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  • Life Technologies: Making Life Easier to Manage

    - by Michael Snow
    12.00 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} When we’re thinking about customer engagement, we’re acutely aware of all the forces at play competing for our customer’s attention. Solutions that make life easier for our customers draw attention to themselves. We tend to engage more when there is a distinct benefit and we can take a deep breath and accept that there is hope in the world and everything isn’t designed to frustrate us and make our lives miserable. (sigh…) When products are designed to automate processes that were consuming hours of our time with no relief in sight, they deserve to be recognized. One of our recent Oracle Fusion Middleware Innovation Award Winners in the WebCenter category, Life Technologies, has recently posted a video promoting their “award winning” solution. The Oracle Innovation Awards are part of the overall Oracle Excellence awards given to customers for innovation with Oracle products. More info here. Their award nomination included this description: Life Technologies delivered the My Life Service Portal as part of a larger Digital Hub strategy. This Portal is the first of its kind in the biotechnology service providing industry. The Portal provides access to Life Technologies cloud based service monitoring system where all customer deployed instruments can be remotely monitored and proactively repaired. The portal provides alerts from these cloud based monitoring services directly to the customer and to Life Technologies Field Engineers. The Portal provides insight into the instruments and services customers purchased for the purpose of analyzing and anticipating future customer needs and creating targeted sales and service programs. This portal not only provides benefits for Life Technologies internal sales and service teams but provides customers a central place to track all pertinent instrument information including: instrument service history instrument status and previous activities instrument performance analytics planned service visits warranty/contract information discussion forums social networks for lab management and collaboration alerts and notifications on all of the above team scheduling for instrument usage promote optional reagents required to keep instruments performing From their website The Life Technologies Instruments & Services Portal Helps You Save Time and Gain Peace of Mind Introducing the new, award-winning, free online tool that enables easier management of your instrument use and care, faster response to requests for service or service quotes, and instant sharing of key instrument and service information with your colleagues. Now – this unto itself is obviously beneficial for their customers who were previously burdened with having to do all of these tasks separately, manually and inconsistently by nature. Now – all in one place and free to their customers – a portal that ties it all together. They now have built the platform to give their customers yet another reason to do business with them – Their headline on their product page says it all: “Life is now easier to manage - All your instrument use and care in one place – the no-cost, no-hassle Instruments and Services Portal.” Of course – it’s very convenient that the company name includes “Life” and now can also promote to their clients and prospects that doing business with them is easy and their sophisticated lab equipment is easy to manage. In an industry full of PhD’s – “Easy” isn’t usually the first word that comes to mind, but Life Technologies has now tied the word to their brand in a very eloquent way. Between our work lives and family or personal lives, getting any mono-focused minutes of dedicated attention has become such a rare occurrence in our current era of multi-tasking that those moments of focus are highly prized. So – when something is done really well – so well that it becomes captivating and urges sharing impulses – I take notice and dig deeper and most of the time I discover other gems not so hidden below the surface. And then I share with those I know would enjoy and understand. In the spirit of full disclosure, I must admit here that the first person I shared the videos below with was my daughter. She’s in her senior year of high school in the midst of her college search. She’s passionate about her academics and has already decided that she wants to study Neuroscience in college and like her mother will be in for the long haul to a PhD eventually. In a summer science program at Smith College 2 summers ago – she sent the family famous text to me – “I just dissected a sheep’s brain – wicked cool!” – This was followed by an equally memorable text this past summer in a research mentorship in Neuroscience at UConn – “Just sliced up some rat brain. Reminded me of a deli slicer at the supermarket… sorry I forgot to call last night…” So… needless to say – I knew I had an audience that would enjoy and understand these videos below and are now being shared among her science classmates and faculty. And evidently - so does Life Technologies! They’ve done a great job on these making them fun and something that will easily be shared among their customers social networks. They’ve created a neuro-archetypal character, “Ph.Diddy” and know that their world of clients in academics, research, and other institutions would understand and enjoy the “edutainment” value in this series of videos on their YouTube channel that pokes fun at the stereotypes while also promoting their products at the same time. They use their Facebook page for additional engagement with their clients and as another venue to promote these videos. Enjoy this one as well! More to be found here: http://www.youtube.com/lifetechnologies Stay tuned to this Oracle WebCenter blog channel. Tomorrow we'll be taking a look at another winner of the Innovation Awards, LADWP - helping to keep the citizens of Los Angeles engaged with their Water and Power provider.

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  • DTracing TCP congestion control

