lane. An Invoke activity is required in order to invoke the JMS adapter. Drag an Invoke activity between the Receive and Reply activities. Drag the right-hand arrow from the Invoke activity to the JMS adapter partner link. This will open the Invoke editor. The correct default values are entered automatically and are fine for our purposes. We only need to define the input variable to use for the JMS adapter. By pressing the green “+” symbol, a variable of the correct type can be auto-generated, for example with the name Invoke1_Produce_Message_InputVariable. Press OK after creating the variable. Assign Variables Drag an Assign activity between the Receive and Invoke activities. We will simply copy the input variable to the JMS adapter and, for completion, so the process has an output to print, again to the process’s output variable. Double-click the Assign activity and create two Copy rules: for the first, drag Variables > inputVariable > payload > client:process > client:input_string to Invoke1_Produce_Message_InputVariable > body > ns2:exampleElement for the second, drag the same input variable to outputVariable > payload > client:processResponse > client:result This will create two copy rules, similar to the following: Press OK. This completes the BPEL and Composite design. 4. Compile and Deploy the Composite Compile the process by pressing the Make or Rebuild icons or by right-clicking the project name in the navigator and selecting Make... or Rebuild... If the compilation is successful, deploy it to the SOA server connection defined earlier. (Right-click the project name in the navigator, select Deploy to Application Server, choose the application server connection, choose the partition on the server (usually default) and press Finish. You should see the message ----  Deployment finished.  ---- in the Deployment frame, if the deployment was successful. 5. Test the Composite Execute a Test Instance In a browser, log in to the Enterprise Manager 11g Fusion Middleware Control (EM) for your SOA installation. Navigate to SOA > soa-infra (soa_server1) > default (or wherever you deployed your composite) and click on  JmsAdapterWriteAqJms [1.0] , then press the Test button. Enter any string into the text input field, for example “Test message from JmsAdapterWriteAqJms” then press Test Web Service. If the instance is successful, you should see the same text you entered in the Response payload frame. Monitor the Advanced Queue The test message will be written to the advanced queue created at the top of this sample. To confirm it, log in to the database as AQJMSUSER and query the MYQUEUETABLE database table. For example, from a shell window with SQL*Plus sqlplus aqjmsuser/aqjmsuser SQL> SELECT user_data FROM myqueuetable; which will display the message contents, for example Similarly, you can use the JDeveloper Database Navigator to view the contents. Use a database connection to the AQJMSUSER and in the navigator, expand Queues Tables and select MYQUEUETABLE. Select the Data tab and scroll to the USER_DATA column to view its contents. This concludes this example. The following post will be the last one in this series. In it, we will learn how to read the message we just wrote using a BPEL process and AQ JMS. Best regards John-Brown Evans Oracle Technology Proactive Support Delivery

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  • 8 Things You Can Do In Android’s Developer Options

