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  • ASP.Net : Error in sending EMail from Google Apps hosted at Godaddy

    - by user279244
    Hello, I want to send EMail from my Website hosted at GoDaddy, and we are using Google Apps for Emails. Here is my code in ASP.Net/ C# MailMessage mMailMessage = new MailMessage(); mMailMessage.From = new MailAddress("[email protected]", "GotFeedback", System.Text.Encoding.UTF8); mMailMessage.To.Add(new MailAddress("[email protected]")); mMailMessage.Subject = "subject"; mMailMessage.SubjectEncoding = System.Text.Encoding.UTF8; mMailMessage.Body = body; mMailMessage.BodyEncoding = System.Text.Encoding.UTF8; mMailMessage.IsBodyHtml = true; mMailMessage.Priority = MailPriority.Normal; SmtpClient mSmtpClient = new SmtpClient(); mSmtpClient.UseDefaultCredentials = false; mSmtpClient.Credentials = new System.Net.NetworkCredential("[email protected]", "mypassword"); mSmtpClient.Host = "SMTP.GOOGLE.COM"; mSmtpClient.Port = 587; mSmtpClient.EnableSsl = true; try { mSmtpClient.Send(mMailMessage); } catch(Exception e) { string edsf = e.ToString(); } But I am getting Exception that it is unable to connect to remote server. Please help. Thanks

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  • Google AppEngine + Local JUnit Tests + Jersey framework + Embedded Jetty

    - by xamde
    I use Google Appengine for Java (GAE/J). On top, I use the Jersey REST-framework. Now i want to run local JUnit tests. The test sets up the local GAE development environment ( http://code.google.com/appengine/docs/java/tools/localunittesting.html ), launches an embedded Jetty server, and then fires requests to the server via HTTP and checks responses. Unfortunately, the Jersey/Jetty combo spawns new threads. GAE expects only one thread to run. In the end, I end up having either no datstore inside the Jersey-resources or multiple, having different datastore. As a workaround I initialise the GAE local env only once, put it in a static variable and inside the GAE resource I add many checks (This threads has no dev env? Re-use the static one). And these checks should of course only run inside JUnit tests.. (which I asked before: "How can I find out if code is running inside a JUnit test or not?" - I'm not allowed to post the link directly here :-|)

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  • Adding google font api to select menu

    - by Vivek Dragon
    I am making a select menu with all the fonts in google fonts API. I have referred this https://developers.google.com/webfonts/docs/developer_api link to learn more about API but till now i was not able to make it. I am adding this Fiddle which i made for this. HTML <select id="styleFont"> <option value="0">Myraid Pro</option> <option value="1">Sans ref</option> <option value="2">Times New Roman</option> <option value="3"> Arial</option> </select> <br> <textarea id="custom_text"></textarea> CSS #custom_text{ resize: none;}? Script $("#styleFont").change(function () { var id =$('#styleFont option' + ':selected').text(); $("#custom_text").css('font-family',id); });? How can i link those fonts to my select box in the fiddle?

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  • Loading city/state from SQL Server to Google Maps?

    - by knawlejj
    I'm trying to make a small application that takes a city & state and geocodes that address to a lat/long location. Right now I am utilizing Google Map's API, ColdFusion, and SQL Server. Basically the city and state fields are in a database table and I want to take those locations and get marker put on a Google Map showing where they are. This is my code to do the geocoding, and viewing the source of the page shows that it is correctly looping through my query and placing a location ("Omaha, NE") in the address field, but no marker, or map for that matter, is showing up on the page: function codeAddress() { <cfloop query="GetLocations"> var address = document.getElementById(<cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput>).value; if (geocoder) { geocoder.geocode( {<cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput>: address}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { var marker = new google.maps.Marker({ map: map, position: results[0].geometry.location, title: <cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput> }); } else { alert("Geocode was not successful for the following reason: " + status); } }); } </cfloop> } And here is the code to initialize the map: var geocoder; var map; function initialize() { geocoder = new google.maps.Geocoder(); var latlng = new google.maps.LatLng(42.4167,-90.4290); var myOptions = { zoom: 5, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP } var marker = new google.maps.Marker({ position: latlng, map: map, title: "Test" }); map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); } I do have a map working that uses lat/long that was hard coded into the database table, but I want to be able to just use the city/state and convert that to a lat/long. Any suggestions or direction? Storing the lat/long in the database is also possible, but I don't know how to do that within SQL.

