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  • Mysql IN clause, php array

    - by robert knobulous
    I know that this has been asked and answered before, but for the life of me I cannot find where I am going wrong. My code is below. $backa = array("1", "7", "8", "9", "12"); $backaa = implode(",", $backa); /* code to create connection object $wkHook */ $getOpt=$wkHook->prepare("select movementId, movementName from Movement where movementId IN ($backaa) order by movementName asc"); $getOpt->execute(); $getOpt->store_result($id, $name); Every time I run this I get one of two errors depending upon how I use the $backaa variable. More often than not I get a call to a non-object error indicating that $getOpt is not a proper Mysql query. I have tried every fashion of quoting, bracketing, etc for the $backaa variable but it's just not working for me. What obvious thing am I missing?

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  • SVN Working Copy to Different Branch Merge Without Commit to Working Copy Branch

    - by Q Boiler
    If a working copy (local copy) was created from a branch, lets call it A. Coding was done in branch A, but branch A was "Closed" to commits, and branch b was opened. How do I merge my working copy changes into Branch B and commit to branch B, without commiting my changes to branch A first. Trunk - branch A. I checked out branch A and made changes. Branch A was closed to commits. New Branch created from branch A. branch A - branch B. I would like to commit my working copy changes (currently pointing at Branch A into branch B without commiting to Branch A)

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  • Specify Windows Service Name on install with Setup Project

    - by sympatric greg
    Objective: In support of a Windows Service that may have multiple instances on a single machine, use a Setup Project to create an MSI capable of: Receiving user input for Service Name Installing service Serializing Service Name from 1 (so that the proper name can be used in logging and uninstall) My initial hope was to set Service Name in App.config (and then retrieve it during uninstall upon instantiation of the ServiceInstaller. This seems to have been naive, because it is not accessible during the install. If MyInstaller extends Installer, it can call base.Install(); however, my attempts to write to app.config (within MyInstaller.Install() and after base.Install()) are inneffective. So while the service can be installed with a custom Service Name, that name is not serialized and the installer is most displeased upon uninstall. How should this be done?

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  • Is Rails default CSRF protection insecure

    - by schickb
    By default the form post CSRF protection in Rails creates an authenticity token for a user that only changes when the user's session changes. One of our customers did a security audit of our site and flagged that as an issue. The auditor's statement was that if we also had a XSS vulnerability that an attacker could grab another user's authenticity token and make use of it for CSRF attacks until the user's session expired. But is seems to me that if we had an XSS vulnerability like that an attacker could just as easily grab another user's session cookie and login as that user directly. Or even just make call to our REST Api as the user being attacked. No secondary CSRF attack needed. Have I missed something? Is there a real problem with the default CSRF protection in Rails?

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  • Calling function from popover.

    - by user288225
    Alright, so I made a popover from my main view and all that good stuff. But I want to have my popover call an action in my main view when a button within the popover is pressed. MainView *mainView = [[MainView alloc] initWithNibName:@"MainView" bundle:nil]; [mainView doStuff]; The "dostuff" function changes some elements within the view. For example, the color of the toolbar is supposed to be changed. I've put a print command and the print command executes. But for some reason, the toolbar won't change color. I've imported the header of MainView into the popover. I did an @class thingy for MainView in my popover. doStuff is declared in MainView's header. The IBOutlets are declared too, and connected. Any ideas?

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  • SqlCommand() ExecuteNonQuery() truncates command text.

    - by H. Abraham Chavez
    I'm building a custom db deployment utility, I need to read text files containing sql scripts and execute them against the database. Pretty easy stuff, so far so good. However I've encountered a snag, the contents of the file are read successfully and entirely, but once passed into the SqlCommand and then executed with SqlCommand.ExecuteNonQuery only part of the script is executed. I fired up Profiler and confirmed that my code is not passing all of the script. private void ExecuteScript(string cmd, SqlConnection sqlConn, SqlTransaction trans) { SqlCommand sqlCmd = new SqlCommand(cmd, sqlConn, trans); sqlCmd.CommandType = CommandType.Text; sqlCmd.CommandTimeout = 9000000; // for testing sqlCmd.ExecuteNonQuery(); } // I call it like this, readDMLScript contains 543 lines of T-SQL string readDMLScript = ReadFile(dmlFile); ExecuteScript(readDMLScript, sqlConn, trans);

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  • Array of Arrays in C#

    - by Betamoo
    I need to know how to initialize array of arrays in C#.. I know that there exist multidimensional array, but I think I do not need that in my case! I tried this code.. but could not know how to initialize with initializer list.. double[][] a=new double[2][];// ={{1,2},{3,4}}; Thank you PS: If you wonder why I use it: I need data structure that when I call obj[0] it returns an array.. I know it is strange.. Thanks

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  • SKProductsRequest delegate methods are never called.

