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  • When to release the model(representedObject) of the corresponding UIViewController.

    - by user313786
    Hi, In AppKit we have "representedObject" available through NSViewController, this representedObject is generally set to ModelController or the model which the NSViewController displays, this works great with bindings as you just set the new representedObject and model details are updated in the view, BUT in case of iPhone (UIKit, with NO Cocoa bindings available), there is no such representedObject in UIViewController so here are few things I am interested in knowing:- What is the best/recommended way of binding the model to the UIViewController?, preferably dont want to maintain lot of IBOutlets and calls setters to updated the changed model data for display in view. How/When should the related model of the UIViewController be released? When is the -[UIViewController dealloc] called, in the typical iPhone application. Am looking for architecting some classes so that the UIViewController coordinates between the view and the model, but at the same time, deallocs the model when ever not necessary. TIA.

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  • Apply Alphabetical Filters on listView on Android os

    - by mudit
    Hi.. i need to create a list view that display same functionality as Contact App. I need to have a scroller through which i can traverse the list alphabetically. To achieve this i am following an example from API demos "com.example.android.apis.view.List1.java". When i implement this functionality on a static list view = it is working fine. But when i try this on a dynamic listview= it is not working. Plz help...

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  • Human readable and parsable date format in Java.

    - by Savvas Dalkitsis
    I want to save a Date object to a readable string (for example 22/10/2009 21:13:14) that is also parsable back to a Date object. I have tried many things and the best I could find was to use DateFormater for parsing and formating but it has a setback. When you format a date you lose seconds information. I tried to find if there is an option to format it and display the seconds (even better would be to the millisecond level since that's the resolution the Date object allows you to have) but I came up short. Any ideas?

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  • How can I pass a dynamic backing bean into a JSF 2.0 page using facelets?

    - by kgrad
    Hi, I am using a JSF 2.0 to create a web app (purely jee6, without spring/seam etc.). I would like to have a single xhtml page but pass the proper backing bean / entity into it. For example, I would like to be able to edit a user other than the logged in user, I have a user edit page which displays the information of the logged in user (being tracked by my session), I would like to instead pass in a user selected from a list and edit that user's information, without switching the user that is stored in the session or creating a separate xhtml page (violating DRY). The "best" way I can see to achieve this would be to reuse the exact same xhtml page that I am using to display the logged-in-user's edit page, but simply pass in a different entity in some way. Perhaps calling the setter in the backing bean before redirecting to the page (if this is even possible) or some other solution that does not violate DRY. Perhaps I have designed this all wrong, is there a way to pass in entities to JSF pages? thanks.

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  • How to draw RTL text (Arabic) onto a Bitmap and have it ordered properly?

    - by Casey
    I'm trying to draw Arabic text onto a Bitmap for display: Bitmap img = Bitmap.createBitmap( (int) f+100, 300, Config.RGB_565); Canvas c = new Canvas(); c.setBitmap( img ); mFace = Typeface.createFromAsset(getAssets(),"DejaVuSansCondensed.ttf"); mPaint.setTypeface(mFace); content = "????"; content = ArabicUtilities.reshape( content ); System.out.println("Drawing text: " + content); c.drawText(content, 30, 30, mPaint); The ArabicUtilities class is a tool to reshape the unicode text so the letters are connected. see: http://github.com/agawish/Better-Arabic-Reshaper/ However, the bitmap that is generated looks like this: When it should look like ???? I believe the issue is because, unlike a TextView, the Bitmap class is not BiDi aware, so it draws the letters from left to write. Try as I might, I can't figure out how to draw the text in the correct order.

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  • How to use Web-View as page by page while scrolling or Flinging/swiping?

    - by Jetti
    Hi, I want to convert an .docx/.doc file to html and displaying in emulator with help of Web- view. But i am displaying entire data into webview as Single page(we need to scroll many times). So, i want to match the content of .docx file with webview as pages or put some buttons or gestures to get next page.But i unable to display text as pages in Web-View. is there any solution or suggestion to get as pages? How to get the height and width of webview? Thanks

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  • Are large include files like iostream efficient? (C++)

    - by Keand64
    Iostream, when all of the files it includes, the files that those include, and so on and so forth, adds up to about 3000 lines. Consider the hello world program, which needs no more functionality than to print something to the screen: #include <iostream> //+3000 lines right there. int main() { std::cout << "Hello, World!"; return 0; } this should be a very simple piece of code, but iostream adds 3000+ lines to a marginal piece of code. So, are these 3000+ lines of code really needed to simply display a single line to the screen, and if not, do they create a less efficient program than if I simply copied the relevant lines into the code?