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  • Implementing Unowned relationship Google App Engine

    - by nwallman
    My question is more of a best practices question on how to implement unowned relationships with Google App Engine. I am using JDO to do my persistence and like recommended in the google docs I'm persisting my list of unowned relationships like so: @PersistenceCapable(identityType = IdentityType.APPLICATION) public class User implements Serializable, UserDetails { ... @Persistent private List<Key> groups; ... } Now I came across my predicament when I went to query that list of objects using they Key object. So when I get my list of group keys in order to actually return a list of Group objects I have to do a look up on that key to get the object. My question is what is the recommended way of doing a unowned look up on a model object? Should I have an instance of the PersistanceManagerFactory on my Model object so I can do a lookup? Should I have an instance of my GroupDAO object on my Model object so I can do a look up? Should I have a Utility to do this type of lookup? I'm new to this so I just want to know which is the best way to do this. Thanks.

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  • Problem with Google Calendar API "getTimes()" method

    - by Raffo
    I'm trying to get several informations from google calendar's API in JAVA. While trying to access to informations about the time of an event I got a problem. I do the following: CalendarService myService = new CalendarService("project_name"); myService.setUserCredentials("user", "pwd"); URL feedUrl = new URL("http://www.google.com/calendar/feeds/default/private/full"); CalendarQuery q = new CalendarQuery(feedUrl); CalendarEventFeed resultFeed = myService.query(q, CalendarEventFeed.class); for (int i = 0; i < resultFeed.getEntries().size(); i++) { CalendarEventEntry g = resultFeed.getEntries().get(i); List<When> t = g.getTimes(); //other operations } The list t obtained with getTimes() on a CalendarEventEntry is always empty and I can't figure out why. This seems strange to me since for a calendar event it should always exist a description of when it should happen... what am I missing??

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  • Need a design approach or suggestion for a simple structure using Servlet.

    - by akshay
    Hi I have to design such that whenever user pass a query I process it using servlet and then call the js page to draw the chart 1 user writes a query on a page 2 the page call the servelt class public class MyServlet extends Httpservlet implements DataSourceServlet {..... return data The user see a beautiful string like this.. google.visualization.Query.setResponse......... /Tiger'},{v:80.0}, {v:false}]}]}}); 3 when the user hits on different html page myhtml.js it draws the chart. I want the Myservlet class itself call the myhtml.js page and draw the chart directly. and want to eliminate the beautiful string google.visualization.Query.setResponse......... /Tiger'},{v:80.0}, {v:false}]}]}}); from coming on user's browser What should i do? I tried using functions to call another page like request dispatcher(), redirect() calling myhtml.js page directly after myservlet process the query results. But i get the result like this google.visualization.Query.setResponse......... /Tiger'},{v:80.0}, {v:false}]}]}}); and the entire myhtml.js code page below it on the browsers that to without the chart been draw. Is there anyway to element the beautiful string from coming on clients browser and only show them the chart been drawn ? :) This is the small tutorial i am following http://code.google.com/apis/visualization/documentation/dev/dsl_get_started.html

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  • Google Anlytics event not firing

    - by yar1
    I am not getting and event data in GA. I installed Google Analytics Debugger Chrome extension and I see nothing happening (same goes when looking at Network panel in developer tools). I Googled it and read many (many) other answers and it looks like I'm doing things right. Page views, etc. are registering correctly... I have this code as the last thing before my closing tag: <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','//www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-MYREALCODE', 'mybna.net'); ga('send', 'pageview'); var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-MYREALCODE']); _gaq.push(['_trackPageview']); </script> My event handlers are done using jQuery, all inside an external js file, loaded before the closing tag. For example: $(function () { $('#show-less').click(function (e) { pbr.showHideMore(e); _gaq.push(['_trackEvent', 'ShowMore', 'Hide', 'top button']); }); }); Any ideas anyone?

