java – opengl (lwjgl) – only white triangle gets rendered, vertex and fragment shader not responsive

Currently my program can only render my vertices as white and changes in my vertex and fragment shader don’t change what gets rendered for some reason i.e: (gl_Position = vec4(position+0.5,1); doesn’t shift my triangle).

I’m not getting GL_FALSE from the glGetShaderi and glGetProgrami functions and I know my fragment shader and vertex shader are being read as glGetShaderi(shader,GL_COMPILE_STATUS) == GL_FALSE when I forget my semi-colon.

Anyone know how to solve this?

Vertex Shader:

#version 330

layout (location = 0) in vec3 position;

void main(){
    gl_Position = vec4(position+0.5,1);
}

Fragment Shader:

#version 330

out vec4 fragColor;

void main(){
    fragColor = vec4(1,1,0,1);
}

Main.java:

public class Main {
    static long window;
    private static int WIN_WIDTH = 500;
    private static int WIN_HEIGHT = 500;
    
    public static void main(String() args) {
        // glfwInit
        if (!glfwInit()) {
            throw new IllegalStateException("Error for glfwInit");
        }
        
        // Hint
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,2);

        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GLFW_TRUE);
        
        glfwWindowHint(GLFW_VISIBLE,GLFW_FALSE);
        
        
        // Window
        // window create
        window = glfwCreateWindow(WIN_WIDTH, WIN_HEIGHT, "warmulfollowalong", 0, 0);
        // window check
        if  (window == 0) {
            throw new IllegalStateException("Error creating window");
        }
        
        // CONTEXT
        glfwMakeContextCurrent(window);
        GL.createCapabilities();
        
        // window position
        
        GLFWVidMode videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
        glfwSetWindowPos(window, videoMode.width()/2-WIN_WIDTH/2, videoMode.height()/2-WIN_HEIGHT/2);
        
        // window display
        glfwShowWindow(window);
        
        
        
        // CREATE MESH
        Mesh testMesh = new Mesh();
        testMesh.create(new float() {
                -1, -1, 0,
                0,1,0,
                1,-1,-1,
        });
        
        
        //
        Shader shader = new Shader();
        shader.create("shader");
        
        
        // LOOP
        while(!glfwWindowShouldClose(window)) {
            glfwPollEvents();
            
            // clear
            glClearColor(1, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
            
            // shader
            shader.useShader();
            
            // DRAW
            testMesh.draw(); 
            
            glfwSwapBuffers(window);
        }

        // destroy
        testMesh.destroy();
        shader.destroy();
        
        // close
        glfwTerminate();
    }
}

Mesh.java:

public class Mesh {
    private int vao;
    private int vbo;
    
    private int vertexCount;
    
    public void Mesh() {
        
    }
    
    public boolean create(float() vertices) {
        // Create VAO and bind it
        vao = glGenVertexArrays();
        glBindVertexArray(vao);

        // Create empty buffer and bind it and bufferData
        vbo = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER,vertices,GL_STATIC_DRAW);
        glVertexAttribPointer(0, 3, GL_FLOAT, false, 0,0);
        
        // Unbind VAO
        glBindVertexArray(0);
        
        // Set vertexCount
        vertexCount = vertices.length / 3;
        
        return true;
    }
    
    public void destroy() {
        // delete vao & vbo
        glDeleteVertexArrays(vao);
        glDeleteBuffers(vbo);
    }
    
    public void draw() {    // Seems very inefficient
        // bind VAO
        glBindVertexArray(vao);
        // enable VBO (essentially) / enable vertex Attribute Array
        glEnableVertexAttribArray(0);   // !@$!@#!@# when to use???
        