    - by coneybeare
    This used to work for me but is now not working anymore and I can't figure out why. I have in-app purchase setup in my app. I confirmed that I have a correct set of product identifiers, matched by corresponding in-app purchase items in itunesconnect. The call goes out to Apple view [productRequest start], but I never get a response back, despite setting the delegate to myself. What am I missing? NSLog(@"productIdentifiersSet: %@", productIdentifiersSet); if ([productIdentifiersSet count]) { SKProductsRequest *productRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:productIdentifiersSet]; [productRequest setDelegate:self]; [productRequest start]; } ……… - (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response { <never called> } - (void)requestDidFinish:(SKRequest *)request { <never called> } - (void)request:(SKRequest *)request didFailWithError:(NSError *)error { <never called> }

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  • Best jQuery/Prototype book for complex ajax?

    - by Burton Kent
    I've been working on a complex app with one main dashboard. I don't particularly like the design because it tries to do too much on one page. So the lead developer thought it would be a good idea to use ajax - because the page is so big. Refreshing part of it is far faster than loading it again. Problem is there's several ways data can be used. Adding items Editing rows Performing actions on selected rows (selected using a checkbox) Changing single items (like location, phone) My problem is making GENERALIZABLE ajax code that can operate on the data in a div, using class names to assemble the proper information for the ajax call. I did pretty well, but can't help but want to see if there's a better way to do it.

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  • How can I disable multiple links with jQuery?

    - by Samantha J
    I have the following HTML: <a title="Login" data-href="/MyAccount/Access/Login" data-title="Admin" data-entity="n/a" id="loginLink" class="nav-button dialogLink"><b>Login</b></a> <a title="Register" data-href="/MyAccount/Access/Register" data-title="Admin" data-entity="n/a" id="registerLink" class="nav-button dialogLink"><b>Register</b></a> When a user clicks on the #loginLink or #registerLink I would like to disable the link and call a dialog script. I created the following function: $("#loginLink, #registerLink") .click(function () { $('#loginLink').prop('disabled', true); $('#registerLink').prop('disabled', true); dialog(this); }); It calls the dialog correctly but doesn't disable the links and if I click the buttons more than once it calls up more than one dialog box. Is there something I am doing wrong? I can't see why it would not work.

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  • unable to find an entry point named 'interlockedexchange'

    - by Miki Amit
    Hi , I built an application in c# vs2005 .net . Everything works fine when i run the application in win 32 bit, But when running the application in win 64 it crashes while trying to call the pinvoke interlockedexchange(which is within the kernel32.dll) function . This is the exception : unable to find an entry point named 'interlockedexchange' I didnt find the interlockedexchange function within the kernel32.dll under system32 directory but it was found under the syswow64 directory(in the kernel32.dll) . I guess that the .net runtime is configured to the system32 directory and not to the syswow64 . How is it possible to change this configuration ? Can you think of any other problem that could cause this? any help would be appreciated! thanks , Miki Amit

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  • Unable to save to wincache from cakePHP shell

    - by Phillaf
    I'm trying to retrieve the weather from wunderground.com through their API, and store it in wincache. For testing purposes I made this function in the News model: public function updateWeather(){ $results = file_get_contents('http://api.wunderground.com/api/**api_key**/conditions/q/CA/Montreal.json'); $results = json_decode($results); return Cache::write('weather', $results); } It works fine when I call this from the controller. However, I can't figure why that same function doesn't work when called from the console. I made this shell in order to eventually add this to windows task scheduler. class WeatherShell extends AppShell { public $uses = array('News'); public function main() { $this->News->updateWeather(); } } When running this, I see that $results is correctly populated. I get 'true' from Cache::write(), however, I get 'false' when trying to read. What subtlety am I missing?

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  • svnkit: Problem getting entry name

    - by GreenKiwi
    I'm trying to create a SVN Eclipese EFS plugin and have problems when getting the names of entries. When I make a call to: SVNRepository `//Fetches the contents of a directory into the provided collection object and returns the directory entry itself. SVNDirEntry getDir(String path, long revision, boolean includeCommitMessages, Collection entries)` It correctly returns the entry for the provided path, however, it doesn't set the "name" value on the "returned" entry. Note, the items returned in the collection are all OK. Does anyone know why this is? And/or if there is a workaround? See: http://svnkit.com/javadoc/org/tmatesoft/svn/core/io/SVNRepository.html http://svnkit.com/javadoc/org/tmatesoft/svn/core/io/SVNRepository.html#getDir(java.lang.String, long, boolean, java.util.Collection)

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  • set environment variables calling script file

    - by sandeep
    I have a requirement where I have to set environment variables calling a script file eg:set_env.sh. set_env.sh contains all the environment variables. export SCRIPT_DIR=/e/scripts/ ... when I call the set_env.sh from my code the variables are available in that file itself. They are not available in file where I have called the script. What should be done so that environment variables can be retained and can be used in file which calls set_env.sh. Thanks, Sandeep M.

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  • NetBeans not finding JasperReports scriptlet

    - by Sean
    I'm using JasperReports 3.7.6 with NetBeans 6.9.1 and iReport 3.7.6. I have a report that uses scriptlets. When I run it from iReport everything is fine because I can tell iReport where to find the .jar file with the scriptlets. When I run that same report from a JSF-2.0 application the fields that rely on the scriptlet are not being populated correctly - i.e. the scriptlet isn't being called. I've tried putting the scriptlet in the project's library folder and I've tried copying the package containing the scriptlet into the project. Neither has worked. I'm not sure how I can get the report to call the scriptlets when it is run from my JSF project. Can anyone shed some light on this for me?

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  • Make compiler copy characters using movsd

    - by Suma
    I would like to copy a relatively short sequence of memory (less than 1 KB, typically 2-200 bytes) in a time critical function. The best code for this on CPU side seems to be rep movsd. However I somehow cannot make my compiler to generate this code. I hoped (and I vaguely remember seeing so) using memcpy would do this using compiler built-in instrinsic, but based on disassembly and debugging it seems compiler is using call to memcpy/memmove library implementation instead. I also hoped the compiler might be smart enough to recognize following loop and use rep movsd on its own, but it seems it does not. char *dst; const char *src; // ... for (int r=size; --r>=0; ) *dst++ = *src++; Is there some way to make the Visual Studio compiler to generate rep movsd sequence other than using inline assembly?

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  • Centralized error handling in VB6.

    - by AngryHacker
    I have the following method that all the error handlers call: Public Function ToError(strClass As String, strMethod As String) As String On Error GoTo errHandle ToError = "Err " & Err.Number & _ ", Src: " & Err.Source & _ ", Dsc: " & Err.Description & _ ", Project: " & App.Title & _ ", Class: " & strClass & _ ", Method: " & strMethod & _ ", Line: " & Erl Err.Clear exitPoint: Exit Function errHandle: oLog.AddToLog "Error in ToError Method: " & Err.Description, False Resume exitPoint End Function It turns out that because I declare an error handler in this function On Error GoTo errHandle, VB6 clears the error before I am able to record it. Is there a way to prevent the 'On Error GoTo errHandle' statement from clearing the error?

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  • C SIGSEGV Handler & Mprotect

    - by pws5068
    I'm constructing a program which uses mprotect() to restrict a block of memory from accessing. When the memory is requested, a SIGSEGV is thrown which I listen for using a signal() call. Once the SIGSEGV has been detected, I need to somehow access the pointer to the memory that was requested (that threw the fault) and the size of the segment requested. Is this possible? void fifoSigHandler(){ // Needs to only remove protection from requested block of virtual memory mprotect(fifoVm,(size_t)fifoVm_size,PROT_WRITE); printf("Caught Seg Fault"); } void fifo_init(void* vm, int vm_size, int n_frames, int page_size) { fifoVm = vm; fifoVm_size = vm_size; fifoFrames = n_frames; fifoPageSize = page_size; mprotect(fifoVm,(size_t)fifoVm_size,PROT_NONE); signal(SIGSEGV, fifoSigHandler); } Additionally, is there a way to determine the level of mprotect() a block of memory is currently assigned (PROT_NONE,PROT_READ, etc..)?

