Search Results

Search found 8492 results on 340 pages for 'color shadow'.

Page 131/340 | < Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >

  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

    Read the article

  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex 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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.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; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; 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 D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 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 rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // 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->Draw(36,0); } } //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() { //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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //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; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; 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(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //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; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

    Read the article

  • SBS 2008 Backup Drive Full - Error Code '2147942512'

    - by HK1
    We are using Windows Backup on SBS 2008 SP2 and backing up to 1TB external hard drives. Recently after switching drives our backup started failing because the backup drive is full and auto-delete isn't automatically deleting older backups/show copies. I'm trying to get more information to help me effectively prevent this problem from reoccurring in the future. How I can tell that the drive is getting full: In the event viewer under Windows Logs Application, I'm seeing Event ID 517 but it fails to show an intelligible description. However, under Applications and Services Logs Microsoft Windows Backup Operational, I'm seeing an event with the ID of 5 and a description like this: Backup started at '10/4/2011 12:30:12 PM' failed with following error code '2147942512'. One of the most informative posts I've found on this error is located on Microsoft's Technet Forums here. In that post, a Microsoft representative gives this hazy explanation: auto-delete feature to ensure that at least some old backup copies are maintained on the disk -- does not automatically delete backups if space utilization by older copies is less than 1/8 of the disk size or in other words, 13% of the disk size. that means if the one full backup copy does not fit in the 7/8 of the disk size, backup may fail with disk full error. auto-delete will not automatically delete older versions to reclaim more older versions of backup. In the above explanation, I do not understand what is meant by "older copies" except that it appears that anything older than the very last shadow copy would be considered "older copies". I'm going to make the assumption that this problem where auto-delete will not work will affect any hard drive that is large enough to make an effective backup drive, or in other words, any hard drive that is large enough to hold more than one backup/shadow copy at once. The same MS representative proposes the solution of using a larger backup drive. I can't understand how this will help. It appears to me it will simply delay the problem until a later date. In order to resolve this problem for now, I did the following: Assign the backup drive a disk letter under disk management. Run the command line with Administrative rights. diskshadow.exe [enter] delete shadows oldest x: [enter] (where X: is the letter you assigned your backup drive) I manually ran the above command some 60 or 80 times to free up about 200 GB of space on my 1 Terrabyte External Hard drive. However, I do not feel this is a satisfactory solution to prevent the problem from happening again in the future. Does anyone have a solution to prevent your Windows Server backup drive from getting full?

    Read the article

  • Debian and active directory authentication

    - by Tobia
    I'm trying to link a debian server authentication to active directory. I followed this tutorial: http://wiki.debian.org/Authenticating_Linux_With_Active_Directory but I'm stuck on the getent passwd Because this doesn't list all AD users but only locals. This is my nsswitch.conf: passwd: files winbind group: files winbind shadow: files winbind And I'm sure it is well connected to AD becuse this: wbinfo -u Lists all AD users. What have I missed?

    Read the article

  • DFS "clobering" files

    - by Badger
    We have DFS setup using the DFS Management Administrator Tool. I turned on replication in the Distributed File System Administrator Tool as well and this morning we lost tons of files from that share. Please explain to me why this was wrong and if there is anything that can be done to repair it. (No, we don't have backups. We have some shadow copies, but those were deleted as well. We have been using DFS as its own backup)

    Read the article

  • Trying to change a ubuntu user's password, Authentication token manipulation err

    - by beagleguy
    hey all, I'm trying to create a local user on a new ubuntu box my admin set up. I'm unable to change the password, I keep getting the error below. The user gets added to the shadow file but I can't get it to set a password. Any ideas? I've googled for over an hour :( thanks! admin@theserver:~$ sudo useradd jamz [sudo] password for admin: admin@theserver:~$ sudo passwd jamz passwd: Authentication token manipulation error passwd: password unchanged admin@theserver:~$

    Read the article

  • Mac & Photoshop: Screen capture of an application then pasting it into a new document in photoshop i

