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  • Rails and PostgreSQL: Role postgres does not exist

    - by Adam
    I have installed postgresql on my Mac OS Lion, and am working on a rails app. I use RVM to keep everything separate from my other rails apps. For some reason when I try to migrate the db for the first time rake cannot find the postgres user. I get the error FATAL: role "postgres" does not exist I have pgAdmin 3 so I can clearly see there is a postgres user in the DB - the admin account in fact - so I'm not sure what else to do. I read somewhere about people having issues with postgresql because of which path it was installed in, but then i don't think i would have gotten that far if it couldn't find the db. Any clues would be gratefully received! Thanks, Adam

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  • How to add ServiceReference to an embedded file?

    - by TruMan1
    I have a class library. In one of the classes, I am adding a script reference on the page like this: protected override void OnPreRender(EventArgs e) { base.OnPreRender(e); if (this.Page != null) { ScriptManager sm = ScriptManager.GetCurrent(this.Page); ServiceReference reference = new ServiceReference("~/Sitefinity/Admin/Services/ContactsService.asmx"); reference.InlineScript = true; sm.Services.Add(reference); } } For the ServiceReference file path, is there a way to add an embedded file instead? I want to keep everything self-contained in my class library instead of dropping a file into the website folder.

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  • close camera application in blackberry

    - by user324884
    I need to close camera when a file is taken from camera. I invoke camera by Invoke method and added FileJournalListener and then use Inject.post. But it si working fine in simulator and but not working in actual device. any Idea. ....... case FileSystemJournalEntry.FILE_ADDED: filepath=path; EventInjector.KeyEvent inject = new EventInjector.KeyEvent(EventInjector.KeyEvent.KEY_DOWN,Characters.ESCAPE, 50); inject.post(); inject.post(); ............

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • Why does the data binding in this validation example work?

    - by MartyIX
    I'm wondering how exactly the XAML sample (MSDN sample) works: <Style x:Key="textBoxInError" TargetType="{x:Type TextBox}"> <Style.Triggers> <Trigger Property="Validation.HasError" Value="true"> <Setter Property="ToolTip" Value="{Binding RelativeSource={x:Static RelativeSource.Self}, Path=(Validation.Errors)[0].ErrorContent}"/> </Trigger> </Style.Triggers> </Style> Questions: (Validation.Errors)[0].ErrorContent - Is this code somehow checked by WPF? Because Validation.Errors may be an empty collection and in ordinary C# code this code may throw an exception. If this data-binding returns null for valid input - the null value is then casted to empty string (in a text control for example)? The index 0 corresponds to the first error message. How can I return more error messages from Validate method? Thank you for responses!

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  • how change nginx temp & log folder or disable logging completely

    - by Ehsan Khodarahmi
    I'm running nginx 1.3.5 under windows seven, I need to execute nginx directly from a read-only media (CD or DVD), but when I want to run it, it fails with this error: nginx: [alert] could not open error log file: CreateFile() "logs/error.log" fail ed (5: Access is denied) 2012/08/28 13:52:46 [emerg] 5604#2864: CreateDirectory() "J:\nginx-1.3.5/temp/client_body_temp" failed (5: Access is denied) where J is my CD-ROM drive letter. I've changed nginx.conf to disable logging completely, but seems anyway it still tries to build a file named 'error.log' in '/logs' folder & some extra temporary contents in '/temp' folder at the startup, so I want to change 'logs' & 'temp' directory path to windows temp folder (%temp%), but I dont have any idea that how can I do it. Also I want to know why nginx still creates 'logs/error.log' after disableing error logging ?

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  • How to acces File over the Network

    - by Polo
    Hi! I am having a hard time on this one, I have à folder over the network wit public accès (no credential restriction). I am trying to do à File.Exist or Directory.Exist and I keep on having a exception. Can somewone tell me the good way to do IO over the network. EDIT 1 FOR DETAILS: if i do execture = \agoodip\Public\test.txt I get the file etc etc In my code it look like a basic Directory.Exist(@"\agoodip\Public") or File.exist(@"\agoodip\Public\test.txt") The exception I get is Path not found. Thanks!

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  • manifest.mf is overwritten by ecplise during jar export

    - by freedev
    Hello guys, I would like make an executable jar archive with eclipse. So into my project I created file src/META-INF/MANIFEST.MF : Manifest-Version: 1.0 Main-Class: MainClass Class-Path: . But when I export my java eclipse project eclipse warn me with following message: "JAR export finished with warnings. See details for additional information. myproject/src/META-INF/MANIFEST.MF was replaced by the generated MANIFEST.MF and is no longer in the JAR." Anyone know how I can avoid this when I export my project in eclipse?

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  • .NET Application using a native DLL (build management)

    - by moogs
    I have a .NET app that is dependent on a native DLL. I have the .NET app set as AnyCPU. In the post-build step, I plan to copy the correct native DLL from some directory (x86 or AMD64) and place it in the target path. However, this doesn't work. On a 64-bit machine, the environment variable PROCESSOR_ARCHITECTURE is "x86" in Visual Studio. My alternative right now is to create a small tool that outputs the processor architecture. This will be used by the post-build step. Is there a better alternative? (Side Note: when deploying/packaging the app, the right native DLL is copied to the right platform. But this means we have two separate release folders for x86 and AMD64, which is OK since this is for a device driver. The app is a utility tool for the driver).

