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  • Font size of emacs in ubuntu

    - by Ispinfx
    I use emacs in ubuntu and I use Monaco 10 as its default font. However, the font rendering seems a bit odd compared to my gnome terminal with the same font size: It's a bit smaller and not as clear as that in the terminal. I've tried to avoid simply this with size 11 but it's too large for me. How can I make it the same as its look in the terminal ? Any help is appreciated :) UPDATE: I should tell you the above on is GUI emacs running a shell, and the below is the gnome terminal. On the right are their correspond font settings. Both 100% capture with font size 10: (left: emacs, middle: terminal, right: gedit) One more (gvim's):

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  • Home movie video browser

    - by Jim Hunziker
    I have a bunch of home movies that don't have useful filenames because they came straight off the camera. (I'm using Vista 64, by the way.) Picasa is pretty good for browsing through them and watching them, but it doesn't use my video card for rendering the videos. My CPU gets pegged at max usage, and full screen barely works. Windows Media Player or Quicktime works fine. Is there another application (like Picasa) that can be used for browsing through movies that both uses my video card and shows thumbnails of all the movies in my collection? I'd rather have something nicer than Windows Explorer. (The movies are h.264 AAC 1280x720.)

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  • All-on-one-page print view in Plone

    - by Kev
    We have a Plone 4 document that is in a hierarchy. At each node there's either a document, or a folder. Folders then have more documents and folders. We want to be able to print the entire hierarchy, which means rendering the whole thing on one page. I see a number of web sites like this one that seem to have something like this. Is it manually done or is there some add-on I can get to make this feature possible?

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  • Features and components used in Google Chrome taken from Firefox

    - by tobylane
    20 Things I Learned About Browsers and the Web says, in the following passage, that Chrome has taken things from Firefox: Open-source software plays a big role in many parts of the web, including today’s web browsers. The release of the open-source browser Mozilla Firefox paved the way for many exciting new browser innovations. Google Chrome was built with some components from Mozilla Firefox and with the open-source rendering engine WebKit, among others. In the same spirit, the code for Chrome was made open source so that the global web community could use Chrome’s innovations in their own products, or even improve on the original Chrome source code. Does anyone know what those components are?

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  • Is there a way to make IETab always open a site in Internet Explorer?

    - by reg
    Hello, IETab offers a setting that lets you define sites that should always be opened using IE's rendering engine. This is great and I use it all the time. There are a few sites, though, with which I encounter problems when I access them this way (needless to say that these have some IE-only features, otherwise I would simply use Firefox without IETab). So my question is: is there a way to make IETab (or any other extension that does the same thing) automatically open a specific list of sites in IE? To be clear: I want a way to specify a list of sites that will open an external IE process from Firefox, when clicking on those links or bookmarks from within Firefox.

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  • Has anyboy been able to install Pantograph for Blender on Windows?

    - by S.gfx
    I am specially interested on if somebody is actually doing/maintaining an installer for Windows, as there are quite several issues when installing all dependencies, etc. (for example, there might be someone already doing a Installbuilder installer for it and am just not aware of the matter) If not, at least if someone got it working and has some key tip to share. I am never able to fully get it all up and running. I'd love to have a not super complex way to install each new build of this great vector rendering module for Blender. Edit- Pantograph url: http://severnclaystudio.wordpress.com/bluebeard/a-users-guide-to-pantograph/

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  • How to make sure clients update their browser cache when my website is updated?

    - by user64204
    I am using the HTTP 1.1 Cache-Control header to implement client-side caching. Since I update my website only once a month I would like the CSS and JS files to be cached for 30 days with Cache-Control: max-age=2592000. The problem is that the 30-day period defined by Cache-Control doesn't coincide with the website update cycle, it starts from the moment the users visit the site and ends 30 days later, which means an update could occur in the meantime and users would be running with outdated content for a while, which could break the rendering of the website if for instance the HTML and CSS no longer match. How can I perform client-side caching of content for periods of several days but somehow get users to refresh their CSS/JS files after the website has been updated? One solution I could think of is that if website updates can be schedule, the max-age returned by the server could be decreased every day accordingly so that no matter when people visit the website, the end of caching period would coincide with the update of the website, but changing the server configuration every day goes against one of my sysadmin principles (once it's running, don't touch it).