    - by user12820842
    In a previous post, I showed how we can use DTrace to probe TCP receive and send window events. TCP receive and send windows are in effect both about flow-controlling how much data can be received - the receive window reflects how much data the local TCP is prepared to receive, while the send window simply reflects the size of the receive window of the peer TCP. Both then represent flow control as imposed by the receiver. However, consider that without the sender imposing flow control, and a slow link to a peer, TCP will simply fill up it's window with sent segments. Dealing with multiple TCP implementations filling their peer TCP's receive windows in this manner, busy intermediate routers may drop some of these segments, leading to timeout and retransmission, which may again lead to drops. This is termed congestion, and TCP has multiple congestion control strategies. We can see that in this example, we need to have some way of adjusting how much data we send depending on how quickly we receive acknowledgement - if we get ACKs quickly, we can safely send more segments, but if acknowledgements come slowly, we should proceed with more caution. More generally, we need to implement flow control on the send side also. Slow Start and Congestion Avoidance From RFC2581, let's examine the relevant variables: "The congestion window (cwnd) is a sender-side limit on the amount of data the sender can transmit into the network before receiving an acknowledgment (ACK). Another state variable, the slow start threshold (ssthresh), is used to determine whether the slow start or congestion avoidance algorithm is used to control data transmission" Slow start is used to probe the network's ability to handle transmission bursts both when a connection is first created and when retransmission timers fire. The latter case is important, as the fact that we have effectively lost TCP data acts as a motivator for re-probing how much data the network can handle from the sending TCP. The congestion window (cwnd) is initialized to a relatively small value, generally a low multiple of the sending maximum segment size. When slow start kicks in, we will only send that number of bytes before waiting for acknowledgement. When acknowledgements are received, the congestion window is increased in size until cwnd reaches the slow start threshold ssthresh value. For most congestion control algorithms the window increases exponentially under slow start, assuming we receive acknowledgements. We send 1 segment, receive an ACK, increase the cwnd by 1 MSS to 2*MSS, send 2 segments, receive 2 ACKs, increase the cwnd by 2*MSS to 4*MSS, send 4 segments etc. When the congestion window exceeds the slow start threshold, congestion avoidance is used instead of slow start. During congestion avoidance, the congestion window is generally updated by one MSS for each round-trip-time as opposed to each ACK, and so cwnd growth is linear instead of exponential (we may receive multiple ACKs within a single RTT). This continues until congestion is detected. If a retransmit timer fires, congestion is assumed and the ssthresh value is reset. It is reset to a fraction of the number of bytes outstanding (unacknowledged) in the network. At the same time the congestion window is reset to a single max segment size. Thus, we initiate slow start until we start receiving acknowledgements again, at which point we can eventually flip over to congestion avoidance when cwnd ssthresh. Congestion control algorithms differ most in how they handle the other indication of congestion - duplicate ACKs. A duplicate ACK is a strong indication that data has been lost, since they often come from a receiver explicitly asking for a retransmission. In some cases, a duplicate ACK may be generated at the receiver as a result of packets arriving out-of-order, so it is sensible to wait for multiple duplicate ACKs before assuming packet loss rather than out-of-order delivery. This is termed fast retransmit (i.e. retransmit without waiting for the retransmission timer to expire). Note that on Oracle Solaris 11, the congestion control method used can be customized. See here for more details. In general, 3 or more duplicate ACKs indicate packet loss and should trigger fast retransmit . It's best not to revert to slow start in this case, as the fact that the receiver knew it was missing data suggests it has received data with a higher sequence number, so we know traffic is still flowing. Falling back to slow start would be excessive therefore, so fast recovery is used instead. Observing slow start and congestion avoidance The following script counts TCP segments sent when under slow start (cwnd ssthresh). #!/usr/sbin/dtrace -s #pragma D option quiet tcp:::connect-request / start[args[1]-cs_cid] == 0/ { start[args[1]-cs_cid] = 1; } tcp:::send / start[args[1]-cs_cid] == 1 && args[3]-tcps_cwnd tcps_cwnd_ssthresh / { @c["Slow start", args[2]-ip_daddr, args[4]-tcp_dport] = count(); } tcp:::send / start[args[1]-cs_cid] == 1 && args[3]-tcps_cwnd args[3]-tcps_cwnd_ssthresh / { @c["Congestion avoidance", args[2]-ip_daddr, args[4]-tcp_dport] = count(); } As we can see the script only works on connections initiated since it is started (using the start[] associative array with the connection ID as index to set whether it's a new connection (start[cid] = 1). From there we simply differentiate send events where cwnd ssthresh (congestion avoidance). Here's the output taken when I accessed a YouTube video (where rport is 80) and from an FTP session where I put a large file onto a remote system. # dtrace -s tcp_slow_start.d ^C ALGORITHM RADDR RPORT #SEG Slow start 10.153.125.222 20 6 Slow start 138.3.237.7 80 14 Slow start 10.153.125.222 21 18 Congestion avoidance 10.153.125.222 20 1164 We see that in the case of the YouTube video, slow start was exclusively used. Most of the segments we sent in that case were likely ACKs. Compare this case - where 14 segments were sent using slow start - to the FTP case, where only 6 segments were sent before we switched to congestion avoidance for 1164 segments. In the case of the FTP session, the FTP data on port 20 was predominantly sent with congestion avoidance in operation, while the FTP session relied exclusively on slow start. For the default congestion control algorithm - "newreno" - on Solaris 11, slow start will increase the cwnd by 1 MSS for every acknowledgement received, and by 1 MSS for each RTT in congestion avoidance mode. Different pluggable congestion control algorithms operate slightly differently. For example "highspeed" will update the slow start cwnd by the number of bytes ACKed rather than the MSS. And to finish, here's a neat oneliner to visually display the distribution of congestion window values for all TCP connections to a given remote port using a quantization. In this example, only port 80 is in use and we see the majority of cwnd values for that port are in the 4096-8191 range. # dtrace -n 'tcp:::send { @q[args[4]-tcp_dport] = quantize(args[3]-tcps_cwnd); }' dtrace: description 'tcp:::send ' matched 10 probes ^C 80 value ------------- Distribution ------------- count -1 | 0 0 |@@@@@@ 5 1 | 0 2 | 0 4 | 0 8 | 0 16 | 0 32 | 0 64 | 0 128 | 0 256 | 0 512 | 0 1024 | 0 2048 |@@@@@@@@@ 8 4096 |@@@@@@@@@@@@@@@@@@@@@@@@@@ 23 8192 | 0

