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  • Django Passing Custom Form Parameters to Formset

    - by Paolo Bergantino
    I have a Django Form that looks like this: class ServiceForm(forms.Form): option = forms.ModelChoiceField(queryset=ServiceOption.objects.none()) rate = forms.DecimalField(widget=custom_widgets.SmallField()) units = forms.IntegerField(min_value=1, widget=custom_widgets.SmallField()) def __init__(self, *args, **kwargs): affiliate = kwargs.pop('affiliate') super(ServiceForm, self).__init__(*args, **kwargs) self.fields["option"].queryset = ServiceOption.objects.filter(affiliate=affiliate) I call this form with something like this: form = ServiceForm(affiliate=request.affiliate) Where request.affiliate is the logged in user. This works as intended. My problem is that I now want to turn this single form into a formset. What I can't figure out is how I can pass the affiliate information to the individual forms when creating the formset. According to the docs to make a formset out of this I need to do something like this: ServiceFormSet = forms.formsets.formset_factory(ServiceForm, extra=3) And then I need to create it like this: formset = ServiceFormSet() Now how can I pass affiliate=request.affiliate to the individual forms this way?

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  • Why does IE8 change flash callback function into object?

    - by Christian Hollbaum
    Hi Guys I have put 2 swf's (using swfobject 2) on the same website; One for playing a movie, and one for controlling the movie (I want to position them seperately, so they can't be in the same swf). I'm doing the communication between the two using javascript with jQuery, and externalcallback functions in both swf's. Everything is running smoothly on all browsers, but IE8. In IE8 I can only call the pause callback function in the control swf once. When it has been called it will not run properly the next time. After trying to debug what is happening live, using javascript's "type of" I have found that IE8 changes the callback function on the flash object from a function into an object when it has been triggered. Can anyone explain why this is happening? .. and maybe suggest how to avoid this? .. or change the object back to a function?

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  • How to detect filesystem has changed in java

    - by Alfred
    Hi all, I would like to know how to efficiently implement filesystem changes in java? Say I got a file in a folder and modify that file. I would like to be notified by java about this change as soon as possible(no frequently polling if possible.). Because I think I could call java.io.file.lastModified every few seconds but I don't like the sound of that solution at all. alfred@alfred-laptop:~/testje$ java -version java version "1.6.0_18" Java(TM) SE Runtime Environment (build 1.6.0_18-b07) Java HotSpot(TM) Server VM (build 16.0-b13, mixed mode) Many thanks, Alfred

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  • Bind a users role to dropdown?

    - by Dynde
    Hi... I'm trying to bind a selected user's role to a dropdown-list. The purpose of this is to be able to change said user's role. I'm attempting this inside a formview hooked up to a linqdatasource which contains a row from the aspnet_User table. The dropdown list is hooked up to a linqdatasource of all the roles in the aspnet_Roles table (with DataValueField="RoleID", DataTextField="RoleName"). I figured it would be possible with something like: SelectedValue='<%# Bind("aspnet_UsersInRole[0].aspnet_Role.RoleID") %>' But this throws a parser exception, about the bind call not being correctly formatted. The roles are there, they show up when I remove the "SelectedValue" Can anyone point me in the right direction?

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  • On Windows XP, programmatically set Pagefile to "No Paging File" on single c: drive

    - by NBPC77
    I'm trying to write a C#/.NET application that optimizes the hard drives for our XP workstations Set pagefile to "No paging file" Reboot Run a defrag utility to optimize the data and apps Create a contiguous page file Reboot, run pagedefrag from Sysinternals I'm really struggling with #1. I delete the following key: SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PagingFiles Upon reboot, the System Control Panel shows "No page file", but c:\pagefile.sys still exists and its in use by the SYSTEM process so I can't delete it and I can't optimize HD. I tried using PendingFileRenamingOperations and that bombs out too. I tried using WMI: Win32_PageFileSetting, but that only lets you set sizes (not zero--defaults to 2MB). Of course, if I do the manual steps outlined above, it works. I think I need an API call to make this happen.

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  • smarter character replacement using ruby gsub and regexp

    - by agriciuc
    Hi guys! I'm trying to create permalink like behavior for some article titles and i don't want to add a new db field for permalink. So i decided to write a helper that will convert my article title from: "O "focoasa" a pornit cruciada, împotriva barbatilor zgârciti" to "o-focoasa-a-pornit-cruciada-impotriva-barbatilor-zgarciti". While i figured out how to replace spaces with hyphens and remove other special characters (other than -) using: title.gsub(/\s/, "-").gsub(/[^\w-]/, '').downcase I am wondering if there is any other way to replace a character with a specific other character from only one .gsub method call, so I won't have to chain title.gsub("a", "a") methods for all the UTF-8 special characters of my localization. I was thinking of building a hash with all the special characters and their counterparts but I haven't figured out yet how to use variables with regexps. What I was looking for is something like: title.gsub(/\s/, "-").gsub(*replace character goes here*).gsub(/[^\w-]/, '').downcase Thanks!