    - by maytheschwartzbewithyou
    This used to work perfectly up until about a month or two ago. When doing a screen capture onto the clipboard (cmd + ctr + shift + 4) and pasting it into a new document in Photoshop (only in photoshop, pasting it elsewhere like mail works fine), the drop shadow around the application doesn't look right. What can i do to fix this? Thanks. Pasting into photoshop from clipboard. http://i49.tinypic.com/2el5h6d.jpg

    Read the article

  • Is an NTBackup of a MySQL data directory reliable

    - by Justin Dearing
    This question was asked on the MySQL forums in 2004 with no answers. I'm installing MySQL 5.0.x on a Windows 2003 Server for use with Drupal. I began to configure the backup with mysqldump when it occurred to me that an ntbackup taken using shadow copying should be reliable enough for backing up the database. Is there any flaw in my logic?

    Read the article

  • Trying to change a Ubuntu user's password, authentication token manipulation error

    - by beagleguy
    I'm trying to create a local user on a new Ubuntu box. I'm unable to change the password, and I keep getting the error below. The user gets added to the shadow file, but I can't get it to set a password. How can this be fixed? admin@theserver:~$ sudo useradd jamz [sudo] password for admin: admin@theserver:~$ sudo passwd jamz passwd: Authentication token manipulation error passwd: password unchanged admin@theserver:~$

    Read the article

  • Server Config on Github Security Considerations?

    - by Alan Griffith
    What are the security considerations of having my server configs in a repo on Github with world read-only access. I know to not include /etc/shadow and other password files. I'd like to share any of my good ideas and allow others to contribute, but I don't want to roll out a welcome mat for crackers.

    Read the article

  • Unable to view users and groups

    - by Ewr Xcerq
    I am using Centos5 running on a VMWare but whenever I choose to open the User Manager menu from System-Administration, an error message always displays The user database cannot be read. This problem is most likely caused by a mismatch between etc/passwd and /etc/shadow or /etc/group and /etc/gshadow/. The program will now exit. I am a Linux novice and have no idea how to fix this tiny issue. ANy help is thankful. Thank you.

    Read the article

  • Booting a virtual os on a physical environment

    - by Nrew
    Is there an application that allows you to add a virtualized version of your operating system into the mbr? By virtualized, I mean that if you boot this one, any changes made in it will not be committed to the disk. Just like how deepfreeze, returnil, and shadow user works. Is it possible to do that? Because the applications mentioned above requires you to reboot if you want that changes will not be retained.

    Read the article

  • Virtualization software for windows 7

    - by user23950
    I've been using Shadow User and Deep freeze for windows xp. But I don't think its compatible with windows 7. Do you know of any application that can achieve the same thing? Please don't tell me to use Returnil virtual system because I've had a really bad experience with it when I'm using xp. The system just restarted over and over. And I have just reformatted by that time.

