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  • Executing server validators first before OnClientClick Javascript confirm/alert

    - by kaushalparik27
    I got to answer a simple question over community forums. Consider this: Suppose you are developing a webpage with few input controls and a submit button. You have placed some server validator controls like RequiredFieldValidator to validate the inputs entered by the user. Once user fill-in all the details and try to submit the page via button click you want to alert/confirm the submission like "Are you sure to modify above details?". You will consider to use javascript on click of the button.Everything seems simple and you are almost done. BUT, when you run the page; you will see that Javascript alert/confirm box is executing first before server validators try to validate the input controls! Well, this is expected behaviour. BUT, this is not you want. Then? The simple answer is: Call Page_ClientValidate() in javascript where you are alerting the submission. Below is the javascript example:    <script type="text/javascript" language="javascript">        function ValidateAllValidationGroups() {            if (Page_ClientValidate()) {                return confirm("Are you sure to modify above details?");            }        }    </script>Page_ClientValidate() function tests for all server validators and return bool value depends on whether the page meets defined validation criteria or not. In above example, confirm alert will only popup up if Page_ClientValidate() returns true (if all validations satisfy). You can also specify ValidationGroup inside this function as Page_ClientValidate('ValidationGroup1') to only validate a specific group of validation in your page.        function ValidateSpecificValidationGroup() {            if (Page_ClientValidate('ValidationGroup1')) {                return confirm("Are you sure to modify above details?");            }        }I have attached a sample example with this post here demonstrating both above cases. Hope it helps./.

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  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

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  • A Closable jQuery Plug-in

