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  • ProductListing based on Attribute in Magento

    - by Keenora Fluffball
    I would like to show "Suggestions" in my product listing in Magento. I made an attribute "Suggestion" which is Yes/No and global active. Now in the listing I would like to show the suggestions first, then some text and stuff, and then the rest of products. I tried it like this: $_productCollection=$this->getLoadedProductCollection() /* .... */ $_productCollection->clear()->addAttributeToFilter('suggestion', 1)->load(); But this ends in an exception: You cannot define a correlation name '_price_rule' more than once Now the question is, how to solve this?

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  • What's your favorite stupid error message?

    - by Robusto
    Here's my candidate, just encountered, from an automated Java build. I just had to share it. "Composite step 'master' failed due to unsatisfication of success condition." In other words, it failed because it didn't succeed. Uh, thanks. I feel so much more ... what's the word I'm looking for here? Ah, enlightened. I think it would be fun to hear yours, and I'm sure you have plenty. I really enjoyed the best programmer jokes that appeared here earlier, so maybe this will bring a few smiles and lighten the load in a similar fashion. (I searched for something similar on SO, but didn't find anything.)

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  • API access to a manually-created Google Map

    - by rutherford
    I have a number of public custom Google Maps created via http://maps.google.com/ - obviously associated with my google account. Can I access these maps via the Google Maps javascript api? The api doesn't appear to work with the manually created maps located on maps.google.com from what I can tell? And if not, is there another way to store overlay data (markers, etc) that the javascript api can grab and load into the map on the client's browser? Am thinking a service like dabbleDB, except that I don't think they offer write access via javascript (this would be necessary for the user adding markers to the map, for example) Obviously I could create a db layer on my server, but am looking for a 'cloud' solution that removes the strain from my databases!!

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  • I'm trying to install Spree on my Mac with Rails 1.9.2 - I'm getting an error message.

    - by william tell
    I'm doing a local install on Mac OSX of Spree (a Ruby-based ecommerce package) following the tutorial on this page. I'm using RVM to run Ruby 1.9.2 and rails 3.0.3. I run "gem install spree" successfully to load spree version 0.40. But when I run "Gem Install Spree" I get the following message. Can anyone help? /Library/Ruby/Site/1.8/rubygems.rb:335:in `bin_path': can't find executable spree for spree-0.40.0 (Gem::Exception) from /usr/bin/spree:19 Also, when I run "Gem list spree" I get an empty list.

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  • Unit Test to Run .sql script to SQL Create Database

    - by Lee Englestone
    Can anyone point me in the direction of how I could get a NUnit test to run a .sql file to Create / Setup a database. I know about the the TestFixtureSetUp and TestFixtureTearDown attributes / methods in NUnit. So I KNOW how to call methods before and after all or each unit tests. I'm just unsure of how to load and execute the contents of a .sql file agains a SQL Server 2005 database programatically. Any examples? This is part of our TDD / CI. We are wanting to create the database before and tear down the database after executing unit tests. Cheers, -- Lee

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  • Setting the colour scheme for a Silverlight app from an external resource

    - by Alex Angas
    I have a Silverlight 3 application containing six custom user controls. I'd like to load the colour scheme for these controls from an external resource. The code and XAML containing a default colour scheme would be built in the XAP. Then a parameter on the object tag would contain a URL from where alternate colours can be dynamically loaded. By the way, the Silverlight 3 application theme feature could be used if that's possible but is really overkill. Only colours need to be changed. Is this possible and how would you recommend to do it?

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  • How do I set the next available custom color in the ColorDialog?

    - by Hannah
    I'm currently coding in VB.net. A user places the cursor in a table cell and clicks on "Table Background Color" to edit the current background colour. Currently I have been able to detect the current colour (for instance a light blue) and set that colour in the ColorDialog (Colour swatches are correct and RGB values are correct). What I would like to do is enable the user to click on the "Add to Custom Colors" to save the colour. Problem is, it sets the first square in the custom colours area (which happens to already be filled in with another custom colour), rather than finding the next square that is white and set it there instead. Is this possible? If the user selects a new custom colour square when they first load the ColorDialog, the current colour (light blue) disappears and the colour swatches and RGB values are set as white. Thanks

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  • Setting JMX attribute on VM as command line paramater

    - by 117440226733149663383
    I've done some searching, but can't seem to find a way to do this. We'd like to proactively monitor our permgen space via JMX. It seems the best way to do this is through the UsageThreshold attribute on the "PS Perm Gen" MemoryPool. By default, this is set to 0. Is there a way to specify this, or any JMX attribute, as a -D parameter to VM so this can be set automatically at startup? Or is there another mechanism to load JMX attributes automatically? Thanks.