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  • Is there a software like AutoCAD, but only 2D, not 3D?

    - by Saeed Neamati
    I love AutuCAD. It's powerful, easy to use, and fits engineering mind. It rocks when you want to draw 2D diagrams and shapes and one the cool features I like about it, is its snapping power. You draw a simple rectangle, then you can very easily create a circumscribe circle around it. However, new version of it are becoming really heavy (in size) and need high tech hardware, because of its powerful 3D capabilities, and rendering engines coming with it. I only want the 2D part of AutoCAD. Is there any software out there, which resembles AutoCAD (like having a console, where you can type L and get the line tool, or having snapping capability, etc.), but is small in size? In other words, what software can be named as AutoCAD 2D alternative?

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  • How do I program a hardware button on my laptop?

    - by daniel11
    So I have a set of touch screen buttons on the top of my laptop's keyboard, (one turns on power save mode, one disables/enables the mouse touch pad, one toggles the wifi adapter, and two turns the volume up/down). However there's another one that opened a file backup utility that came with my laptop. Since I bought my laptop, I've uninstalled that utility, rendering this button useless. Would it be possible to reprogram that button to open another file or program on my computer? And if so, what are the requirements and how would I go about doing it? Thanks in advance!

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  • Finding the length of files and file path of directory structure in a Linux file system.

    - by Robert Nickens
    I have a problem on a Linux OS running a version of SMB where if the absolute path to a directory within a Shared Folder is greater than 1024 bytes and the filename component is greater than 256 bytes the SMB service crashes and locks out all other services for network access like, SSH and FTP rendering the machine mute. To keep the system for crashing I’ve temporarily moved a group of folders where I think the problem path may be located outside of Shared Folder. I need to find the file and file path that exceeded this limitation and rename them or remove them allowing me to return a bulk of the files to the Shared Folder. I’ve tried the find and grep commands without success. Is there a chain of commands or script that I can use to hunt down the offending files and directory? Please advise.

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  • What sort of things can cause a whole system to appear to hang for 100s-1000s of milliseconds?

    - by Ogapo
    I am working on a Windows game and while rendering, some computers will experience intermittent pauses ("hitches" for lack of a better term). When profiled they appear in seemingly random places in the code. Eventually I noticed that it wasn't just my process that was affected, but (seemingly) every process on the system. All of the threads in my application hitch at once. The CPU utilization drops during these hitches and it appears as if most processes make no progress. This leads me to believe this may be an Operating System or Driver issue, but it only occurs while playing the game (and only on some systems). What sort of operations might the operating system be doing that would require the kernel to pause all user threads and block. Some kind of I/O? At first I thought of paging but my impression is that would only affect a single process, no? Some systems in use: Windows, DirectX (3d), nVidia cards (unknown if replicates on ATI), using overlapped io for streaming

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  • How do I fix font corruption in Google Chrome 9.0.597.44beta in Windows XP?

    - by snicker
    I am not sure what is causing this problem, but I think it is related to unicode problems. Google Chrome, seemingly out of nowhere a month ago, stopped rendering unicode characters in certain fonts. IE this ?_? Looks fine in some fonts, but looks like this in others. Renders fine in other browsers. Most recently, I visited the FourSquare website and have complete font corruption. Here is IE vs Chrome Full Size What gives? Has anyone else seen this? How can I fix it?

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  • How do I use a custom 503 error page with Nginx?