    - by Rick Strahl
    In my client side development I deal a lot with content that pops over the main page. Be it data entry ‘windows’ or dialogs or simple pop up notes. In most cases this behavior goes with draggable windows, but sometimes it’s also useful to have closable behavior on static page content that the user can choose to hide or otherwise make invisible or fade out. Here’s a small jQuery plug-in that provides .closable() behavior to most elements by using either an image that is provided or – more appropriately by using a CSS class to define the picture box layout. /* * * Closable * * Makes selected DOM elements closable by making them * invisible when close icon is clicked * * Version 1.01 * @requires jQuery v1.3 or later * * Copyright (c) 2007-2010 Rick Strahl * http://www.west-wind.com/ * * Licensed under the MIT license: * http://www.opensource.org/licenses/mit-license.php Support CSS: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Options: * handle Element to place closebox into (like say a header). Use if main element and closebox container are two different elements. * closeHandler Function called when the close box is clicked. Return true to close the box return false to keep it visible. * cssClass The CSS class to apply to the close box DIV or IMG tag. * imageUrl Allows you to specify an explicit IMG url that displays the close icon. If used bypasses CSS image styling. * fadeOut Optional provide fadeOut speed. Default no fade out occurs */ (function ($) { $.fn.closable = function (options) { var opt = { handle: null, closeHandler: null, cssClass: "closebox", imageUrl: null, fadeOut: null }; $.extend(opt, options); return this.each(function (i) { var el = $(this); var pos = el.css("position"); if (!pos || pos == "static") el.css("position", "relative"); var h = opt.handle ? $(opt.handle).css({ position: "relative" }) : el; var div = opt.imageUrl ? $("<img>").attr("src", opt.imageUrl).css("cursor", "pointer") : $("<div>"); div.addClass(opt.cssClass) .click(function (e) { if (opt.closeHandler) if (!opt.closeHandler.call(this, e)) return; if (opt.fadeOut) $(el).fadeOut(opt.fadeOut); else $(el).hide(); }); if (opt.imageUrl) div.css("background-image", "none"); h.append(div); }); } })(jQuery); The plugin can be applied against any selector that is a container (typically a div tag). The close image or close box is provided typically by way of a CssClass - .closebox by default – which supplies the image as part of the CSS styling. The default styling for the box looks something like this: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Alternately you can also supply an image URL which overrides the background image in the style sheet. I use this plug-in mostly on pop up windows that can be closed, but it’s also quite handy for remove/delete behavior in list displays like this: you can find this sample here to look to play along: http://www.west-wind.com/WestwindWebToolkit/Samples/Ajax/AmazonBooks/BooksAdmin.aspx For closable windows it’s nice to have something reusable because in my client framework there are lots of different kinds of windows that can be created: Draggables, Modal Dialogs, HoverPanels etc. and they all use the client .closable plug-in to provide the closable operation in the same way with a few options. Plug-ins are great for this sort of thing because they can also be aggregated and so different components can pick and choose the behavior they want. The window here is a draggable, that’s closable and has shadow behavior and the server control can simply generate the appropriate plug-ins to apply to the main <div> tag: $().ready(function() { $('#ctl00_MainContent_panEditBook') .closable({ handle: $('#divEditBook_Header') }) .draggable({ dragDelay: 100, handle: '#divEditBook_Header' }) .shadow({ opacity: 0.25, offset: 6 }); }) The window is using the default .closebox style and has its handle set to the header bar (Book Information). The window is just closable to go away so no event handler is applied. Actually I cheated – the actual page’s .closable is a bit more ugly in the sample as it uses an image from a resources file: .closable({ imageUrl: '/WestWindWebToolkit/Samples/WebResource.axd?d=TooLongAndNastyToPrint', handle: $('#divEditBook_Header')}) so you can see how to apply a custom image, which in this case is generated by the server control wrapping the client DragPanel. More interesting maybe is to apply the .closable behavior to list scenarios. For example, each of the individual items in the list display also are .closable using this plug-in. Rather than having to define each item with Html for an image, event handler and link, when the client template is rendered the closable behavior is attached to the list. Here I’m using client-templating and the code that this is done with looks like this: function loadBooks() { showProgress(); // Clear the content $("#divBookListWrapper").empty(); var filter = $("#" + scriptVars.lstFiltersId).val(); Proxy.GetBooks(filter, function(books) { $(books).each(function(i) { updateBook(this); showProgress(true); }); }, onPageError); } function updateBook(book,highlight) { // try to retrieve the single item in the list by tag attribute id var item = $(".bookitem[tag=" +book.Pk +"]"); // grab and evaluate the template var html = parseTemplate(template, book); var newItem = $(html) .attr("tag", book.Pk.toString()) .click(function() { var pk = $(this).attr("tag"); editBook(this, parseInt(pk)); }) .closable({ closeHandler: function(e) { removeBook(this, e); }, imageUrl: "../../images/remove.gif" }); if (item.length > 0) item.after(newItem).remove(); else newItem.appendTo($("#divBookListWrapper")); if (highlight) { newItem .addClass("pulse") .effect("bounce", { distance: 15, times: 3 }, 400); setTimeout(function() { newItem.removeClass("pulse"); }, 1200); } } Here the closable behavior is applied to each of the items along with an event handler, which is nice and easy compared to having to embed the right HTML and click handling into each item in the list individually via markup. Ideally though (and these posts make me realize this often a little late) I probably should set up a custom cssClass to handle the rendering – maybe a CSS class called .removebox that only changes the image from the default box image. This example also hooks up an event handler that is fired in response to the close. In the list I need to know when the remove button is clicked so I can fire of a service call to the server to actually remove the item from the database. The handler code can also return false; to indicate that the window should not be closed optionally. Returning true will close the window. You can find more information about the .closable class behavior and options here: .closable Documentation Plug-ins make Server Control JavaScript much easier I find this plug-in immensely useful especial as part of server control code, because it simplifies the code that has to be generated server side tremendously. This is true of plug-ins in general which make it so much easier to create simple server code that only generates plug-in options, rather than full blocks of JavaScript code.  For example, here’s the relevant code from the DragPanel server control which generates the .closable() behavior: if (this.Closable && !string.IsNullOrEmpty(DragHandleID) ) { string imageUrl = this.CloseBoxImage; if (imageUrl == "WebResource" ) imageUrl = ScriptProxy.GetWebResourceUrl(this, this.GetType(), ControlResources.CLOSE_ICON_RESOURCE); StringBuilder closableOptions = new StringBuilder("imageUrl: '" + imageUrl + "'"); if (!string.IsNullOrEmpty(this.DragHandleID)) closableOptions.Append(",handle: $('#" + this.DragHandleID + "')"); if (!string.IsNullOrEmpty(this.ClientDialogHandler)) closableOptions.Append(",handler: " + this.ClientDialogHandler); if (this.FadeOnClose) closableOptions.Append(",fadeOut: 'slow'"); startupScript.Append(@" .closable({ " + closableOptions + "})"); } The same sort of block is then used for .draggable and .shadow which simply sets options. Compared to the code I used to have in pre-jQuery versions of my JavaScript toolkit this is a walk in the park. In those days there was a bunch of JS generation which was ugly to say the least. I know a lot of folks frown on using server controls, especially the UI is client centric as the example is. However, I do feel that server controls can greatly simplify the process of getting the right behavior attached more easily and with the help of IntelliSense. Often the script markup is easier is especially if you are dealing with complex, multiple plug-in associations that often express more easily with property values on a control. Regardless of whether server controls are your thing or not this plug-in can be useful in many scenarios. Even in simple client-only scenarios using a plug-in with a few simple parameters is nicer and more consistent than creating the HTML markup over and over again. I hope some of you find this even a small bit as useful as I have. Related Links Download jquery.closable West Wind Web Toolkit jQuery Plug-ins © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery   ASP.NET  JavaScript  