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  • How to work with file and streams in php,case: if we open file in Class A and pass open stream to Cl

    - by Rachel
    I have two class, one is Business Logic Class{BLO} and the other one is Data Access Class{DAO} and I have dependency in my BLO class to my Dao class. Basically am opening a csv file to write into it in my BLO class using inside its constructor as I am creating an object of BLO and passing in file from command prompt: Code: $this->fin = fopen($file,'w+') or die('Cannot open file'); Now inside BLO I have one function notifiy, which call has dependency to DAO class and call getCurrentDBSnapshot function from the Dao and passes the open stream so that data gets populated into the stream. Code: Blo Class Constructor: public function __construct($file) { //Open Unica File for parsing. $this->fin = fopen($file,'w+') or die('Cannot open file'); // Initialize the Repository DAO. $this->dao = new Dao('REPO'); } Blo Class method that interacts with Dao Method and call getCurrentDBSnapshot. public function notifiy() { $data = $this->fin; var_dump($data); //resource(9) of type (stream) $outputFile=$this->dao->getCurrentDBSnapshot($data); // So basically am passing in $data which is resource((9) of type (stream) } Dao function: getCurrentDBSnapshot which get current state of Database table. public function getCurrentDBSnapshot($data) { $query = "SELECT * FROM myTable"; //Basically just preparing the query. $stmt = $this->connection->prepare($query); // Execute the statement $stmt->execute(); $header = array(); while ($row=$stmt->fetch(PDO::FETCH_ASSOC)) { if(empty($header)) { // Get the header values from table(columnnames) $header = array_keys($row); // Populate csv file with header information from the mytable fputcsv($data, $header); } // Export every row to a file fputcsv($data, $row); } var_dump($data);//resource(9) of type (stream) return $data; } So basically in am getting back resource(9) of type (stream) from getCurrentDBSnapshot and am storing that stream into $outputFile in Blo class method notify. Now I want to close the file which I opened for writing and so it should be fclose of $outputFile or $data, because in both the cases it gives me: var_dump(fclose($outputFile)) as bool(false) var_dump(fclose($data)) as bool(false) and var_dump($outputFile) as resource(9) of type (Unknown) var_dump($data) as resource(9) of type (Unknown) My question is that if I open file using fopen in class A and if I call class B method from Class A method and pass an open stream, in our case $data, than Class B would perform some work and return back and open stream and so How can I close that open stream in Class A's method or it is ok to keep that stream open and not use fclose ? Would appreciate inputs as am not very sure as how this can be implemented.

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  • MVC using ODP.NET getting ORA-01840

    - by sse
    I am writing a simple MVC Application using ODP.NET. I am trying to call a Pl/Sql proc that inserts a record. Here is the simple Pl/Sql: procedure spAddCountry(pGisRecid in country.GISRECID%type, pCountryCode in country.COUNTRYCODE%type, pCountryName in country.COUNTRYNAME%type, pCurrencyCode in country.CURRENCYCODE%type, pEUTerritory in country.EUTERRITORY%type, pFatCAStatus in country.FATCASTATUS%type, pFATF in country.FATF%type, pFSCountryCode in country.COUNTRYCODE%type, pInsertedBy in country.INSERTEDBY%type, pInsertedOn in country.INSERTEDON%type, pLanguages in country.LANGUAGES%type, pNCCT in country.NCCT%type) is PRAGMA AUTONOMOUS_TRANSACTION; begin INSERT INTO COUNTRY (GISRECID, COUNTRYCODE, COUNTRYNAME, CURRENCYCODE, EUTERRITORY, FATCASTATUS, FATF, FSCOUNTRYCODE, INSERTEDBY, INSERTEDON, LANGUAGES, NCCT) VALUES(pGISRECID, pCOUNTRYCODE, pCOUNTRYNAME, pCURRENCYCODE, pEUTERRITORY, pFATCASTATUS, pFATF, pFSCOUNTRYCODE, pINSERTEDBY, pINSERTEDON, pLANGUAGES, pNCCT); Commit; end; I am having difficulty passing the date parameter, pInsertedOn, to the Stored Proc. I have verified that the web form retrieves the form data successfully and calls the AddCountry method below, which in turns calls the stored proc, spAddCountry, after populating all of the parms. Here is a snippet of the MVC C# code. I get the following exception: "ORA-01840 input value not long enough for date format". public void AddCountry(Country aCountry) //because the country object field names match the form field names they automatically get bound!! { string oradb = "Data Source=XYZ;User Id=XYZ;Password=xyz;"; OracleConnection conn = new OracleConnection(oradb); OracleCommand cmd = conn.CreateCommand(); cmd.CommandText = "tstpack.spAddCountry"; cmd.CommandType = CommandType.StoredProcedure; ... OracleParameter paramInsertedBy = new OracleParameter(); paramInsertedBy.ParameterName = "pInsertedBy"; paramInsertedBy.Value = aCountry.InsertedBy; cmd.Parameters.Add(paramInsertedBy); // CultureInfo ci = new CultureInfo("en-US"); OracleParameter paramInsertedOn = new OracleParameter(); paramInsertedOn.ParameterName = "pInsertedOn"; // paramInsertedOn.Value = DateTime.Now; //just testing to see if it's WebForm issue // paramInsertedOn.Value = Convert.ToDateTime(DateTime.Now.ToString(), ci); //flail! paramInsertedOn.Value = aCountry.InsertedOn; cmd.Parameters.Add(paramInsertedOn); ... conn.Open(); cmd.ExecuteNonQuery(); //CRASH! ORA-01840 conn.Close(); } Just to verify that the flow of the program is working, I tried removing the date parm "pInsertedOn" from the pl/sql and from the parm list above, and everything worked fine. I know I am going off of the rails with the date. Can someone tell me how to pass a date to Oracle from an MVC WebForm? Is there some sort of type cast needed? I would really appreciate an example too. Thanks so much! ps, I did try changing the parm type to Varchar2 in the Pl/Sql and doing some conversions myself in the Pl/Sql, the automatic MVC binder was getting in my way, forcing the property of paramInsertedOn.OracleType to DateTime. I tried forcing it to Varchar2, but no luck there either...

