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  • How to pass array via ExternalInterface.call in Actionscript 2.0

    - by Beck
    ExternalInterface.call("create_platform",var1,var2,var3...); I need: ExternalInterface.call("create_platform",mycars); Tried like that: mycars = new Array(); mycars["fast"] = "peugoet 306"; mycars["sporty"] = "citreon saxo"; mycars["old"] = "ford fiesta"; ExternalInterface.call("create_platform",mycars); Javascript shows empty array; Thanks.

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  • What should I encrypt in Debian during install?

    - by ianfuture
    I have seen various guides and recommendations on web about how best to do this but nothing that clearly explains the best way and why. So I understand there is a need for part of Debian during install to be un-encrypted on its own partition to allow it to boot. Most info I have seen is call this /boot and set the boot flag. Next I believe the best approach is to create another partition out of all the rest of the disk space, encrypt this, then on top of that create a LVM and then within the LVM create my various partitions , name them , select size, and file system type. Can I include /swap in the encrypted LVM part ? Is this approach sound? If so what are the partitions I should use (this is going to be a minimal server install with a view to install as and when what I need for a dev server)? Finally how does the installer know what to put in each partition I define ? I appreciate there are more than one question but any help and suggestions would be appreciated. If further clarification is needed please mention in the comments . EDIT : 16/3/2010 After Richard Holloways reply I thought it relevant to add this info: The reasons why I want to do this are to explore maximising security on any server install and set up, due to interest in the area of Computer Security and Forensics. Also I am trying to peform the task as if it being performed in an enterprise situation. On a technical matter, once set up and configured with minimal packages and ssh this server will not physically be easy to access so I will only be entering via ssh. (Yes I know why encrypt something no one will ever be able to get their hands on? Because I can and I want to is the simple answer, but see above too).

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  • Mediawiki authenication replacement showing "Login Required" instead of signing user into wiki