    Read the article

  • Rails, gmail: howto get plain/text from body

    - by atmorell
    Hello, I am loading am email with IMAP and parsing it with mail. This works very well, however the mail.body.decoded field contains a lot of formatting. How do I dig out the plain/txt body of the email - ignore attachements, formatting etc. It works fine if I try with an email without html. source = imap.uid_fetch(uid, ['RFC822']).first.attr['RFC822'] mail = Mail.new(source) This body content looks like this: Mail::Body:0x7f36ed468270 @epilogue="", @boundary="_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_", @encoding="7bit", @raw_source="--_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: multipart/alternative;\r\n\tboundary=\"_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\"\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/plain; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell. .\r\n+45 7020 0160\r\n+45 2152 0015\r\n[cid:[email protected]]\r\nhttp://www..dk\r\n\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/html; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\n<html>headheadbody style3D"word-wrap: break-word; -webkit-nbsp-mode:=\r\n space; -webkit-line-break: after-white-space; ">dasdsasda<br><div apple-co=\r\nntent-edited=3D"true">\r\n<span class=3D"Apple-style-span" style=3D"border-collapse: separate; color:=\r\n rgb(0, 0, 0); font-family: Helvetica; font-size: medium; font-style: norma=\r\nl; font-variant: normal; font-weight: normal; letter-spacing: normal; line-=\r\nheight: normal; orphans: 2; text-align: auto; text-indent: 0px; text-transf=\r\norm: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-borde=\r\nr-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-te=\r\nxt-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-tex=\r\nt-stroke-width: 0px; "><span class=3D"Apple-style-span" style=3D"font-famil=\r\ny: Calibri, sans-serif; font-size: 15px; "><span class=3D"Apple-style-span"=\r\n style=3D"border-collapse: separate; color: rgb(0, 0, 0); font-family: Helv=\r\netica; font-size: medium; font-style: normal; font-variant: normal; font-we=\r\night: normal; letter-spacing: normal; line-height: normal; orphans: 2; text=\r\n-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-sp=\r\nacing: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical=\r\n-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-=\r\nadjust: auto; -webkit-text-stroke-width: 0px; "><span class=3D"Apple-style-=\r\nspan" style=3D"font-family: Calibri, sans-serif; font-size: 15px; "><div st=\r\nyle=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-=\r\nleft: 0cm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=\r\n=3D"Apple-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" s=\r\nize=3D"3"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br =\r\nclass=3D"Apple-interchange-newline"><br></span></font></div><div style=3D"m=\r\nargin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-left: 0c=\r\nm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=3D"Appl=\r\ne-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" size=3D"3=\r\n"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br></span><=\r\n/font></div><div style=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom=\r\n: 0.0001pt; margin-left: 0cm; font-size: 11pt; font-family: Calibri, sans-s=\r\nerif; "><span style=3D"font-size: 10pt; font-family: 'Times New Roman', ser=\r\nif; color: navy; ">Med venlig hilsen / Med V=E4nlig H=E4lsning / Best Regar=\r\nds&nbsp;<br>firm<br>Asbj=F8rn Toke Morell... This is the ony relevant from information from the body: 'ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell' Any ideas?