    - by Michael Gorsuch
    Hi. I have implemented rate limiting with Nginx (which works excellently, by the way) and would like to display a custom 503 error page. I have followed examples on the web without luck. I am running a simple configuration that looks something like this: listen x.x.x.x:80 server_name something.com root /usr/local/www/something.com; error_page 503 /503.html; location / { limit_req zone=default burst=5 nodelay; proxy_pass http://mybackend; } The idea is that our rate limited users would be shown a special page explaining what was going on. The rate limiting is working, but the built-in 503 page is rendering. Any ideas?

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  • Hardware advice for bitmap / openGL image processing server?

    - by pdizz
    I am trying to work out a build for a processing server to handle bitmap processing as well as openGL rendering for chroma-keying images and Photoshop automation. My searches here and on Google have turned up surprisingly few results, and seeing that there aren't tags for bitmap or image processing I take it this is a specialized application. The bitmap processing is very cpu-intensive while the chroma-keying and Photoshop stuff is gpu-intensive. I doubt this is a case of over-optimization as our company batches thousands of images a day (currently on individual workstations) and any saving in processing time and workstation down-time would be beneficial. Does anyone have any experience with this type of processing server? Any special considerations that would go into a build like this or am I over-thinking it?

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  • Speed up connection to MySQL

    - by Leonick
    So here's one for you. Any idea on a way to shorten the time it takes to connect to a MySQL database? The reason I'm wondering is because I find that just connecting to the DB adds just over a second to the rendering of the page and that seems a bit long considering Apache and MySQL is running on the same machine and the mysqli_connect is connecting to localhost. It's just such a shame when the connection takes a second while any query I end up doing won't add any significant amount of time to the render/load time. Any ways to shorten the time it takes to open a connection?

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • Django TemplateSyntaxError only on live server (templates exist)

    - by Tom
    I'm getting a strange error that only occurs on the live server. My Django templates directory is set up like so base.html two-column-base.html portfolio index.html extranet base.html index.html The portfolio pages work correctly locally on multiple machines. They inherit from either the root base.html or two-column-base.html. However, now that I've posted them to the live box (local machines are Windows, live is Linux), I get a TemplateSyntaxError: "Caught TemplateDoesNotExist while rendering: base.html" when I try to load any portfolio pages. It seems to be a case where the extends tag won't work in that root directory (???). Even if I do a direct_to_template on two-column-base.html (which extends base.html), I get that error. The extranet pages all work perfectly, but those templates all live inside the /extranet folder and inherit from /extranet/base.html. Possible issues I've checked: file permissions on the server are fine the template directory is correct on the live box (I'm using os.path.dirname(os.path.realpath(__file__)) to make things work across machines) files exist and the /templates directories exactly match my local copy removing the {% extends %} block from the top of any broken template causes the templates to render without a problem manually starting a shell session and calling get_template on any of the files works, but trying to render it blows up with the same exception on any of the extended templates. Doing the same with base.html, it renders perfectly (base.html also renders via direct_to_template) Django 1.2, Python 2.6 on Webfaction. Apologies in advance because this is my 3rd or 4th "I'm doing something stupid" question in a row. The only x-factor I can think of is this is my first time using Mercurial instead ofsvn. Not sure how I could have messed things up via that. EDIT: One possible source of problems: local machine is Python 2.5, live is 2.6. Here's a traceback of me trying to render 'two-column-base.html', which extends 'base.html'. Both files are in the same directory, so if it can find the first, it can find the second. c is just an empty Context object. >>> render_to_string('two-column-base.html', c) Traceback (most recent call last): File "<console>", line 1, in <module> File "/home/lightfin/webapps/django/lib/python2.6/django/template/loader.py", line 186, in render_to_string return t.render(context_instance) File "/home/lightfin/webapps/django/lib/python2.6/django/template/__init__.py", line 173, in render return self._render(context) File "/home/lightfin/webapps/django/lib/python2.6/django/template/__init__.py", line 167, in _render return self.nodelist.render(context) File "/home/lightfin/webapps/django/lib/python2.6/django/template/__init__.py", line 796, in render bits.append(self.render_node(node, context)) File "/home/lightfin/webapps/django/lib/python2.6/django/template/debug.py", line 72, in render_node result = node.render(context) File "/home/lightfin/webapps/django/lib/python2.6/django/template/loader_tags.py", line 103, in render compiled_parent = self.get_parent(context) File "/home/lightfin/webapps/django/lib/python2.6/django/template/loader_tags.py", line 100, in get_parent return get_template(parent) File "/home/lightfin/webapps/django/lib/python2.6/django/template/loader.py", line 157, in get_template template, origin = find_template(template_name) File "/home/lightfin/webapps/django/lib/python2.6/django/template/loader.py", line 138, in find_template raise TemplateDoesNotExist(name) TemplateSyntaxError: Caught TemplateDoesNotExist while rendering: base.html I'm wondering if this is somehow related to the template caching that was just added to Django. EDIT 2 (per lazerscience): template-related settings: import os PROJECT_ROOT = os.path.dirname(os.path.realpath(__file__)) TEMPLATE_DIRS = ( os.path.join(PROJECT_ROOT, 'templates'), ) sample view: def project_list(request, jobs, extra_context={}): context = { 'jobs': jobs, } print context context.update(extra_context) return render_to_response('portfolio/index.html', context, context_instance=RequestContext(request)) The templates in reverse-order are: http://thosecleverkids.com/junk/index.html http://thosecleverkids.com/junk/portfolio-base.html http://thosecleverkids.com/junk/two-column-base.html http://thosecleverkids.com/junk/base.html though in the real project the first two live in a directory called "portfolio".