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  • ASP.NET-MVC2 Preview 1: Are There Any Breaking Changes?

    - by Jim G.
    I was following Steven Sanderson's 'Pro ASP.NET MVC Framework' book. On page 132, in accordance with the author's recommendation, I downloaded the ASP.NET MVC Futures assembly, and added it to my MVC project. Then, without encouragement from the author, I downloaded, installed, and incorporated the ASP.NET MVC2 Preview 1 dlls into my project. Now, I can no longer load the website. That is, when I hit F5 in Visual Studio, I get this error. In retrospect, I think it was a really bad idea to assume that ASP.NET MVC2 Preview 1 would only be additive; but I'd like other people to weigh in. Has anyone noticed any breaking changes in ASP.NET MVC 2 Preview 1? Also - Has anyone noticed any changes that impact Castle Windsor? Also, please let me know if I should be mindful of IIS6 vs. IIS7 ramifications.

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  • JQuery UI Dialog query dialog DOM

    - by Travis
    The following simply loads a jquery-ui dialog from an external html file. $('#showdialog').click(function(e) { var div = $('<div>loading...</div>'); div.dialog({ modal: true, open: function() { div.load('anotherpage.html'); } }); e.preventDefault(); }); After the DOM loads from the external html file, I'd like to interrogate it with JQuery. For example, supposing anothorpage.html had a bunch of anchors on it, I'd like to wire up click handlers for them when it loads into the dialog. Any ideas?

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  • Click Tabbar to Open Email view in iphone

    - by Pugal Devan
    HI, I am new to iphone development.I have created tabbar as programmatically and sets two view in the tabbar. Now i want to load a email application view when i clicked the tabbar and it opened and works properly.Then i clicked the next tabbar and come back to the email view, it doesnot displayed.So i am facing the problem is only one time open my mail application. I want to display the email view while clicked the tabbar. Now i have written in my code is viewDidLoad. So please guide me. Here is my code, - (void)viewDidLoad { [super viewDidLoad]; MFMailComposeViewController *mail = [[MFMailComposeViewController alloc] init]; mail.mailComposeDelegate = self; if ([MFMailComposeViewController canSendMail]) { [mail setToRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; [mail setSubject:@"Title"]; [self presentModalViewController:mail animated:NO]; } [mail release]; } Thanks.

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  • PHP won't let page update automatically every day/6 hours

    - by Daniel
    A friend build a ranking system on his site and I am trying to host in on mine via wordpress and godaddy. It updates for him but when I load it to my site, it works for 6 hours, but as soon as the reload is supposed to occur, it errors and I get a 500 timeout error. His page is at: http://www.jeremynoeljohnson.com/yakezieclub My page is currently at http://sweatingthebigstuff.com/yakezieclub but when you ?reload=1 it will give the error. Any idea why this might be happening? Any settings that I might need to change?

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  • Problem With HTML5 Application Cache Whitelist - Won't Ignore Items

    - by Ryan Donnelly
    I'm trying to use HTML5 Application Cache to speed some things up on an iPhone webapp. It works great for storing images, css and JS, but the problem is that it also tries to store the HTML. I haven't been able to get it to ignore the html and stop storing it in the cache. From what I've read, I have to "whitelist" the files and directories that I want to load no matter what. I've tried listing the files I want cached explicitly, and I've tried adding a series of things under the "NETWORK:" heading. I've tried * / /* http://mysite.com http://mysite.com/ http://mysite.com/* None of them seem to work. Is there any way to ignore HTML files by MIME-Type or anything? Any advice would be appreciated. Ryan P.S. Of course, my site is not mysite.com..I just used that for simplicity.