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  • XNA - Error while rendering a texture to a 2D render target via SpriteBatch

    - by Jared B
    I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if (Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw( targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from my Draw(GameTime gameTime) function. First drawScene is called, then drawPostProcessing is called. The thing is, when I run this code I get an error on the spriteBatch.Draw call: The render target must not be set on the device when it is used as a texture. I already found the solution, which is to draw the actual render target (targetScene) to the texture so it doesn't create a reference to the loaded render target. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(outputTarget) SpriteBatch.Draw(inputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render inputTarget to outputTarget without reference issues?

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  • C# async and actors

    - by Alex.Davies
    If you read my last post about async, you might be wondering what drove me to write such odd code in the first place. The short answer is that .NET Demon is written using NAct Actors. Actors are an old idea, which I believe deserve a renaissance under C# 5. The idea is to isolate each stateful object so that only one thread has access to its state at any point in time. That much should be familiar, it's equivalent to traditional lock-based synchronization. The different part is that actors pass "messages" to each other rather than calling a method and waiting for it to return. By doing that, each thread can only ever be holding one lock. This completely eliminates deadlocks, my least favourite concurrency problem. Most people who use actors take this quite literally, and there are plenty of frameworks which help you to create message classes and loops which can receive the messages, inspect what type of message they are, and process them accordingly. But I write C# for a reason. Do I really have to choose between using actors and everything I love about object orientation in C#? Type safety Interfaces Inheritance Generics As it turns out, no. You don't need to choose between messages and method calls. A method call makes a perfectly good message, as long as you don't wait for it to return. This is where asynchonous methods come in. I have used NAct for a while to wrap my objects in a proxy layer. As long as I followed the rule that methods must always return void, NAct queued up the call for later, and immediately released my thread. When I needed to get information out of other actors, I could use EventHandlers and callbacks (continuation passing style, for any CS geeks reading), and NAct would call me back in my isolated thread without blocking the actor that raised the event. Using callbacks looks horrible though. To remind you: m_BuildControl.FilterEnabledForBuilding(    projects,    enabledProjects = m_OutOfDateProjectFinder.FilterNeedsBuilding(        enabledProjects,             newDirtyProjects =             {                 ....... Which is why I'm really happy that NAct now supports async methods. Now, methods are allowed to return Task rather than just void. I can await those methods, and C# 5 will turn the rest of my method into a continuation for me. NAct will run the other method in the other actor's context, but will make sure that when my method resumes, we're back in my context. Neither actor was ever blocked waiting for the other one. Apart from when they were actually busy doing something, they were responsive to concurrent messages from other sources. To be fair, you could use async methods with lock statements to achieve exactly the same thing, but it's ugly. Here's a realistic example of an object that has a queue of data that gets passed to another object to be processed: class QueueProcessor {    private readonly ItemProcessor m_ItemProcessor = ...     private readonly object m_Sync = new object();    private Queue<object> m_DataQueue = ...    private List<object> m_Results = ...     public async Task ProcessOne() {         object data = null;         lock (m_Sync)         {             data = m_DataQueue.Dequeue();         }         var processedData = await m_ItemProcessor.ProcessData(data); lock (m_Sync)         {             m_Results.Add(processedData);         }     } } We needed to write two lock blocks, one to get the data to process, one to store the result. The worrying part is how easily we could have forgotten one of the locks. Compare that to the version using NAct: class QueueProcessorActor : IActor { private readonly ItemProcessor m_ItemProcessor = ... private Queue<object> m_DataQueue = ... private List<object> m_Results = ... public async Task ProcessOne()     {         // We are an actor, it's always thread-safe to access our private fields         var data = m_DataQueue.Dequeue();         var processedData = await m_ItemProcessor.ProcessData(data);         m_Results.Add(processedData);     } } You don't have to explicitly lock anywhere, NAct ensures that your code will only ever run on one thread, because it's an actor. Either way, async is definitely better than traditional synchronous code. Here's a diagram of what a typical synchronous implementation might do: The left side shows what is running on the thread that has the lock required to access the QueueProcessor's data. The red section is where that lock is held, but doesn't need to be. Contrast that with the async version we wrote above: Here, the lock is released in the middle. The QueueProcessor is free to do something else. Most importantly, even if the ItemProcessor sometimes calls the QueueProcessor, they can never deadlock waiting for each other. So I thoroughly recommend you use async for all code that has to wait a while for things. And if you find yourself writing lots of lock statements, think about using actors as well. Using actors and async together really takes the misery out of concurrent programming.