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  • Parallax backgrounds in OpenGL ES on the iPhone

    - by Scott
    I've got basically a 2d game on the iPhone and I'm trying to set up multiple backgrounds that scroll at different speeds (known as parallax backgrounds). So my thought was to just stick the backgrounds BEHIND the foreground using different z-coordinate planes, and just make them bigger than the foreground (in size) to accommodate, so that the whole thing can be scrolled (just at a different speed). And (as far as I know) I basically implemented that. The only problem is that it seems to entirely ignore whatever z-value I give it, or rather it just zeroes all of them. I see the background (I've only tested ONE background so far, to keep it simple...so for now I just have a foreground and I want one background scrolling at a different speed), but it scrolls 1:1 with my foreground, so it obviously doesn't look right, and most of it is cut off (cause it's bigger). And I've tried various z-values for the background and various near/far clipping planes...it's always the same. I'm probably just doing one simple thing wrong, but I can't figure it out. I'm wondering if it has to do with me using only 2 coordinates in glVertexPointer for the foreground? (Of course for the background I AM passing in 3) I'll post some code: This is some initial setup: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //transparency glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); A little bit about my foreground's float array....it's interleaved. For my foreground it goes vertex x, vertex y, texture x, texture y, repeat. This all works just fine. This is my FOREGROUND rendering: glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), texes); <br> glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLvoid*)texes + 2*sizeof(GLfloat)); <br> glDrawArrays(GL_TRIANGLES, 0, indexCount / 4); BACKGROUND rendering: Same drill here except this time it goes vertex x, vertex y, vertex z, texture x, texture y, repeat. Note the z value this time. I did make sure the data in this array was correct while debugging (getting the right z values). And again, it shows up...it's just not going far back in the distance like it should. glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), b1Texes); glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), (GLvoid*)b1Texes + 3*sizeof(GLfloat)); glDrawArrays(GL_TRIANGLES, 0, b1IndexCount / 5); And to move my camera, I just do a simple glTranslatef(x, y, 0.0f); I'm not understanding what I'm doing wrong cause this seems like the most basic 3D function imaginable...things further away are smaller and don't move as fast when the camera moves. Not the case for me. Seems like it should be pretty basic and not even really be affected by my projection and all that (though I've even tried doing glFrustum just for fun, no success). Please help, I feel like it's just one dumb thing. I will post more code if necessary.

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  • Clipplanes, vertex shaders and hardware vertex processing in Direct3D 9

    - by Igor
    Hi, I have an issue with clipplanes in my application that I can reproduce in a sample from DirectX SDK (February 2010). I added a clipplane to the HLSLwithoutEffects sample: ... D3DXPLANE g_Plane( 0.0f, 1.0f, 0.0f, 0.0f ); ... void SetupClipPlane(const D3DXMATRIXA16 & view, const D3DXMATRIXA16 & proj) { D3DXMATRIXA16 m = view * proj; D3DXMatrixInverse( &m, NULL, &m ); D3DXMatrixTranspose( &m, &m ); D3DXPLANE plane; D3DXPlaneNormalize( &plane, &g_Plane ); D3DXPLANE clipSpacePlane; D3DXPlaneTransform( &clipSpacePlane, &plane, &m ); DXUTGetD3D9Device()->SetClipPlane( 0, clipSpacePlane ); } void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { // Update the camera's position based on user input g_Camera.FrameMove( fElapsedTime ); // Set up the vertex shader constants D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = *g_Camera.GetWorldMatrix(); mView = *g_Camera.GetViewMatrix(); mProj = *g_Camera.GetProjMatrix(); mWorldViewProj = mWorld * mView * mProj; g_pConstantTable->SetMatrix( DXUTGetD3D9Device(), "mWorldViewProj", &mWorldViewProj ); g_pConstantTable->SetFloat( DXUTGetD3D9Device(), "fTime", ( float )fTime ); SetupClipPlane( mView, mProj ); } void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { // If the settings dialog is being shown, then // render it instead of rendering the app's scene if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } HRESULT hr; // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration ); pd3dDevice->SetVertexShader( g_pVertexShader ); pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( D3DXVECTOR2 ) ); pd3dDevice->SetIndices( g_pIB ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0 ); V( pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, g_dwNumVertices, 0, g_dwNumIndices / 3 ) ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0 ); RenderText(); V( g_HUD.OnRender( fElapsedTime ) ); V( pd3dDevice->EndScene() ); } } When I rotate the camera I have different visual results when using hardware and software vertex processing. In software vertex processing mode or when using the reference device the clipping plane works fine as expected. In hardware mode it seems to rotate with the camera. If I remove the call to RenderText(); from OnFrameRender then hardware rendering also works fine. Further debugging reveals that the problem is in ID3DXFont::DrawText. I have this issue in Windows Vista and Windows 7 but not in Windows XP. I tested the code with the latest NVidia and ATI drivers in all three OSes on different PCs. Is it a DirectX issue? Or incorrect usage of clipplanes? Thanks Igor

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  • WYSIHAT 'resonds_to_parent" undefined method - Ruby on Rails

