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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Useful Eclipse Java Code Templates

    - by Jon
    You can create various Java code templates in Eclipse via the Window->Preferences->Java -> Editor -> Templates e.g. sysout is expanded to: System.out.println(${word_selection}${});${cursor} You can activate this by typing sysout followed by CTRL+SPACE What useful Java code templates do you currently use? Include the name and description of it and why it's awesome. There's an open bounty on this for an original/novel use of a template rather than a built-in existing feature. Create Log4J logger Get swt color from display Syncexec - Eclipse Framework Singleton Pattern/Enum Singleton Generation Readfile Const Traceout Format String Comment Code Review String format Try Finally Lock Message Format i18n and log Equalsbuilder Hashcodebuilder Spring Object Injection Create FileOutputStream

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  • Multiple GET arguments

    - by AJ Ravindiran
    Hello, I've been working with PHP lately, and I came across something I couldn't solve. So basically, I have a form: <form method="get"> <fieldset class="display-options" style="float: left"> Search by name or ip: <input type="text" name="key" value="" />&nbsp; <input type="submit" class="button2" value="Search" /> </fieldset> </form> The problem is, I currently already have a argument: http://example.com/logs.php?type=admin&page=1 How would i pass the given form argument with the already existing arguments? Like so: http://example.com/logs.php?type=admin&page=1&key=name Thanks in advance, AJ.

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  • Is there some smart way of customizing ajax message text in jQuery?

    - by Fedor
    I have tons of ajax components on this booking engine. I need to customize the text inside of the modal for each of the components to suite. I added: $('#loader').bind('ajaxStart', function() { $(this).show().addClass('modalOpen'); }).bind('ajaxComplete', function() { $(this).removeClass('modalOpen').hide() }); Is there some advanced way of changing the text inside of the loading element before I do separate .ajax calls? Or do I just have to manually do something like $('#loader').text('blah'); $.ajax({}) Furthermore, this may sound silly but is there a way to not have the loader show up for certain components? If not I imagine I'll have to do something like $('someel').someEvent(function() { $('#loader').addClass('override-hide'); $.ajax({ success:function() { $('#loader').removeClass('override-hide'); } }) }) #loader.override-hide { display:none !important; }

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  • Preoder traversal of a Btree

    - by Phenom
    I'm trying to figure out how to do a preorder traversal of a Btree. I know that generally preorder traversal works like this: preorder(node) { print value in node preorder(left child) preorder(right child) } What's confusing to me is how to make this work with a Btree, since in each node there are multiple values and multiple child pointers. When printing values, do all the values in the node get printed before descending into the left child? Each node looks like this: child1 value1 child2 value2 child3 value3 child4 Also, why would anyone want to do a preorder traversal of a Btree, since an inorder traversal is what will display the values in ascending order?

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  • space around div with background image

    - by samoyed
    Hi to all, i'm trying to create a frame that will contain a dynamic amount of text. it has rounded corners so a created 3 divs:top, body and bottom. body will hold the content while top & bottom only display the respective images of the frame. all this can be seen here: http://www.m-challenge.com/nimrod/modular_frame.php the problem: there is a space those top and bottom divs and the middle one. please take a look and any input would be highly appreciated. have a nice day :-)

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  • Date javascript object from IE cannot be automatically bound to Datetime in ASP.NET MVC

    - by Sergio
    Hi There, I have a site that uses a jquery calendar to display events. I have noticed than when using the system from within IE (all versions) ASP.NET MVC will fail to bind the datetime to the action that send back the correct events. The sequence of events goes as follows. Calendar posts to server to get events Server ActionMethod accepts start and end date, automatically bound to datetime objects In every browser other than IE the start and end date come through as: Mon, 10 Jan 2011 00:00:00 GMT When IE posts the date, it comes through as Mon, 10 Jan 2011 00:00:00 UTC ASP.NET MVC 2 will then fail to automatically bind this to the action method parameter. Is there a reason why this is happening? The code that posts to the server is as follows: data: function (start, end, callback) { $.post('/tracker/GetTrackerEvents', { start: start.toUTCString(), end: end.toUTCString() }, function (result) { callback(result); }); },

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  • hidden row causing issue with tablesorter zebra striping

    - by Harvengure
    Sorry if this has already been solved elsewhere but my searches have been able to turn up nothing and my attempts at solving the issue myself have made even less progress. :P Put quite simply I have a table that is using the jquery tablesorter and it's zebra widget. In this table there is a hidden column. I've so far been able to make it so that when a tr contains specific text (I was aiming for * but was seemingly unable to get \* to work for whatever reason...and I suspect my selector is perhaps not specific enough) the containing row is set not to display by ".hide()". The problem I am having though is when the row is hidden, tablesorter does exactly what it should do and stripes all the rows their specific colours based on their odd and even values. Of course .remove doesn't do the trick either as the table still sees some funny striping. Any thoughts on how to make it so that when a row is hidden, the striping compensates?