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  • Problem with image path of html files viewed by webbrowser control

    - by Royson
    I have an webbrowser control on my form. I am able display html files in that control. But my page contains some images if i give absolute path to it then images are displayed. But if i give relative path then images are not shown in the pages. I have HtmlPages folder located at bin folder. And i am assigning FileStream source = new FileStream(@"..\HtmlPages\supportHtml.html", FileMode.Open, FileAccess.Read); webBrowser.DocumentStream = source; If i assign D:\myapp\bin\HtmlPages\file.png then there is no problem. My images are stored in same folder. If i open html files with webbrowser then images are displayed. What is the correct path to set ??

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  • DNS Lookup in ASP / ASP.Net

    - by Dave Forgac
    I have a Windows server that is intermittently losing the ability to lookup DNS information. I'm trying to get to the root cause of the problem but in the mean time I'd like to be able to monitor whether the server can perform lookups. Basically, it should attempt to lookup some common hostnames and the display 'Success' if the lookups are successful. I see lots of examples of doing this with third party components in ASP but I would prefer to be able to do this with a single ASP / ASP.Net script that would be portable and not require anything additional be installed.

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  • How to add star rating to UITableView cell?

    - by RaYell
    I need to display a bunch of UITableViewCell in my iPhone application. Sample look below. I know how I can enable accessory view and image to UITableView cell but the problem is that I need to add a star rating as visible on the screen. There's no fancy logic behind it, it will just be few images that will be either enabled or disabled. I though that I could create a custom UITableViewCell in NIB but how would I use it in cellForRowAtIndexPath method. If it was just one custom cell I'd just provide an outlet for it and hook it with a property and use it there. But since it would be used multiple times I think I'll need to clone it or copy somehow. What is the simpliest way of adding such stuff to UITableViewCell?

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  • Displaying a list of Items in a WPF form using XAML

    - by Dave Colwell
    Hi guys, I am attempting to display a list of items (the style and controltemplate for these items are defined elsewhere) and i want to be able to add/remove as many as i want to. As i do not have infinite screen realestate I am displaying these in a ListBox control. This is the screen i have to date: What is going to happen is this. When i click the New button, i want the item to appear in the outlined area. So now for the problem: I want, when i click the New... Button, a new item to appear in the ListBox (outlined). Is it possible to do this using XAML? I am trying to work on seperating the business logic from the interface, so if there were some way to acheive this in XAML i would appreciate it. If not,can i use the custom templated item i have created in C# so that it will appear as the template specifies in the list box instead of like a normal ListBoxItem Thanks in advance!

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  • TempData and ViewData not rendering in a deployed ASP MVC app

    - by ojcar
    I use TempData and ViewData to display messages for an asp mvc application. They are part of the Site Master. For some reason, neither TempData or ViewData are showing any information. They do work as expected in the development environment but not in production. Any ideas of what setting I need to be looking at? The code is like this: <% if (TempData["errorMsg"] != null) { %> <h2><%= TempData["errorMsg"]%></h2> <% } %>

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  • Running custom Javascript on every page in Mozilla Firefox

    - by saturn
    I have a custom piece of Javascript which I would like to run on every web page from specific domains, or perhaps simply on every web page. (If you are wondering: it is not malicious. It allows to display formulas by using MathJax.) Is that possible? I tried including it in userContent.css, that of course did not work. A simple Greasemonkey script I tried did not insert it. Is it because of the security precautions? (Which would be very logical). Still, there should be a way to do it on the machine I physically control, by changing something in Mozilla chrome directory, shouldn't it? Anyway, how can I do this for myself?

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  • How disable RequiredFieldValidator in script

    - by jlp
    I have TextBox with RequiredFieldValidator on my page. I also have link that calls some simple javascript. <asp:TextBox ID="TextBox1" runat="server" /> <asp:RequiredFieldValidator ID="RequiredFieldValidator4" runat="server" ControlToValidate="TextBox1" Display="Dynamic" /> <asp:LinkButton ID="Link1" runat="server" OnClientClick="DoSomething(); return false;" CausesValidation="false"Text="Do" /> function DoSomething() { textbox1.val("blah"); } How to prevent RequiredFieldValidator to fire when TextBox1 is empty and it looses focus? I want RequiredFieldValidator only to fire on postback.