    Read the article

  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

    Read the article

  • plot negative and positive values in same Y-axis in coreplot ios

    - by user3774439
    I have an issue in converting axis labels to int or float values. This is my Y-Axis. It contains temperature values contains -50, 33, 117, 200. CPTXYAxis *y = axisSet.yAxis; y.labelingPolicy = CPTAxisLabelingPolicyNone; y.orthogonalCoordinateDecimal = CPTDecimalFromUnsignedInteger(1); y.majorGridLineStyle = majorGridLineStyle; y.minorGridLineStyle = minorGridLineStyle; y.minorTicksPerInterval = 0.0; y.labelOffset = 0.0; y.title = @""; y.titleOffset = 0.0; NSMutableSet *yLabels = [NSMutableSet setWithCapacity:4]; NSMutableSet *yLocations = [NSMutableSet setWithCapacity:4]; NSArray *yAxisLabels = [NSArray arrayWithObjects:@"-50", @"33", @"117", @"200", nil]; NSNumberFormatter * nFormatter = [[NSNumberFormatter alloc] init]; [nFormatter setNumberStyle:NSNumberFormatterDecimalStyle]; for ( NSUInteger i = 0; i < [yAxisLabels count]; i++ ) { NSLog(@"%@",[yAxisLabels objectAtIndex:i]); CPTAxisLabel *label = [[CPTAxisLabel alloc] initWithText:[NSString stringWithFormat:@"%@",[yAxisLabels objectAtIndex:i]] textStyle:axisTextStyle]; label.tickLocation = CPTDecimalFromUnsignedInteger(i); label.offset = y.majorTickLength; if (label) { [yLabels addObject:label]; [yLocations addObject:[NSDecimalNumber numberWithUnsignedInteger:i]]; } label = nil; } y.axisLabels = yLabels; y.majorTickLocations = yLocations; y.labelFormatter = nFormatter; Now, my issue is.. I am getting data from the BLE device as temperature values as strings like 50, 60.3, etc... Now I want plot these values from BLE device with the Y-axis values. i am unable convert these Y-axis labels to temperature values. Could you please help me guys...I have tried many time still no luck. Please help me UPDATE:: This is the way I am creating scatterplot: -(void)createScatterPlotsWithIdentifier:(NSString *)identifier color:(CPTColor *)color forGraph:(CPTGraph *)graph forXYPlotSpace:(CPTXYPlotSpace *)plotSpace{ CPTScatterPlot *scatterPlot = [[CPTScatterPlot alloc] init]; scatterPlot.dataSource = self; scatterPlot.identifier = identifier; //Plot a graph with in the plotspace [plotSpace scaleToFitPlots:[NSArray arrayWithObjects:scatterPlot, nil]]; plotSpace.xRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromUnsignedInteger(0) length:CPTDecimalFromUnsignedInteger(30)]; plotSpace.yRange = [CPTPlotRange plotRangeWithLocation:CPTDecimalFromUnsignedInteger(-50) length:CPTDecimalFromUnsignedInteger(250)]; CPTMutablePlotRange *xRange = [[self getCoreplotSpace].xRange mutableCopy]; [xRange expandRangeByFactor:CPTDecimalFromCGFloat(-1)]; [self getCoreplotSpace].xRange = xRange; CPTMutableLineStyle *scatterLineStyle = [scatterPlot.dataLineStyle mutableCopy]; scatterLineStyle.lineWidth = 1; scatterLineStyle.lineColor = color; scatterPlot.dataLineStyle = scatterLineStyle; CPTMutableLineStyle *scatterSymbolLineStyle = [CPTMutableLineStyle lineStyle]; scatterSymbolLineStyle.lineColor = color; CPTPlotSymbol *scatterSymbol = [CPTPlotSymbol ellipsePlotSymbol]; scatterSymbol.fill = [CPTFill fillWithColor:color]; scatterSymbol.lineStyle = scatterSymbolLineStyle; scatterSymbol.size = CGSizeMake(2.0f, 2.0f); scatterPlot.plotSymbol = scatterSymbol; [graph addPlot:scatterPlot toPlotSpace:plotSpace]; } Configuring the Y-axis like this: NSMutableSet *yLabels = [NSMutableSet setWithCapacity:4]; NSMutableSet *yLocations = [NSMutableSet setWithCapacity:4]; NSArray *yAxisLabels = [NSArray arrayWithObjects:@"-50", @"33", @"117", @"200", nil]; NSArray *customTickLocations = [NSArray arrayWithObjects:[NSDecimalNumber numberWithUnsignedInt:-50], [NSDecimalNumber numberWithInt:33], [NSDecimalNumber numberWithInt:117], [NSDecimalNumber numberWithInt:200],nil]; for ( NSUInteger i = 0; i < [yAxisLabels count]; i++ ) { NSLog(@"%@",[yAxisLabels objectAtIndex:i]); CPTAxisLabel *label = [[CPTAxisLabel alloc] initWithText:[NSString stringWithFormat:@"%@",[yAxisLabels objectAtIndex:i]] textStyle:axisTextStyle]; label.tickLocation = CPTDecimalFromInteger([[customTickLocations objectAtIndex:i] integerValue]); label.offset = y.majorTickLength; if (label) { [yLabels addObject:label]; [yLocations addObject:[NSString stringWithFormat:@"%d",[[customTickLocations objectAtIndex:i] integerValue]]]; } label = nil; } y.axisLabels = yLabels; y.majorTickLocations = [NSSet setWithArray:customTickLocations]; Eric, I set the range as you said in CreateSctterPlot method. But In horizontal line on graph are not coming. Could you please help me what I am wrong. Thanks