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  • Non-zero exit status for clean exit

    - by trinithis
    Is it acceptable to return a non-zero exit code if the program in question ran properly? For example, say I have a simple program that (only) does the following: Program takes N arguments. It returns an exit code of min(N, 255). Note that any N is valid for the program. A more realistic program might return different codes for successfully ran programs that signify different things. Should these programs instead write this information to a stream instead, such as to stdout?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • Use a template to get alternate behaviour?

    - by Serge
    Is this a bad practice? const int sId(int const id); // true/false it doesn't matter template<bool i> const int sId(int const id) { return this->id = id; } const int MCard::sId(int const id){ MCard card = *this; this->id = id; this->onChange.fire(EventArgs<MCard&, MCard&>(*this, card)); return this->id; } myCard.sId(9); myCard.sId<true>(8); As you can see, my goal is to be able to have an alternative behaviour for sId. I know I could use a second parameter to the function and use a if, but this feels more fun (imo) and might prevent branch prediction (I'm no expert in that field). So, is it a valid practice, and/or is there a better approach?

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  • Render on other render targets starting from one already rendered on

    - by JTulip
    I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be done multiple time, but using the same texture as starting point What I do now is (a bit abstracted, but what I have abstract is guaranteed to work singularly) renderOnRT(firstTarget); // This is working. for each other RT currRT{ glBindFramebuffer(GL_FRAMEBUFFER, currRT.frameBufferID); programX.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, firstTarget.colorAttachmentID); programX.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, firstTarget.depthAttachmentID); programX.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); // quadBuffID is a VBO for a screen aligned quad. It is fine. programX.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS,0,4); programY.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currRT.colorAttachmentID); // The second pass is done on the previous pass programY.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, currRT.depthAttachmentID); programY.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); programY.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS, 0, 4); } The problem is that I end up with black textures and not the wanted result. The GLSL programs program(X,Y) works fine, already tested on single targets. Is there something stupid I am missing? Even an hint is much appreciated, thanks!

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  • Pythonic Java. Yes, or no?

    - by OscarRyz
    Python use of indentation for code scope was initially very polemic and now is considered one of the best language features, because it helps ( almost by forcing us ) to have a consistent style. Well, I saw this post http://bit.ly/hmvTe9 where someone posted Java code with ; y {} aligned to the right margin to look more pythonic. It was very shocking at first ( as a matter of fact, if I ever see Java code like that in one of my projects I would be scared! ) However, there is something interesting here. Do we need all those braces and semicolons? How would the code would look like without them? class Person int age void greet( String a ) if( a == "" ) out.println("Hello stranger") else out.printf("Hello %s%n", a ) int age() return this.age class Main void main() new Person().greet("") Looks good to me, but in such small piece of code is hard to appreciate it, and since I don't Python too much, I can't tell by looking at existing libraries if it would be cleaner or not. So I took the first file of a library named: jAlarms I found and this is the result: ( WARNING : the following image may be disturbing for some people ) http://pxe.pastebin.com/eU1R4xsh Obviously it doesn't compile. This would be a compiling version using right aligned {} and ; http://pxe.pastebin.com/2uijtbYM Question What would happen if we could code like this? Would it make things clearer? Would it make it harder? I see braces, and semicolons as help to the parser and we, as humans have get used to them, but do we really need them? I guess is hard to tell specially since many mainstream languages do use braces, C, C++, Java, C# JavaScript Assuming the compiler wouldn't have problems without them, would you use them? Please comment.

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  • If Expression True in Immediate Window But Code In if Block Never Runs

    - by Julian
    I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two Vector3's. It does return true. However, when I step over, the code is never run as though the statement evaluated false. Does anyone know how this could be possible? I've attached a screenshot. Here is the picture of my debug window and immediate window. You can see where the immediate window evaluates to true. The second breakpoint is not hit. Here are the details of the two Vector3's I am comparing. Does anyone know why I am experiencing this? It really seems like an anomaly to me :/ Does it have something to do with threading?