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  • Why doesn't PHP's oci_connect return false?

    - by absolethe
    I have a situation in which we have two production databases that synchronize with one other. Server One is considered the primary. Sometimes due to maintenance or a disaster Server Two will become primary. In some of our code that means we have to manually go in and edit the server name for database connections. I find this annoying, so the last thing I wrote I put the server information for both and set up a loop. If oci_connect failed on the Server One 3 times it would move on to Server Two. If Server Two failed 3 times it would notify the user a connection couldn't be made. This has worked fine most times we've had the situation of switching the servers. Yesterday, for example, it worked fine. Today it didn't. It just sat and spun endlessly. No error in the PHP error log. No failure to move on from. No error output to the screen. Nothing for 5 minutes. So then I had to manually edit the stupid config file. I asked what could possibly be different and I was told "yesterday the database was down, but not the server. today the server is down." Okay...? But I don't see a distinction. I would expect oci_connect to return false if it can't establish any sort of communication with the server. I'd expect it to timeout and error. Not just pass it on when it receives an error code from the server. What if there's a network problem, for example? Is this a bug in oci_connect or is there a possibility that something in our PHP configuration gives oci_connect a crazily long timeout? If it is a sort of "bug" is there some way I can check to see if the server is up first? Like a ping? (Of course when I did a ping through the command prompt I got a response from Server One and then was told, "it's back now" although I am skeptical about the timing on that.) Anyway, if anyone could shed some light on why oci_connect might run endlessly without failing and how to keep it from doing so I'd be grateful. -- Edit: My code looks like the examples on PHP.net only in some loops. $count = count($servers); for($i = 0; $i < $count; $i++){ if((!isset($connection)) || ($connection == false)){ // Attempt to connect to the oracle database $connection = @oci_connect($servers[$i]["user"], $servers[$i]["pass"], $servers[$i]["conid"]) or ($conn_error = oracle_error()); // Try again if there was a failure if(($connection == false) || (isset($con_error))){ // Three (two more) tries per alternative for($j = $st; $j < $fn; $j++){ // Try again to connect $connection = @oci_connect($servers[$i]["user"], $servers[$i]["pass"], $servers[$i]["conid"]) or ($conn_error = oracle_error()); } // for($j = 2; $j < 4; $j++) } // if($connection == false) } // if(!isset($connection) || ($connection == false)) } // for($i = 0; $i < $count; $i++)

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  • Is it possible to store ObjectContext on the client when using WCF and Entity Framework?

    - by Sergey
    Hello, I have a WCF service which performs CRUD operation on my data model: Add, Get, Update and Delete. And I'm using Entity Framework for my data model. On the other side there is a client application which calls methods of the WCF service. For example I have a Customer class: [DataContract] public class Customer { public Guid CustomerId {get; set;} public string CustomerName {get; set;} } and WCF service defines this method: public void AddCustomer(Customer c) { MyEntities _entities = new MyEntities(); _entities.AddToCustomers(c); _entities.SaveChanges(); } and the client application passes objects to the WCF service: var customer = new Customer(){CustomerId = Guid.NewGuid, CustomerName="SomeName"}; MyService svc = new MyService(); svc.Add(customer); // or svc.Update(customer) for example But when I need to pass a great amount of objects to the WCF it could be a perfomance issue because of I need to create ObjectContext each time when I'm doing Add(), Update(), Get() or Delete(). What I'm thinking on is to keep ObjectContext on the client and pass ObjectContext to the wcf methods as additional parameter. Is it possible to create and keep ObjectContext on the client and don't recreate it for each operation? If it is not, how could speed up the passing of huge amount of data to the wcf service? Sergey

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  • Silverlight 3 - How to "refresh" a DataGrid content?

    - by Josimari Martarelli
    I have the following scenery: 1 using System; 2 using System.Windows; 3 using System.Windows.Controls; 4 using System.Windows.Documents; 5 using System.Windows.Ink; 6 using System.Windows.Input; 7 using System.Windows.Media; 8 using System.Windows.Media.Animation; 9 using System.Windows.Shapes; 10 using System.Collections.Generic; 11 12 namespace refresh 13 { 14 public partial class MainPage : UserControl 15 { 16 17 List c = new List(); 18 19 public MainPage() 20 { 21 // Required to initialize variables 22 InitializeComponent(); 23 c.Add(new Customer{ _nome = "Josimari", _idade = "29"}); 24 c.Add(new Customer{_nome = "Wesley", _idade = "26"}); 25 c.Add(new Customer{_nome = "Renato",_idade = "31"}); 26 27 this.dtGrid.ItemsSource = c; 28 } 29 30 private void Button_Click(object sender, System.Windows.RoutedEventArgs e) 31 { 32 c.Add(new Customer{_nome = "Maiara",_idade = "18"}); 33 } 34 35 } 36 37 public class Customer 38 { 39 public string _nome{get; set;} 40 public string _idade{get; set;} 41 } 42 } Where, dtGrid is my DataGrid control... The Question is: How to get the UI Updated after adding one more register to my list. I get to solve it setting the DataGrid's Item Source to "" and then setting to the list of Customer objects again, like that: 1 private void Button_Click(object sender, System.Windows.RoutedEventArgs e) 2 3 { 4 5 c.Add(new Customer{_nome = "Maiara",_idade = "18"}); 6 7 this.dtGrid.ItemsSource=""; 8 9 this.dtGrid.ItemsSource=c; 10 11 } 12 Is there a way to get the UI updated or the datagrid's itemsSource refreshed automatically after updating, altering or deleting an item from the list c ? Thank you, Josimari Martarelli

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  • CSS - Class hierarchies???