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  • a php script to get lat/long from google maps using CellID

    - by user296516
    Hi guys, I have found this script that supposedly connects to google maps and gets lat/long coordinates, based on CID/LAC/MNC/MCC info. But I can't really make it work... where do I input CID/LAC/MNC/MCC ? <?php $data = "\x00\x0e". // Function Code? "\x00\x00\x00\x00\x00\x00\x00\x00". //Session ID? "\x00\x00". // Contry Code "\x00\x00". // Client descriptor "\x00\x00". // Version "\x1b". // Op Code? "\x00\x00\x00\x00". // MNC "\x00\x00\x00\x00". // MCC "\x00\x00\x00\x03". "\x00\x00". "\x00\x00\x00\x00". //CID "\x00\x00\x00\x00". //LAC "\x00\x00\x00\x00". //MNC "\x00\x00\x00\x00". //MCC "\xff\xff\xff\xff". // ?? "\x00\x00\x00\x00" // Rx Level? ; if ($_REQUEST["myl"] != "") { $temp = split(":", $_REQUEST["myl"]); $mcc = substr("00000000".dechex($temp[0]),-8); $mnc = substr("00000000".dechex($temp[1]),-8); $lac = substr("00000000".dechex($temp[2]),-8); $cid = substr("00000000".dechex($temp[3]),-8); } else { $mcc = substr("00000000".$_REQUEST["mcc"],-8); $mnc = substr("00000000".$_REQUEST["mnc"],-8); $lac = substr("00000000".$_REQUEST["lac"],-8); $cid = substr("00000000".$_REQUEST["cid"],-8); } $init_pos = strlen($data); $data[$init_pos - 38]= pack("H*",substr($mnc,0,2)); $data[$init_pos - 37]= pack("H*",substr($mnc,2,2)); $data[$init_pos - 36]= pack("H*",substr($mnc,4,2)); $data[$init_pos - 35]= pack("H*",substr($mnc,6,2)); $data[$init_pos - 34]= pack("H*",substr($mcc,0,2)); $data[$init_pos - 33]= pack("H*",substr($mcc,2,2)); $data[$init_pos - 32]= pack("H*",substr($mcc,4,2)); $data[$init_pos - 31]= pack("H*",substr($mcc,6,2)); $data[$init_pos - 24]= pack("H*",substr($cid,0,2)); $data[$init_pos - 23]= pack("H*",substr($cid,2,2)); $data[$init_pos - 22]= pack("H*",substr($cid,4,2)); $data[$init_pos - 21]= pack("H*",substr($cid,6,2)); $data[$init_pos - 20]= pack("H*",substr($lac,0,2)); $data[$init_pos - 19]= pack("H*",substr($lac,2,2)); $data[$init_pos - 18]= pack("H*",substr($lac,4,2)); $data[$init_pos - 17]= pack("H*",substr($lac,6,2)); $data[$init_pos - 16]= pack("H*",substr($mnc,0,2)); $data[$init_pos - 15]= pack("H*",substr($mnc,2,2)); $data[$init_pos - 14]= pack("H*",substr($mnc,4,2)); $data[$init_pos - 13]= pack("H*",substr($mnc,6,2)); $data[$init_pos - 12]= pack("H*",substr($mcc,0,2)); $data[$init_pos - 11]= pack("H*",substr($mcc,2,2)); $data[$init_pos - 10]= pack("H*",substr($mcc,4,2)); $data[$init_pos - 9]= pack("H*",substr($mcc,6,2)); if ((hexdec($cid) > 0xffff) && ($mcc != "00000000") && ($mnc != "00000000")) { $data[$init_pos - 27] = chr(5); } else { $data[$init_pos - 24]= chr(0); $data[$init_pos - 23]= chr(0); } $context = array ( 'http' => array ( 'method' => 'POST', 'header'=> "Content-type: application/binary\r\n" . "Content-Length: " . strlen($data) . "\r\n", 'content' => $data ) ); $xcontext = stream_context_create($context); $str=file_get_contents("http://www.google.com/glm/mmap",FALSE,$xcontext); if (strlen($str) > 10) { $lat_tmp = unpack("l",$str[10].$str[9].$str[8].$str[7]); $lat = $lat_tmp[1]/1000000; $lon_tmp = unpack("l",$str[14].$str[13].$str[12].$str[11]); $lon = $lon_tmp[1]/1000000; echo "Lat=$lat <br> Lon=$lon"; } else { echo "Not found!"; } ?> also I found this one http://code.google.com/intl/ru/apis/gears/geolocation_network_protocol.html , but it isn't php.