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  • Choosing random action, Flash AS3

    - by esryl
    I have 2 actions in a Flash file that I would like to test for conversion. One is opening a link in a tab/window, the other loading the content in a Colorbox iframe over the page. How do I randomly choose one of the following actions? I currently listen for a click on a button: clickJoin.addEventListener(MouseEvent.CLICK,toJoin); My two actions are: navigateToURL(new URLRequest("http://www.google.com/"), '_blank'); and ExternalInterface.call('$.fn.colorbox({ href: "http://www.google.com/", width:"80%", height:"80%", iframe:true, onLoad:function(){ $("#player").css({"visibility":"hidden"}); }, onClosed:function(){ $("#player").css({"visibility":"visible"}); }}) ');

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  • In which DLL is the COM interface iStream defined?

    - by Youval Bronicki
    I'm a complete newbie to Windows and COM programming, trying to use com4j in order to call a COM object from Java. Com4j generates Java interfaces from COM definitions "often found in .ocx, .dll, .exe, and/or .tlb files" . It was easy for me to locate the .ocx file of my target COM object, but I have no clue regarding the standard interface iStream. Microsoft's documentation mentions OLE32.DLL ( c:\Windows\Windows32\Ole32.dll ?) , but neither the com4j generator nor oleviewer succeed in opening this file. Any hints?

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  • How to use unicode inside an xpath string? (UnicodeEncodeError)

    - by Gj
    I'm using xpath in Selenium RC via the Python api. I need to click an a element who's text is "Submit »" Here's the error that I'm getting: In [18]: sel.click(u"xpath=//a[text()='Submit \xbb')]") ERROR: An unexpected error occurred while tokenizing input The following traceback may be corrupted or invalid The error message is: ('EOF in multi-line statement', (1121, 0)) --------------------------------------------------------------------------- Exception Traceback (most recent call last) /Users/me/<ipython console> in <module>() /Users/me/selenium.pyc in click(self, locator) 282 'locator' is an element locator 283 """ --> 284 self.do_command("click", [locator,]) 285 286 /Users/me/selenium.pyc in do_command(self, verb, args) 213 #print "Selenium Result: " + repr(data) + "\n\n" 214 if (not data.startswith('OK')): --> 215 raise Exception, data 216 return data 217 <type 'str'>: (<type 'exceptions.UnicodeEncodeError'>, UnicodeEncodeError('ascii', u"ERROR: Invalid xpath [2]: //a[text()='Submit \xbb')]", 45, 46, 'ordinal not in range(128)'))

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  • Hosting a WCF service in a Windows service. Works, but I can't reach it from Silverlight.

    - by BaBu
    I've made me an application hosted WCF service for my Silverlight application to consume. When I host the WCF service in a forms application everything works fine. But when I host my WCF service in a windows service (as explained brilliantly here) I get the dreaded 'NotFound' Web Exception when I call it from Silverlight. The 'WCF Test Client' tool does not complain. I'm' exposing a decent clientaccesspolicy.xml at root. Yet Silverlight won't have it. I'm stumped. Anybody have an idea about what could be going on here?

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  • Retrieve a facebook page's type

    - by HectorMac
    I am trying to display a list of pages similar to the facebook search results. Along with the page's name, I would like to display the page type. The page's type property (from the Pages.getInfo API call returns the rather unfriendly looking strings from this list: http://wiki.developers.facebook.com/index.php/Page_Types Is there any way to map these to or retrieve the actual type descriptions facebook uses for page types in the facebook search results? These are not only more presentable, but appear to be less granular (both good things for my purpose).

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  • Posting from JQuery to WCF Service

    - by Villager
    Hello, I have a WCF Service (called "myservice.svc") that takes a message from a user and saves it to the database. It returns a response to the user in the form of a number. This operation looks like this: [OperationContract] [WebGet] public string SubmitMessage(string message) { try { // SAVE TO DATABASE return "1"; } catch (Exception ex) { return "0"; } } I want to call this operation from some JQuery. I'm using the approach shown here: $.getJSON( "/services/myService.svc", {message:"some text"}, function (data) { alert("success"); } ); Oddly, the "success" alert is never displayed. In addition, I have set a breakpoint in my WCF service and it is never being tripped. What am I doing wrong? Thank you

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  • How do laziness and I/O work together in Haskell?