    Read the article

  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

    Read the article

  • php send a file attachment inbuild script

    - by abhi
    hello iam new to php please let me know is any script or link for ( php script to send mail with file multiple attachments) and the html form also to how to connect this form or any inbuilt script so that i can upload to my server. i already try in many ways by coping the codes and pasting them and changing there path but still it get many errors so please let me know if there inbuilt script easily upload to my server <?php if($_GET['name']== '' || $_GET['email']=='' || $_GET['email']=='' || $_GET['Message']=='' ) { ?> <form action="check3.php" method="get" name="frmPhone"> <fieldset> <legend style="color:#000">Contact </legend> <table width="100%"> <tr> <td width="29%"> <label for="name" <?php if(isset($_GET['Submit']) && $_GET['name']=='') echo "style='color:red'"; ?>>Name* </label> </td> <td width="71%"> <input id="name" name="name" type="text" style="width:50%" value=" <?php echo $_GET['name']; ?>"/> </td> </tr> <tr> <td> <label for=" email" <?php if(isset($_GET['Submit']) && $_GET['email']=='') echo "style='color:red'"; ?>>Email* </label> </td> <td> <input id="email" name="email" type="text" style="width:50%" value=" <?php echo $_GET['email']; ?>"/> </td> </tr> </table> </fieldset> <fieldset> <legend style="color:#000">Inquiry </legend> <table width="100%"> <tr> <td width="41%" valign="top"> <label for="Message" <?php if(isset($_GET['Submit']) && $_GET['Message']=='') echo "style='color:red'"; ?>>Message*</label> </td> <td width="59%"> <textarea name="Message" rows="5" style="width:90%" id="Message"> <?php echo $_GET['Message']; ?> </textarea> </td><div align="center">Photo <input name="photo" type="file" size="35" /> </div></td> </tr> <tr> <input name="Submit" type="submit" value="Submit" /> </form> </td> </td> </form> </tr> <?php } else { $to = '[email protected]'; $subject = 'Customer Information'; $message = ' Name: '.$_GET['name'].' Email Address: '.$_GET['email'].' Message: '.$_GET['Message']; $headers = 'From:'.$_GET['email']; mail($to, $subject, $message, $headers); $connection=mysql_connect("db2173.perfora.net", "dbo311409166", "malani2002") or die(mysql_error()); $query = mysql_query("INSERT INTO `feedback` ( `name` , `email` , `Message` , `photo` ) VALUES ('".$_GET['name']."', '".$_GET['email']."', '".$_GET['Message']."')"); define ("MAX_SIZE","75"); if(isset($_FILES['photo']['name']) && $_FILES['photo']['name']<>"") { $typ = $_FILES['photo']['type']; if($typ == "image/g if" || $typ == "image/png" || $typ == "image/jpeg" || $typ == "image/pg if" || $typ == "image/ppng" || $typ =="image/JPEG") { $uploaddir = "contacts/"; $uploadimages = $uploaddir.basename($_FILES['photo']['name']); if(move_uploaded_file($_FILES['photo']['tmp_name'], $uploadimages)) { echo "File successfully copied"; $sql="INSERT INTO contacts (Photo, Beschrijving) VALUES ('$uploadimages', '$_POST[images]')"; if (!mysql_query($sql,$con)) { die('Error: ' . mysql_error()); mysql_close($con); } } else {echo "Copy unsuccessful"; } } else { echo "Incorrect file type"; } } else { echo "No file selected"; } echo "Thank you! "; } ?> thanks and regards abhi

    Read the article

  • how to run/compile java code from JTextArea at Runtime? ----urgent!!! college project