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  • List of generic algorithms and data structures

    - by Jake Petroules
    As part of a library project, I want to include a plethora of generic algorithms and data structures. This includes algorithms for searching and sorting, data structures like linked lists and binary trees, path-finding algorithms like A*... the works. Basically, any generic algorithm or data structure you can think of that you think might be useful in such a library, please post or add it to the list. Thanks! (NOTE: Because there is no single right answer I've of course placed this in community wiki... and also, please don't suggest algorithms which are too specialized to be provided by a generic library) The List: Data structures AVL tree B-tree B*-tree B+-tree Binary tree Binary heap Binary search tree Linked lists Singly linked list Doubly linked list Stack Queue Sorting algorithms Binary tree sort Bubble sort Heapsort Insertion sort Merge sort Quicksort Selection sort Searching algorithms

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  • SecurityException from Activator.CreateInstance(), How to grant permissons to Assembly?

    - by user365164
    I have been loading an assembly via Assembly.LoadFrom(@"path"); and then doing Type t = asm.GetType("Test.Test"); test = Activator.CreateInstance(t, new Object[] { ... }); and it was working fine, but now I moved the dll I am getting the following System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --- System.Security.SecurityException: Request for the permission of type 'System.Security.Permissons.SecurityPermission, etc .. For the sake of brevity it seems the demand was for an PermissionSet that allowed ControlAppDomain and it's not getting it. My question is how can I create this permissionset and pass it to the instance or assembly? I've been googling for hours to no avail.

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  • SSIS FTP Task problem with UNIX server

    - by andrew-bonn
    Hi, I would like to ask if there's a known issue with the FTP Task of SSIS 2005 on UNIX servers(HP UX B.11.23.). As per checking, we were able to ftp files on Windows Server but not on Unix. Though I can browse the ftp path of the UNIX server from my windows exlporer. I can even manually copy files. But when I tried uploading file thru SSIS FTP task, it does'nt work. Please help. Thanks.

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  • First time unit testing (in silverlight)

    - by Jakob
    Hi I've searched some other posts, but most of them assumed that people knew what they were doing in their unit testing, and frankly I don't. I see the idea behind unit testing, and I'm coding an silverlight application much in the blind right now, and I'd like to write some unit tests to kind of be sure I'm on the right path. I'd like to be able to use the SL4 vs 2010 silverlight unit test project template, to keep it simple and not use external tools. So what I need an answer for are questions like: what are the methods of unit testing? what are the differences between unit tests, and automated unit tests? How do I meaningfully unit test in silverlight? What should I be aware of while unit testing (in silverlight) ? Also should I implement some kind of IRepository pattern in my silverlight app to make unit testing easier?

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  • ASP.NET MVC thinks my virtual directory is a controller

    - by kmehta
    I have a virtual directory under my MVC website in IIS called "Files". This directory is at the same level as my Views directory. When I link to a file from my MVC app to a file under my Files directory, I get the following error: The controller for path '/Files/Images/1c7f7eb8-5d66-4bca-a73a-4ba6340a7805.JPG' was not found or does not implement IController. It thinks that my Files VD is a controller. How do I access my files like a normal VD without MVC interfering? Thanks.

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  • RadUpload problem with firefox

    - by just_name
    Q: I use RadUpload Telerik control to upload more than image ..this control is flexible and amazing one.. it works perfectly but recently i find the following problem :: the problem appears only in firefox not IE when click on Select button in this control to select my file the button doesn't work at all ,,but when i click on the textbox(which the file path appear in)it opens the window which i can select a file from it .. i don't know what is the problem with firefox .. i wanna the default behavior to not confuse the user ,i wanna when clicking on Select button , showing a window to select my file from it like IE.. any suggestions to fix this problem please...

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  • How is includegraphic interfering with tabular?

    - by Charles Stewart
    I'm editing a text provided by my client as a LyX file that includes graphics and other files that I don't have. I've "commented out" the graphics by putting in a custom preamble that substitutes the file-loading definitions with macros that just quote their arguments. However, the \includegraphic macro throws up an error in the two tabular environments where it is used, complaining that \endfirsthead was never defined. What is this macro, and why is it interfering with mine? The preamble: \usepackage{natbib} \def\fileloc{/some/path/stylefile} \newif\iftextproof \IfFileExists\alifefileloc\textproofalse\textprooftrue \iftextproof \usepackage{./stylefile} %natbib subst: \renewcommand\cite[1]{{\tt #1}} %suppress graphics includes: \def\quotearg#1{\expandafter\string\csname #1\endcsname} \newcommand\gobbleIG[2][*void*]{{\footnotesize \quotearg{#2}}} \newcommand\gobbleSF[2][*unnamed*]{{\bf #1}} \let\includegraphics=\gobbleIG \let\subfigure=\gobbleSF \else \usepackage\fileloc \fi

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  • Changing the URL of an ExpressionEngine forum

    - by Steph
    I've set up a forum on ExpressionEngine and customised the URL as I want a specific path to the forum. To do this I went to Modules Discussion Forum Forum Board Preferences and in the Forum URL put in my desired URL. Let's call it http://www.mywebsite.com/students/forum/ My homepage displays the latest 5 posts from the forum. It all works except for the URLs which don't go to this URL and instead point to http://www.mywebsite.com/forums/viewthread/xxx Is there an extra step I am missing here? Why doesn't the forum URL just update automatically when I save it?