    - by arcdegree
    I'm fairly to MediaWiki and needed a way to automatically log users in after they authenticated to a central server (which creates a session and cookie for applications to use). I wrote a custom authentication extension based off of the LDAP Authentication extension and a few others. The extension simply needs to read some session data to create or update a user and then log them in automatically. All the authentication is handled externally. A user would not be able to even access the wiki website without logging in externally. This extension was placed into production which replaced the old standard MediaWiki authentication system. I also merged user accounts to prepare for the change. By default, a user must be logged in to view, edit, or otherwise do anything in the wiki. My problem is that I found if a user had previously used the built-in MediaWiki authentication system and returned to the wiki, my extension would attempt to auto-login the user, however, they would see a "Login Required" page instead of the page they requested like they were an anonymous user. If the user then refreshed the page, they would be able to navigate, edit, etc. From what I can tell, this issue resolves itself after the UserID cookie is reset or created fresh (but has been known to strangely come up sometimes). To replicate, if there is an older User ID in the "USERID" cookie, the user is shown the "Login Required" page which is a poor user experience. Another way of showing this page is by removing the user account from the database and refreshing the wiki page. As a result, the user will again see the "Login Required" page. Does anyone know how I can use debugging to find out why MediaWiki thinks the user is not signed in when the cookies are set properly and all it takes is a page refresh? Here is my extension (simplified a little for this post): <?php $wgExtensionCredits['parserhook'][] = array ( 'name' => 'MyExtension', 'author' => '', ); if (!class_exists('AuthPlugin')) { require_once ( 'AuthPlugin.php' ); } class MyExtensionPlugin extends AuthPlugin { function userExists($username) { return true; } function authenticate($username, $password) { $id = $_SESSION['id']; if($username = $id) { return true; } else { return false; } } function updateUser(& $user) { $name = $user->getName(); $user->load(); $user->mPassword = ''; $user->mNewpassword = ''; $user->mNewpassTime = null; $user->setRealName($_SESSION['name']); $user->setEmail($_SESSION['email']); $user->mEmailAuthenticated = wfTimestampNow(); $user->saveSettings(); return true; } function modifyUITemplate(& $template) { $template->set('useemail', false); $template->set('remember', false); $template->set('create', false); $template->set('domain', false); $template->set('usedomain', false); } function autoCreate() { return true; } function disallowPrefsEditByUser() { return array ( 'wpRealName' => true, 'wpUserEmail' => true, 'wpNick' => true ); } function allowPasswordChange() { return false; } function setPassword( $user, $password ) { return false; } function strict() { return true; } function initUser( & $user ) { } function updateExternalDB( $user ) { return false; } function canCreateAccounts() { return false; } function addUser( $user, $password ) { return false; } function getCanonicalName( $username ) { return $username; } } function SetupAuthMyExtension() { global $wgHooks; global $wgAuth; $wgHooks['UserLoadFromSession'][] = 'Auth_MyExtension_autologin_hook'; $wgHooks['UserLogoutComplete'][] = 'Auth_MyExtension_UserLogoutComplete'; $wgHooks['PersonalUrls'][] = 'Auth_MyExtension_personalURL_hook'; $wgAuth = new MyExtensionPlugin(); } function Auth_MyExtension_autologin_hook($user, &$return_user ) { global $wgUser; global $wgAuth; global $wgContLang; wfSetupSession(); // Give us a user, see if we're around $tmpuser = new User() ; $rc = $tmpuser->newFromSession(); $rc = $tmpuser->load(); if( $rc && $rc->isLoggedIn() ) { if ( $rc->authenticate($rc->getName(), '') ) { return true; } else { $rc->logout(); } } $id = trim($_SESSION['id']); $name = ucfirst(trim($_SESSION['name'])); if (empty($dsid)) { $result = false; // Deny access return true; } $user = User::newFromName($dsid); if (0 == $user->getID() ) { // we have a new user to add... $user->setName( $id); $user->addToDatabase(); $user->setToken(); $user->saveSettings(); $ssUpdate = new SiteStatsUpdate( 0, 0, 0, 0, 1 ); $ssUpdate->doUpdate(); } else { $user->saveToCache(); } // update email, real name, etc. $wgAuth->updateUser( $user ); $result = true; // Go ahead and log 'em in $user->setToken(); $user->saveSettings(); $user->setupSession(); $user->setCookies(); return true; } function Auth_MyExtension_personalURL_hook(& $personal_urls, & $title) { global $wgUser; unset( $personal_urls['mytalk'] ); unset($personal_urls['Userlogin']); $personal_urls['userpage']['text'] = $wgUser->getRealName(); foreach (array('login', 'anonlogin') as $k) { if (array_key_exists($k, $personal_urls)) { unset($personal_urls[$k]); } } return true; } function Auth_MyExtension_UserLogoutComplete(&$user, &$inject_html, $old_name) { setcookie( $GLOBALS['wgCookiePrefix'] . '_session', '', time() - 3600, $GLOBALS['wgCookiePath']); setcookie( $GLOBALS['wgCookiePrefix'] . 'UserName', '', time() - 3600, $GLOBALS['wgCookiePath']); setcookie( $GLOBALS['wgCookiePrefix'] . 'UserID', '', time() - 3600, $GLOBALS['wgCookiePath']); setcookie( $GLOBALS['wgCookiePrefix'] . 'Token', '', time() - 3600, $GLOBALS['wgCookiePath']); return true; } ?> Here is part of my LocalSettings.php file: ############################# # Disallow Anonymous Access ############################# $wgGroupPermissions['*']['read'] = false; $wgGroupPermissions['*']['edit'] = false; $wgGroupPermissions['*']['createpage'] = false; $wgGroupPermissions['*']['createtalk'] = false; $wgGroupPermissions['*']['createaccount'] = false; $wgShowIPinHeader = false; # For non-logged in users ############################# # Extension: MyExtension ############################# require_once("$IP/extensions/MyExtension.php"); $wgAutoLogin = true; SetupAuthMyExtension(); $wgDisableCookieCheck = true;

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  • How do you programmatically move the caret of a Flex TextArea to the end?

    - by Akinwale
    I'm trying to move the caret in a Flex TextArea to the end after appending some text from my code. I've looked through the reference documentation for TextArea and its underlying TextField but it appears there is no method provided to handle this. One approach I've tried is to set focus to the text area and dispatch a KeyUp KeyboardEvent with the event's key code set to the "End" key, but this doesn't work. Any ideas on how to do this? Thanks.