    - by Lokesh Kumar
    I have a JInternalFrame painted with a BufferedImage and contained in the JDesktopPane of a JFrame.I also have a JTextArea where i want to write some java code (function) that takes the current JInternalFrame's painted BufferedImage as an input and after doing some manipulation on this input it returns another manipulated BufferedImage that paints the JInternalFrame with new manipulated Image again!!. Manipulation java code of JTextArea:- public BufferedImage customOperation(BufferedImage CurrentInputImg) { Color colOld; Color colNew; BufferedImage manipulated=new BufferedImage(CurrentInputImg.getWidth(),CurrentInputImg.getHeight(),BufferedImage.TYPE_INT_ARGB); //make all Red pixels of current image black for(int i=0;i< CurrentInputImg.getWidth();i++) { for(int j=0;j< CurrentInputImg.getHeight(),j++) { colOld=new Color(CurrentInputImg.getRGB(i,j)); colNew=new Color(0,colOld.getGreen(),colOld.getBlue(),colOld.getAlpha()); manipulated.setRGB(i,j,colNew.getRGB()); } } return manipulated; } so,how can i run/compile this JTextArea java code at runtime and get a new manipulated image for painting on JInternalFrame???????   Here is my Main class: (This class is not actual one but i have created it for u for basic interfacing containing JTextArea,JInternalFrame,Apply Button) import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; import javax.swing.JInternalFrame; import javax.swing.JDesktopPane; import java.awt.image.*; import javax.imageio.*; import java.io.*; import java.io.File; import java.util.*; class MyCustomOperationSystem extends JFrame **{** public JInternalFrame ImageFrame; public BufferedImage CurrenFrameImage; public MyCustomOperationSystem() **{** setTitle("My Custom Image Operations"); setSize((int)Toolkit.getDefaultToolkit().getScreenSize().getWidth(),(int)Toolkit.getDefaultToolkit().getScreenSize().getHeight()); JDesktopPane desktop=new JDesktopPane(); desktop.setPreferredSize(new Dimension((int)Toolkit.getDefaultToolkit().getScreenSize().getWidth(),(int)Toolkit.getDefaultToolkit().getScreenSize().getHeight())); try{ CurrenFrameImage=ImageIO.read(new File("c:/Lokesh.png")); }catch(Exception exp) { System.out.println("Error in Loading Image"); } ImageFrame=new JInternalFrame("Image Frame",true,true,false,true); ImageFrame.setMinimumSize(new Dimension(CurrenFrameImage.getWidth()+10,CurrenFrameImage.getHeight()+10)); ImageFrame.getContentPane().add(CreateImagePanel()); ImageFrame.setLayer(1); ImageFrame.setLocation(100,100); ImageFrame.setVisible(true); desktop.setOpaque(true); desktop.setBackground(Color.darkGray); desktop.add(ImageFrame); this.getContentPane().setLayout(new BorderLayout()); this.getContentPane().add("Center",desktop); this.getContentPane().add("South",ControlPanel()); pack(); setVisible(true); **}** public JPanel CreateImagePanel(){ JPanel tempPanel=new JPanel(){ public void paintComponent(Graphics g) { g.drawImage(CurrenFrameImage,0,0,this); } }; tempPanel.setPreferredSize(new Dimension(CurrenFrameImage.getWidth(),CurrenFrameImage.getHeight())); return tempPanel; } public JPanel ControlPanel(){ JPanel controlPan=new JPanel(new FlowLayout(FlowLayout.LEFT)); JButton customOP=new JButton("Custom Operation"); customOP.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent evnt){ JFrame CodeFrame=new JFrame("Write your Code Here"); JTextArea codeArea=new JTextArea("Your Java Code Here",100,70); JScrollPane codeScrollPan=new JScrollPane(codeArea,ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS, ScrollPaneConstants.HORIZONTAL_SCROLLBAR_ALWAYS); CodeFrame.add(codeScrollPan); CodeFrame.setVisible(true); } }); JButton Apply=new JButton("Apply Code"); Apply.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent event){ // What should I do!!! Here!!!!!!!!!!!!!!! } }); controlPan.add(customOP); controlPan.add(Apply); return controlPan; } public static void main(String s[]) { new MyCustomOperationSystem(); } } Note: in above class JInternalFrame (ImageFrame) is not visible even i have declared it visible. so, ImageFrame is not visible while compiling and running above class. U have to identify this problem before running it.