    - by Bill
    I'm trying to get a deeper understanding of laziness in Haskell. I was imagining the following snippet today: data Image = Image { name :: String, pixels :: String } image :: String -> IO Image image path = Image path <$> readFile path The appeal here is that I could simply create an Image instance and pass it around; if I need the image data it would be read lazily - if not, the time and memory cost of reading the file would be avoided: main = do image <- image "file" putStrLn $ length $ pixels image But is that how it actually works? How is laziness compatible with IO? Will readFile be called regardless of whether I access pixels image or will the runtime leave that thunk unevaluated if I never refer to it? If the image is indeed read lazily, then isn't it possible I/O actions could occur out of order? For example, what if immediately after calling image I delete the file? Now the putStrLn call will find nothing when it tries to read.

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  • JavaScript Intellisene Problem?

    - by James Wiseman
    I've got an issue with JavaScript intellisense in Visual Web Developer 2008, which I'm starting to believe is "just one of those things", but thought I'd ask here just to check. I have a file MyOtherFile.js with a function GetRandomNumber() defined like so: function GetRandomNumber() { /// <summary> /// Summary description for GetRandomNumber /// </summary> return Math.random(); } When I reference this from another file, screen.js (/// <reference path="MyOtherFile.js" />) I get the intellisense as expected with the summary text as above. If, however, I call the function GetRandomNumber from within its own file (MyOtherFile.js) then I don't get the sumamry description. Any thoughts? Thanks.

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  • unevenly centered subplots in matplotlib in Python?

    - by user248237
    I am plotting a simple pair of subplots in matplotlib that are for some reason unevenly centered. I plot them as follows: plt.figure() # first subplot s1 = plt.subplot(2, 1, 1) plt.bar([1, 2, 3], [4, 5, 6]) # second subplot s2 = plt.subplot(2, 1, 2) plt.pcolor(rand(5,5)) # add colorbar plt.colorbar() # square axes axes_square(s1) axes_square(s2) where axes_square is simply: def axes_square(plot_handle): plot_handle.axes.set_aspect(1/plot_handle.axes.get_data_ratio()) The plot I get is attached. The top and bottom plots are unevenly centered. I'd like their yaxis to be aligned and their boxes to be aligned. If I remove the plt.colorbar() call, the plots become centered. How can I have the plots centered while the colorbar of pcolor is still shown? I want the axes to be centered and have the colorbar be outside of that alignment, either to the left or to the right of the pcolor matrix. image of plots link 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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  • Where and which data to save into session on an ASP.NET MVC 2 application?

    - by Shaharyar
    I am having some trouble saving the state of my current view. Currenly I have several selectlist calling their own Action method on the controller that returns the Index view with the filtered model based on the values of the selectlist. I have also written a little FileResult action that creates a csv file based on the current model. But I am only covering one selectlist right now as I only save the value of selectList1 into the session and access it with Session["SelectListValue1"] What are the best practices in this situation? Should I redo the entire (each action for each SelectList) part? Should I save each SelectLists value into the session and check if it's null? Or should I just save the Lambda Expression into the session and modify it during every call?

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  • Is there a social networking protocol

    - by Marwan
    Social networking is great, but there is something fundamentally wrong with the way social networking is implemented today in most popular services. I'll put it in this example: Imagine that there is no SMTP, and consequently, it is globally assumed and accepted that you can only send email to addresses on the same domain. The result would be the emergence of a single email service, let's call it emailbook.com, which we all have to subscribe to, if we really want to communicate with the world. This is what's happening with social networking today. You HAVE to use the same service your fiends/colleagues are using to talk to them. I would like to be able to put up my own social site, invite my friends who trust me, share amongst us, but still be able to share with the world at large. What are the chances of this scenario happening in the future? What does it take?

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  • The node to be inserted is from a different document context

    - by BDotA
    When I am Calling AppendChild, I get this error: The node to be inserted is from a different document context." static public XmlNode XMLNewChildNode(XmlNode oParent, string sName, string sNamespaceURI, string sNodeType) { XmlNode oNode = moDoc.CreateNode(sNodeType, sName, sNamespaceURI); oParent.AppendChild(oNode); return oNode; } this is a code that is converted from its VB 6.0 version which was this: please ignore the optional parametes, I have overloads for them in C# version: Public Function XMLNewChildNode(ByVal oParent As IXMLDOMNode, ByVal sName As String, Optional ByVal sNamespaceURI As String = "", Optional ByVal sNodeType As String = "element") As IXMLDOMNode '**************** DESCRIPTION ******************* 'Create a new Child Node for passed Parent. '***************** VARIABLES ******************** Dim oNode As IXMLDOMNode '************************************************ Set oNode = moDoc.createNode(sNodeType, sName, sNamespaceURI) Call oParent.appendChild(oNode) Set XMLNewChildNode = oNode End Function so anything is different in VB 6.0 and C# for working with XMLs?