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  • Prefilling large volumes of body text in GMAIL compose getting a Request URI too long error

    - by Ali
    Hi guys this is a followup from the question: http://stackoverflow.com/questions/2583928/prefilling-gmail-compose-screen-with-html-text Where I was building a google apps application - I can call a gmail compose message page from my application using the url: https://mail.google.com/a/domain/?view=cm&fs=1&tf=1&source=mailto&to=WHOEVER%40COMPANY.COM&su=SUBJECTHERE&cc=WHOEVER%40COMPANY.COM&bcc=WHOEVER%40COMPANY.COM&body=PREPOPULATEDBODY However when I try to pass in the body parameter a very long line of text eg as a reply message body I get this error from GMAIL stating the REQUEST URI is too long. Is there a better way to do this as in a way to fillin the text body box of gmail compose section. Or some way to open the page and have it prefilled with javascript some how...

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  • OpenLayers: Raise event when map is zoomed or moved by user

    - by David Pfeffer
    I'm using OpenLayers to display OpenStreetMap maps. (Though, I'd assume this should be general enough to work for any map product...) I'm displaying some very sophisticated vector overlays, and the amount and resolution of the features I'm returning from the server via GeoJSON to overlay has proven too much for many computers. What I'd like to do now instead is to only send data befitting the resolution of the current zoom, and fitting the current view port. This should be relatively easy to do using the GetResolution and CalculateBounds methods on the Map object. However, I don't know when to call these methods because I can't find a way to register a function to be called when the user pans the map (changing the view port) or zooms the map (changing the resolution and view port). How can I get a callback when the user pans or zooms the map?

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  • Using Base SAS to validate Windows Password

    - by Bazil
    We have a signon script that requires a Windows password in order to access and validate against the SAS metadata server. The problem is that if the windows password is changed, and the script is run a few without being updated, then the user gets locked out and has to call IT support for a password reset. What is the simplest way of using Base SAS to validate a windows password? ie to enable a warning to the user if the password provided is not valid... EDIT: The concern is not whether or not this SHOULD be done, only HOW it could be done!

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  • How can I use Code Contracts in a C++/CLI project?

    - by Daniel Wolf
    I recently stumbled upon Code Contracts and have started using them in my C# projects. However, I also have a number of projects written in C++/CLI. For C# and VB, Code Contracts offer a handy configuration panel in the project properties dialog. For a C++/CLI project, there is no such panel. From the documentation, I got the impression that adding Code Contracts support to a C++/CLI project should be a simple matter of calling some external tools as part of the build process (namely ccrefgen.exe, cccheck.exe, and ccrewrite.exe). However, the number of command line options and restrictions concerning the call sequence have me somewhat intimidated. Can anybody point me to a simple way to run the Code Contracts tools as an automated part of the build process in Visual Studio?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target 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); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • How to use unicode inside an xpath string? (UnicodeEncodeError)

    - by Gj
    I'm using xpath in Selenium RC via the Python api. I need to click an a element who's text is "Submit »" Here's the error that I'm getting: In [18]: sel.click(u"xpath=//a[text()='Submit \xbb')]") ERROR: An unexpected error occurred while tokenizing input The following traceback may be corrupted or invalid The error message is: ('EOF in multi-line statement', (1121, 0)) --------------------------------------------------------------------------- Exception Traceback (most recent call last) /Users/me/<ipython console> in <module>() /Users/me/selenium.pyc in click(self, locator) 282 'locator' is an element locator 283 """ --> 284 self.do_command("click", [locator,]) 285 286 /Users/me/selenium.pyc in do_command(self, verb, args) 213 #print "Selenium Result: " + repr(data) + "\n\n" 214 if (not data.startswith('OK')): --> 215 raise Exception, data 216 return data 217 <type 'str'>: (<type 'exceptions.UnicodeEncodeError'>, UnicodeEncodeError('ascii', u"ERROR: Invalid xpath [2]: //a[text()='Submit \xbb')]", 45, 46, 'ordinal not in range(128)'))

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  • Check For Duplicate Records VS try/catch Unique Key Constraint

    - by Jed
    I have a database table that has a Unique Key constraint defined to avoid duplicate records from occurring. I'm curious if it is bad practice to NOT manually check for duplicate records prior to running an INSERT statement on the table. In other words, should I run a SELECT statement using a WHERE clause that checks for duplicate values of the record that I am about to INSERT. If a record is found, then do not run the INSERT statement, otherwise go ahead and run the INSERT.... OR Just run the INSERT statement and try/catch the exception that may be thrown due to a Unique Key violation. I'm weighing the two perspectives and can't decide which is best- 1. Don't waste a SELECT call to check for duplicates when I can just trap for an exception VS 2. Don't be lazy by implementing ugly try/catch logic VS 3. ???Your thoughts here??? :)

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