    Read the article

  • Javascript stockticker : not showing data on php page

    - by developer
    iam not getting any javascript errors , code is getting rendered properly only, but still server not displaying data on the page. please check the code below . <style type="text/css"> #marqueeborder { color: #cccccc; background-color: #EEF3E2; font-family:"Lucida Console", Monaco, monospace; position:relative; height:20px; overflow:hidden; font-size: 0.7em; } #marqueecontent { position:absolute; left:0px; line-height:20px; white-space:nowrap; } .stockbox { margin:0 10px; } .stockbox a { color: #cccccc; text-decoration : underline; } </style> </head> <body> <div id="marqueeborder" onmouseover="pxptick=0" onmouseout="pxptick=scrollspeed"> <div id="marqueecontent"> <?php // Original script by Walter Heitman Jr, first published on http://techblog.shanock.com // List your stocks here, separated by commas, no spaces, in the order you want them displayed: $stocks = "idt,iye,mill,pwer,spy,f,msft,x,sbux,sne,ge,dow,t"; // Function to copy a stock quote CSV from Yahoo to the local cache. CSV contains symbol, price, and change function upsfile($stock) { copy("http://finance.yahoo.com/d/quotes.csv?s=$stock&f=sl1c1&e=.csv","stockcache/".$stock.".csv"); } foreach ( explode(",", $stocks) as $stock ) { // Where the stock quote info file should be... $local_file = "stockcache/".$stock.".csv"; // ...if it exists. If not, download it. if (!file_exists($local_file)) { upsfile($stock); } // Else,If it's out-of-date by 15 mins (900 seconds) or more, update it. elseif (filemtime($local_file) <= (time() - 900)) { upsfile($stock); } // Open the file, load our values into an array... $local_file = fopen ("stockcache/".$stock.".csv","r"); $stock_info = fgetcsv ($local_file, 1000, ","); // ...format, and output them. I made the symbols into links to Yahoo's stock pages. echo "<span class=\"stockbox\"><a href=\"http://finance.yahoo.com/q?s=".$stock_info[0]."\">".$stock_info[0]."</a> ".sprintf("%.2f",$stock_info[1])." <span style=\""; // Green prices for up, red for down if ($stock_info[2]>=0) { echo "color: #009900;\">&uarr;"; } elseif ($stock_info[2]<0) { echo "color: #ff0000;\">&darr;"; } echo sprintf("%.2f",abs($stock_info[2]))."</span></span>\n"; // Done! fclose($local_file); } ?> <span class="stockbox" style="font-size:0.6em">Quotes from <a href="http://finance.yahoo.com/">Yahoo Finance</a></span> </div> </div> </body> <script type="text/javascript"> // Original script by Walter Heitman Jr, first published on http://techblog.shanock.com // Set an initial scroll speed. This equates to the number of pixels shifted per tick var scrollspeed=2; var pxptick=scrollspeed; var marqueediv=''; var contentwidth=""; var marqueewidth = ""; function startmarquee(){ alert("hi"); // Make a shortcut referencing our div with the content we want to scroll marqueediv=document.getElementById("marqueecontent"); //alert("marqueediv"+marqueediv); alert("hi"+marqueediv.innerHTML); // Get the total width of our available scroll area marqueewidth=document.getElementById("marqueeborder").offsetWidth; alert("marqueewidth"+marqueewidth); // Get the width of the content we want to scroll contentwidth=marqueediv.offsetWidth; alert("contentwidth"+contentwidth); // Start the ticker at 50 milliseconds per tick, adjust this to suit your preferences // Be warned, setting this lower has heavy impact on client-side CPU usage. Be gentle. var lefttime=setInterval("scrollmarquee()",50); alert("lefttime"+lefttime); } function scrollmarquee(){ // Check position of the div, then shift it left by the set amount of pixels. if (parseInt(marqueediv.style.left)>(contentwidth*(-1))) marqueediv.style.left=parseInt(marqueediv.style.left)-pxptick+"px"; //alert("hikkk"+marqueediv.innerHTML);} // If it's at the end, move it back to the right. else{ alert("marqueewidth"+marqueewidth); marqueediv.style.left=parseInt(marqueewidth)+"px"; } } window.onload=startmarquee; </script> </html> Below is the server displayed page. I have updated with screenshot with your suggestion, i made change in html too, to check what is showing by child dev