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  • Passing GLatLng from array to Google

    - by E. Rose
    Hello All, To preface this, I am a complete programming amateur so this may be quite easily solved. As is though, it is frustrating me to no end. Basically, I have a database of Venue Names with GLat and GLng (other stuff too) that I am pulling down to my website based on a geolocated search. The javascript that I have pulls in a formatted subset of the database, dumps the glat and glng into an array and is supposed to take those points and plot out several markers each with an info window containing the details behind each marker. For some reason, the marker geodata is not being populated and/or is not being passed. The array is declared using [] and will not work when normally declared using (). It only brings up a map with the first value in the array and goes blank if i try to manually input later entries. There is a large block of commented out code relating to directions generation. That code worked for some reason. If anyone can tell me what I am doing wrong in rewriting it to map the markers and not give directions, please tell me. Any help would be much appreciated. var letters = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z']; google.load("maps", "2", {"other_params":"sensor=true"}); var map function initialize(){ window.map = new google.maps.Map2(document.getElementById("map")); map.addControl(new GLargeMapControl()); } google.setOnLoadCallback(initialize); function getVenueResults(_zip, _num, _remove){ var rFlag = ''; if(_remove != null){ rFlag = "&removeId=" + _remove; } var url = 'ajax/getVenues.php?zip=' + _zip + "&num=" + _num + rFlag; new Ajax.Updater('resultsContainer', url, { onComplete: processResults }); } function processResults(){ window.map.clearOverlays(); var waypoints = []; var resultsList = $$('.resultWrapper'); var stepList = $$('.resultDirections'); for(i=0; i for(i=0; i<resultsList.length; i++){ var resultsElem = resultsList[i]; resultsElem.removeClassName('firstResult'); resultsElem.removeClassName('lastResult'); if(i == 0){ resultsElem.addClassName('firstResult'); } if(i == resultsList.length - 1){ resultsElem.addClassName('lastResult'); } var insertContent = '<div class="resultDirections" id="resultDirections' + i + '"></div>'; Element.insert(resultsElem, { bottom : insertContent }) var num = resultsElem.getElementsByClassName('numHolder'); num[0].innerHTML = '<b>' + letters[i] + ".</b> "; var geolat = resultsElem.getElementsByClassName('geolat')[0].value; var geolong = resultsElem.getElementsByClassName('geolong')[0].value; var point = new GLatLng(geolat, geolong); waypoints[i] = point; } if(waypoints.length == 1){ map.setCenter(waypoints[0], 16); map.addOverlay(new GMarker(waypoints[0])); resultsElem.getElementsByClassName('numHolder')[0].innerHTML = ''; }else{ map.setCenter(waypoints[0], 16); for(j=0; j< waypoints.length; j++) { var vLoc = waypoints[j]; var vInfo = resultsElem.getElementByClassName('resultBox[j]]').innerHTML; //unfinished function to mine name out of div and make it the marker title //x = resultsElem.getElementsByTagName("b"); // for (i=0;i<x.length;i++) // //marker.value = resultsElem.getElementBy('numHolder').innerHTML var marker = createMarker(vLoc, vInfo); map.addOverlay(marker); } } function createMarker(vLoc, vInfo) { var marker = (new GMarker(vLoc)); var cont = vInfo; GEvent.addListener(marker, 'click', function() { marker.openInfoWindowHtml(cont); }); return marker; } //var directions = new GDirections(window.map, document.getElementById('directionsPanel')); //directions.loadFromWaypoints(waypoints, { travelMode: G_TRAVEL_MODE_WALKING }); //GEvent.addListener(directions, "load" , function() { // var numRoutes = directions.getNumRoutes(); // for(j=0; j< numRoutes; j++){ // var thisRoute = directions.getRoute(j); // var routeText = ''; // for(k=0; k < thisRoute.getNumSteps(); k++){ // var thisStep = thisRoute.getStep(k); // if(k != 0){ routeText += " &nbsp;||&nbsp; "; } // routeText += thisStep.getDescriptionHtml(); // } // $('resultDirections' + j).innerHTML = routeText; // } // $('resultDirections' + numRoutes).hide(); //}); } function moveUp(_obj){ var parentObj = $(_obj).up().up(); var prevSib = parentObj.previous(); prevSib.insert({before: parentObj}); processResults(); } function moveDown(_obj){ var parentObj = $(_obj).up().up(); var nextSib = parentObj.next(); nextSib.insert({after: parentObj}); processResults(); }

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  • Creating extendible applications with MEF

    - by Visual WebGui
    Ever wanted to create an application that is easy to maintain and even more easy to extend? Then the following piece by Michael Hensen about Microsoft Extension Framework (MEF) could be a solution for your needs! With MEF, which is part of VS2010 own extensions platform, you can write parts of an application is an enclosed dll. This way you can build up your application the normal way and based on the requirements of a client you can add or remove functions as easy as removing a dll from the base...(read more)

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  • GDD-BR 2010 [2G] So What's A Web App? Introduction to the Chrome Web Store

    GDD-BR 2010 [2G] So What's A Web App? Introduction to the Chrome Web Store Speaker: Eric Bidelman Track: Chrome and HTML5 Time slot: G [16:30 - 17:15] Room: 2 Level: 151 What does it mean to install a web app? This session will give an overview of how to build a beautiful application for the Chrome Web Store, monetize, and distribute it to 70 million users! From: GoogleDevelopers Views: 146 3 ratings Time: 38:57 More in Science & Technology

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • Using hreflang to specify a catchall language

    - by adam
    We have a site primarily targeted at the UK market, and are adding a US-market alternative. As per Google's recommendations: To indicate to Google that you want the German version of the page to be served to searchers using Google in German, the en-us version to searchers using google.com in English, and the en-gb version to searchers using google.co.uk in English, use rel="alternate" hreflang="x" to identify alternate language versions. Which gives us: <link rel="alternate" hreflang="en-gb" href="http://www.example.com/page.html" /> <link rel="alternate" hreflang="en-us" href="http://www.example.com/us/page.html" /> We do get enquiries from other areas of the world - particularly where there are expat communities (Dubai, UAE, Portugal etc). By adding the above tags, is there a risk that Google will only surface our site for UK and US search users? Do we need to specify a catch-all that will default all other searches to our UK site?

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  • help installing some java and flash

    - by william
    ok so i have git now and some other stuff but ive looked around and all and i dont get very help full info Instructions 1 Download the latest version of Flash Player from the Adobe Website. Click on "Download the Latest Player," and choose ".deb for Ubuntu" from the drop down list. 2 Choose "Save File" from the pop up window. Sponsored Links Google Cloud Hosting Build And Run Your App Using Google App Engine cloud.google.com/appengine 3 Open a terminal window. The terminal window will be found under Applications - Utilities. 4 Change to the directory where your downloaded file was saved. cd Download 5 Install the libcurl3 library. sudo apt-get install libcurl3 6 Install the Flash Player. sudo dpkg --install install_flash_player__linux.deb Replace with the latest version number. 7 Restart Firefox. 8 Check that Flash Player was installed. Type about:plugins in a browser window, and look for the flash player MIME type. Read more: http://www.ehow.com/how_5068467_install-flash-player-ubuntu.html#ixzz2ixPj47qS what i dont is how the heck i change the directory and all that crap witch they say every one know

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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • What is the purpose of bitdepth for the several components of the framebuffer in glfwWindowHint function of GLFW3?