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  • UIAlertView with subview animating to new view crashes app

    - by William
    UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Congratulations" message:message delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:@"View", nil]; UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(110, 100, 80, 80)]; NSString *imagePath = [NSString stringWithFormat:@"%@", [Array objectAtIndex:x]]; UIImage *bkgImg = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imagePath ofType:@"png"]]; imageView.image = bkgImg; [bkgImg release]; [alert addSubview:imageView]; [imageView release]; [alert show]; [alert release]; That is the code that I am using to create the alert view. Currently, I have it set up so if the user presses one of the buttons, it will load up a new viewcontroller. It worked fine until I added a subview to the UIAlertView. Now, whenever it animates to the new screen, it just crashes the program. I am fairly new to iPhone development and any help would be appreciated.

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  • Process XML in C# using external entity file

    - by Ryan Berger
    I am processing an XML file (which does not contain any dtd or ent declarations) in C# that contains entities such as &eacute; and &agrave;. I receive the following exception when attempting to load an XML file... XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(record); Reference to undeclared entity 'eacute'. I was able to track down the proper ent file here. How do I tell XmlDocument to use this ent file when loading my XML file?

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  • Is it posible for WIndows Speech Recognition Engine to use in my project like word pronounciation ga

    - by XBasic3000
    I use to create an application that uses the windows speech recognition engine or the SAPI. its like a game for pronounciation that it give you score when you pronounce it correctly. but when i started experiments with SAPI, it has poor recognition unless if you load a grammar on it (XML) its give best recognition result. but the problem now is closest pronounciation from the input text will be recognize. for example: Database - dedebase - correct. even if you mispronounce it. it gives you correct answers. without using the xml grammar when you say database it give you "in the base/the base/data base/etc..." please post your answer,suggestion,clarication and please votes for best answer.

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  • Is there a way to list all the database queries my wordpress install is making for a given event?

    - by mattloak
    Using a method similar to the one described here: (http://stackoverflow.com/questions/14873/how-do-i-display-database-query-statistics-on-wordpress-site), I can see the total number of queries being made when I load a page. Now I'd like to output a list of the queries that are being made when the page loads. This would allow me to see who my biggest resource hogs are without having to go through the process of elimination of all my plugins and theme scripts. How would I do this? Thanks.

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  • Some problem running NUnit

    - by prosseek
    I have NUnit installed at this directory. C:\Program Files\NUnit 2.5.5\bin\net-2.0 When I try to run my unit test (mut.dll) in some random directory. I get the following error. I have to copy the mut.dll under the NUnit directory in order to run it. ProcessModel: Default DomainUsage: Single Execution Runtime: net-2.0 Could not load file or assembly 'nunit.framework, Version=2.5.5.10112, Culture=n eutral, PublicKeyToken=96d09a1eb7f44a77' or one of its dependencies. The system cannot find the file specified. What's wrong? Is there anything that I have to configure to run NUNit under any directory?

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  • Java resource as file

    - by Martin Riedel
    Is there a way in Java to construct a File instance on a resource retrieved from a jar through the classloader? My application uses some files from the jar (default) or from a filesystem directory specified at runtime (user input). I'm looking for a consistent way of a) loading these files as a stream b) listing the files in the user-defined directory or the directory in the jar respectively Edit: Apparently, the ideal approach would be to stay away from java.io.File altogether. Is there a way to load a directory from the classpath and list its contents (files/entities contained in it)?

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  • MYSQL Event to update another database table

    - by Lee
    Hey All, I have just taken over a project for a client and the database schema is in a total mess. I would like to rename a load of fields make it a relationship database. But doing this will be a painstaking process as they have an API running of it also. So the idea would be to create a new database and start re-writing the code to use this instead. But I need a way to keep these tables in sync during this process. Would you agree that I should use MYSQL EVENT's to keep updating the new table on Inserts / updates & deletes?? Or can you suggest a better way?? Hope you can advise !! thanks for any input I get

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Ruby fixtures error with password column

    - by user347998
    I am trying to load a fixture for my tests which has a password column (binary datatype). The tool i am using uses EzCrypto gem for encrypting and decrypting passwords before they are stored/retrieved. Now if my column is binary i thought rails would automatically store the password as encrypted - but all i get is: 1) Error: test_is_working(FirstTest): RuntimeError: Failed to decode the field. Incorrect key? /Library/Ruby/Gems/1.8/gems/mislav-will_paginate-2.3.11/lib/will_paginate/finder.rb:170:in method_missing' unit/first_test.rb:8:insetup' 2) Error: test_sanity(FirstTest): RuntimeError: Failed to decode the field. Incorrect key? unit/first_test.rb:8:in `setup' Fixture file looks like this: first_hussle: type: FirstAccount user: jsewq username: [email protected] password: 'abc123' any clues?