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  • Cleanup for control inside a FlowDocument

    - by Thorarin
    I have a custom control that I use inside a FlowDocument. The control uses a System.Drawing.ImageAnimator to display transparent, animated GIF images. Why is this such a pain in the butt in WPF anyway? :P In my original implementation, this was causing memory leaks when a paragraph containing the control was being deleted from the document, because the ImageAnimator kept a reference to the control for event handling. I've now implemented a WeakEventManager pattern which seems to indeed fix the leak itself, but I would like to stop "OnFrameChanged" events from being fired if a particular animated GIF is not currently in the document, instead of relying on the garbage collector to eventually collect the control objects and my event manager to notice that there no longer are valid listeners to the event. Basically, I would like to take a more active role in this and have the control react to being removed from the FlowDocument. Is there some way to do this? I've been unable to find it. OnVisualParentChanged doesn't get fired, because the direct parent (a Paragraph) is unchanged.

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  • Using key().id() on GAE Datastore and reverse geocoding

    - by Ivan Slaughter
    I have 6000 data of district, subdistrict. I need to represent this on dependent dropdown. The datamodel is for example; class Location(db.Model): location_name = db.StringProperty() location_parent = db.IntegerProperty() location_parent is reference to key() or id()? Still cannot decide which one is good. When i use key() as reference then using JSON to create jquery dependent drop down. My page loading/query and rendering time the dropdown is quite slow? Can i use key().id() as drop down option value to lighten up the page load? Any better solution for this parent/child reference for the drop down? For example: for the district record/entities the location-parent is null, for sub district record location_name will contain reference to parent district record. Other issue is to reverse geocoding the location to store or display geoPoint (lat,long)? Is google MAP API always find the exact lat,long of specific region boundaries or any error checking for the result?

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  • Sorting and indexing into a list in a Django template?

    - by slypete
    How can you perform complex sorting on an object before passing it to the template? For example, here is my view: @login_required def overview(request): physicians = PhysicianGroup.objects.get(pk=physician_group).physicians for physician in physicians.all(): physician.service_patients.order_by('bed__room__unit', 'bed__room__order', 'bed__order') return render_to_response('hospitalists/overview.html', RequestContext(request, {'physicians': physicians,})) The physicians object is not ordered correctly in the template. Why not? Additionally, how do you index into a list inside the template? For example, (this doesn't work): {% for note_type in note_types %} <div><h3>{{ note_type }}</h3> {% for notes in note_sets.index(parent.forloop.counter0) %} #only want to display the notes of this note_type! {% for note in notes %} <p>{{ note }}</p> {% endfor %} {% endfor %} </div> {% endfor %}

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  • Check if value of textbox extended with MaskedEditExtender is valid?

    - by Ismail S
    Below is my code: <asp:TextBox ID="FromDateTextBox" runat="server" /> <asp:ImageButton ID="FromDateImageButton" runat="server" ImageUrl="~/images/calander.png" /> <ajaxkit:CalendarExtender ID="FromDate" runat="server" TargetControlID="FromDateTextBox" CssClass="CalanderControl" PopupButtonID="FromDateImageButton" Enabled="True" /> <ajaxkit:MaskedEditExtender id="FromDateMaskedEditExtender" runat="server" targetcontrolid="FromDateTextBox" Mask="99/99/9999" messagevalidatortip="true" onfocuscssclass="MaskedEditFocus" oninvalidcssclass="MaskedEditError" masktype="Date" displaymoney="Left" acceptnegative="Left" errortooltipenabled="True" /> <ajaxkit:MaskedEditValidator id="FromDateMaskedEditValidator" runat="server" controlextender="FromDateMaskedEditExtender" controltovalidate="FromDateTextBox" emptyvaluemessage="Date is required" invalidvaluemessage="Date is invalid" display="Dynamic" tooltipmessage="Input a date" emptyvalueblurredtext="*" invalidvalueblurredmessage="*" validationgroup="MKE" /> I've set Culture="auto" UICulture="auto" in @Page directive and EnableScriptGlobalization="true" EnableScriptLocalization="true" in script manager to have client culture specific date format in my textbox. I also have a Go button on my page on which I will do a partial post back. So, I want to validate the FromDateTextBox in javascript when the Go button is clicked.

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  • How do I use FB.Connect.streamPublish in an iframe facebook app?

    - by Gary
    I'm making a simple iframe-based facebook app. I have the following code to size my iframe: FB_RequireFeatures(["Connect"], function(){ FB.XdComm.Server.init('/xd_receiver.htm'); FB.CanvasClient.startTimerToSizeToContent(); FB.CanvasClient.syncUrl(); }); I want to add a link that will display a popup which will allow the user to post an app-defined image/link to the user's wall. To get things working initially, I tried just using the following code on a click event: FB.Connect.streamPublish(''); However, nothing happens. I've tried adding: FB.init(<?=API_KEY?>, '/xd_receiver.htm'); both inside the FB_RequireFeatures function, before it, after it... no luck. Nothing happens. No errors are thrown. Nothing. Any ideas?

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  • How to get fan list of Facebook page or can overwite facebook social plugin css?

    - by Vaibhav Bhalke
    Hi, We are trying it with facebook social plugin. The HTML code for it as follow: <iframe border='0' src='http://www.facebook.com/plugins/likebox.php?id=1185611481&width=243&height=400&connections=15&stream=false&header=false' scrolling='yes' frameborder='0' allowTransparency='false' style='border:0px; overflow:hidden; width:243px; height:300px; background-color: #03869E; color: white;'> <iframe> As it replace inner HTML of frame on load. We want our own CSS to apply to this HTML. But as it replace whole HTML and it have its own CSS we are unable to set our CSS. We are doing this in GWT. Is there any way we can get the list of fans so we can display it as we want and can apply css? Or check given user is fan of page?

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  • Gridview with row headers

    - by Seagull
    I am using the ASP.NET3.5 gridview control in a new project. My problem is that the gridview presents data in basic tabular format, whereas I want a grid with row header / grouping behaviors. An example of this would be Outlook web interface, which can group emails by date, as well as allowing you to select individual emails to display. My problem: I can't see how this could be easily done with Gridview? I did find a product called Telerik that has a seemingly fancy Gridview, but I am hesitant to spend money on a single components that now also locks me into a third-party framework...

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  • How do I get the displayname of the logged in user in EWS?

    - by tig
    Exchange Autodiscovery will give me the user's Display Name via the UserSettingName.UserDisplayName property. However, in cases where autodiscovery fails and connection needs to be done manually I can't figure out how to get the DisplayName. I tried this, but I just get the users' email address: _service = new ExchangeService(); _service.Credentials = new System.Net.NetworkCredential(exchangeSettings.EmailAddress, exchangeSettings.Password); _service.Url = new Uri(exchangeSettings.ExternalEwsUrl); NameResolutionCollection resolvedNames = _service.ResolveName(exchangeSettings.EmailAddress); exchangeSettings.UserDisplayName = resolvedNames.First().Mailbox.Name; Thanks

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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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  • take images from a cell , into next view controller

    - by richard Stephenson
    hi guys , i asked this question yesterday but it doesnt seem to have asked properly so im trying again in my app im parsing in an xml file , in that file there is a path for an image to download an in my tableview controler i have this to download the image and display it in the cell NSURL *url = [NSURL URLWithString:aStory.picture]; NSData *data = [NSData dataWithContentsOfURL:url]; UIImage *img = [[UIImage alloc] initWithData:data]; im then pushing another view controller on the top and displaying some text in a text view , but i also want to take the image from the cell selected and put that in there too , but everything i try does not work. any ideas on how i can do this Thanks in advance Richard

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  • ASP.NET Nested masterpages, how to set content in the top page from the aspx file?

    - by David Suarez
    I have some content from a CMS that I need to move to raw asp.net pages. Since the templates are nested I guess I can use nested masterpages to acomplish it, but I'm finding that I can't set values on the top masterpage from the deep child page. Here is a sample. I have several nested masterpages with contentplaceholders: top master (with contentPlaceHolder1) nested master, dependent on top master (with contentPlaceHolder2) aspx page, dependent on nested master, defines content for contentPlaceHolder1 and 2 The problem is that asp.net doesn't allow me to have the value of contentPlaceHolder1 defined in the content page, it should be defined in the nested master. But the point is that the client page knows that value, not the template masters (for instance, the page knows about the graphic it has to display on the the top, but the placeholder for the graphic is the top master). How can I set values in the aspx page to be rendered in the top master?

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  • problem showing pictures stored outside web root folder

    - by David
    On a website users can upload pictures. For security reasons these are stored outside the webroot (public_html) folder. When I need to display the picture, I send the headers and have "readfile" read and output the picture data, like so: header("Pragma: public"); header("Expires: 0"); // set expiration time header("Cache-Control: must-revalidate, post-check=0, pre-check=0"); header('Content-type: image/jpg'); header('Content-Length: ' . $filesize); readfile($path_url . '/' . $photo); This works great, but the site is growing and this is starting to be a burden on the server. Question: is there a way to send the picture or picture data to the user, without the server first having to load the picture (obviously with the picture still being stored outside the webroot folder)? Thanks! David

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  • Dataset field DBNull -> int?

    - by BobClegg
    SQLServer int field. Value sometimes null. DataAdapter fills dataset OK and can display data in DatagridView OK. When trying to retrieve the data programmatically from the dataset the Dataset field retrieval code throws a StronglyTypedException error. [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] public int curr_reading { get { try { return ((int)(this[this.tableHistory.curr_readingColumn])); } catch (global::System.InvalidCastException e) { throw new global::System.Data.StrongTypingException("The value for column \'curr_reading\' in table \'History\' is DBNull.", e); } Got past this by checking for DBNull in the get accessor and returning null but... When the dataset structure is modified (Still developing) my changes (unsurprisingly) are gone. What is the best way to handle this situation? It seems I am stuck with dealing with it at the dataset level. Is there some sort of attribute that can tell the auto code generator to leave the changes in place?

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  • How do I localize the jQuery DatePicker?

    - by Thomas Eyde
    I really need a localized dropdown calendar. An English calendar doesn't exactly communicate excellence on a Norwegian website ;-) I have experimented with the jQuery DatePicker, their website says it can be localized, however that doesn't seem to work. I am using ASPNET.MVC, and I really want to stick to one javascript library. In this case jQuery. The ajax toolkit calendar would be acceptable, if only it too would display Norwegian names. Update: Awesome! I see I am missing the language files, a not so minor detail :-)

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  • take out objects from randomizer obj c

    - by David Pollak
    hello everyone, I'm a new "developer" trying to build some iPhone app I'm making an app which gets text from a list of objects in a NSArray and then randomizes them and display one in a TextView, here's the code: - (IBAction)azione{ NSArray *myArray= [NSArray arrayWithObjects: @"Pasta",@"Pizza",@"Wait",@"Go", nil]; int length = [myArray count]; int chosen = arc4random() % length; testo.text = [myArray objectAtIndex: chosen]; } what I want to do now, is when I open the app and get a random object, to take it out from the list, so that it won't be picked again ex. I open the appI get "Pizza"Do the action againI don't get "Pizza" anymore, only "Pasta" "Wait" and "Go" What should I do ? Which code should I use ? Thanks for answers

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  • adobe flash buider (flex4): addChild() is not available in this class.

    - by ufk
    Hi. I want to be able to load an swf into a flex 4 application in order to use it's classes. var ldr:Loader=new Loader(); ldr.load(new URLRequest("file://path/to/fileswf")); ldr.contentLoaderInfo. addEventListener(Event.INIT, loaded); function loaded(evt:Event):void { addChild(ldr); } i receive the error: Error: addChild() is not available in this class. Instead, use addElement() or modify the skin, if you have one. at spark.components.supportClasses::SkinnableComponent/addChild()[E:\dev\gumbo_beta2\frameworks\projects\spark\src\spark\components\supportClasses\SkinnableComponent.as:966] at main/private:init/loaded()[C:\Documents and Settings\ufk\Adobe Flash Builder Beta 2\xpogames-toolkit-test\src\main.mxml:22] if i change addChild() to addElement() i receive the following compilation error: 1067: Implicit coercion of a value of type flash.display:Loader to an unrelated type mx.core:IVisualElement. main.mxml path/dir line 22 Flex Problem any ideas how to resolve the issue ?

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  • Add Flickr RSS feed to Page via SimplePie

    - by Bradley Bell
    Hi all. I'm trying to add my recently uploaded flickr feed onto a site. I've followed tutorials with Simple Pie, but can't get what I desire. I need to be able dictate where each image will sit in multiple DIV's rather than just one repeated DIV. Here is a website which seems to do what I want.. wearecondiment.com It basically updates the Static URL inside each seperate DIV.. I cant find the PHP anywhere in there code. Here is the site I plan to add this feature to.. "http://www.openyourheart.org.uk" I'll make a new page and template of square DIVs where each photo will sit. The aim of it will basically be so that people can upload their own images to display in the campaign and automatically appear on the site. It would also be great if somehow the image could crop to the size of each square/rectangle. Any ideas? Cheers, Bradley

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