    - by Rui d'Orey
    I would like to know what are the following "framebuffer related hints" of GLFW3 function glfwWindowHint : GLFW_RED_BITS GLFW_GREEN_BITS GLFW_BLUE_BITS GLFW_ALPHA_BITS GLFW_DEPTH_BITS GLFW_STENCIL_BITS What is the purpose of this? Usually their default values are enough? Where are those bits stored? In a buffer in the GPU? What do they affect? And by that I mean in what way Thank you in advance!

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  • Google ne censure plus ses résultats en Chine, comment va réagir le gouvernement de Pékin ?

    Mise à jour du 22.03.2010 par Katleen Google ne censure plus ses résultats en Chine, comment va réagir le gouvernement de Pékin ? Ca y est, Google a franchi le pas. Comme nous vous l'annoncions vendredi, Google a officiellement pris position ce lundi. L'entreprise a cessé de censurer les résultats de ses recherches en Chine. Dès à présent, les internautes chinois qui se connectent sur Google.cn sont automatiquement redirigés vers Google.com.hk, le site de Hong Kong, comme l'a expliqué ce matin le directeur juridique David Drummond : «Aujourd'hui nous avons cessé de censurer nos services de recherches ?Google Search, Google News et Google Images sur Google.cn. Les internautes visitant Google.cn...

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  • Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1

    Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1 This week we discussed the latest release of the Hangouts API, v1.1. JD Salazar and Richard Dunn from the Hangouts API engineering team joined us to help your answer questions. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl 0:29 - Introductions 2:50 - Richard gives us an overview of what's new in Hangouts API v1.1 8:57 - What are the default scales for the static overlays? 9:25 - Will the static overlay scale ratio change during the hangout? 10:13 - What is the resolution of the feed? How do I ensure my overlays match the quality? 12:49 - How do I know if an image resource has failed to load? 16:33 - Can we have animated gifs as overlays? 19:44 - Loaded overlays do not clear upon deletion. How many can I load before I encounter issues? 21:48 - Are sound overlays played to all participants or only locally? What about sound cancellation? 23:27 - How do you uninstall a Hangout app? 25:41 - Can I make an app that uses drag and drop onto the film strip? 26:55 - Can we embed participant thumbnails elsewhere on the screen? 28:33 - How can I determine a consistent ordering for hangout participants? 31:35 - Can I access Picasa photos uploaded by another user within a hangout? Gerwin demonstrates his solution. 31:14 - How do I know when my hangout app has been unloaded for the purposes of doing cleanup? 39:28 - Will face tracking ever support multiple faces? 40:41 - Can I use WebGL in a hangouts app? 42:09 - I'm having issues with <b>...</b> From: GoogleDevelopers Views: 2032 18 ratings Time: 53:05 More in Science & Technology

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  • Google I/O 2012 - What's Next for Chrome Extensions?

    Google I/O 2012 - What's Next for Chrome Extensions? Mike West Chrome's extension system offers developers more opportunities than ever to customize and enhance users' experience on the web. New APIs are landing on a regular basis that provide new functionality and deeper hooks into Chrome itself. Join us for a walk through bleeding edge changes to Chrome's extension framework that increase security, improve performance, and make it easier than ever for users to get up and running with the product of your hard work. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1372 29 ratings Time: 51:36 More in Science & Technology

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Web pages with mixed ownership photos

    - by dstonek
    I have a photo website. 15% of the photos belong to approved registered users. They agree my terms about uploading their images in my web pages. I include a photographer credit on right bottom corner. About identifying the site with google, every page contains a google+ button to MY google+ page it also contains <link href="https://plus.google.com/nnnnnnnnnn/" rel="publisher" /> I need some advice in order to respect google rules about my pages containing other photographers images not to be penalized because of possible duplicated or interpreted as stolen content. My concern is also about adding G+ links (to MY photo page) and Google publisher id would harm my site rank because of pages containing third-party photos.

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