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  • help me pick the right iPhone audio class - MPMoviePlayer vs AVAudioPlayer vs MPMusicPlayer

    - by huevos de oro
    Does anyone know of a good tutorial on the distinction between the MPMoviePlayer vs AVAudioPlayer vs MPMusicPlayer? I want to play audio from an mp3 file available at an external URL. Ideally it is played in an iPod-like audio view. I toyed with MPMoviePlayer but it appears to be more suitable for video, as when audio starts a "movie playing" message displays, the controls disappear and a white quicktime splash page displays. I would like the standard ipod audio controls to display all the time, and to customize the image behind them.

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  • Recieving server broadcast on mobile in real time

    - by Manjoor
    I have to write a simple mobile application that is able to recieve broadcast from a server, connected using GPRS, over a secure SSL connection. The amount of data mobile need to recieve is very small (about 100 character string for a single broadcast and maximum 10 broadcast per minute) I need to display it on screen and generate a alert sound (and vibrate the device). Client need not to send anything back to server. (ofcourse at the time of intialization the client app need to send some data for authorization) The target mobile plateform is symbion S60 and Blackberry. How can i do this? What tools, SDK and Third party framework (if needed) i should use? I am familier with java and network programming but not for mobile device.

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  • Using PHP retrieved variables in Javascript

    - by mouthpiec
    Hi, I will use the following javascript to display a Google Map Window in a webpage. <script language = 'javascript'"> function initialize() { if (GBrowserIsCompatible()) { var map = new GMap2(document.getElementById("map_canvas")); map.setCenter(new GLatLng(35.904173, 14.433396), 16); map.setUIToDefault(); } } </script> I would like to read the coordinates from a db, to generate the map using PHP, but how is it possible to use the retrieved(eg $lat = xxx and $lon = yyy) values into the javascript?

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  • Help with MVC controller: passing a string from view to controller

    - by 109221793
    Hi guys, I'm having trouble with one particular issue, I was hoping someone could help me out. I've completed the MVC Music Store tutorial, and now I'm trying to add some administrator functionality - practice as I will have to do this in an MVC application in my job. The application is using the aspnet membership api, and what I have done so far is created a view to list the users. What I want to be able to do, is click on the users name in order to change their password. To try and carry the username to the changeUserPassword controller (custom made). I registered a new route in the global.asax.cs file in order to display the username in the URL, which is working so far. UserList View <%: Html.RouteLink(user.UserName, "AdminPassword", new { controller="StoreManager", action="changeUserPassword", username = user.UserName }) %> Global.asax.cs routes.MapRoute( "AdminPassword", //Route name "{controller}/{action}/{username}", //URL with parameters new { controller = "StoreManager", action = "changeUserPassword", username = UrlParameter.Optional} ); So now the URL looks like this when I reach the changeUserPassword view: http://localhost:51236/StoreManager/changeUserPassword/Administrator Here is the GET changeUserPassword action: public ActionResult changeUserPassword(string username) { ViewData["username"] = username; return View(); } I wanted to store the username in ViewData as I would like to use it in the GET changeUserPassword for display purposes, and also as a hidden value in the form. This is in order to pass it through to enable me to reset the password. Having debugged through the code, it seems that 'username' is null. How can I get this to work so that the username carries over from the Html.RouteLink, to the changeUserPassword action? Any help would be appreciated :) Here is my complete code: UserList.aspx <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<System.Web.Security.MembershipUserCollection>" %> <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> UserList </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>UserList</h2> <table> <tr> <th>User Name</th> <th>Last Activity date</th> <th>Locked Out</th> </tr> <%foreach (MembershipUser user in Model){ %> <tr> <td><%: Html.RouteLink(user.UserName, "AdminPassword", new { controller="StoreManager", action="changeUserPassword", username = user.UserName }) %></td> <td><%: user.LastActivityDate %></td> <td><%: user.IsLockedOut %></td> </tr> <% }%> </table> </asp:Content> changeUserPassword.aspx <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<musicStoreMVC.ViewModels.ResetPasswordAdmin>" %> <asp:Content ID="Content1" ContentPlaceHolderID="TitleContent" runat="server"> changeUserPassword </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>Change Password: <%: ViewData["username"] %></h2> <% using (Html.BeginForm()) {%> <%: Html.ValidationSummary(true) %> <fieldset> <legend>Fields</legend> <div class="editor-label"> <%: Html.Hidden("username",ViewData["username"]) %> <%: Html.LabelFor(model => model.password) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.password) %> <%: Html.ValidationMessageFor(model => model.password) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.confirmPassword) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.confirmPassword) %> <%: Html.ValidationMessageFor(model => model.confirmPassword) %> </div> <p> <input type="submit" value="Create" /> </p> </fieldset> <% } %> <div> <%: Html.ActionLink("Back to List", "Index") %> </div> </asp:Content> My actions public ActionResult UserList() { var users = Membership.GetAllUsers(); return View(users); } public ActionResult changeUserPassword(string username) { ViewData["username"] = username; return View(); }

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  • Dynamic choices for Django SelectMultiple Widget

    - by PhilGo20
    I'm building a form (not modelForm) where i'd like to use the SelectMultiple Widget to display choices based on a query done during the init of the form. I can think of a few way to do this but I am not exactly clear on the right way to do it. I see different options. I get the "choices" I should pass to the widget in the form init but I am not sure how I should pass them. class NavigatorExportForm(forms.Form): def __init__(self,user, app_id, *args,**kwargs): super (NavigatorExportForm,self ).__init__(*args,**kwargs) # populates the form language_choices = Navigator.admin_objects.get(id=app_id).languages.all().values_list('language', flat=True) languages = forms.CharField(max_length=2, widget=forms.SelectMultiple(choices=???language_choices))

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  • Convert XCode view-based app to navigation-based app?

    - by Wally
    Newbie question: is there an easy way to convert a view-based app to a navigation-based app? I have an existing app sample that was created as a view-based app, and need to be able to create additional viewcontrollers that can be nested. The app is currently using presentModalViewController calls and nibs to display windows. Trying to change these to pushViewController calls results in the views not being displayed. So I'm assuming it's because the pushViewController needs to use a Navigation view. Thanks in advance!

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  • UIButton's Custom image and frame

    - by Joo Park
    I have the following code. UIImage *cancelImg = [UIImage imageNamed:@"cancel.jpeg"]; UIButton *btnCancel = [UIButton buttonWithType:UIButtonTypeCustom]; btnCancel.userInteractionEnabled = YES; [btnCancel setFrame:CGRectMake(0.0,0.0, 28.0, 28.0)]; [btnCancel setImage:cancelImg forState:UIControlStateNormal]; cell.accessoryView = btnCancel; cancel.jpeg currently is bigger than 28 x 28 and it's actually 100 x 100. Why does the button display 100 x 100 size of the image when I've set the UIButton's size to 28 x 28?

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  • How do you handle browser cache with login/logout?

    - by Julien
    To improve performances, I'd like to add a fairly long Cache-Control (up to 30 minutes) to each page since they do not change often. However, each page also displays the name of the user logged in (like this website). The problem is when the user logs in or logs out: the user name must change. How can I change the user name after each login/logout action while keeping a long Cache-Control? Here are the solutions I can think of: Ajax request (not cached) to retrieve and display the user name. If I have 2 requests (/user?registered and /user?new), they could be cached as well. But I am afraid this extra request would nullify my caching performance-wise Add a unique URL variable (?time=) to make the URL different, and cancel the cache. However, I would have to add this variable to all links on my webpage, not very convenient code-wise This problems becomes greater if I actually have more content that is not the same for registered users and new users.

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  • Formatting Problem Date with DateTime

    - by Florian
    Hello, I want to display a date with this format : MM/dd/yyyy HH:mm:ss tt for example : 01/04/2011 03:34:03 PM but I have a problem with the following code class Program { static void Main(string[] args) { DateTime dt = new DateTime(DateTime.Today.Year, DateTime.Today.Month, DateTime.Today.Day, 0, 0, 0); string displayedDate = dt.ToString("MM/dd/yyyy hh:mm:ss tt", CultureInfo.InvariantCulture); Console.WriteLine(displayedDate); Console.Read(); } } displays : 01/04/2011 12:00:00 AM instead of 01/04/2011 00:00:00 AM Anyone knows why ? Thank you !

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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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  • Read / write program in Java using JFileChooser

    - by Casper Marcussen
    Didn't want to bother people in here, but since I am under a time pressure, I am desperate to get help. My questions is how to link the file choosen from a JFileChooser to a file, and how to convert it to string being able to display and edit it in a TextArea. I have the GUI set up using swing, but the link between actionListener and the JFileChooser is not complete. Any help would be much appreciated. Code: http://pastebin.com/p3fb17Wi EDIT: I found this program, that does pretty much what i wanted to, but it does not allow me to save the actual file : http://www.java-forums.org/new-java/8856-how-get-content-text-file-write-jtextarea.html

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