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  • Ttstyledtextlabel does not draw properly when text property is assigned multiple times

    - by user210504
    I have A ttstyledtextlabel in my uitableview cell. It has got some web URLs for images which are being rendered. But since images take some time to download i reload the cell after sometime to render the images if they have been downloaded. The problem I am facing is that during subsequent assignment of text if the size of the label changes, happens when images have been successfully loaded the label does not render properly but rather blanks out. But I see the proper label when is scroll and come back to the cell again. Anyone faced this issue or simply when the following line is executed multiple times, the Styled Label goes blank StyledView.text = [TTStyledText textFromXHTML:[self getStyledText] lineBreaks:YES URLs:YES];

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  • Multiple layouts in rails [Newbie Q]

    - by BriteLite
    Hi. As a newb, I decided to build a "home inventory" application. I am now stuck on how to programmatically select a layout based on what type of item it is when viewing it in a browser. According to my planning, so far I should have created a few models to represent types of items I can find in my home: Furniture, Electronics and Books. class Book < ActiveRecord::Base end class Furniture < ActiveRecord::Base end class Electronic < ActiveRecord::Base end Now the Books model has things like isbn, pages, address, and category. Furniture model has things like color, price, address, and category. Electronics has things like name, voltage, address, and category. Here is where I got confused. I know the property address is going to be the same for all of them. I also know that, I will need to create multiple "layouts" for 3 different types of items to show the different properties of said items with appropriate graphics and stylesheets. But how will I go about deciding which category the item is so I can determine which layout to render. According to me, this is how I will do it: class DisplayController < ApplicationController def display @item = Params[:item] if @item.category = "electronics" render :layout => 'electronics' end end In my routes.rb map.display ':item', :controller => 'display', :action => 'display' I only seem to have one concern with this, I probably will add a lot of categories later on and think there should be a more DRY-esque way of dealing, rather than hardcoding them. I understand that I need to add into my layout html tags to display relevant information for that particular category. ----Questions---- Is this the right way to approach this type of problem. Will this approach be compatible when I decide to add a gem like *thinking_sphinx* to run search. What issues do you see with my approach and how can I make it better. I was reading something about "Polymorphic Assoc", does that apply in this case, since category exist for all items? Also, I was trying to get a routes to render a URL like "http://localhost/living-room-tv"

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  • Using cProfile results with KCacheGrind

    - by Adam Luchjenbroers
    I'm using cProfile to profile my Python program. Based upon this talk I was under the impression that KCacheGrind could parse and display the output from cProfile. However, when I go to import the file, KCacheGrind just displays an 'Unknown File Format' error in the status bar and sits there displaying nothing. Is there something special I need to do before my profiling stats are compatible with KCacheGrind? ... if profile: import cProfile profileFileName = 'Profiles/pythonray_' + time.strftime('%Y%m%d_%H%M%S') + '.profile' profile = cProfile.Profile() profile.run('pilImage = camera.render(scene, samplePattern)') profile.dump_stats(profileFileName) profile.print_stats() else: pilImage = camera.render(scene, samplePattern) ... Package Versions KCacheGrind 4.3.1 Python 2.6.2

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  • rails controller defaults to respond with application/xml in production

    - by Dave Paroulek
    I have a standard contacts_controller.rb with index action that responds as follows: respond_to do |format| format.html format.xml { render :xml => @contacts } end In development, it works as intended: when I browse to http://localhost:3000/contacts, I get an html response. But, when I start the app using capistrano on a remote Ubuntu server and browse to the same url, I get an xml response. If I go to http://remote_host:8000/contacts.html, then I see the html response. If I comment out the format.xml { render :xml => @contacts }, then I see the desired html response. Pretty sure I'm missing something subtle about difference between Rails development and production modes. Any ideas about what I'm overlooking? Thanks, - Dave

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  • Authlogic Help! Registering a new user when currently logged-in as a user not working.

    - by looloobs
    Hi Just as a disclaimer I am new to rails and programming in general so apologize for misunderstanding something obvious. I have Authlogic with activation up and running. So for my site I would like my users who are logged in to be able to register other users. The new user would pick their login and password through the activation email, but the existing user needs to put them in by email, position and a couple other attributes. I want that to be done by the existing user. The problem I am running into, if I am logged in and then try and create a new user it just tries to update the existing user and doesn't create a new one. I am not sure if there is some way to fix this by having another session start??? If that is even right/possible I wouldn't know how to go about implementing it. I realize without knowing fully about my application it may be difficult to answer this, but does this even sound like the right way to go about this? Am I missing something here? Users Controller: class UsersController < ApplicationController before_filter :require_no_user, :only => [:new, :create] before_filter :require_user, :only => [:show, :edit, :update] def new @user = User.new end def create @user = User.new if @user.signup!(params) @user.deliver_activation_instructions! flash[:notice] = "Your account has been created. Please check your e-mail for your account activation instructions!" redirect_to profile_url else render :action => :new end end def show @user = @current_user end def edit @user = @current_user end def update @user = @current_user # makes our views "cleaner" and more consistent if @user.update_attributes(params[:user]) flash[:notice] = "Account updated!" redirect_to profile_url else render :action => :edit end end end My User_Session Controller: class UserSessionsController < ApplicationController before_filter :require_no_user, :only => [:new, :create] before_filter :require_user, :only => :destroy def new @user_session = UserSession.new end def create @user_session = UserSession.new(params[:user_session]) if @user_session.save flash[:notice] = "Login successful!" if @user_session.user.position == 'Battalion Commander' : redirect_to battalion_path(@user_session.user.battalion_id) else end else render :action => :new end end def destroy current_user_session.destroy flash[:notice] = "Logout successful!" redirect_back_or_default new_user_session_url end end

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  • SDL+OpenGL app: blank screen

    - by Lococo
    I spent the last three days trying to create a small app using SDL + OpenGL. The app itself runs fine -- except it never outputs any graphics; just a black screen. I've condensed it down to a minimal C file, and I'm hoping someone can give me some guidance. I'm running out of ideas. I'm using Windows Vista, MinGW & MSYS. Thanks in advance for any advice! #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glEnable(GL_DEPTH_TEST); // enable depth testing glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // clear to black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color/depth buffer glLoadIdentity(); // reset modelview matrix glColor3b(255, 0, 0); // red glLineWidth(3.0); // line width=3 glRecti(10, 10, sx-10, sy-10); // draw rectangle glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface* surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_HWSURFACE|SDL_DOUBLEBUF))) return 0; glViewport(0, 0, sx, sy); // reset the viewport to new dimensions glMatrixMode(GL_PROJECTION); // set projection matrix to be current glLoadIdentity(); // reset projection matrix glOrtho(0, sx, sy, 0, -1.0, 1.0); // create ortho view glMatrixMode(GL_MODELVIEW); // set modelview matrix glLoadIdentity(); // reset modelview matrix for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); exit(0); } UPDATE: I have a version that works, but it changes orthographic to perspective. I'm not sure why this works and the other doesn't, but for future reference, here's a version that works: #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // set location in front of camera glTranslated(0, 0, -10); glBegin(GL_QUADS); // draw a square glColor3d(1, 0, 0); glVertex3d(-2, 2, 0); glVertex3d( 2, 2, 0); glVertex3d( 2, -2, 0); glVertex3d(-2, -2, 0); glEnd(); glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface *surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_OPENGL))) return 0; glViewport(0, 0, sx, sy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)sx / (float)sy, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glClearColor(0, 0, 0, 1); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); return 0; }

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  • Rendering Views as String with Spring MVC and Apache Tiles

    - by lynxforest
    I am trying to reuse some of my tiles in a controller which is returning a json response to the client. I would like to return a json response similar to the following format: { 'success': <true or false>, 'response': <the contents of an apache tile> } In my controller I would like to perform logic similar to this pseudocode: boolean valid = validator.validate(modelObj) String response = "" if(valid){ response = successView.render() // im looking for a way to actually accomplish // this, where the successView is the apache tiles view. // I would also need to pass a model map to the view somehow. }else{ response = errorView.render() } writeJsonResponse(httpResponse, /* a Map whose json representation looks like the one I described above. */)

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  • 1-st level routes for multiple resources in Rails

    - by Leonid Shevtsov
    I have a simple SEO task. There's a City model and a Brand model, and I have to create 1st-level URLs for both (e.g. site.com/honda and site.com/boston). What's the preferred routing/controller combination to do this in Rails? I can only think of map.connect '/:id', :controller => 'catchall', :action => 'index' class CatchallController < ApplicationController def index if City.exists?(:slug => params[:id]) @city = City.find_by_slug!(params[:id]) render 'cities/show' else @brand = Brand.find_by_slug!(params[:id]) render 'brands/show' end end end but it seems to be very un-Rails to put such logic into the controller. (Obviously I need to make sure that the slugs don't overlap in the models, that's done).

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  • How to optimize frame rate in Flash/Actionscript?

    - by LillyWolf
    I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up? I've noticed that some movie clips seem to impact it more than others, but I'm not sure how to alter them to make them easier to render. Thanks!

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  • How to speed up dumping a DataTable into an Excel worksheet?

    - by AngryHacker
    I have the following routine that dumps a DataTable into an Excel worksheet. private void RenderDataTableOnXlSheet(DataTable dt, Excel.Worksheet xlWk, string [] columnNames, string [] fieldNames) { // render the column names (e.g. headers) for (int i = 0; i < columnNames.Length; i++) xlWk.Cells[1, i + 1] = columnNames[i]; // render the data for (int i = 0; i < fieldNames.Length; i++) { for (int j = 0; j < dt.Rows.Count; j++) { xlWk.Cells[j + 2, i + 1] = dt.Rows[j][fieldNames[i]].ToString(); } } } For whatever reason, dumping DataTable of 25 columns and 400 rows takes about 10-15 seconds on my relatively modern PC. Takes even longer testers' machines. Is there anything I can do to speed up this code? Or is interop just inherently slow?

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  • Time lag between PreRenderComplete and SaveState

    - by KPK
    We are tracing our ASP.NET application and find that for one of our pages we see that there is a time lag of around 2.5 secs from the time PreRenderComplete Ends to SaveState Begins. Below is a part of log aspx.page End PreRender 9.123185387 0.184541 aspx.page Begin PreRenderComplete 9.123277718 0.000092 aspx.page End PreRenderComplete 9.123666575 0.000389 aspx.page Begin SaveState 11.77441916 2.650753 aspx.page End SaveState 11.77457158 0.000152 aspx.page Begin SaveStateComplete 11.77459695 0.000025 aspx.page End SaveStateComplete 11.77461284 0.000016 aspx.page Begin Render 11.77462541 0.000013 aspx.page End Render 15.10157813 3.326953 we are trying to understand if there is any rationale behind this. Pls help me understand this. Thanks in Advance

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  • C++ SDL State Machine Segfault

    - by user1602079
    The code compiles and builds fine, but it immediately segfaults. I've looked at this for a while and have no idea why. Any help is appreciated. Thank you! Here's the code: main.cpp #include "SDL/SDL.h" #include "Globals.h" #include "Core.h" #include "GameStates.h" #include "Introduction.h" int main(int argc, char** args) { if(core.Initilize() == false) { SDL_Quit(); } while(core.desiredstate != core.Quit) { currentstate->EventHandling(); currentstate->Logic(); core.ChangeState(); currentstate->Render(); currentstate->Update(); } SDL_Quit(); } Core.h #ifndef CORE_H #define CORE_H #include "SDL/SDL.h" #include <string> class Core { public: SDL_Surface* Load(std::string filename); void ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination); void SetState(int newstate); void ChangeState(); enum state { Intro, STATES_NULL, Quit }; int desiredstate, stateID; bool Initilize(); }; #endif Core.cpp #include "Core.h" #include "SDL/SDL.h" #include "Globals.h" #include "Introduction.h" #include <string> /* Initilizes SDL subsystems */ bool Core::Initilize() { //Inits subsystems, reutrns false upon error if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { return false; } SDL_WM_SetCaption("Game", NULL); return true; } /* Loads surfaces and optimizes them */ SDL_Surface* Core::Load(std::string filename) { //The surface to be optimized SDL_Surface* original = SDL_LoadBMP(filename.c_str()); //The optimized surface SDL_Surface* optimized = NULL; //Optimizes the image if it loaded properly if(original != NULL) { optimized = SDL_DisplayFormat(original); SDL_FreeSurface(original); } else { //returns NULL upon error return NULL; } return optimized; } /* Blits surfaces */ void Core::ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination) { //Stores the coordinates of the surface SDL_Rect offsets; offsets.x = X; offsets.y = Y; //Bits the surface if both surfaces are present if(source != NULL && destination != NULL) { SDL_BlitSurface(source, NULL, destination, &offsets); } } /* Sets desiredstate to newstate */ void Core::SetState(int newstate) { if(desiredstate != Quit) { desiredstate = newstate; } } /* Changes the game state */ void Core::ChangeState() { if(desiredstate != STATES_NULL && desiredstate != Quit) { delete currentstate; switch(desiredstate) { case Intro: currentstate = new Introduction(); break; } stateID = desiredstate; desiredstate = core.STATES_NULL; } } Globals.h #ifndef GLOBALS_H #define GLOBALS_H #include "SDL/SDL.h" #include "Core.h" #include "GameStates.h" extern SDL_Surface* screen; extern Core core; extern GameStates* currentstate; #endif Globals.cpp #include "Globals.h" #include "SDL/SDL.h" #include "GameStates.h" SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); Core core; GameStates* currentstate = NULL; GameStates.h #ifndef GAMESTATES_H #define GAMESTATES_H class GameStates { public: virtual void EventHandling() = 0; virtual void Logic() = 0; virtual void Render() = 0; virtual void Update() = 0; }; #endif Introduction.h #ifndef INTRODUCTION_H #define INTRODUCTION_H #include "GameStates.h" #include "Globals.h" class Introduction : public GameStates { public: Introduction(); private: void EventHandling(); void Logic(); void Render(); void Update(); ~Introduction(); SDL_Surface* test; }; #endif Introduction.cpp #include "SDL/SDL.h" #include "Core.h" #include "Globals.h" #include "Introduction.h" /* Loads all the assets */ Introduction::Introduction() { test = core.Load("test.bmp"); } void Introduction::EventHandling() { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: core.SetState(core.Quit); break; } } } void Introduction::Logic() { //to be coded } void Introduction::Render() { core.ApplySurface(30, 30, test, screen); } void Introduction::Update() { SDL_Flip(screen); } Introduction::~Introduction() { SDL_FreeSurface(test); } Sorry if the formatting is a bit off... Having to put four spaces for it to be put into a code block offset it a bit. I ran it through gdb and this is what I got: Program received signal SIGSEGV, Segmentation fault. 0x0000000000400e46 in main () Which isn't incredibly useful... Any help is appreciated. Thank you!

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  • Client Id for Property (ASP.Net MVC)

    - by Felipe
    Hi guys... I'm begginer in asp.net mvc, and i have a doubs: I'm trying to do a label for a TextBox in my View and I'd like to know, how can I take a Id that will be render in client to generete scripts... for example: <label for="<%=x.Name.?ClientId?%>"> Name: </label> <%=Html.TextBoxFor(x=>x.Name) %> What need I put in "?ClientId?" to make sure that correct Id will be render to the corresponding control ? Thanks Cheers

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  • Django template context not working with imported class

    - by Andy Hume
    I'm using Django's templating on appengine, and am having a problem whereby a class I'm importing from another package is not correctly being made available to the template context. Broadly speaking, this is the code. The prop1 is not available in the template in the first example below, but is in the second. MyClass is identical in both cases. This does not work: from module import MyClass context = MyClass() self.response.out.write(template.render(path, context)) This does: class MyClass(object): def __init__(self): self.prop1 = "prop1" context = MyClass() self.response.out.write(template.render(path, context)) If I log the context in the above code I get: <module.MyClass object at 0x107b1e450> when it's imported, and: <__main__.MyClass object at 0x103759390> when it's defined in the same file. Any clues as to what might cause this kind of behaviour?

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  • How does one record audio from a Javascript based webapp?

    - by username
    I'm trying to write a web-app that records WAV files (eg: from the user's microphone). I know Javascript alone can not do this, but I'm interested in the least proprietary method to augment my Javascript with. My targeted browsers are Firefox for PC and Mac (so no ActiveX). Please share your experiences with this. I gather it can be done with Flash (but not as a WAV formated file). I gather it can be done with Java (but not without code-signing). Are these the only options? @dominic-mazzoni I'd like to record the file as a WAV because because the purpose of the webapp will be to assemble a library of good quality short soundbites. I estimate upload will be 50 MB, which is well worth it for the quality. The app will only be used on our intranet. UPDATE: There's now an alternate solution thanks to JetPack's upcoming Audio API: See https://wiki.mozilla.org/Labs/Jetpack/JEP/18

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How do I set up my @product=Product.find(params[:id]) to have a product_url?

    - by montooner
    Trying to recreate { script/generate scaffold }, and I've gotten thru a number of Rails basics. I suspect that I need to configure default product url somewhere. But where do I do this? Setup: Have: def edit { @product=Product.find(params[:id]) } Have edit.html.erb, with an edit form posting to action = :create Have def create { ... }, with the code redirect_to(@product, ...) Getting error: undefined method `product_url' for #< ProductsController:0x56102b0 My def update: def update @product = Product.find(params[:id]) respond_to do |format| if @product.update_attributes(params[:product]) format.html { redirect_to(@product, :notice => 'Product was successfully updated.') } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @product.errors, :status => :unprocessable_entity } end end end

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  • Using Dom Objects in PHP, the default namespace is redeclared in some nodes.

    - by TomcatExodus
    I'm working on a template engine, having migrated from regex driven to DOM driven. It appears though, that whenever I create a DomDocumentFragment to encapsulate some portion of a document temporarily, the namespace attribute is added to each node in the fragment. Since my default namespace for a given document will 99% of the time be XHTML, it's adding the XHTML namespace declaration. Being the default namespace, this seems fruitless, and ultimately nodes in any other namespace will be stripped out at render time anyways. Aside from iteratively removing namespace attributes, is there some way I can prevent this from occurring to begin with? Its quite problematic, as this will likely increase render time filesize considerably, as large portions of a given document may be stored in a fragment. I've tried $doc->normalizeDocument(), but as I assumed, it did nothing.

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  • Conditional root_url (index)

    - by vise
    I'd like my application to display different data on the frontpage depending on whether the user has been logged in or not. def index if current_user # render another controllers action else # render another controllers action end end I can achieve this by using render_component. However it has been obsolete for some time. Although I can still use it as a plugin, I'm interested if anyone has a better approach. Just take in mind that rendering another controller's view directly is not an option. Thanks.

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  • Cannot save Adobe Illustrations as .pdf files

    - by Parastar
    Hi, I use adobe Illustrator creative suite 3. Now there seems to be a problem. I can't save my Illustrations In the .pdf format, since this format seems to preserve the graphic quality this Is vitally Important to me. If I save the Graphic In .jpef /.gif or png there Is some serious loss of quality so I need to find out a way to get this sorted. when I try to save the graphic as pdf It says "An unknown error has occured" please can anyone help me out here? Thank you,

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • Using HTML in Swing Applications

    - by Padur
    Hello all Need some help here..I am trying to write a simple swing application which displays some text based on user actions. Its like help where user clicks on some url and he is redirected to that page. I have huge html code and I want to render it in swing components. I was able to do it in JDK1.6 software but not in JDK1.4. Is there any way we can render complex html in swing components in JDK 1.4 software? I appreciate help. Thanks Padur

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  • How to use jQuery to generate 2 new associated objects in a nested form?

    - by mind.blank
    I have a model called Pair, which has_many :questions, and each Question has_one :answer. I've been following this railscast on creating nested forms, however I want to generate both a Question field and it's Answer field when clicking on an "Add Question" link. After following the railscast this is what I have: ..javascripts/common.js.coffee: window.remove_fields = (link)-> $(link).closest(".question_remove").remove() window.add_fields = (link, association, content)-> new_id = new Date().getTime() regexp = new RegExp("new_" + association, "g") $(link).before(content.replace(regexp, new_id)) application_helper.rb: def link_to_add_fields(name, f, association) new_object = f.object.class.reflect_on_association(association).klass.new fields = f.simple_fields_for(association, new_object, :child_index => "new_#{association}") do |builder| render(association.to_s.singularize + "_fields", :f => builder) end link_to_function(name, "window.add_fields(this, \"#{association}\", \"#{escape_javascript(fields)}\")", class: "btn btn-inverse") end views/pairs/_form.html.erb: <%= simple_form_for(@pair) do |f| %> <div class="row"> <div class="well span4"> <%= f.input :sys_heading, label: "System Heading", placeholder: "required", input_html: { class: "span4" } %> <%= f.input :heading, label: "User Heading", input_html: { class: "span4" } %> <%= f.input :instructions, as: :text, input_html: { class: "span4 input_text" } %> </div> </div> <%= f.simple_fields_for :questions do |builder| %> <%= render 'question_fields', f: builder %> <% end %> <%= link_to_add_fields "<i class='icon-plus icon-white'></i> Add Another Question".html_safe, f, :questions %> <%= f.button :submit, "Save Pair", class: "btn btn-success" %> <% end %> _question_fields.html.erb partial: <div class="question_remove"> <div class="row"> <div class="well span4"> <%= f.input :text, label: "Question", input_html: { class: "span4" }, placeholder: "your question...?" %> <%= f.simple_fields_for :answer do |builder| %> <%= render 'answer_fields', f: builder %> <% end %> </div> </div> </div> _answer_fields.html.erb partial: <%= f.input :text, label: "Answer", input_html: { class: "span4" }, placeholder: "your answer" %> <%= link_to_function "remove", "remove_fields(this)", class: "float-right" %> I'm especially confused by the reflect_on_association part, for example how does calling .new there create an association? I usually need to use .build Also for a has_one I use .build_answer rather than answers.build - so what does this mean for the jQuery part?

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • A new Rails idea in views and no more controller. maybe better maybe worse, i need help if this is t

    - by Totty
    Hy, I was thinking that all my website will have use of cells, using the known plugin cell for rails, so this is my idea: A table that contains 3 fields: id, view_name and layout. the layout will be a serialized hash. When a request is made, the layout field is requested and then in the view, default layout, will be unserialized the layout var, that looks like this: @layout[:sidecol][:gallery] = {... some params for it...}; @layout[:maincol][:comments] = {..params...}; In the <% #ruby code to render the cells in the @layout[:sidecol] % will be some ruby code that will loop over the @layout[:sidecol] and render all cells in it. the same occurs in the maincol div. What do you think? Positive in my opinion: More modular controller is used only for post easy change of structure easier to implement some kind of traking to see diferences on what layout is better or not. Negative: not found yet

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