    - by bgadoci
    I just successfully installed WysiHat in my rails blog. Seems that the 'add a picture' feature is not working. It successfully allows me to find and select a picture from my desktop but upon clicking save, it does nothing. I also have Paperclip successfully installed and can attach images to records outside the WYSIHAT form field. Any ideas? (let me know if I need to post any code). Also, WysiHat-engine uses facebox, not sure if that is relevant. UPDATE: Added Server Log, looks like paperclip is saving it so not sure what else is going wrong. Processing PostsController#update (for 127.0.0.1 at 2010-04-23 16:42:14) [PUT] Parameters: {"commit"=>"Update", "post"=>{"body"=>"<p>Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.</p>", "title"=>"Rails Code for Search"}, "authenticity_token"=>"hndm6pxaPLfgnSMFAmLDGNo86mZG3XnlfJoNOI/P+O8=", "id"=>"105"} Post Load (0.2ms) SELECT * FROM "posts" WHERE ("posts"."id" = 105) Post Update (0.3ms) UPDATE "posts" SET "updated_at" = '2010-04-23 21:42:14', "body" = '<p>Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.</p>' WHERE "id" = 105 [paperclip] Saving attachments. Redirected to http://localhost:3000/posts/105 Completed in 12ms (DB: 0) | 302 Found [http://localhost/posts/105] UPDATE 2 I installed ImageMagic and now I get the following error. Processing WysihatFilesController#index (for 127.0.0.1 at 2010-04-23 23:27:57) [GET] Parameters: {"editor"=>"post_body_editor"} WysihatFile Load (0.3ms) SELECT * FROM "wysihat_files" Rendering wysihat_files/index Rendered wysihat_files/_form (1.9ms) Completed in 4ms (View: 3, DB: 0) | 200 OK [http://localhost/wysihat_files/?editor=post_body_editor] Processing WysihatFilesController#create (for 127.0.0.1 at 2010-04-23 23:28:09) [POST] Parameters: {"commit"=>"Save changes", "wysihat_file"=>{"file"=>#<File:/var/folders/F3/F3ovLEb1EMW4aZ5nsRvRlU+++TI/-Tmp-/RackMultipart20100423-43326-1mzeb3s-0>}, "authenticity_token"=>"IHF9Ghz6gYuAeNOUYhna+O0A4WrDbm4iha4Tsavu97o="} NoMethodError (undefined method `responds_to_parent' for #<WysihatFilesController:0x10352a2c0>): vendor/gems/wysihat-engine-0.1.12/app/controllers/wysihat_files_controller.rb:10:in `create' Rendered rescues/_trace (25.2ms) Rendered rescues/_request_and_response (0.3ms) Rendering rescues/layout (internal_server_error) Update 3 After reading a comment below I am thinking that perhaps I am missing something in my Post model. Here is the code for the model. class Post < ActiveRecord::Base has_attached_file :photo validates_presence_of :body, :title has_many :comments, :dependent => :destroy has_many :tags, :dependent => :destroy has_many :ugtags, :dependent => :destroy has_many :votes, :dependent => :destroy belongs_to :user after_create :self_vote def self_vote # I am assuming you have a user_id field in `posts` and `votes` table. self.votes.create(:user => self.user) end cattr_reader :per_page @@per_page = 10 end

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  • CSG operations on implicit surfaces with marching cubes

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres, and the set operation difference. i.e A - B. One sphere is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary sphere float (*cmp2)(const vec2&) //distance from moving sphere ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside sphere1 if((s2 < iso)){ //if inside sphere2 scalar[i] = s2; //then set the scalar to the moving sphere } else { scalar[i] = s1; //only inside sphere1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither sphere } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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  • Rails unknown action suddenly everywhere