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • SQLServer - Test the result of a stored procedure

    - by Melursus
    In Microsoft SQLServer, it is possible to test the result of a stored procedure to know if the result return rows or nothing ? Example : EXEC _sp_MySp 1, 2, 3 IF @@ROWCOUNT = 0 BEGIN PRINT('Empty') END ELSE BEGIN PRINT(@@ROWCOUNT) END But @@ROWCOUNT always return 0 so maybe is there another way of doing this ?

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  • How to Read from LocalResources in class Global area

    - by Nasser Hajloo
    I have a class name xxxx and a resource whichthe class read from it to set some string. Everything is fine and nothing goes wrong. The problem is that I have some Constant Global String which I set them in global area like public partial class ExampleDocument : ClassBase { const string TheProblem = "I can not read this string from resources cause here Methods do not work"; #region Method ... #endregion } The question is, How to read this strings frrom Rersource File.

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  • Flash: Loadmovie() in a specific width and height ?

    - by Axel
    Hi, i'm using loadmovie() to load a youtube video player inside my flash website but i want to specify the width and height so it can fit my box. This is my code: vloader.loadMovie("http://www.youtube.com/v/Alw5hs0chj0&hl=fr&fs=1hJ-mPcGtC"); I have an empty CLIP called "vloader" where i load the video player. Note: it is recommended that i get a code in Action script 1.0 Thanks

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  • AutoMapper: setup member name matching convention

    - by epitka
    I tried setting up a member name mapping convention so that the source members ending with a "Id" are mapped to destination members without Id. For example UserId - User How does one do this? I tried using SourceMemberNameTransformer without success. Also tried using RecognizePostfixes(). this.SourceMemberNameTransformer = s => { return s.Replace("Id", string.Empty); };

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  • Simulating inheritance with WF 4.0

    - by pablocastilla
    Hello everyone, I would like to achieve the following: all the workflows created should have the same structure (validation, execution, save results), and all the developers should implement those three stages (maybe leaving it empty). Similar to inheritance with abstract methods. Any ideas?

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  • Create MSI from a base MSI which requires a public property

    - by krk
    I have a msi with a public property CUSTOMERID. This is the base MSI. When customer logs in to download the MSI, downloaded MSI should have the CUSROMERID set based on the login. Basically I want to create a custom MSI with public property set from a base MSI so that the customer can redistribute it to his users. Can someone help with this.

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  • Java BufferedImage increase width

    - by James Moore
    Hello, I have managed to load in an image using: BufferedImage image = ImageIO.read(out); and place text over it however, I want the text to appear next to the image. How can I increase the image width on the right to allow for space for the text to be drawn on. Or do I have to create a new empty image and insert the existing one? Thanks

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  • How to resume XMPP groupchat window in Irssi (using bitlbee)?

    - by mcnesium
    I use Bitlbee to chat in XMPP-networks within my IRC-client Irssi. This works great so far, and recently I started using XMPP Multi User Chats as an alternative to IRC-channels. I set up a channel using chat add <account> <[email protected]> in the &bitlbee control window, set chan <room> set autojoin true and entered /join #room in the &bitlbee window to join that groupchat. It then appears as a unique Irssi window in the status bar. This seems to work ok too, but with one exception: Since I idle in the channels 24/7 my irssi has to cope with the every-night-24h-DSL-disconnection by the ISP. After it automatically reconnects, it does kind of rejoin that XMPP-groupchat, but the traffic of the groupchat does not go back to the unique irssi window, but keeps flooding &bitlbee with messages from root telling me about a Groupchat Message from unknown JID <jid>: <message> - which is the traffic of the groupchat. The unique groupchat window is gone after the reconnect, and I will again have to go /join #room in &bitlbee to get it back. Even worse, the window number is unused before I rejoin the groupchat, and if I get a query from any network, the window nests in that unused window spot, so I will first have to remove that query from the spot, and then move the rejoined groupchat to that window number. I want my groupchat window to resume after the reconnect just like every other IRC channel too. How can I get this done? Any ideas?

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  • side effect of zsh echo?