    - by ClarkeyBoy
    Hi, I have a site with a customer front end, which has a catalogue, homepage, contact page, about us page and so on. There is also an administration front end. I would like to implement a kind of hierarchy where any elements within an element with class "admin" will inherit properties set in the admin stylesheet and anything else inherits from the customer stylesheet. The purpose of this is so that admin can login on the admin front end, where they have access to lots of advanced stuff, but they can also navigate to the customer front end where they can execute basic tasks (such as hiding catalogue items, running a debug script if a customer reports an issue and so on). I would like all the admin tools on the customer front end to have properties taken from the admin stylesheet instead of the customer one - this will change the background colour and stuff. Is there any easy way to set up like namespaces to make things simpler, for example: .admin { .list { .list-subtitle { } .list-item { } } a { } } .customer { .list { .list-subtitle { } .list-item { } } a { } } I know it can be like: .admin .list {} .admin .list .list-item {} .admin a I just dont want to have to keep putting .admin all the time. Does anyone have any suggestions on how I could do this? I suppose I could write a .net class which sets this up and writes a stylesheet according to whats put into it, but then I would not be able to read the styles so easily add there would be all sorts of like Classes.Add(blah) and so on. Thanks in advance for any replies... Regards, Richard

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  • ASP.Net User Control Template Instantiation

    - by Chris
    Hi, I created a user control that has a template container. <cc:SearchResultItem ID="SearchResultItem1" Customer='<%# ((Customer)(((RepeaterItem)Container).DataItem)) %>' runat="server"> <NameTemplate> <%# Container.Name %> </NameTemplate> </cc:SearchResultItem> This is control is placed in a repeater which lists some customers. The customer is than bound to the user control. When the name template is instantiated in the container, the customer object is not yet available, but I need to access its name because it needs to get parsed before. protected void Page_Init(object sender, EventArgs e) { if (nameTemplate != null ) { // customer is null here, it is avaiable only after Page_Init... NameContainer container = new NameContainer(customer.Id, Parse(customer.Name)); nameTemplate.InstantiateIn(container); placeHolder.Controls.Add(container); } } Question: How can I access properties set for the user control BEFORE the template container is instantiated? Thanks in advance!

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  • How to detect back button or forward button navigation in a silverlight navigation application

    - by parapura rajkumar
    When a Page is navigated to in silverlight you can override this method. protected override void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); } The NavigationEventArgs has a NavigationMode enumeration which is defined as public enum NavigationMode { New = 0, Back = 1, Forward = 2, Refresh = 3, } But calling e.NavigationMode always throws a NotImplementedException Is there a way in silverlight to detect a page is being navigated to because the user hit the forward/back browser button. What I am trying to achieve is some kind of state that can be preserved when the user hits the back button. For example assume you have a customer page which is showing a list of customers in a datagrid. The user can select a customer and there is a detail view which shows all the orders for that customer. Now within an order item you can click a hyperlink link that takes you to the shipping history of the order which is a separate page. When the user hits the back button I want to go back to the customers page and automatically select the customer he was viewing. Is this possible at all ? I also tried out the fragment navigation feature NavigationService.Navigate(new Uri("#currentcustomerid=" + customer.Id.ToString(), UriKind.Relative)); when the customer selection changes but this adds too many items to the history when the user clicks various customers on the customer page. EDIT There is also an method you can override protected override void OnNavigatingFrom(NavigatingCancelEventArgs e) { } which is the same as handling the NavigationService.Navigating event as indicated by BugFinder's answer. In this method e.NavigationMode always returns New when when you hit the Back or Forward Button. The only time this method returns Back is when you explicitly call NavigationService.GoBack()

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  • NHibernate: Mapping multiple classes from a single table row

    - by Michael Kurtz
    I couldn't find an answer to this specific question. I am trying to keep my domain model object-oriented and re-use objects where possible. I am having an issue determining how to provide a mapping to multiple classes from a single row. Let me explain with an example: I have a single table, call it Customer. A customer has several attributes; but, for brevity, assume it has Id, Name, Address, City, State, ZipCode. I would like to create a Customer and Address class that look like this: public class Customer { public virtual long Id {get;set;} public virtual string Name {get;set;} public virtual Address Address {get;set;} } public class Address { public virtual string Address {get;set;} public virtual string City {get;set;} public virtual string State {get;set;} public virtual string ZipCode {get;set;} } What I am having trouble with is determining what the mapping would be for the Address class within the Customer class. There is no Address table and there isn't a "set" of addresses associated with a Customer. I just want a more object-oriented view of the Customer table in code. There are several other tables that have address information in them and it would be nice to have a reusable Address class to deal with them. Addresses are not shared so breaking all addresses into a separate table with foreign keys seems to be overkill and, actually, more painful since I would need foreign keys to multiple tables. Can someone enlighten me on this type of mapping? Please provide an example if you can. Thanks for any insights! -Mike

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  • HTML Calendar form and input arrays

    - by Christopher Ickes
    Hello. Looking for the best practice here... Have a form that consists of a calendar. Each day of the calendar has 2 text input fields - customer and check-in. What would be the best & most efficient way to send this form to PHP for processing? <form action="post"> <div class="day"> Day 1<br /> <label for="customer['.$current['date'].']">Customer</label> <input type="text" name="customer['.$current['date'].']" value="" size="20" /> <label for="check-in['.$current['date'].']">Check-In</label> <input type="text" name="check-in['.$current['date'].']" value="" size="20" /> <input type="submit" name="submit" value="Update" /> </day> <div class="day"> Day 2<br /> <label for="customer['.$current['date'].']">Customer</label> <input type="text" name="customer['.$current['date'].']" value="" size="20" /> <label for="check-in['.$current['date'].']">Check-In</label> <input type="text" name="check-in['.$current['date'].']" value="" size="20" /> <input type="submit" name="submit" value="Update" /> </day> </form> Is my current setup good? I feel there has to be a better option. My concern involves processing a whole year at once (which can happen) and adding additional text input fields.

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  • Compilation Error: "The modifier 'public' is not valid for this item" while creating public method o

    - by Lalit
    I am getting this error while creating public method on a class for explicitly implementing the interface. I have the workaround: by removing the explicit implementation of PrintName Method, But surprised why i am getting this error. Can anyone explain the error. Code for Library: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Test.Lib1 { public class Customer : i1 { public string i1.PrintName() //Error Here... { return this.GetType().Name + " called from interface i1"; } } public interface i1 { string PrintName(); } interface i2 { string PrintName(); } } Code for Console Test Application: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Test.Lib1; namespace ca1.Test { class Program { static void Main(string[] args) { Customer customer = new Customer(); Console.WriteLine(customer.PrintName()); //i1 i1o = new Customer(); //Console.WriteLine(i1o.printname()); //i2 i2o = new Customer(); //Console.WriteLine(i2o.printname()); } } }

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  • Using Linq2Sql to insert data into multiple tables using an auto incremented primary key

    - by Thomas
    I have a Customer table with a Primary key (int auto increment) and an Address table with a foreign key to the Customer table. I am trying to insert both rows into the database in one nice transaction. using (DatabaseDataContext db = new DatabaseDataContext()) { Customer newCustomer = new Customer() { Email = customer.Email }; Address b = new Address() { CustomerID = newCustomer.CustomerID, Address1 = billingAddress.Address1 }; db.Customers.InsertOnSubmit(newCustomer); db.Addresses.InsertOnSubmit(b); db.SubmitChanges(); } When I run this I was hoping that the Customer and Address table automatically had the correct keys in the database since the context knows this is an auto incremented key and will do two inserts with the right key in both tables. The only way I can get this to work would be to do SubmitChanges() on the Customer object first then create the address and do SubmitChanges() on that as well. This would create two roundtrips to the database and I would like to see if I can do this in one transaction. Is it possible? Thanks

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  • Common one-to-many table for multiple entities

    - by Ben V
    Suppose I have two tables, Customer and Vendor. I want to have a common address table for customer and vendor addresses. Customers and Vendors can both have one to many addresses. Option 1 Add columns for the AddressID to the Customer and Vendor tables. This just doesn't seem like a clean solution to me. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID AddressID1 AddressID1 Street AddressID2 AddressID2 City... Option 2 Move the foreign key to the Address table. For a Customer, Address.CustomerID will be populated. For a Vendor, Address.VendorID will be populated. I don't like this either - I shouldn't need to modify the address table every time I want to use it for another entity. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID CustomerID VendorID Option 3 I've also seen this - only 1 foreign key column on the Address table with another column to identify which foreign key table the address belongs to. I don't like this one because it requires all the foreign key tables to have the same type of ID. It also seems messy once you start coding against it. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID FKTable FKID So, am I just too picky, or is there something I haven't thought of?

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  • Insert data in an object to a database.

    - by paul
    I am facing the following design/implementation dilemma. I have a class Customer which is below with getters and setters. I would like to insert the value of the Customer into a "Customer" table of a database. But Customer has an address which is of type "Address". How do I go about inserting this field into the database?(I am using sqlite3). I thought of writing a separate table "Address(customerId,doorNo,city,state,country,pinCode)". But I am having second thoughts about generating the primary key(customerId) which should be same for both the "customer" and "Address" table. Sqlite3 faq states that I can do "Integer Primary Key" to use the field to generate an auto number. But if I do that in customer table, I would have to retrieve the same Id to be used in Address table. This kinda looks wrong to me :-?. There should be an elegant method to solve this. Any ideas would be much appreciated. Thanks in advance. import java.io.*; import java.sql.*; class Customer { private String id; private String name; private Address address; private Connection connection; private ResultSet resultSet; private PreparedStatement preparedStatement; public void insertToDatabase(){ } } class Address{ private String doorNumber; private String streetName; private String cityName; private String districtName; private String stateName; private String countryName; private long pinCode; }

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  • Non-normalized association with legacy tables in Rails and ActiveRecord

    - by Thomas Holmström
    I am building a Rails application accessing a legacy system. The data model contains Customers which can have one or more Subscriptions. A Subscription always belong to one and only one Customer. Though not needed, this association is represented through a join table "subscribes", which do not have an id column: Column | Type | Modifiers -----------------+---------+----------- customer_id | integer | not null subscription_id | integer | not null I have this coded as a has_and_belongs_to_many declarations in both Customer and Subscription class Customer < Activerecord::Base has_and_belongs_to_many :subscriptions, :join_table => "subscribes", :foreign_key => "customer_id", :association_foreign_key => "subscription_id" end class Subscription < Activerecord::Base has_and_belongs_to_many :customers, :join_table => "subscribes", :foreign_key => "subscription_id", :association_foreign_key => "customer_id" end The problem I have is that there can only ever be one customer for each subscription, not many, and the join table will always contain at most one row with a certain customer_id. And thus, I don't want the association "customers" on a Subscription which returns an array of (at most one) Customer, I really do want the relation "customer" which returns the Customer associated. Is there any way to force ActiveRecord to make this a 1-to-N relation even though the join table itself seems to make it an N-to-M relation? --Thomas

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  • JAXB Annotated class - setting of a variable which is not an element

    - by sswdeveloper
    I have a JAXB annotated class say @XmlRootElement(namespace = "http://www.abc.com/customer") Class Customer{ @XmlElement(namespace = "http://www.abc.com/customer") private String Name; @XmlElement(namespace = "http://www.abc.com/customer") private String Address; @XmlTransient private HashSet set = new HashSet(); public String getName(){ return Name; } public void setName(String name){ this.Name = name; set.add("Name"); } public String getAddress(){ return Address; } public void setAddress(String address){ this.Address = address; set.add("Address"); } public void getSet(){ return set; } I have a XML of the form <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Customer xmlns="http://www.abc.com/customer" > <Name>Ralph</Name> <Address>Newton Street</Address> </Customer> I use JAXB unmarshalling to get the object representation of the XML input. The values for Name and Address are set correctly. However the value of set gets lost(since it is @XMLTransient it gets ignored) Is there any way of ensuring that it is still set in the object which has been unmarshalled? Some other annotation which I can use?

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  • WCF: Exposed Object Model - stuck in a loop

    - by Mark
    Hi I'm working on a pretty big WSSF project. I have a normal object model in the business layer. Eg a customer has an orders collection property, when this is accessed then it loads from the data layer (lazy loading). An order has a productCollection property etc etc.. Now the bit I'm finding tricky is exposing this via WCF. I want to export a collection of orders. The client app will also need information about the customers. Using the WSSF data contract designer I have set it up so that customers have a property called "order collection". This is fine if you have a customer object and would like to look at the orders but if you have an order object there is no customer property so it doesn't work going up the hierarchy. I've tried adding a customer property to the orders object but then the code gets stuck in a loop when it loads the data contracts up. This is because it doesn't load on demand like in the business layer. I need to load all properties up before the objects can be sent out via WCF. It ends up loading an order, then the customer for that order, then the orders for that customer, then the customer for that order etc etc... I'm sure I've got all this wrong. Help!!

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  • Get Nhibernate entity and complete it from a web service.

    - by Nour Sabouny
    Hi every one. let's say that i have an order system. each "Order" references a "Customer" Object. when i fill the orders list in Data Access Layer, the customer object should be brought from a Customer Web Service "WCF". so i didn't map the Customer property in the Order mapping class, Id(o => o.OrderID).GeneratedBy.Identity(); //References(o => o.Customer).Not.Nullable().Column("CustomerID"); HasMany(o => o.Details).KeyColumn("OrderID").Cascade.AllDeleteOrphan(); Map(c => c.CustomerID).Not.Nullable(); and asked the nhibernate session to get me the orders list. and tried to loop on every order in the list to fill it's customer property, doe's any body have a good idea for this ???? IList<Order> lst = Session.CreateCriteria<Order>().List<Order>(); foreach (Order order in lst) order.Customer = serviceProxy.GetCustomerByID(order.CustomerID);

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  • NHibernate Native SQL multiple joins

    - by Chris
    Hi all, I"m having some problems with Nhibernate and native sql. I've got an entity with alot of collections and I am doing an SQL Fulltext search on it. So when returning 100 or so entities, I dont want all collections be lazy loaded. For this I changed my SQL query: SELECT Query.* FROM (SELECT {spr.*}, {adr.*}, {adrt.*}, {cty.*}, {com.*}, {comt.*}, spft.[Rank] AS [Rak], Row_number() OVER(ORDER BY spft.[Rank] DESC) AS rownum FROM customer spr INNER JOIN CONTAINSTABLE ( customerfulltext , computedfulltextindex , '" + parsedSearchTerm + @"' ) AS spft ON spr.customerid = spft.[Key] LEFT JOIN [Address] adr ON adr.customerid = spr.customerid INNER JOIN [AddressType] adrt ON adrt.addresstypeid = adr.addresstypeid INNER JOIN [City] cty ON cty.cityid = adr.cityid LEFT JOIN [Communication] com ON com.customerid = spr.customerid INNER JOIN [CommunicationType] comt ON comt.communicationtypeid = com.communicationtypeid) as Query ORDER BY Query.[Rank] DESC This is how I setup the query: var items = GetCurrentSession() .CreateSQLQuery(query) .AddEntity("spr", typeof(Customer)) .AddJoin("adr", "spr.addresses") .AddJoin("adrt", "adr.Type") .AddJoin("cty", "adr.City") .AddJoin("com", "spr.communicationItems") .AddJoin("comt", "com.Type") .List<Customer>(); What happens now is, that the query returns customers twice (or more), I assume this is because of the joins since for each customer address, communicationItem (e.g. phone, email), a new sql row is returned. In this case I thought I could use the DistinctRootEntityResultTransformer. var items = GetCurrentSession() .CreateSQLQuery(query) .AddEntity("spr", typeof(Customer)) .AddJoin("adr", "spr.addresses") .AddJoin("adrt", "adr.Type") .AddJoin("cty", "adr.City") .AddJoin("com", "spr.communicationItems") .AddJoin("comt", "com.Type") .SetResultTransformer(new DistinctRootEntityResultTransformer()) .List<Customer>(); Doing so an exception is thrown. This is because I try to list customers .List<Customer>() but the transformer returns only entities of the last join added. E.g. in the case above, the entity with alias "comt" is returned when doing .List() instead of .List(). If I would switch last join with the join alias "cty", then the transformer returns a list of cities only... Anyone knows how I can return a clean list of customers in this case?