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • How to sort a ListView control by a column in Visual C#

    - by bconlon
    Microsoft provide an article of the same name (previously published as Q319401) and it shows a nice class 'ListViewColumnSorter ' for sorting a standard ListView when the user clicks the column header. This is very useful for String values, however for Numeric or DateTime data it gives odd results. E.g. 100 would come before 99 in an ascending sort as the string compare sees 1 < 9. So my challenge was to allow other types to be sorted. This turned out to be fairly simple as I just needed to create an inner class in ListViewColumnSorter which extends the .Net CaseInsensitiveComparer class, and then use this as the ObjectCompare member's type. Note: Ideally we would be able to use IComparer as the member's type, but the Compare method is not virtual in CaseInsensitiveComparer , so we have to create an exact type: public class ListViewColumnSorter : IComparer {     private CaseInsensitiveComparer ObjectCompare;     private MyComparer ObjectCompare;     ... rest of Microsofts class implementation... } Here is my private inner comparer class, note the 'new int Compare' as Compare is not virtual, and also note we pass the values to the base compare as the correct type (e.g. Decimal, DateTime) so they compare correctly: private class MyComparer : CaseInsensitiveComparer {     public new int Compare(object x, object y)     {         try         {             string s1 = x.ToString();             string s2 = y.ToString();               // check for a numeric column             decimal n1, n2 = 0;             if (Decimal.TryParse(s1, out n1) && Decimal.TryParse(s2, out n2))                 return base.Compare(n1, n2);             else             {                 // check for a date column                 DateTime d1, d2;                 if (DateTime.TryParse(s1, out d1) && DateTime.TryParse(s2, out d2))                     return base.Compare(d1, d2);             }         }         catch (ArgumentException) { }           // just use base string compare         return base.Compare(x, y);     } } You could extend this for other types, even custom classes as long as they support ICompare. Microsoft also have another article How to: Sort a GridView Column When a Header Is Clicked that shows this for WPF, which looks conceptually very similar. I need to test it out to see if it handles non-string types. #

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  • Extending Currying: Partial Functions in Javascript

    - by kerry
    Last week I posted about function currying in javascript.  This week I am taking it a step further by adding the ability to call partial functions. Suppose we have a graphing application that will pull data via Ajax and perform some calculation to update a graph.  Using a method with the signature ‘updateGraph(id,value)’. To do this, we have do something like this: 1: for(var i=0;i<objects.length;i++) { 2: Ajax.request('/some/data',{id:objects[i].id},function(json) { 3: updateGraph(json.id, json.value); 4: } 5: } This works fine.  But, using this method we need to return the id in the json response from the server.  This works fine, but is not that elegant and increase network traffic. Using partial function currying we can bind the id parameter and add the second parameter later (when returning from the asynchronous call).  To do this, we will need the updated curry method.  I have added support for sending additional parameters at runtime for curried methods. 1: Function.prototype.curry = function(scope) { 2: scope = scope || window 3: var args = []; 4: for (var i=1, len = arguments.length; i < len; ++i) { 5: args.push(arguments[i]); 6: } 7: var m = this; 8: return function() { 9: for (var i=0, len = arguments.length; i < len; ++i) { 10: args.push(arguments[i]); 11: } 12: return m.apply(scope, args); 13: }; 14: } To partially curry this method we will call the curry method with the id parameter, then the request will callback on it with just the value.  Any additional parameters are appended to the method call. 1: for(var i=0;i<objects.length;i++) { 2: var id=objects[i].id; 3: Ajax.request('/some/data',{id: id}, updateGraph.curry(id)); 4: } As you can see, partial currying gives is a very useful tool and this simple method should be a part of every developer’s toolbox.

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  • Why enumerator structs are a really bad idea