    Read the article

  • IE7 li ul bug on dropdown menu

    - by Berns
    hoping one of you guys can help me please. I have a basic list menu with two dropdowns. This all works fine on all browsers except IE6 and IE7. Please take a look at my markup. <nav> <ul id="topNav" ><li id="topNavFirst"><a href="../about/about.php" id="aboutNav">About Us</a></li ><li id="topNavSecond"><a href="../people/our-people.php" id="peopleNav">Our People</a ><ul id="subList1"><li><a href="../people/mike-hadfield.php">Mike Hadfield</a></li ><li><a href="../people/karen-sampson.php">Karen Sampson</a></li ><li><a href="../people/milhana-farook.php">Milhana Farook</a></li ><li><a href="../people/kim-crook.php">Kim Crook</a></li ><li><a href="../people/amanda-lynch.php">Amanda Lynch</a></li ><li><a href="../people/gideon-scott.php">Gideon Scott</a></li ><li><a href="../people/paul-fuller.php">Paul Fuller</a></li ><li><a href="../people/peter-chaplain.php">Peter Chaplain</a></li ><li><a href="../people/laura-hutley.php">Laura Hutley</a></li ></ul ></li ><li id="topNavThird"><a href="../services/our-services.php" id="servicesNav">Our Services</a ><ul id="subList2"><li><a href="../services/company-and-commercial.php">Company &amp; Commercial</a></li ><li><a href="../services/employment.php">Employment</a></li ><li><a href="../services/civil-litigation.php">Civil Litigation</a></li ><li><a href="../services/debt-recovery.php">Debt Recovery</a></li ><li><a href="../services/conveyancing.php">Conveyancing</a></li ><li><a href="../services/commercial-property.php">Commerical Property</a></li ><li><a href="../services/wills-and-probate.php">Wills &amp; Probate</a></li ><li><a href="../services/family.php">Matrimonial &amp; Family</a></li ></ul ></li ><li><a href="../news/news.php" id="newsNav">News</a></li ><li><a href="../careers/careers.php" id="careersNav">Careers</a></li ><li><a href="../contact/contact.php" id="contactNav">Contact</a></li ></ul><!-- /topNav --> </nav>? and the css a {text-decoration:none;} #topNav { float:right; height:30px; margin:0; font-size:12px; } #topNav li { display:inline; float:left; list-style:none; color:#666; border-left: 1px solid #666; padding: 0 3px 0 3px; position:relative; } #topNav ul a { white-space:nowrap; } #topNav li a:hover { border-bottom:2px solid #369; } #topNavSecond a:hover { border-bottom:2px solid transparent !important; } #topNavFirst { border-left: 1px solid transparent !important; } /*****OUR-PEOPLE DROPDOWN*****/ #topNav ul{ background:#fff; border:1px solid #666; border-top:0px solid transparent; border-bottom:2px solid #666; list-style:none; position:absolute; left:-9999px; width:100px; text-align:left; padding:5px 0 5px 0px; margin:0 0 0 -4px; z-index:10; -webkit-box-shadow: 1px 1px 1px #666; -moz-box-shadow: 1px 1px 1px #666; box-shadow: 1px 1px 1px #666; vertical-align: bottom; } #topNav ul li{ display:block; border-left:0px; margin-bottom: 0px; padding:0; vertical-align: bottom; } #topNav ul a{ padding:0 0 0 5px; } #topNav li:hover ul{ left:auto; } #topNav li:hover a { color:#369; } #topNav li:hover ul a{ text-decoration:none; color:#666; } #topNav li:hover ul li a:hover{ color:#fff;; width:100%; border-bottom:0px solid transparent !important; } #topNav ul li:hover { background:#369; display: block; } #topNav ul li a { display: block; padding:0 0 0 4px; } /************/ /*****OUR-SERVICES DROPDOWN*****/ #topNavThird a:hover { border-bottom:2px solid transparent !important; } #topNavThird ul{ /*background:#fff url(images/service-ul-bg.png) no-repeat;*/ width:135px !important; /*margin-left:120px !important;*/ }? here it is working perfectly http://jsfiddle.net/BcWd9/ here is a screen shot of how it looks in IE7. hadfield.andymcnallydesign.co.uk/images/ie7-error.jpg as you can see the ul is appearing to the right of the li and not the left and it is overlaying the top list. I've tried removing white space, but no luck. Any ideas? If one of you can help it would be much appreciated.

    Read the article

  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

    Read the article

< Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >