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  • another question about OpenGL ES rendering to texture

    - by ensoreus
    Hello, pros and gurus! Here is another question about rendering to texture. The whole stuff is all about saving texture between passing image into different filters. Maybe all iPhone developers knows about Apple's sample code with OpenGL processing where they used GL filters(functions), but pass into them the same source image. I need to edit an image by passing it sequentelly with saving the state of the image to edit. I am very noob in OpenGL, so I spent increadibly a lot of to solve the issue. So, I desided to create 2 FBO's and attach source image and temporary image as a textures to render in. Here is my init routine: glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, (GLint *)&SystemFBO); glImage = [self loadTexture:preparedImage]; //source image for (int i = 0; i < 4; i++) { fullquad[i].s *= glImage->s; fullquad[i].t *= glImage->t; flipquad[i].s *= glImage->s; flipquad[i].t *= glImage->t; } tmpImage = [self loadEmptyTexture]; //editing image glGenFramebuffersOES(1, &tmpImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, tmpImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tmpImage->texID, 0); GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete tmp framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); glGenRenderbuffersOES(1, &glImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, glImage->texID, 0); status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) ; if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete cur framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); When user drag the slider, this routine invokes to apply changes -(void)setContrast:(CGFloat)value{ contrast = value; if(flag!=mfContrast){ NSLog(@"contrast: dumped"); flag = mfContrast; glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glClearColor(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, tmpImage->texID); glViewport(0, 0, 512, 512); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); } glBindFramebufferOES(GL_FRAMEBUFFER_OES,tmpImageFBO); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, 512, 512); [self contrastProc:fullquad value:contrast]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); [self redraw]; } Here are two cases: if it is the same filter(edit mode) to use, I bind tmpFBO to draw into tmpImage texture and edit glImage texture. contrastProc is a pure routine from Apples's sample. If it is another mode, than I save edited image by drawing tmpImage texture in source texture glImage, binded with glImageFBO. After that I call redraw: glBindFramebufferOES(GL_FRAMEBUFFER_OES, SystemFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, kTexWidth, 0, kTexHeight, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(kTexWidth, kTexHeight, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, kTexWidth, kTexHeight); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); And here it binds visual framebuffer and dispose glImage texture. So, the result is VERY aggresive filtering. Increasing contrast volume by just 0.2 brings image to state that comparable with 0.9 contrast volume in Apple's sample code project. I miss something obvious, I guess. Interesting, if I disabple line glBindTexture(GL_TEXTURE_2D, glImage->texID); in setContrast routine it brings no effect. At all. If I replace tmpImageFBO with SystemFBO to draw glImage directly on display(and disabling redraw invoking line), all works fine. Please, HELP ME!!! :(

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  • Javascript one-liners

    - by peoro
    Often I find some really cool javascript one liners that you can copy and paste into your browser address bar in order to get some fancy effects or even useful ones. This, for example, will let you edit anything on the page. javascript:document.body.contentEditable='true'; document.designMode='on'; void 0 What is your favorite? EDIT: I know that technically all these snippets are just javascript scripts that gets evaluated by the browser as if they were defined in the page. I also know that many browsers have got extensions to let you run javascript code (also letting you store scripts somewhere, providing a good editor etc etc). However that's not so practical; I'm not a javascript developer, haven't got firebug installed, and I can't install it anywhere I go. My idea idea is that of collecting the best "mini-scripts" that whoever can just copy and paste in his browser without the need of installing extensions and stuff.

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  • .htaccess rewrite subdomains

    - by Cyclone
    Here is my current code: RewriteCond %{HTTP_HOST} !^example\.com [NC] #RewriteCond %{REQUEST_URI}!^something RewriteCond %{HTTP_HOST} ^([^.]+)\.example\.com RewriteRule (.*) something/%1/$1 [QSA,L] My goal is to rewrite http://*.example.com/whatever to http://example.com/something/*/whatever, assuming * is the same for both and whatever is the same for both. However, I believe this is causing an infinite loop somehow, so I added that commented out line (RewriteBase is / btw), but if I uncomment then the entire site is a 500 response code. Without that line, only the subdomains error. What am I doing wrong, and how can I fix this? I have already configured the server so anything gets redirected to my public_html folder. EDIT: For clarification, I am trying to do an internal redirect, not external. EDIT: There is not a flag for internal redirect it seems. Is there any place I can see the actual error message for the broken rewriterule? If I knew what was wrong I would be able to stand a better chance of fixing it.

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  • No item exist at http://<servername>....Item may have been deleted ......

    - by Prakash
    I have a data view webpart of some other list on my Dispform.aspx page. I have added edit and create new links in it. Create new item link is workin fine but when I m clicking on edit, its showing me error: No item exist at http:....listname/Dispform.aspx?ID=1&Source=http://...listname/Allitems.aspx. It may have been deleted or renamed by other user. I found this post related to it. http://social.msdn.microsoft.com/Forums/en-US/sharepointcustomization/thread/e368d7c7-8878-4f74-a62b-9ebad50c6b9a But now in my case the problem is I don't wanna customize Allitems.aspx, and what I have understood in the above post guys have suggested that to change the query string.I can only customize DispForm.aspx. Now the query string which is passing by default is ID=@ID from Allitems.aspx to DispForm.aspx...and I have to use this ID query string variable in my parameter if I m passing it on to the next page. Anyone knows how to fix this? Thanks in advance,

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  • Php file outputting javascript for include as a JS file - need to restrict so its not opened in a browser window

    - by Ali
    Hi guys, I'm storing configuration details in a database which I need to use in javascript. I'm accessing all this using php and instead of outputting all the details into inline javascript code on the main page I've instead created a php file that outputs content type javascript and refernce it in my main page as an external javascript file. I want to set it up so that it can't be viewed in a browser window i.e : <script type="text/javascript" src="phpFileThatDoesJS.php" ></script> should work but typing www.mysite.com/phpFileThatDoesJS.php in the browser shouldn't EDIT ========== The thing is that I have to edit a script that for some oddball reason stores the username and password of a user in a javascript Object and outputs it within script tags. I have to set it up so that this is not viewable by a simple view source action. Thats why I thought of referencing it as an external javascript. Isnt there any htaccess tricks that I could use?

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  • How do I set permissions on a Server 2003 folder

    - by Richard210363
    Hi There, In my part time position as entire IT department at my Office ( I'm a MCSD developer normally ) I have been asked to change a shared folder. Only I don't really understand all the Shared / Security options. I have a folder that must be accessed by 2 people in the company (and no one else). They both must have read/write/edit and change access. They must be able to read/write/edit each others files; existing or newly created. Should be easy but I'm a bit overwhelemd by all the choices. What should I set? Thanks for your help richard

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  • A RecursiveParentChildIterator -- like the RecursiveDirectoryIterator

    - by Stephen J. Fuhry
    There are tons of examples of using the RecursiveIterator to flatten a tree structure.. but what about using it to explode a tree structure? Is there an elegant way to use this, or some other SPL library to recursively build a tree (read: turn a flat array into array of arbitrary depth) given a table like this: SELECT id, parent_id, name FROM my_tree EDIT: You know how you can do this with Directories? $it = new RecursiveDirectoryIterator("/var/www/images"); foreach(new RecursiveIteratorIterator($it) as $file) { echo $file . PHP_EOL; } .. What if you could do something like this: $it = new RecursiveParentChildIterator($result_array); foreach(new RecursiveIteratorIterator($it) as $group) { echo $group->name . PHP_EOL; // this would contain all of the children of this group, recursively $children = $group->getChildren(); } :END EDIT

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • Mesh with Alpha Texture doesn't blend properly

    - by faulty
    I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new BlendStateDescription { SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseDestinationAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, }; I've made up a sample that display 3 mesh A, B and C, where each overlaps one another. They are drawn sequentially, A to C. Distance from camera where A is nearest and C is furthest. So, the expected output is that A see through and saw part of B and C. B will see through and saw part of C. But what I get was none of them see through in that order, but if I move C closer to the camera, then it will be semi transparent and see through A and B. B if move closer to camera will see A but not C. Sort of reverse. So it seems that I need to draw them in reverse order where furthest from camera is drawn first then nearest to camera is drawn last. Is it suppose to be done this way, or I can actually configure the blendstate so it works no matter in which order i draw them? Thanks

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • Why does firefox round-trip to the server to determine whether my files are modifed?

    - by erikkallen
    I have some static content on my web site that I have set up caching for (using Asp.NET MVC). According to Firebug, the first time I open the page, Firefox sends this request: GET /CoreContent/Core.css?asm=0.7.3614.34951 Host: 127.0.0.1:3916 User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5 (.NET CLR 3.5.30729) Accept: text/css,*/*;q=0.1 Accept-Language: en-us,en;q=0.5 Accept-Encoding: gzip,deflate Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7 Keep-Alive: 300 Connection: keep-alive Referer: http://127.0.0.1:3916/Edit/1/101 Cookie: .ASPXAUTH=52312E5A802C1A079E2BA29AA2BFBC5A38058977B84452D62ED52855D4164659B4307661EC73A307BFFB2ED3871C67CB3A9AAFDB3A75A99AC0A21C63A6AADE9A11A7138C672E75125D9FF3EFFBD9BF62 Pragma: no-cache Cache-Control: no-cache Which my server replies to with this: Server: ASP.NET Development Server/9.0.0.0 Date: Mon, 23 Nov 2009 18:44:41 GMT X-AspNet-Version: 2.0.50727 X-AspNetMvc-Version: 1.0 Cache-Control: public, max-age=31535671 Expires: Tue, 23 Nov 2010 18:39:12 GMT Last-Modified: Mon, 23 Nov 2009 18:39:12 GMT Vary: * Content-Type: text/css Content-Length: 15006 Connection: Close So far, so good. However, if I refresh Firefox (not a cache-clearing refresh, just a normal one), during that refresh cycle Firefox will once again go to the server with this request: GET /CoreContent/Core.css?asm=0.7.3614.34951 Host: 127.0.0.1:3916 User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US; rv:1.9.1.5) Gecko/20091102 Firefox/3.5.5 (.NET CLR 3.5.30729) Accept: text/css,*/*;q=0.1 Accept-Language: en-us,en;q=0.5 Accept-Encoding: gzip,deflate Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7 Keep-Alive: 300 Connection: keep-alive Referer: http://127.0.0.1:3916/Edit/1/101 Cookie: .ASPXAUTH=52312E5A802C1A079E2BA29AA2BFBC5A38058977B84452D62ED52855D4164659B4307661EC73A307BFFB2ED3871C67CB3A9AAFDB3A75A99AC0A21C63A6AADE9A11A7138C672E75125D9FF3EFFBD9BF62 If-Modified-Since: Mon, 23 Nov 2009 18:39:20 GMT Cache-Control: max-age=0 to which my server responds 304 Not Modified. Why does Firefox issue this second request? In the first response, I said that the cache does not expire for a year (I intend to use query parameters whenever things change). Do I have to add another response header to prevent this extra roundtrip? Edit: It does not matter whether I press refresh, or whether I go to the page again (or a different URL, which references the same external files). Firefox does the same again. Also, I don't claim this to be a bug in FF, I just wonder if there is another header I can set which means "This document will never change, don't bother me again".

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  • why message box is always hidden behind main dialog and cannot be shown on the top

    - by Cougar_usa
    I am using MFC to write a GUI application. I chose dialog-based application, and put picture control, edit box and buttons on it. When the picture control is mapped to the class derived from CWnd using DDX_Control, all the message boxes (including default system message box pop up when you enter invalid input in the edit box) are hidden behind main dialog until you use "alt + tab" to bring them to front. If I map the picture control to the default CStatic class, the above problem disappeared. Do anyone has some hints to solve this problem? Thank you in advance for any help.

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  • How to Split a Cell Part of a Row and Keep the Rest of the Rows - Google Spreadsheets

    - by user3527095
    I am trying to do the following: I have row 1. I have values A1, B1, and C1. A1 contains a few names separated by a comma. I want to split A1 by these names while copying over the values from B1 and C1 into the split columns of A1. For example, I have this: (A1 B1 C1) bob,sam,bill 99 10 I want to have this: bob 99 10 sam 99 10 bill 99 10 I am also doing this on Google Sheets, I tried using combinations of Split, Join, and Transpose but can't seem to figure it out. Any help would be appreciated, thanks. EDIT: any updates? EDIT: still trying to figure this out.

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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • Implementing DRY Forms

    - by virtualeyes
    Getting into Play 2.0, overall, blown away, great stuff. Anyway, wondering how one can achieve DRY forms in Play? If you look at the create & edit examples in the Computer Database Sample, you'll see that the form elements are repeated. With just 4 fields (in the sample form), no big deal, but when you're dealing with large, complex forms and/or handling many CRUD models, the duplication becomes a bigger maintenance issue. On the binding end ( form.bindFromRequest and form.fill(Foo) ), the implementation is so elegant for create/edit operations; is there a corresponding solution in the template layer?

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  • Add CSS to Form Type is Symfony2

    - by Umair Iqbal
    I have an edit form, The form is made through symfony2 Form types. I checked the documentation but couldn't find any option for adding CSS to the form. The form display the data correctly and everything is fine what I want to do is to add styling to each field. My Edit Type is public function buildForm(FormBuilder $builder, array $options) { $builder ->add('id', 'hidden') ->add('patent_name', 'text', array('label' => 'Patent Name')) ->add('description', 'textarea', array('label' => 'Description', 'required' => false)) ->add('appln_auth','text', array('label' => 'Application Authorization')) ; } Anyone has any idea ho I can add css ? Thanks

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • Rails and jQuery - how do you get server-side validation errors to your view after an ajax request

    - by adam
    Ive searched this site but questions are usually regarding doing client-side validations or for different frameworks. I have a tasks list whose items can be edited inline. Upon submitting the inline edit form the item is updated all thanks to jQuery, ajax and rails. But I want to handle bad input from the user. HTML requests redisplay the view and errors are displayed thanks to rails helpers. But how do I insert that information after an ajax call? Heres my update method in my controller def update @task = Task.find(params[:id]) respond_to do |format| if @task.update_attributes(params[:task]) flash[:notice] = 'Task was successfully updated.' format.html { redirect_to(@task) } format.xml { head :ok } format.js else format.html { render :action => "edit" } format.xml { render :xml => @task.errors, :status => :unprocessable_entity } #format.js ...hmmm... either go to js.erb file or do stuff inline end end end

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  • check if directory exists c#

    - by Ant
    I am trying to see if a directory exists based on an input field from the user. When the user types in the path, I want to check if the path actually exists. I have some c# code already. It returns 1 for any local path, but always returns 0 when I am checking a network path. static string checkValidPath(string path) { //Insert your code that runs under the security context of the authenticating user here. using (ImpersonateUser user = new ImpersonateUser(user, "", password)) { //DirectoryInfo d = new DirectoryInfo(quotelessPath); bool doesExist = Directory.Exists(path); //if (d.Exists) if(doesExist) { user.Dispose(); return "1"; } else { user.Dispose(); return "0"; } } } public class ImpersonateUser : IDisposable { [DllImport("advapi32.dll", SetLastError = true)] private static extern bool LogonUser(string lpszUsername, string lpszDomain, string lpszPassword, int dwLogonType, int dwLogonProvider, out IntPtr phToken); [DllImport("kernel32", SetLastError = true)] private static extern bool CloseHandle(IntPtr hObject); private IntPtr userHandle = IntPtr.Zero; private WindowsImpersonationContext impersonationContext; public ImpersonateUser(string user, string domain, string password) { if (!string.IsNullOrEmpty(user)) { // Call LogonUser to get a token for the user bool loggedOn = LogonUser(user, domain, password, 9 /*(int)LogonType.LOGON32_LOGON_NEW_CREDENTIALS*/, 3 /*(int)LogonProvider.LOGON32_PROVIDER_WINNT50*/, out userHandle); if (!loggedOn) throw new Win32Exception(Marshal.GetLastWin32Error()); // Begin impersonating the user impersonationContext = WindowsIdentity.Impersonate(userHandle); } } public void Dispose() { if (userHandle != IntPtr.Zero) CloseHandle(userHandle); if (impersonationContext != null) impersonationContext.Undo(); } } Any help is appreciated. Thanks! EDIT 3: updated code to use BrokenGlass's impersonation functions. However, I need to initialize "password" to something... EDIT 2: I updated the code to try and use impersonation as suggested below. It still fails everytime. I assume I am using impersonation improperly... EDIT: As requested by ChrisF, here is the function that calls the checkValidPath function. Frontend aspx file... $.get('processor.ashx', { a: '7', path: x }, function(o) { alert(o); if (o=="0") { $("#outputPathDivValid").dialog({ title: 'Output Path is not valid! Please enter a path that exists!', width: 500, modal: true, resizable: false, buttons: { 'Close': function() { $(this).dialog('close'); } } }); } }); Backend ashx file... public void ProcessRequest (HttpContext context) { context.Response.Cache.SetExpires(DateTime.Now); string sSid = context.Request["sid"]; switch (context.Request["a"]) {//a bunch of case statements here... case "7": context.Response.Write(checkValidPath(context.Request["path"].ToString())); break;

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  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

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  • Gridview with row being edited causing error when form submitted

    - by Chris Phelps
    Using ASP.NET VB, I have a form with some text boxes and a Gridview. If a user clicks the Edit button on a row in the gridview, and then tries to submit the form with a row still in edit mode on the Gridview, this error is generated - "Invalid postback or callback argument. Event validation is enabled using in configuration or <%@ Page EnableEventValidation="true" % in a page. For security purposes, this feature verifies that arguments to postback or callback events originate from the server control that originally rendered them. If the data is valid and expected, use the ClientScriptManager.RegisterForEventValidation method in order to register the postback or callback data for validation. " Any idea how to prevent this error??

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  • How to create a "sidebar" in Umbraco CMS?

    - by usr
    In Umbraco, every page has a content field that you can edit in the admin-area. What I want would be a second content field that I (actually my customer who will be editing the content by himself) can edit on every page. I would then create a masterpage/template that contains the two content areas (the first one as the main content and the second one as the sidebar). At least this is how I would do it. Is this possible or is there even a better approach for having a main content and a separate sidebar on every page?

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  • How do I enable automatic reloading of view files in development mode in JRuby on Rails?

    - by thekingoftruth
    I am developing an app in JRuby on Rails. For some reason, when I edit the view files, the development JRuby Mongrel server doesn't reload them. The perplexing thing is that after editing the controller files, the server reloads them just fine on the next request. This would be annoying even when using MRI Ruby, however starting up JRuby Mongrel after every view edit is much slower, and much more annoying. (Note that once it starts up it's quite fast, the only issue is startup--the JVM has to load up every time I start JRuby Mongrel.) I'm running JRuby 1.5.0, Rails 2.3.5, and Java 6.

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