    - by Simon Cooper
    If you've ever poked around the .NET class libraries in Reflector, I'm sure you would have noticed that the generic collection classes all have implementations of their IEnumerator as a struct rather than a class. As you will see, this design decision has some rather unfortunate side effects... As is generally known in the .NET world, mutable structs are a Very Bad Idea; and there are several other blogs around explaining this (Eric Lippert's blog post explains the problem quite well). In the BCL, the generic collection enumerators are all mutable structs, as they need to keep track of where they are in the collection. This bit me quite hard when I was coding a wrapper around a LinkedList<int>.Enumerator. It boils down to this code: sealed class EnumeratorWrapper : IEnumerator<int> { private readonly LinkedList<int>.Enumerator m_Enumerator; public EnumeratorWrapper(LinkedList<int> linkedList) { m_Enumerator = linkedList.GetEnumerator(); } public int Current { get { return m_Enumerator.Current; } } object System.Collections.IEnumerator.Current { get { return Current; } } public bool MoveNext() { return m_Enumerator.MoveNext(); } public void Reset() { ((System.Collections.IEnumerator)m_Enumerator).Reset(); } public void Dispose() { m_Enumerator.Dispose(); } } The key line here is the MoveNext method. When I initially coded this, I thought that the call to m_Enumerator.MoveNext() would alter the enumerator state in the m_Enumerator class variable and so the enumeration would proceed in an orderly fashion through the collection. However, when I ran this code it went into an infinite loop - the m_Enumerator.MoveNext() call wasn't actually changing the state in the m_Enumerator variable at all, and my code was looping forever on the first collection element. It was only after disassembling that method that I found out what was going on The MoveNext method above results in the following IL: .method public hidebysig newslot virtual final instance bool MoveNext() cil managed { .maxstack 1 .locals init ( [0] bool CS$1$0000, [1] valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator CS$0$0001) L_0000: nop L_0001: ldarg.0 L_0002: ldfld valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator EnumeratorWrapper::m_Enumerator L_0007: stloc.1 L_0008: ldloca.s CS$0$0001 L_000a: call instance bool [System]System.Collections.Generic.LinkedList`1/Enumerator::MoveNext() L_000f: stloc.0 L_0010: br.s L_0012 L_0012: ldloc.0 L_0013: ret } Here, the important line is 0002 - m_Enumerator is accessed using the ldfld operator, which does the following: Finds the value of a field in the object whose reference is currently on the evaluation stack. So, what the MoveNext method is doing is the following: public bool MoveNext() { LinkedList<int>.Enumerator CS$0$0001 = this.m_Enumerator; bool CS$1$0000 = CS$0$0001.MoveNext(); return CS$1$0000; } The enumerator instance being modified by the call to MoveNext is the one stored in the CS$0$0001 variable on the stack, and not the one in the EnumeratorWrapper class instance. Hence why the state of m_Enumerator wasn't getting updated. Hmm, ok. Well, why is it doing this? If you have a read of Eric Lippert's blog post about this issue, you'll notice he quotes a few sections of the C# spec. In particular, 7.5.4: ...if the field is readonly and the reference occurs outside an instance constructor of the class in which the field is declared, then the result is a value, namely the value of the field I in the object referenced by E. And my m_Enumerator field is readonly! Indeed, if I remove the readonly from the class variable then the problem goes away, and the code works as expected. The IL confirms this: .method public hidebysig newslot virtual final instance bool MoveNext() cil managed { .maxstack 1 .locals init ( [0] bool CS$1$0000) L_0000: nop L_0001: ldarg.0 L_0002: ldflda valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator EnumeratorWrapper::m_Enumerator L_0007: call instance bool [System]System.Collections.Generic.LinkedList`1/Enumerator::MoveNext() L_000c: stloc.0 L_000d: br.s L_000f L_000f: ldloc.0 L_0010: ret } Notice on line 0002, instead of the ldfld we had before, we've got a ldflda, which does this: Finds the address of a field in the object whose reference is currently on the evaluation stack. Instead of loading the value, we're loading the address of the m_Enumerator field. So now the call to MoveNext modifies the enumerator stored in the class rather than on the stack, and everything works as expected. Previously, I had thought enumerator structs were an odd but interesting feature of the BCL that I had used in the past to do linked list slices. However, effects like this only underline how dangerous mutable structs are, and I'm at a loss to explain why the enumerators were implemented as structs in the first place. (interestingly, the SortedList<TKey, TValue> enumerator is a struct but is private, which makes it even more odd - the only way it can be accessed is as a boxed IEnumerator!). I would love to hear people's theories as to why the enumerators are implemented in such a fashion. And bonus points if you can explain why LinkedList<int>.Enumerator.Reset is an explicit implementation but Dispose is implicit... Note to self: never ever ever code a mutable struct.

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  • Sending a android.content.Context parameter to a function with JNI

    - by Ef Es
    I am trying to create a method that checks for internet connection that needs a Context parameter. The JNIHelper allows me to call static functions with parameters, but I don't know how to "retrieve" Cocos2d-x Activity class to use it as a parameter. public static boolean isNetworkAvailable(Context context) { boolean haveConnectedWifi = false; boolean haveConnectedMobile = false; ConnectivityManager cm = (ConnectivityManager) context.getSystemService( Context.CONNECTIVITY_SERVICE); NetworkInfo[] netInfo = cm.getAllNetworkInfo(); for (NetworkInfo ni : netInfo) { if (ni.getTypeName().equalsIgnoreCase("WIFI")) if (ni.isConnected()) haveConnectedWifi = true; if (ni.getTypeName().equalsIgnoreCase("MOBILE")) if (ni.isConnected()) haveConnectedMobile = true; } return haveConnectedWifi || haveConnectedMobile; } and the c++ code is JniMethodInfo methodInfo; if ( !JniHelper::getStaticMethodInfo( methodInfo, "my/app/TestApp", "isNetworkAvailable", "(android/content/Context;)V")) { //error return; } CCLog( "Method found and loaded!"); methodInfo.env->CallStaticVoidMethod( methodInfo.classID, methodInfo.methodID); methodInfo.env->DeleteLocalRef( methodInfo.classID);