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  • CodePlex Daily Summary for Tuesday, June 11, 2013

    CodePlex Daily Summary for Tuesday, June 11, 2013Popular ReleasesToolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.11): XrmToolbox improvement Add exception handling when loading plugins Updated information panel for displaying two lines of text Tools improvementMetadata Document Generator (v1.2013.6.10)New tool Web Resources Manager (v1.2013.6.11)Retrieve list of unused web resources Retrieve web resources from a solution All tools listAccess Checker (v1.2013.2.5) Attribute Bulk Updater (v1.2013.1.17) FetchXml Tester (v1.2013.3.4) Iconator (v1.2013.1.17) Metadata Document Generator (v1.2013.6.10) Privilege...Document.Editor: 2013.23: What's new for Document.Editor 2013.23: New Insert Emoticon support Improved Format support Minor Bug Fix's, improvements and speed upsChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.4 for VS2012: V2.4 - Release Date 6/10/2013 Items addressed in this 2.4 release Updated MSBuild Community Tasks reference to 1.4.0.61 Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesLayered Architecture Sample for .NET: Leave Sample - June 2013 (for .NET 4.5): Thank You for downloading Layered Architecture Sample. Please read the accompanying README.txt file for setup and installation instructions. This is the first set of a series of revised samples that will be released to illustrate the layered architecture design pattern. This version is only supported on Visual Studio 2012. This samples illustrates the use of ASP.NET Web Forms, ASP.NET Model Binding, Windows Communications Foundation (WCF), Windows Workflow Foundation (WF) and Microsoft Ente...Papercut: Papercut 2013-6-10: Feature: Shows From, To, Date and Subject of Email. Feature: Async UI and loading spinner. Enhancement: Improved speed when loading large attachments. Enhancement: Decoupled SMTP server into secondary assembly. Enhancement: Upgraded to .NET v4. Fix: Messages lost when received very fast. Fix: Email encoding issues on display/Automatically detect message EncodingMapWinGIS ActiveX Map and GIS Component: MapWinGIS v4.8.8 Release Candidate - 32 Bit: This is the first release candidate of MapWinGIS. Please test it thoroughly.MapWindow 4: MapWindow GIS v4.8.8 - Release Candidate - 32Bit: Download the release notes here: http://svn.mapwindow.org/svnroot/MapWindow4Dev/Bin/MapWindowNotes.rtfVR Player: VR Player 0.3 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuSimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesWsus Package Publisher: Release v1.2.1306.09: Add more verifications on certificate validation. WPP will not let user to try publishing an update until the certificate is valid. Add certificate expiration date on the 'About' form. Filter Approbation to avoid a user to try to approve an update for uninstallation when the update do not support uninstallation. Add the server and console version on the 'About' form. WPP will not let user to publish an update until the server and console are not at the same level. WPP do not let user ...AJAX Control Toolkit: June 2013 Release: AJAX Control Toolkit Release Notes - June 2013 Release Version 7.0607June 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...Rawr: Rawr 5.2.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...VG-Ripper & PG-Ripper: PG-Ripper 1.4.13: changes NEW: Added Support for "ImageJumbo.com" links FIXED: Ripping of Threads with multiple pagesASP.NET MVC Forum: MVCForum v1.3.5: This is a bug release version, with a couple of small usability features and UI changes. All the small amount of bugs reported in v1.3 have been fixed, no upgrade needed just overwrite the files and everything should just work.Json.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...New Projects.Net Framework Detector: This application displays all the .Net framework installed on a PC.Adhayayan: Online learning management system designed for small as having 50 students and large as 1000+ students. This is community version having most needed features.Akad SPPortal: Project portal Reserved for unit with features the basic. Been Development in the Background platform SharePoint foundation 2010. Combined EXT.net FrameworkANGF Autumn's Novel Game Framework: This is a novel game framework project. ANGF was use by a game of "1980 Otaku no Hideo", before Codeplex project started. auto check in: help users to login and check in for certain websites automatically,such as xiami and taobaoBasic Expression Evaluator C#: Mathematical Expression Evaluation with symbols and normal bodmas order of precedence. Supports basic arithmetic operations and access to a symbol dictionaryCaloriesCalculator: CaloriesCalculator, the code refactor exampleCamadanPortal: Just a simple company website...charity organization1: charity organizationControl de Asistencia - Grupo Azar2: Control de asistenciaExpenses Manager: Expenses Manager for Windows Phone 8File Sync (Desktop Application): This is a simple "File Synchronizing" / "File Back Up" software, uses Microsift Sync 2.0Furcadia Heimdall Tester: An application that helps Furcadia technicians test the integrity of the game server. It checks for availability of each heimdall, its connectivity to the rest of the system (horton/tribble) and how often it receives a user compared to the rest of them.Furcadia Installer Browser: A program that can access files within a Furcadia installer and allow the user to open them from within the install package, extract some or all the files inside the package, check data integrity of each file and compare the content of two installers.Furcadia Map Normalizer: Furcadia Map Normalizer is a small tool that helps recover a damaged Furcadia map after a live-edit bug. It restores out-of-range elements within back to zero.MyHistory: .NexusCamera: Nexus Camera is a control for Windows Phone 7 & 8, which can be used as a menu on the Camera. The idea in making this control when we use a camera nexus. ThanksNUnit Test Runner: Allows you to run NUnit tests in a more flexible way.Photo Printer Load Balancing: This was developed as a small utility allowing for multiple printers to be used in a DIY photobooth. It monitors a folder for images and load balances a printerResource Translator: A utility that allows you to quickly translate .NET resource files.SCCM Powershell Module: A powershell module to simplify the administration of a System Center Configuration Manager (SCCM) environment.ShardMath: A simple cross platform maths library with expression parsing written without any dependencies on existing pre installed .NET libraries.SoftwareEngineering: Software Engineering Project that named SakhtemanPezeshkan Sprint TinCan LRS: Using the TinCan specifications, this C# MVC project attempts to provide endpoints for TinCan compliant clients.threadpool: a high performance threadpool good for tiny / small / medium processor work, which is the base of event_comb procedural programming framework.TouchProxy (for Windows 8): A remote touch injection client for Windows 8 using standard TUIO+OSC protocols, variable input calibration, and integrated hosted Wi-Fi networking for devices.UGSF Design StarterKit: Information for helping users to create SharePoint Design.UNREAL GAME BY FREITAG: Unreal action game!Win8DemoAcceleratore: This project is a demo project for a lab on Windows 8 Store App development Windows 8 App Design Reference Template: Education Dark Banner: Education Dark Banner Template help if you want to build an app which has an option for group category display and education detailsWindows 8 App Design Reference Template: Photo Viewer: Photo Viewer template will help if you want a photo gallery app to showcase images from various folders. ????: ????WP7??????