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  • Understanding C# async / await (1) Compilation

    - by Dixin
    Now the async / await keywords are in C#. Just like the async and ! in F#, this new C# feature provides great convenience. There are many nice documents talking about how to use async / await in specific scenarios, like using async methods in ASP.NET 4.5 and in ASP.NET MVC 4, etc. In this article we will look at the real code working behind the syntax sugar. According to MSDN: The async modifier indicates that the method, lambda expression, or anonymous method that it modifies is asynchronous. Since lambda expression / anonymous method will be compiled to normal method, we will focus on normal async method. Preparation First of all, Some helper methods need to make up. internal class HelperMethods { internal static int Method(int arg0, int arg1) { // Do some IO. WebClient client = new WebClient(); Enumerable.Repeat("http://weblogs.asp.net/dixin", 10) .Select(client.DownloadString).ToArray(); int result = arg0 + arg1; return result; } internal static Task<int> MethodTask(int arg0, int arg1) { Task<int> task = new Task<int>(() => Method(arg0, arg1)); task.Start(); // Hot task (started task) should always be returned. return task; } internal static void Before() { } internal static void Continuation1(int arg) { } internal static void Continuation2(int arg) { } } Here Method() is a long running method doing some IO. Then MethodTask() wraps it into a Task and return that Task. Nothing special here. Await something in async method Since MethodTask() returns Task, let’s try to await it: internal class AsyncMethods { internal static async Task<int> MethodAsync(int arg0, int arg1) { int result = await HelperMethods.MethodTask(arg0, arg1); return result; } } Because we used await in the method, async must be put on the method. Now we get the first async method. According to the naming convenience, it is called MethodAsync. Of course a async method can be awaited. So we have a CallMethodAsync() to call MethodAsync(): internal class AsyncMethods { internal static async Task<int> CallMethodAsync(int arg0, int arg1) { int result = await MethodAsync(arg0, arg1); return result; } } After compilation, MethodAsync() and CallMethodAsync() becomes the same logic. This is the code of MethodAsyc(): internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MethodAsync(int arg0, int arg1) { MethodAsyncStateMachine methodAsyncStateMachine = new MethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; methodAsyncStateMachine.Builder.Start(ref methodAsyncStateMachine); return methodAsyncStateMachine.Builder.Task; } } It just creates and starts a state machine MethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Result; private TaskAwaiter<int> awaitor; void IAsyncStateMachine.MoveNext() { try { if (this.State != 0) { this.awaitor = HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaitor.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaitor, ref this); return; } } else { this.State = -1; } this.Result = this.awaitor.GetResult(); } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); return; } this.State = -2; this.Builder.SetResult(this.Result); } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine param0) { this.Builder.SetStateMachine(param0); } } The generated code has been cleaned up so it is readable and can be compiled. Several things can be observed here: The async modifier is gone, which shows, unlike other modifiers (e.g. static), there is no such IL/CLR level “async” stuff. It becomes a AsyncStateMachineAttribute. This is similar to the compilation of extension method. The generated state machine is very similar to the state machine of C# yield syntax sugar. The local variables (arg0, arg1, result) are compiled to fields of the state machine. The real code (await HelperMethods.MethodTask(arg0, arg1)) is compiled into MoveNext(): HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(). CallMethodAsync() will create and start its own state machine CallMethodAsyncStateMachine: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(CallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> CallMethodAsync(int arg0, int arg1) { CallMethodAsyncStateMachine callMethodAsyncStateMachine = new CallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; callMethodAsyncStateMachine.Builder.Start(ref callMethodAsyncStateMachine); return callMethodAsyncStateMachine.Builder.Task; } } CallMethodAsyncStateMachine has the same logic as MethodAsyncStateMachine above. The detail of the state machine will be discussed soon. Now it is clear that: async /await is a C# level syntax sugar. There is no difference to await a async method or a normal method. A method returning Task will be awaitable. State machine and continuation To demonstrate more details in the state machine, a more complex method is created: internal class AsyncMethods { internal static async Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; } } In this method: There are multiple awaits. There are code before the awaits, and continuation code after each await After compilation, this multi-await method becomes the same as above single-await methods: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; multiCallMethodAsyncStateMachine.Builder.Start(ref multiCallMethodAsyncStateMachine); return multiCallMethodAsyncStateMachine.Builder.Task; } } It creates and starts one single state machine, MultiCallMethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Arg2; public int Arg3; public int ResultOfAwait1; public int ResultOfAwait2; public int ResultToReturn; private TaskAwaiter<int> awaiter; void IAsyncStateMachine.MoveNext() { try { switch (this.State) { case -1: HelperMethods.Before(); this.awaiter = AsyncMethods.MethodAsync(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 0: this.ResultOfAwait1 = this.awaiter.GetResult(); HelperMethods.Continuation1(this.ResultOfAwait1); this.awaiter = AsyncMethods.MethodAsync(this.Arg2, this.Arg3).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 1; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 1: this.ResultOfAwait2 = this.awaiter.GetResult(); HelperMethods.Continuation2(this.ResultOfAwait2); this.ResultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; this.State = -2; this.Builder.SetResult(this.ResultToReturn); break; } } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); } } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { this.Builder.SetStateMachine(stateMachine); } } The above code is already cleaned up, but there are still a lot of things. More clean up can be done, and the state machine can be very simple: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { // State: // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End public int State; public TaskCompletionSource<int> ResultToReturn; // int resultToReturn ... public int Arg0; // int Arg0 public int Arg1; // int arg1 public int Arg2; // int arg2 public int Arg3; // int arg3 public int ResultOfAwait1; // int resultOfAwait1 ... public int ResultOfAwait2; // int resultOfAwait2 ... private Task<int> currentTaskToAwait; /// <summary> /// Moves the state machine to its next state. /// </summary> void IAsyncStateMachine.MoveNext() { try { switch (this.State) { // Orginal code is splitted by "case"s: // case -1: // HelperMethods.Before(); // MethodAsync(Arg0, arg1); // case 0: // int resultOfAwait1 = await ... // HelperMethods.Continuation1(resultOfAwait1); // MethodAsync(arg2, arg3); // case 1: // int resultOfAwait2 = await ... // HelperMethods.Continuation2(resultOfAwait2); // int resultToReturn = resultOfAwait1 + resultOfAwait2; // return resultToReturn; case -1: // -1 is begin. HelperMethods.Before(); // Code before 1st await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg0, this.Arg1); // 1st task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 0. this.State = 0; IAsyncStateMachine this1 = this; // Cannot use "this" in lambda so create a local variable. this.currentTaskToAwait.ContinueWith(_ => this1.MoveNext()); // Callback break; case 0: // Now 1st await is done. this.ResultOfAwait1 = this.currentTaskToAwait.Result; // Get 1st await's result. HelperMethods.Continuation1(this.ResultOfAwait1); // Code after 1st await and before 2nd await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg2, this.Arg3); // 2nd task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 1. this.State = 1; IAsyncStateMachine this2 = this; // Cannot use "this" in lambda so create a local variable. this.currentTaskToAwait.ContinueWith(_ => this2.MoveNext()); // Callback break; case 1: // Now 2nd await is done. this.ResultOfAwait2 = this.currentTaskToAwait.Result; // Get 2nd await's result. HelperMethods.Continuation2(this.ResultOfAwait2); // Code after 2nd await. int resultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; // Code after 2nd await. // End with resultToReturn. this.State = -2; // -2 is end. this.ResultToReturn.SetResult(resultToReturn); break; } } catch (Exception exception) { // End with exception. this.State = -2; // -2 is end. this.ResultToReturn.SetException(exception); } } /// <summary> /// Configures the state machine with a heap-allocated replica. /// </summary> /// <param name="stateMachine">The heap-allocated replica.</param> [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { // No core logic. } } Only Task and TaskCompletionSource are involved in this version. And MultiCallMethodAsync() can be simplified to: [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync_(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, ResultToReturn = new TaskCompletionSource<int>(), // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End State = -1 }; (multiCallMethodAsyncStateMachine as IAsyncStateMachine).MoveNext(); // Original code are in this method. return multiCallMethodAsyncStateMachine.ResultToReturn.Task; } Now the whole state machine becomes very clear - it is about callback: Original code are split into pieces by “await”s, and each piece is put into each “case” in the state machine. Here the 2 awaits split the code into 3 pieces, so there are 3 “case”s. The “piece”s are chained by callback, that is done by Builder.AwaitUnsafeOnCompleted(callback), or currentTaskToAwait.ContinueWith(callback) in the simplified code. A previous “piece” will end with a Task (which is to be awaited), when the task is done, it will callback the next “piece”. The state machine’s state works with the “case”s to ensure the code “piece”s executes one after another. Callback Since it is about callback, the simplification  can go even further – the entire state machine can be completely purged. Now MultiCallMethodAsync() becomes: internal static Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { TaskCompletionSource<int> taskCompletionSource = new TaskCompletionSource<int>(); try { // Oringinal code begins. HelperMethods.Before(); MethodAsync(arg0, arg1).ContinueWith(await1 => { int resultOfAwait1 = await1.Result; HelperMethods.Continuation1(resultOfAwait1); MethodAsync(arg2, arg3).ContinueWith(await2 => { int resultOfAwait2 = await2.Result; HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; // Oringinal code ends. taskCompletionSource.SetResult(resultToReturn); }); }); } catch (Exception exception) { taskCompletionSource.SetException(exception); } return taskCompletionSource.Task; } Please compare with the original async / await code: HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; Yeah that is the magic of C# async / await: Await is literally pretending to wait. In a await expression, a Task object will be return immediately so that caller is not blocked. The continuation code is compiled as that Task’s callback code. When that task is done, continuation code will execute. Please notice that many details inside the state machine are omitted for simplicity, like context caring, etc. If you want to have a detailed picture, please do check out the source code of AsyncTaskMethodBuilder and TaskAwaiter.