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  • HTML: upload-form in an other form

    - by chris
    hi! I have a little problem with an upload-form within an other form (call it data-form). I know it is not possible to put a form into an other. So I would need to put it after my data-form. But I need the upload-form controls in the middle of my data-form because of optical and structural reasons. The file-upload should also perform other actions and not the same than the data-form. So any idea how can I make the upload-form after my data-form but visible in it or any other ideas to handle this? I am using javascirpt and php also. thanks and best wishes for 2011! br,chris

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  • Android - Convert Color Resource to Color in Domain Object

    - by Steve
    I have a domain object, where I created a method to return a text color based on the internal state of the domain object. I have defined the colors in a color.xml file as resources. The problem I have now, is that I would like to return a Color object instead of a resource ID from the domain object method. This way I can set the text color of a TextView by just calling textView.setTextColor(domainObj.getTextColor()) since it expects a Color object and not a resource ID. Currently, in an Activity, I can call getResources().getColor(domainObj.getTextColorResource()) to convert a resource ID to a color, but I would like this done in the domain object and I am not sure how I would do this when I do not have access to the getResources method. Are there any cleaner options than passing in a Resource object into the method, or domain object? Thanks

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  • Using Base SAS to validate Windows Password

    - by Bazil
    We have a signon script that requires a Windows password in order to access and validate against the SAS metadata server. The problem is that if the windows password is changed, and the script is run a few without being updated, then the user gets locked out and has to call IT support for a password reset. What is the simplest way of using Base SAS to validate a windows password? ie to enable a warning to the user if the password provided is not valid... EDIT: The concern is not whether or not this SHOULD be done, only HOW it could be done!

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  • FxCop CA2000 Warning in UserControls

    - by esjr
    Running FxCop on a WebProject that contains a UserControl will result in a CA2000 Warning (Call System.IDisposable.Dispose on object) for every ServerControl (Label, TextBox,...) in that UserControl. I understand why this would happen. Replacing the 'offending' ServerControls with a PlaceHolder and then adding the Controls in code (Using...End Using) might be a way around that, but it is not always an option.But, if they are not 'kosher' why have ServerControls you can drop in your ascx/aspx in the first place ?Am I missing something ? If, like in my case, you inherit a sizeable collection of fairly complex UserControls, do I now add every 'offending' Control to the GlobalSupperssions file (that's a lot of mind numbing right-clicking) ?I do not want to suppress all CA2000 warnings since it makes perfect sense to fix them, but not in the case of ServerControls in UserControls.

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  • Background settings for a JDesktopPane

    - by EricR
    I'm using a self-made DesktopPaneUI for a JDesktopPane, I've written the proper methods for the class, and I'm running into trouble. When I resize the JDesktopPane, the background image doesn't resize with the frame. The image appears to be clipped at the size it was when the window initially opened. I'm giving it an image larger than the window, and I'm still having this problem. Here's my method call inside the constructor of my desktopUI class. super(); this.background = javax.imageio.ImageIO.read(new File(fileName)); Is there a way I can change my main class where I set the UI, or the myDesktopPaneUI class such that the background still fills the window when the JDesktopPane changes size? setUI(new myDesktopPaneUI("media/bg.jpg"));

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  • Error loading my managedObjectModel

    - by niklassaers
    Hi guys, When I call [myAppDelegate managedObjectModel], in the retain line below, my application will crash (iPhone SDK v3.1.3): - (NSManagedObjectModel *)managedObjectModel { if (managedObjectModel != nil) { return managedObjectModel; } managedObjectModel = [[NSManagedObjectModel mergedModelFromBundles:nil] retain]; return managedObjectModel; } Here is my crash trace #0 0x905c44e6 in objc_exception_throw #1 0x01e78c3b in +[NSException raise:format:arguments:] #2 0x01e78b9a in +[NSException raise:format:] #3 0x000af99b in _NSArrayRaiseInsertNilException #4 0x0001c360 in -[NSCFArray insertObject:atIndex:] #5 0x0001c274 in -[NSCFArray addObject:] #6 0x01c16a7e in +[NSManagedObjectModel mergedModelFromBundles:] #7 0x00002432 in -[myAppDelegate managedObjectModel] at myAppDelegate.m:102 What is going on here? This is template code that I haven't seen fail before. Cheers Nik

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