    - by Mirai
    For some reason this script will work with all of the 'echo's at the end, but without them $wall is an empty string. This seems like really odd behaviour. #!/bin/zsh if [ ! -n "$1" ] ; then files=(~/pictures/backgrounds/*jpg) else while [ $1 ] ; do files+=(`echo $1/*jpg`) shift done fi echo $files N=${#files} echo $N ((N=RANDOM%N)) echo $N wall=${files[$N]} echo $wall cp $wall ~/wall.jpg

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  • Updating Textures on Runtime in OpenSceneGraph

    - by Abhishek Bansal
    I am working on a project in which i am required to capture frames from external device video and render them on openSceneGraph Node. I am also using GLSL shaders. But i dont know how to update textures on runtime. For other uniforms we need to make callbacks but do we also need to make callbacks for samplers in glsl and openSceneGraph ? My code looks like this. All i am getting right now is a black window. osg::ref_ptr<osg::Geometry> pictureQuad = osg::createTexturedQuadGeometry(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(_deviceNameToImageFrameMap[deviceName].frame->s(),0.0f,0.0f), osg::Vec3(0.0f,0.0f,_deviceNameToImageFrameMap[deviceName].frame->t()), 0.0f, 1.0f,_deviceNameToImageFrameMap[deviceName].frame->s(), _deviceNameToImageFrameMap[deviceName].frame->t()); //creating texture and setting up parameters for video frame osg::ref_ptr<osg::TextureRectangle> myTex= new osg::TextureRectangle(_deviceNameToImageFrameMap[deviceName].frame.get()); myTex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); myTex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); myTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); myTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); _videoSourceNameToNodeMap[sourceName].geode = new osg::Geode(); _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); _videoSourceNameToNodeMap[sourceName].geode->addDrawable(pictureQuad.get()); //apply texture to node _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, myTex.get(), osg::StateAttribute::ON); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); //Set uniform sampler osg::Uniform* srcFrame = new osg::Uniform( osg::Uniform::SAMPLER_2D, "srcFrame" ); srcFrame->set(0); //Set Uniform Alpha osg::Uniform* alpha = new osg::Uniform( osg::Uniform::FLOAT, "alpha" ); alpha->set(.5f); alpha->setUpdateCallback(new ExampleCallback()); //Enable blending _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON); //Adding blend function to node osg::BlendFunc *bf = new osg::BlendFunc(); bf->setFunction(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(bf); //apply shader to quad _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON); //add Uniform to shader _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform( srcFrame ); _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform( alpha );

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  • Stop Windows 7 from accessing or writing to hard drive unless "told" to by me? (More info inside...)

    - by Jeff
    A confusing question, perhaps, but bear with me. I have two internal HDDs set up in a RAID0 array which I use as mass storage. I access the drive very infrequently (once a day at most) and so I have set up Windows 7's power options to turn off idle disks after only 1 minute. This is fine, and the disks are turned off most of the time. However, I notice that Windows sometimes spins up the drives when I really, really don't want or need it to. This causes a 30 second delay as both drives spin up and lock up my system. Some examples of when this happens: 1) When I'm installing something using Windows Installer or Installshield; it seems to me as if they're using the drive with most available free space as the installer cache location... so my big RAID drive has to spin up! Most annoying. 2) Apparently, when I open a Java-based program which resides on my system drive and has nothing to do with my RAID drive! 3) At boot-up and shut-down time. At shutdown the drive spin up only for the computer to immediately shut down! Incredibly frustrating! I've already tried changing the letter of the drive, and at some points have removed the drive letter entirely, which solves the first two issues above. So my question (FINALLY!) is this: is there any way I can mark this drive as being for "storage only", so Windows basically does not see it at all until I actually invoke it somehow? Or is there any way I could set it up so that only specific programs have write access to it? For example, download managers, TeraCopy, etc. etc.? Basically I want it to be a "ghost drive" until I'm ready to use it and to stop Windows from spinning it up all the damn time! Thank you. :)

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  • Multi table Triggers ms sql noob

    - by Chin
    I have a load of tables all with the same 2 datetime columns (lastModDate, dateAdded). I am wondering if I can set up global Insert Update trigger for these tables to set the datetime values. Or if not, what approaches are there? Any pointers much appreciated

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