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  • Using Shader causes triangle to disappear

    - by invisal
    The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) GL.UseProgram(theProgram) GL.EnableClientState(ArrayCap.VertexArray) GL.EnableClientState(ArrayCap.ColorArray) GL.BindBuffer(BufferTarget.ArrayBuffer, vertexPositionID) GL.DrawArrays(BeginMode.Triangles, 0, 3) GL.DisableClientState(ArrayCap.ColorArray) GL.DisableClientState(ArrayCap.VertexArray) GlControl1.SwapBuffers() End Sub This is screenshot without GL.UseProgram(theProgram) This is screenshot with GL.UseProgram(theProgram) Here are my shader code that I picked from online tutorial. Vertex Shader #version 330 layout(location = 0) in vec4 position; void main() { gl_Position = position; } Fragment Shader #version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } These are my shader creation code. '' Initialize Shader Dim shaderList(1) As Integer shaderList(0) = CreateShader(ShaderType.VertexShader, strVertexShader) shaderList(1) = CreateShader(ShaderType.FragmentShader, strFragShader) theProgram = CreateProgram(shaderList) GL.DeleteShader(shaderList(0)) GL.DeleteShader(shaderList(1)) Here are my helper functions Private Function CreateShader(ByVal shaderType As ShaderType, ByVal code As String) Dim shader As Integer = GL.CreateShader(shaderType) GL.ShaderSource(shader, code) GL.CompileShader(shader) Dim status As Integer GL.GetShader(shader, ShaderParameter.CompileStatus, status) If status = False Then MsgBox(GL.GetShaderInfoLog(shader)) End If Return shader End Function Private Function CreateProgram(ByVal shaderList() As Integer) As Integer Dim program As Integer = GL.CreateProgram() For i As Integer = 0 To shaderList.Length - 1 GL.AttachShader(program, shaderList(i)) Next GL.LinkProgram(program) Dim status As Integer GL.GetProgram(program, ProgramParameter.LinkStatus, status) If status = False Then MsgBox(GL.GetProgramInfoLog(program)) End If For i As Integer = 0 To shaderList.Length - 1 GL.DetachShader(program, shaderList(i)) Next Return program End Function

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  • InvokeRequired not reliable?

    - by marocanu2001
    InvalidOperationException: Cross-thread operation not valid: Control 'progressBar' accessed from a thread other than the thread it was created ... Now this is not a nice way to start a day! not even if it's a Monday! So you have seen this and already thought, come on, this is an old one, just ask whether InvokeRequired before calling the method in the control, something like this: if (progressBar.InvokeRequired) {           progressBar.Invoke  ( new MethodInvoker( delegate {  progressBar.Value = 50;    }) ) }else      progressBar.Value = 50;    Unfortunately this was not working the way I would have expected, I got this error, debugged and though in debugging the InvokeRequired had become true , the error was thrown on the branch that did not required Invoke. So there was a scenario where InvokeRequired returned false and still accessing the control was not on the right thread ... Problem was that I kept showing and hiding the little form showing the progressbar. The progressbar was updating on an event  , ProgressChanged and I could not guarantee the little form was loaded by the time the event was thrown. So , spotted the problem, if none of the parents of the control you try to modify is created at the time of the method invoking, the InvokeRequired returns true! That causes your code to execute on the woring thread. Of course, updating UI before the win dow was created is not a legitimate action either, still I would have expected a different error. MSDN: "If the control's handle does not yet exist, InvokeRequired searches up the control's parent chain until it finds a control or form that does have a window handle. If no appropriate handle can be found, the InvokeRequired method returns false. This means that InvokeRequired can return false if Invoke is not required (the call occurs on the same thread), or if the control was created on a different thread but the control's handle has not yet been created." Have  a look at InvokeRequired's implementation: public bool InvokeRequired {     get     {         HandleRef hWnd;         int lpdwProcessId;         if (this.IsHandleCreated)         {             hWnd = new HandleRef(this, this.Handle);         }         else         {             Control wrapper = this.FindMarshallingControl();             if (!wrapper.IsHandleCreated)             {                 return false; // <==========             }             hWnd = new HandleRef(wrapper, wrapper.Handle);         }         int windowThreadProcessId = SafeNativeMethods.GetWindowThreadProcessId(hWnd, out lpdwProcessId);         int currentThreadId = SafeNativeMethods.GetCurrentThreadId();         return (windowThreadProcessId != currentThreadId);     } } Here 's a good article about this and a workaround http://www.ikriv.com/en/prog/info/dotnet/MysteriousHang.html

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  • Why do the order of uniforms gets changed by the compiler?