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  • Validating class and superclass on RoR

    - by Luís Guilherme
    In ruby, you have an attribute called "type" which is the class of the object. Rails stores this at the database in a column called type. So, if I have several blog "types", I can do something like this def create @blog = Blog.new(params[:blog]) @blog[:type] = params[:blog][:type] # ... end If I add someone like this, and then load it, and ask its class (for instance, at the console), I have the right class name answered back. However, when I save it afterwards, rails will run only the superclass validators, not the ones I defined in the subclass. How should I make rails run the subclass validators?

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  • Ruby: Is there a better way to iterate over multiple (big) files?

    - by zxcvbnm
    Here's what I'm doing (sorry for the variable names, I'm not using those in my code): File.open("out_file_1.txt", "w") do |out_1| File.open("out_file_2.txt", "w") do |out_2| File.open_and_process("in_file_1.txt", "r") do |in_1| File.open_and_process("in_file_2.txt", "r") do |in_2| while line_1 = in_1.gets do line_2 = in_2.gets #input files have the same number of lines #process data and output to files end end end end end The open_and_process method is just to open the file and close it once it's done. It's taken from the pickaxe book. Anyway, the main problem is that the code is nested too deeply. I can't load all the files' contents into memory, so I have to iterate line by line. Is there a better way to do this? Or at least prettify it?

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