    - by Chris Hoffman
    The Developer Options menu in Android is a hidden menu with a variety of advanced options. These options are intended for developers, but many of them will be interesting to geeks. You’ll have to perform a secret handshake to enable the Developer Options menu in the Settings screen, as it’s hidden from Android users by default. Follow the simple steps to quickly enable Developer Options. Enable USB Debugging “USB debugging” sounds like an option only an Android developer would need, but it’s probably the most widely used hidden option in Android. USB debugging allows applications on your computer to interface with your Android phone over the USB connection. This is required for a variety of advanced tricks, including rooting an Android phone, unlocking it, installing a custom ROM, or even using a desktop program that captures screenshots of your Android device’s screen. You can also use ADB commands to push and pull files between your device and your computer or create and restore complete local backups of your Android device without rooting. USB debugging can be a security concern, as it gives computers you plug your device into access to your phone. You could plug your device into a malicious USB charging port, which would try to compromise you. That’s why Android forces you to agree to a prompt every time you plug your device into a new computer with USB debugging enabled. Set a Desktop Backup Password If you use the above ADB trick to create local backups of your Android device over USB, you can protect them with a password with the Set a desktop backup password option here. This password encrypts your backups to secure them, so you won’t be able to access them if you forget the password. Disable or Speed Up Animations When you move between apps and screens in Android, you’re spending some of that time looking at animations and waiting for them to go away. You can disable these animations entirely by changing the Window animation scale, Transition animation scale, and Animator duration scale options here. If you like animations but just wish they were faster, you can speed them up. On a fast phone or tablet, this can make switching between apps nearly instant. If you thought your Android phone was speedy before, just try disabling animations and you’ll be surprised how much faster it can seem. Force-Enable FXAA For OpenGL Games If you have a high-end phone or tablet with great graphics performance and you play 3D games on it, there’s a way to make those games look even better. Just go to the Developer Options screen and enable the Force 4x MSAA option. This will force Android to use 4x multisample anti-aliasing in OpenGL ES 2.0 games and other apps. This requires more graphics power and will probably drain your battery a bit faster, but it will improve image quality in some games. This is a bit like force-enabling antialiasing using the NVIDIA Control Panel on a Windows gaming PC. See How Bad Task Killers Are We’ve written before about how task killers are worse than useless on Android. If you use a task killer, you’re just slowing down your system by throwing out cached data and forcing Android to load apps from system storage whenever you open them again. Don’t believe us? Enable the Don’t keep activities option on the Developer options screen and Android will force-close every app you use as soon as you exit it. Enable this app and use your phone normally for a few minutes — you’ll see just how harmful throwing out all that cached data is and how much it will slow down your phone. Don’t actually use this option unless you want to see how bad it is! It will make your phone perform much more slowly — there’s a reason Google has hidden these options away from average users who might accidentally change them. Fake Your GPS Location The Allow mock locations option allows you to set fake GPS locations, tricking Android into thinking you’re at a location where you actually aren’t. Use this option along with an app like Fake GPS location and you can trick your Android device and the apps running on it into thinking you’re at locations where you actually aren’t. How would this be useful? Well, you could fake a GPS check-in at a location without actually going there or confuse your friends in a location-tracking app by seemingly teleporting around the world. Stay Awake While Charging You can use Android’s Daydream Mode to display certain apps while charging your device. If you want to force Android to display a standard Android app that hasn’t been designed for Daydream Mode, you can enable the Stay awake option here. Android will keep your device’s screen on while charging and won’t turn it off. It’s like Daydream Mode, but can support any app and allows users to interact with them. Show Always-On-Top CPU Usage You can view CPU usage data by toggling the Show CPU usage option to On. This information will appear on top of whatever app you’re using. If you’re a Linux user, the three numbers on top probably look familiar — they represent the system load average. From left to right, the numbers represent your system load over the last one, five, and fifteen minutes. This isn’t the kind of thing you’d want enabled most of the time, but it can save you from having to install third-party floating CPU apps if you want to see CPU usage information for some reason. Most of the other options here will only be useful to developers debugging their Android apps. You shouldn’t start changing options you don’t understand. If you want to undo any of these changes, you can quickly erase all your custom options by sliding the switch at the top of the screen to Off.     

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  • FFSERVER - streaming an ASF video as Webm output