    - by Joe
    The weird thing is that my app was working perfectly on Sat, and when I check it out on Monday (after doing nothing to it) I kept getting this problem: This behaviour is only happening on my production server. When I try to login or create a new user or do something that interacts with a form I am getting an unknown action error. A simple retrieval of rows does not throw this error however. I don't have all CRUD operations in most of my controllers because it's not necessary - but Rails always looks for the one that doesn't exist - it seams so anyway. If I make a mistake in the form that would normally throw a validation message to the user it will throw this error too, does that mean it has something to do with the model too (I'm not too Rails experienced and didn't know if that would be the case or not)? This is a general error I am getting - I have super_exception_notifier gem installed, so that's what all the extra params are. Processing SessionsController#new (for OMITTED at 2010-04-12 09:11:12) [GET] Rendering template within layouts/application Rendering sessions/new Completed in 3ms (View: 2, DB: 0) | 200 OK [http://OMITTED.com/session/new] Processing SessionsController#show (for OMITTED at 2010-04-12 09:11:14) [GET] ActionController::UnknownAction (No action responded to show. Actions: create, destroy, error_class_status_codes, error_class_status_codes=, error_layout, error_layout=, exception_notifiable_notification_level, exception_notifiable_notification_level=, exception_notifiable_silent_exceptions, exception_notifiable_silent_exceptions=, exception_notifiable_verbose, exception_notifiable_verbose=, http_status_codes, http_status_codes=, and new): dragonfly (0.5.3) lib/dragonfly/middleware.rb:13:in `call' passenger (2.2.9) lib/phusion_passenger/rack/request_handler.rb:92:in `process_request' passenger (2.2.9) lib/phusion_passenger/abstract_request_handler.rb:207:in `main_loop' passenger (2.2.9) lib/phusion_passenger/railz/application_spawner.rb:400:in `start_request_handler' passenger (2.2.9) lib/phusion_passenger/railz/application_spawner.rb:351:in `handle_spawn_application' passenger (2.2.9) lib/phusion_passenger/utils.rb:184:in `safe_fork' passenger (2.2.9) lib/phusion_passenger/railz/application_spawner.rb:349:in `handle_spawn_application' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:352:in `__send__' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:352:in `main_loop' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:196:in `start_synchronously' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:163:in `start' passenger (2.2.9) lib/phusion_passenger/railz/application_spawner.rb:209:in `start' passenger (2.2.9) lib/phusion_passenger/spawn_manager.rb:262:in `spawn_rails_application' passenger (2.2.9) lib/phusion_passenger/abstract_server_collection.rb:126:in `lookup_or_add' passenger (2.2.9) lib/phusion_passenger/spawn_manager.rb:256:in `spawn_rails_application' passenger (2.2.9) lib/phusion_passenger/abstract_server_collection.rb:80:in `synchronize' passenger (2.2.9) lib/phusion_passenger/abstract_server_collection.rb:79:in `synchronize' passenger (2.2.9) lib/phusion_passenger/spawn_manager.rb:255:in `spawn_rails_application' passenger (2.2.9) lib/phusion_passenger/spawn_manager.rb:154:in `spawn_application' passenger (2.2.9) lib/phusion_passenger/spawn_manager.rb:287:in `handle_spawn_application' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:352:in `__send__' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:352:in `main_loop' passenger (2.2.9) lib/phusion_passenger/abstract_server.rb:196:in `start_synchronously' This is what one of my forms looks like (nothing special) <% form_tag session_path do -%> <p><%= label_tag 'Username' %><br /> <%= text_field_tag 'login', @login %></p> <p><%= label_tag 'password' %><br/> <%= password_field_tag 'password', nil %></p> <p><%= label_tag 'remember_me', 'Remember me' %> <%= check_box_tag 'remember_me', '1', @remember_me %></p> <p><%= submit_tag 'Log in' %></p> <% end -%> It looks like dragonfly is the culprit doesn't it, here's the section from the gem files it says is being naughty: module Dragonfly class Middleware def initialize(app, dragonfly_app_name) @app = app @dragonfly_app_name = dragonfly_app_name end def call(env) response = endpoint.call(env) if response[0] == 404 13 -->> @app.call(env) else response end end I don't know what goes on behind the scenes here so I probably haven't been looking in the right place to fix this issue. Like I said it only throws this in a production environment, which guess is what the 'env' variable is referencing. Thank you for your time! I've spent nearly my whole day trying to figure this out! :(

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  • What's the best way to refactor this Rails controller?