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  • Understanding C# async / await (1) Compilation

    - by Dixin
    Now the async / await keywords are in C#. Just like the async and ! in F#, this new C# feature provides great convenience. There are many nice documents talking about how to use async / await in specific scenarios, like using async methods in ASP.NET 4.5 and in ASP.NET MVC 4, etc. In this article we will look at the real code working behind the syntax sugar. According to MSDN: The async modifier indicates that the method, lambda expression, or anonymous method that it modifies is asynchronous. Since lambda expression / anonymous method will be compiled to normal method, we will focus on normal async method. Preparation First of all, Some helper methods need to make up. internal class HelperMethods { internal static int Method(int arg0, int arg1) { // Do some IO. WebClient client = new WebClient(); Enumerable.Repeat("http://weblogs.asp.net/dixin", 10) .Select(client.DownloadString).ToArray(); int result = arg0 + arg1; return result; } internal static Task<int> MethodTask(int arg0, int arg1) { Task<int> task = new Task<int>(() => Method(arg0, arg1)); task.Start(); // Hot task (started task) should always be returned. return task; } internal static void Before() { } internal static void Continuation1(int arg) { } internal static void Continuation2(int arg) { } } Here Method() is a long running method doing some IO. Then MethodTask() wraps it into a Task and return that Task. Nothing special here. Await something in async method Since MethodTask() returns Task, let’s try to await it: internal class AsyncMethods { internal static async Task<int> MethodAsync(int arg0, int arg1) { int result = await HelperMethods.MethodTask(arg0, arg1); return result; } } Because we used await in the method, async must be put on the method. Now we get the first async method. According to the naming convenience, it is named MethodAsync. Of course a async method can be awaited. So we have a CallMethodAsync() to call MethodAsync(): internal class AsyncMethods { internal static async Task<int> CallMethodAsync(int arg0, int arg1) { int result = await MethodAsync(arg0, arg1); return result; } } After compilation, MethodAsync() and CallMethodAsync() becomes the same logic. This is the code of MethodAsyc(): internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MethodAsync(int arg0, int arg1) { MethodAsyncStateMachine methodAsyncStateMachine = new MethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; methodAsyncStateMachine.Builder.Start(ref methodAsyncStateMachine); return methodAsyncStateMachine.Builder.Task; } } It just creates and starts a state machine, MethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Result; private TaskAwaiter<int> awaitor; void IAsyncStateMachine.MoveNext() { try { if (this.State != 0) { this.awaitor = HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaitor.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaitor, ref this); return; } } else { this.State = -1; } this.Result = this.awaitor.GetResult(); } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); return; } this.State = -2; this.Builder.SetResult(this.Result); } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine param0) { this.Builder.SetStateMachine(param0); } } The generated code has been refactored, so it is readable and can be compiled. Several things can be observed here: The async modifier is gone, which shows, unlike other modifiers (e.g. static), there is no such IL/CLR level “async” stuff. It becomes a AsyncStateMachineAttribute. This is similar to the compilation of extension method. The generated state machine is very similar to the state machine of C# yield syntax sugar. The local variables (arg0, arg1, result) are compiled to fields of the state machine. The real code (await HelperMethods.MethodTask(arg0, arg1)) is compiled into MoveNext(): HelperMethods.MethodTask(this.Arg0, this.Arg1).GetAwaiter(). CallMethodAsync() will create and start its own state machine CallMethodAsyncStateMachine: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(CallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> CallMethodAsync(int arg0, int arg1) { CallMethodAsyncStateMachine callMethodAsyncStateMachine = new CallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; callMethodAsyncStateMachine.Builder.Start(ref callMethodAsyncStateMachine); return callMethodAsyncStateMachine.Builder.Task; } } CallMethodAsyncStateMachine has the same logic as MethodAsyncStateMachine above. The detail of the state machine will be discussed soon. Now it is clear that: async /await is a C# language level syntax sugar. There is no difference to await a async method or a normal method. As long as a method returns Task, it is awaitable. State machine and continuation To demonstrate more details in the state machine, a more complex method is created: internal class AsyncMethods { internal static async Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; } } In this method: There are multiple awaits. There are code before the awaits, and continuation code after each await After compilation, this multi-await method becomes the same as above single-await methods: internal class CompiledAsyncMethods { [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, Builder = AsyncTaskMethodBuilder<int>.Create(), State = -1 }; multiCallMethodAsyncStateMachine.Builder.Start(ref multiCallMethodAsyncStateMachine); return multiCallMethodAsyncStateMachine.Builder.Task; } } It creates and starts one single state machine, MultiCallMethodAsyncStateMachine: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { public int State; public AsyncTaskMethodBuilder<int> Builder; public int Arg0; public int Arg1; public int Arg2; public int Arg3; public int ResultOfAwait1; public int ResultOfAwait2; public int ResultToReturn; private TaskAwaiter<int> awaiter; void IAsyncStateMachine.MoveNext() { try { switch (this.State) { case -1: HelperMethods.Before(); this.awaiter = AsyncMethods.MethodAsync(this.Arg0, this.Arg1).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 0; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 0: this.ResultOfAwait1 = this.awaiter.GetResult(); HelperMethods.Continuation1(this.ResultOfAwait1); this.awaiter = AsyncMethods.MethodAsync(this.Arg2, this.Arg3).GetAwaiter(); if (!this.awaiter.IsCompleted) { this.State = 1; this.Builder.AwaitUnsafeOnCompleted(ref this.awaiter, ref this); } break; case 1: this.ResultOfAwait2 = this.awaiter.GetResult(); HelperMethods.Continuation2(this.ResultOfAwait2); this.ResultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; this.State = -2; this.Builder.SetResult(this.ResultToReturn); break; } } catch (Exception exception) { this.State = -2; this.Builder.SetException(exception); } } [DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { this.Builder.SetStateMachine(stateMachine); } } Once again, the above state machine code is already refactored, but it still has a lot of things. More clean up can be done if we only keep the core logic, and the state machine can become very simple: [CompilerGenerated] [StructLayout(LayoutKind.Auto)] internal struct MultiCallMethodAsyncStateMachine : IAsyncStateMachine { // State: // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End public int State; public TaskCompletionSource<int> ResultToReturn; // int resultToReturn ... public int Arg0; // int Arg0 public int Arg1; // int arg1 public int Arg2; // int arg2 public int Arg3; // int arg3 public int ResultOfAwait1; // int resultOfAwait1 ... public int ResultOfAwait2; // int resultOfAwait2 ... private Task<int> currentTaskToAwait; /// <summary> /// Moves the state machine to its next state. /// </summary> public void MoveNext() // IAsyncStateMachine member. { try { switch (this.State) { // Original code is split by "await"s into "case"s: // case -1: // HelperMethods.Before(); // MethodAsync(Arg0, arg1); // case 0: // int resultOfAwait1 = await ... // HelperMethods.Continuation1(resultOfAwait1); // MethodAsync(arg2, arg3); // case 1: // int resultOfAwait2 = await ... // HelperMethods.Continuation2(resultOfAwait2); // int resultToReturn = resultOfAwait1 + resultOfAwait2; // return resultToReturn; case -1: // -1 is begin. HelperMethods.Before(); // Code before 1st await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg0, this.Arg1); // 1st task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 0. this.State = 0; MultiCallMethodAsyncStateMachine that1 = this; // Cannot use "this" in lambda so create a local variable. this.currentTaskToAwait.ContinueWith(_ => that1.MoveNext()); break; case 0: // Now 1st await is done. this.ResultOfAwait1 = this.currentTaskToAwait.Result; // Get 1st await's result. HelperMethods.Continuation1(this.ResultOfAwait1); // Code after 1st await and before 2nd await. this.currentTaskToAwait = AsyncMethods.MethodAsync(this.Arg2, this.Arg3); // 2nd task to await // When this.currentTaskToAwait is done, run this.MoveNext() and go to case 1. this.State = 1; MultiCallMethodAsyncStateMachine that2 = this; this.currentTaskToAwait.ContinueWith(_ => that2.MoveNext()); break; case 1: // Now 2nd await is done. this.ResultOfAwait2 = this.currentTaskToAwait.Result; // Get 2nd await's result. HelperMethods.Continuation2(this.ResultOfAwait2); // Code after 2nd await. int resultToReturn = this.ResultOfAwait1 + this.ResultOfAwait2; // Code after 2nd await. // End with resultToReturn. this.State = -2; // -2 is end. this.ResultToReturn.SetResult(resultToReturn); break; } } catch (Exception exception) { // End with exception. this.State = -2; // -2 is end. this.ResultToReturn.SetException(exception); } } /// <summary> /// Configures the state machine with a heap-allocated replica. /// </summary> /// <param name="stateMachine">The heap-allocated replica.</param> [DebuggerHidden] public void SetStateMachine(IAsyncStateMachine stateMachine) // IAsyncStateMachine member. { // No core logic. } } Only Task and TaskCompletionSource are involved in this version. And MultiCallMethodAsync() can be simplified to: [DebuggerStepThrough] [AsyncStateMachine(typeof(MultiCallMethodAsyncStateMachine))] // async internal static /*async*/ Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { MultiCallMethodAsyncStateMachine multiCallMethodAsyncStateMachine = new MultiCallMethodAsyncStateMachine() { Arg0 = arg0, Arg1 = arg1, Arg2 = arg2, Arg3 = arg3, ResultToReturn = new TaskCompletionSource<int>(), // -1: Begin // 0: 1st await is done // 1: 2nd await is done // ... // -2: End State = -1 }; multiCallMethodAsyncStateMachine.MoveNext(); // Original code are moved into this method. return multiCallMethodAsyncStateMachine.ResultToReturn.Task; } Now the whole state machine becomes very clean - it is about callback: Original code are split into pieces by “await”s, and each piece is put into each “case” in the state machine. Here the 2 awaits split the code into 3 pieces, so there are 3 “case”s. The “piece”s are chained by callback, that is done by Builder.AwaitUnsafeOnCompleted(callback), or currentTaskToAwait.ContinueWith(callback) in the simplified code. A previous “piece” will end with a Task (which is to be awaited), when the task is done, it will callback the next “piece”. The state machine’s state works with the “case”s to ensure the code “piece”s executes one after another. Callback If we focus on the point of callback, the simplification  can go even further – the entire state machine can be completely purged, and we can just keep the code inside MoveNext(). Now MultiCallMethodAsync() becomes: internal static Task<int> MultiCallMethodAsync(int arg0, int arg1, int arg2, int arg3) { TaskCompletionSource<int> taskCompletionSource = new TaskCompletionSource<int>(); try { // Oringinal code begins. HelperMethods.Before(); MethodAsync(arg0, arg1).ContinueWith(await1 => { int resultOfAwait1 = await1.Result; HelperMethods.Continuation1(resultOfAwait1); MethodAsync(arg2, arg3).ContinueWith(await2 => { int resultOfAwait2 = await2.Result; HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; // Oringinal code ends. taskCompletionSource.SetResult(resultToReturn); }); }); } catch (Exception exception) { taskCompletionSource.SetException(exception); } return taskCompletionSource.Task; } Please compare with the original async / await code: HelperMethods.Before(); int resultOfAwait1 = await MethodAsync(arg0, arg1); HelperMethods.Continuation1(resultOfAwait1); int resultOfAwait2 = await MethodAsync(arg2, arg3); HelperMethods.Continuation2(resultOfAwait2); int resultToReturn = resultOfAwait1 + resultOfAwait2; return resultToReturn; Yeah that is the magic of C# async / await: Await is not to wait. In a await expression, a Task object will be return immediately so that execution is not blocked. The continuation code is compiled as that Task’s callback code. When that task is done, continuation code will execute. Please notice that many details inside the state machine are omitted for simplicity, like context caring, etc. If you want to have a detailed picture, please do check out the source code of AsyncTaskMethodBuilder and TaskAwaiter.

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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