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  • Silverlight DRY when animating multiple UserControls on main Navigation page.

    - by Tobias op den Brouw
    Hello all. Starting with Silverlight development. Yet to read a good Silverlight book: suggestions welcome. I have a main GUI screen where 7 user controls (menu items) 'swoop' into sight, all along their own path. I have the user controls nicely seperated and behaving well. Having multiple storyboards (1 each for each menuitem) with multiple keyframe animations (X,Y,height, width) in one .XAML is not sitting well with me. Repeating all those property values is hideous, neverthemind maintenance. I've tried to move values into the app.xaml and set animation durations with style keys, but having limited success. Can anyone suggest a nice way of making this cleaner? Refactor the storyboards out to their own control? Property values in resources? Dynamic building in codebehind? Referring me to a how-to site is fine as well. Tx!

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  • Android webview cookie problem

    - by Tori
    I have a video link in a web view, on the emulator, I hear the audio and no video is displayed. I think this is an emulator issue. I tried on my Nexus One, when I click the link, it opens a new webview and tries to access the server almost immediately reverts back to the webview and does not show the video. Logcat says: WARN/ResponseProcessCookies(486): Cookie rejected: "BasicClientCookie[version=0,name=GX,domain=mail.google.com,path=/proxy/gmail/mail,expiry=Tue Mar 22 19:55:33 EDT 2011]". Illegal domain attribute "mail.google.com". Domain of origin: "android.clients.google.com" How can I fix this?

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  • Refer to te current directory in a shell script

    - by One Two Three
    How do I refer to the current directory in a shell script So I have this script which calls another script in the same directory #! /bin/sh #Call the other script ./foo.sh # do something ... For this I got ./foo.sh: No such file or directory So I changed it to: #! /bin/sh #Call the other script foo.sh # do something ... But this would call the foo script which is, by default, in the PATH. This is not what I want. So the question is, what's the syntax of doing './` in a shell script?

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  • Implementing Dijkstra's Algorithm

    - by DeadMG
    I've been tasked (coursework @ university) to implement a form of path-finding. Now, in-spec, I could just implement a brute force, since there's a limit on the number of nodes to search (begin, two in the middle, end), but I want to re-use this code and came to implement Dijkstra's algorithm. I've seen the pseudo on Wikipedia and a friend wrote some for me as well, but it flat out doesn't make sense. The algorithm seems pretty simple and it's not a problem for me to understand it, but I just can't for the life of me visualize the code that would realize such a thing. Any suggestions/tips?

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  • How to Store Cookies in Ruby?

    - by viatropos
    I am programmatcally accessing authenticated content in my CDN on Google App Engine, and it's returning a cookie that I'm supposed to store: {"set-cookie"=>"ACSID=cookie-hash; expires=Mon, 12-Apr-2010 01:56:06 GMT; path=/"} What do I do with that? This is my first time dealing with Cookies. I can put in the header of the next request, but what's the recommended way to store that? I'm testing this with irb in the console and when I exit and try again, the cookie is gone. How do I save it for a few days/weeks? I'm using pure ruby without Rails or anything. Thanks so much.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Prevent Django from redirecting to add trailing slash

    - by konrad
    UPDATED: Sorry, it looks like it's Apache that's rewriting it for some reason, not Django. I'll investigate further and post my findings. I need to add a /xmlrpc.php to my Byteflow installation to handle an application that is written for PHP blog engines and uses this hardcoded path. For some reason Byteflow appends a slash to this URL using a 301 Moved Permanently redirect, which breaks the application. It does not do so for the /robots.txt that is configured in a similar way. Relevant lines from the project urls.py: url(r'^xmlrpc.php$', 'django_xmlrpc.views.xmlrpc_handler'), url(r'^robots.txt$', include('robots.urls')), I read that the behavior was changed in the Django codebase in commit 6852 (in 2007) to prevent redirects being done for urls that have been explicitly configured not to contain any trailing slashes. I'm using Django 1.1. I assume that once I have fixed this problem, I should be able to use this application with Byteflow, because the application uses the MetaWeblog XML-RPC API. Any clue?

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  • Powershell's import-clixml from string

    - by rocku
    Is there any way to run import-clixml cmdlet on a string or xml object? It requires a file path as input to produce ps objects and can't get input from an xml object. Since there is convertto-xml cmdlet which serializes ps object into xml object, why isn't there a convertfrom-xml, which would do the opposite? I am aware of System.Xml.Serialization.XmlSerializer class which would do just that, however I would like to stick with cmdlets to do this. Is there any way to do this with cmdlets (probably just with import-clixml), without creating temporary files?

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