    - by Robert DiNicolas
    I'd like some advice on how to best refactor this controller. The controller builds a page of zones and modules. Page has_many zones, zone has_many modules. So zones are just a cluster of modules wrapped in a container. The problem I'm having is that some modules may have some specific queries that I don't want executed on every page, so I've had to add conditions. The conditions just test if the module is on the page, if it is the query is executed. One of the problems with this is if I add a hundred special module queries, the controller has to iterate through each one. I think I would like to see these module condition moved out of the controller as well as all the additional custom actions. I can keep everything in this one controller, but I plan to have many apps using this controller so it could get messy. class PagesController < ApplicationController # GET /pages/1 # GET /pages/1.xml # Show is the main page rendering action, page routes are aliased in routes.rb def show #-+-+-+-+-Core Page Queries-+-+-+-+- @page = Page.find(params[:id]) @zones = @page.zones.find(:all, :order => 'zones.list_order ASC') @mods = @page.mods.find(:all) @columns = Page.columns # restful params to influence page rendering, see routes.rb @fragment = params[:fragment] # render single module @cluster = params[:cluster] # render single zone @head = params[:head] # render html, body and head #-+-+-+-+-Page Level Json Conversions-+-+-+-+- @metas = @page.metas ? ActiveSupport::JSON.decode(@page.metas) : nil @javascripts = @page.javascripts ? ActiveSupport::JSON.decode(@page.javascripts) : nil #-+-+-+-+-Module Specific Queries-+-+-+-+- # would like to refactor this process @mods.each do |mod| # Reps Module Custom Queries if mod.name == "reps" @reps = User.find(:all, :joins => :roles, :conditions => { :roles => { :name => 'rep' } }) end # Listing-poc Module Custom Queries if mod.name == "listing-poc" limit = params[:limit].to_i < 1 ? 10 : params[:limit] PropertyEntry.update_from_listing(mod.service_url) @properties = PropertyEntry.all(:limit => limit, :order => "city desc") end # Talents-index Module Custom Queries if mod.name == "talents-index" @talent = params[:type] @reps = User.find(:all, :joins => :talents, :conditions => { :talents => { :name => @talent } }) end end respond_to do |format| format.html # show.html.erb format.xml { render :xml => @page.to_xml( :include => { :zones => { :include => :mods } } ) } format.json { render :json => @page.to_json } format.css # show.css.erb, CSS dependency manager template end end # for property listing ajax request def update_properties limit = params[:limit].to_i < 1 ? 10 : params[:limit] offset = params[:offset] @properties = PropertyEntry.all(:limit => limit, :offset => offset, :order => "city desc") #render :nothing => true end end So imagine a site with a hundred modules and scores of additional controller actions. I think most would agree that it would be much cleaner if I could move that code out and refactor it to behave more like a configuration.

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  • [C] Texture management / pointer question

    - by ndg
    I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers. Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets. From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager). To give you an idea, here's how I setup and play the players 'walk' animation: createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h); playAnimation(&player.animations[0], 10); Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager. For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping? anim.h #ifndef ANIM_H #define ANIM_H #define ANIM_MAX_FRAMES 10 #define MAX_TEXTURES 50 struct texture { bool active; ALLEGRO_BITMAP *bmp; }; struct texture textureManager[MAX_TEXTURES]; typedef struct tAnim { ALLEGRO_BITMAP **sprite; int w, h; int curFrame, numFrames, frameCount; float delay; } anim; void setupTextureManager(void); int addTexture(char *filename); int createAnimation(anim *a, char *filename, int w, int h); void playAnimation(anim *a, float delay); void updateAnimation(anim *a); #endif anim.c void setupTextureManager() { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { textureManager[i].active = false; } } int addTextureToManager(char *filename) { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { if(!textureManager[i].active) { textureManager[i].bmp = al_load_bitmap(filename); textureManager[i].active = true; if(!textureManager[i].bmp) { printf("Error loading texture: %s", filename); return -1; } return i; } } return -1; } int createAnimation(anim *a, char *filename, int w, int h) { int textureId = addTextureToManager(filename); if(textureId > -1) { a->sprite = textureManager[textureId].bmp; a->w = w; a->h = h; a->numFrames = al_get_bitmap_width(a->sprite) / w; printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId); } else { printf("Texture manager full\n"); return 1; } return 0; } void playAnimation(anim *a, float delay) { a->curFrame = 0; a->frameCount = 0; a->delay = delay; } void updateAnimation(anim *a) { a->frameCount ++; if(a->frameCount >= a->delay) { a->frameCount = 0; a->curFrame ++; if(a->curFrame >= a->numFrames) { a->curFrame = 0; } } }

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