    - by Aybe
    I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse order. #version 430 precision highp float; layout (location = 0) uniform mat4 Model; layout (location = 1) uniform mat4 View; layout (location = 2) uniform mat4 Projection; layout (location = 0) in vec3 in_position; layout (location = 1) in vec4 in_color; out vec4 out_color; void main(void) { gl_Position = Projection * View * Model * vec4(in_position, 1.0); out_color = in_color; } When querying their location they are effectively reversed, I did a small test by renaming View to Piew which puts it before Projection if sorted alphabetically and the order is correct. Now if I do remove layout (location = ...) from the uniforms, the problem disappears !? I am starting to think that this is a driver bug as explained in the wiki. Do you know why the order of the uniforms is changed whenever the shader is compiled ? (using an AMD HD7850)

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  • How to configure apache / php / postfix website emails when using vhosts?

    - by Alistair Buxton
    I have a LAMP webserver configured to serve multiple websites. Each virtual host has various PHP applications, mainly Wordpress. When users sign up to the Wordpress sites, email is sent by PHP through to postfix, and then on to the receiver. The problem is that postfix is identifying itself to the remote server with the contents of /etc/hostname, which is not a fully qualified domain name. Some mail servers reject this and the mail bounces. Additionally, the return path is being set to one of the vitual host domains, seemingly at random. I could set /etc/hostname to one of the website domain names, but then the emails from the other websites would have a wrong server in the headers, and this would not fix the return-path issue. Possibly related, apache2 says "could not determine the server's fully qualified domain name" on startup. How do I fix this so that each website can send email without revealing the other websites hosted on the server?

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  • EF4 CPT5 Code First Remove Cascading Deletes

    - by Dane Morgridge
    I have been using EF4 CTP5 with code first and I really like the new code.  One issue I was having however, was cascading deletes is on by default.  This may come as a surprise as using Entity Framework with anything but code first, this is not the case.  I ran into an exception with some one-to-many relationships I had: Introducing FOREIGN KEY constraint 'ProjectAuthorization_UserProfile' on table 'ProjectAuthorizations' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. See previous errors. To get around this, you can use the fluent API and put some code in the OnModelCreating: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Entity<UserProfile>() 4: .HasMany(u => u.ProjectAuthorizations) 5: .WithRequired(a => a.UserProfile) 6: .WillCascadeOnDelete(false); 7: } This will work to remove the cascading delete, but I have to use the fluent API and it has to be done for every one-to-many relationship that causes the problem. I am personally not a fan of cascading deletes in general (for several reasons) and I’m not a huge fan of fluent APIs.  However, there is a way to do this without using the fluent API.  You can in the OnModelCreating, remove the convention that creates the cascading deletes altogether. 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Remove<OneToManyCascadeDeleteConvention>(); 4: } Thanks to Jeff Derstadt from Microsoft for the info on removing the convention all together.  There is a way to build a custom attribute to remove it on a case by case basis and I’ll have a post on how to do this in the near future.

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  • Introducing NFakeMail

    - by João Angelo
    Ever had to resort to custom code to control emails sent by an application during integration and/or system testing? If you answered yes then you should definitely continue reading. NFakeMail makes it easier for developers to do integration/system testing on software that sends emails by providing a fake SMTP server. You’ll no longer have to manually validate the email sending process. It’s developed in C# and IronPython and targets the .NET 4.0 framework. With NFakeMail you can easily automate the testing of components that rely on sending mails while doing its job. Let’s take a look at some sample code, we start with a simple class containing a method that sends emails. class Notifier { public void Notify() { using (var smtpClient = new SmtpClient("localhost", 10025)) { smtpClient.Send("[email protected]", "[email protected]", "S1", "."); smtpClient.Send("[email protected]", "[email protected]", "S2", ".."); } } } Then to automate the tests for this method we only need to the following: [Test] public void Notify_T001() { using (var server = new FakeSmtpServer(10025)) { new Notifier().Notify(); // Verifies two messages are received in the next five seconds var messages = server.WaitForMessages(count: 2, timeout: 5000); // Verifies the message sender Debug.Assert(messages.All(m => m.From.Address == "[email protected]")); } } The created FakeSmtpServer instance will act as a simple SMTP server and intercept the messages sent by the Notifier class. It’s even possible to verify some fields of each intercepted message and by default all intercepted messages are saved to the file system in MIME format.

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