    - by Emmanuel Brunet
    I'm trying to stream an IP webcam ASF live stream to a ffserver to output a webm video format. The server starts successfully but the ffserver commands used to feed the ffserver fails and generates a core dump. Environment Debian 7.5 ffmpeg 2.2 Input stream $ ffprobe http://account:password@webcam/videostream.asf Input #0, asf, from 'http://admin:alpha1237@webcam/videostream.asf': Duration: N/A, start: 0.000000, bitrate: 32 kb/s Stream #0:0: Video: mjpeg (MJPG / 0x47504A4D), yuvj422p(pc), 640x480, 25 tbr, 1k tbn, 1k tbc Stream #0:1: Audio: adpcm_ima_wav ([17][0][0][0] / 0x0011), 8000 Hz, 1 channels, s16p, 32 kb/s ffserver configuration my ffserver configuration is : Port 8091 RTSPPort 554 BindAddress 192.168.1.62 MaxHTTPConnections 1000 MaxClients 100 MaxBandwidth 1000 CustomLog - <Feed webcam.ffm> File /tmp/webcam.ffm FileMaxSize 500M ACL allow localhost ACL allow 192.168.0.0 192.168.255.255 </Feed> <Stream webcam.webm> # Output stream URL definition Feed webcam.ffm # Feed from which to receive video Format webm # Audio settings AudioCodec vorbis AudioBitRate 64 # Audio bitrate # Video settings VideoCodec libvpx VideoSize 640x480 # Video resolution VideoFrameRate 25 # Video FPS AVOptionVideo flags +global_header # Parameters passed to encoder # (same as ffmpeg command-line parameters) AVOptionVideo cpu-used 0 AVOptionVideo qmin 10 AVOptionVideo qmax 42 AVOptionVideo quality good AVOptionAudio flags +global_header PreRoll 15 StartSendOnKey # VideoBitRate 32 # Video bitrate </Stream> <Stream status.html> Format status # Only allow local people to get the status ACL allow localhost ACL allow 192.168.0.0 192.168.255.255 </Stream> ffmpeg feed I run the following command that fails $ ffmpeg -i http://account:password@webcam/videostream.asf http://192.168.1.62:8091/webcam.ffm http://192.168.1.62:8091/webcam.ffm Input #0, asf, from 'http://account:password@webcam/videostream.asf': Duration: N/A, start: 0.000000, bitrate: 32 kb/s Stream #0:0: Video: mjpeg (MJPG / 0x47504A4D), yuvj422p(pc), 640x480, 25 tbr, 1k tbn, 1k tbc Stream #0:1: Audio: adpcm_ima_wav ([17][0][0][0] / 0x0011), 8000 Hz, mono, s16p, 32 kb/s [swscaler @ 0x36a80c0] deprecated pixel format used, make sure you did set range correctly Segmentation fault I tryed $ ffmpeg -i http://account:password@webcam/videostream.asf -pix_fmt yuv420p http://192.168.1.62:8091/webcam.ffm But it raises the same error. Thanks for your help Edit For an easy testing (I thought), I tried to publish the whole ASF stream as is, meaning connecting the ASF webcam output stream to the ffserver that outputs ASF format too. And thus with mirrored encoding so I changed the ffserver configuration to ... <Stream webcam.asf> Feed webcam.ffm Format asf VideoFrameRate 25 VideoSize 640X480 VideoBitRate 256 VideoBufferSize 1000 VideoGopSize 30 AudioBitRate 32 StartSendOnKey </Stream> ... And the output is now : Input #0, asf, from 'http://admin:alpha1237@webcam/videostream.asf': Duration: N/A, start: 0.000000, bitrate: 32 kb/s Stream #0:0: Video: mjpeg (MJPG / 0x47504A4D), yuvj422p(pc), 640x480, 1k tbr, 1k tbn, 1k tbc Stream #0:1: Audio: adpcm_ima_wav ([17][0][0][0] / 0x0011), 8000 Hz, mono, s16p, 32 kb/s [swscaler @ 0x3d620c0] deprecated pixel format used, make sure you did set range correctly Output #0, ffm, to 'http://192.168.1.62:8091/webcam.ffm': Metadata: creation_time : now encoder : Lavf55.40.100 Stream #0:0: Audio: wmav2, 22050 Hz, mono, fltp, 32 kb/s Metadata: encoder : Lavc55.64.100 wmav2 Stream #0:1: Video: msmpeg4v3 (msmpeg4), yuv420p, 640x480, q=2-31, 256 kb/s, 1k fps, 1000k tbn, 1k tbc Metadata: Stream mapping: Stream #0:1 -> #0:0 (adpcm_ima_wav -> wmav2) Stream #0:0 -> #0:1 (mjpeg -> msmpeg4) Press [q] to stop, [?] for help Segmentation fault I can't even forward the stream.

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  • ASP.NET, HTTP 404 and SEO

    - by paxer
    The other day our SEO Manager told me that he is not happy about the way ASP.NET application return HTTP response codes for Page Not Found (404) situation. I've started research and found interesting things, which could probably help others in similar situation.  1) By default ASP.NET application handle 404 error by using next web.config settings           <customErrors defaultRedirect="GenericError.htm" mode="On">             <error statusCode="404" redirect="404.html"/>           </customErrors> However this approach has a problem, and this is actually what our SEO manager was talking about. This is what HTTP return to request in case of Page not Found situation. So first of all it return HTTP 302 Redirect code and then HTTP 200 - ok code. The problem : We need to have HTTP 404 response code at the end of response for SEO purposes.  Solution 1 Let's change a bit our web.config settings to handle 404 error not on static html page but on .aspx page      <customErrors defaultRedirect="GenericError.htm" mode="On">             <error statusCode="404" redirect="404.aspx"/>           </customErrors> And now let's add in Page_Load event on 404.aspx page next lines     protected void Page_Load(object sender, EventArgs e)             {                 Response.StatusCode = 404;             } Now let's run our test again Now it has got better, last HTTP response code is 404, but my SEO manager still was not happy, becouse we still have 302 code before it, and as he said this is bad for Google search optimization. So we need to have only 404 HTTP code alone. Solution 2 Let's comment our web.config settings     <!--<customErrors defaultRedirect="GenericError.htm" mode="On">             <error statusCode="404" redirect="404.html"/>           </customErrors>--> Now, let's open our Global.asax file, or if it does not exist in your project - add it. Then we need to add next logic which will detect if server error code is 404 (Page not found) then handle it.       protected void Application_Error(object sender, EventArgs e)             {                            Exception ex = Server.GetLastError();                 if (ex is HttpException)                 {                     if (((HttpException)(ex)).GetHttpCode() == 404)                         Server.Transfer("~/404.html");                 }                 // Code that runs when an unhandled error occurs                 Server.Transfer("~/GenericError.htm");                  } Cool, now let's start our test again... Yehaa, looks like now we have only 404 HTTP response code, SEO manager and Google are happy and so do i:) Hope this helps!  

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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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