        // DRAW
        glDrawArrays(GL_TRIANGLES, 0, vertexCount);

        // disable VBO (essentially) / enable vertex Attribute Array
        glDisableVertexAttribArray(0);
        // unbind VAO
        glBindVertexArray(0);
    }
}

Shader.java:

public class Shader {
    // stores int handle
    private int vertexShader, fragmentShader, program;
    
    public Shader(){
                
    }
    
    public boolean create(String shader) {
        // Create vertex shader
        int vertexShader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertexShader, readSource(shader+".vs"));
        glCompileShader(vertexShader);
        
        if(glGetShaderi(vertexShader, GL_COMPILE_STATUS) == GL_FALSE) {
            throw new Error("ERROR: compiling vertex shader. Info: "+glGetShaderInfoLog(vertexShader));
        }
        
        // Create fragment shader
        int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader,readSource(shader+".fs"));
        glCompileShader(fragmentShader);
        
        if(glGetShaderi(fragmentShader,GL_COMPILE_STATUS) == GL_FALSE) {
            throw new Error("ERROR: compiling fragment shader. Info: "+glGetShaderInfoLog(fragmentShader));
        }
        
        // Program
        int program = glCreateProgram();
        glAttachShader(program, vertexShader);  // !@#!@#!@#
        glAttachShader(program, fragmentShader);
        
        // Program check
        glLinkProgram(program);
        if (glGetProgrami(program, GL_LINK_STATUS) == GL_FALSE) {
            throw new Error("ERROR: linking program. Info: "+glGetProgramInfoLog(program));
        }
        glValidateProgram(program);
        if (glGetProgrami(program,GL_VALIDATE_STATUS) == GL_FALSE) {
            throw new Error("ERROR: validating program. Info: "+glGetProgramInfoLog(program));
        }
        
        
        return true;    // !@#!@# Shouldn't you be passing down the program? Isn't this like an anti pattern?
        
    }
    
    public void destroy() {
        // detach
        glDetachShader(program, vertexShader);
        glDetachShader(program, fragmentShader);
        
        // delete shaders
        glDeleteShader(vertexShader);
        glDeleteShader(fragmentShader);
    
        // delete program
        glDeleteProgram(program);
    }
    
    public void useShader() {
        glUseProgram(program);
    }
    
    public String readSource(String file) {
        BufferedReader reader = null;
        StringBuilder sourceBuilder = new StringBuilder();
        
        try {
            reader = new BufferedReader(new InputStreamReader(getClass().getResourceAsStream("/shaders/"+file)));

            String line;
            
            while((line = reader.readLine()) != null) {
                sourceBuilder.append(line+"n");    //<= remember to add new line
            }
        }catch (IOException e) {
            // TODO: handle exception
            e.printStackTrace();
        }finally {
            try {
                //MY
                if(reader != null){
                    reader.close();
                }
            }catch (IOException e) {
                // TODO: handle exception
                e.printStackTrace();
            }
        }
        
        return sourceBuilder.toString();
    }
    
}

```

Responsive search ads

Hi All.
I am setting up a campaign from fresh.
I am trying “responsive search ads” – some might disagree but I’m giving it a go.
Google asks me to
“Add more headlines View ideas”
– But I’m already upto max number of headlines and used all the google suggestions

“Include popular keywords in your headlines View ideas”
How does Google define “popular” I have looked at keyword suggestors and used what I believe to be popular keywords. I have also used the Google suggestions

“Make your headlines more unique View ideas”
Unique against what? – my other headlines or other people’s headlines or some other metric??
– I have already followed Googles suggestions

“Make your descriptions more unique”
– as above.
SEMrush

Google knows what it wants me to do but doesn’t seem to want to tell me ??

TIA

 

overflow – How should large table columns be handled on a responsive design?

There are a couple of implied assumptions in the scenario you’ve presented that, if thoroughly examined, will make your decision easier.

1 The data is tabular.

Just because you are returning records from a query and by default displaying them in a table, does not make the data “tabular” from a UI perspective. The key is that the primary function of tabular display is to compare multiple set items by one or more item characteristics. Think analysis of data. Grouping and sorting in tables are convenience options that make the analysis of the data easier to achieve using a single table, but are still secondary to the primary function of comparison.

Lists are usually better suited to displaying a set of data for the purpose of locating one or more items of interest based on a few key characteristics. Sorting and grouping a list of data facilitates bubbling items of interest to the top of the list for improved “findability”. Ordered lists imply sorting by one or more characteristics, and grouping is achieved by multiple sequential lists or sub-lists.

In my opinion, based on a cursory look at the data you linked, you may want to question whether the occasion of use for your data is more comparing or finding.

2 The mobile use case is fundamentally the same as the desktop use case

This is the big question that underlies the decision to “go responsive” only. Responsive design primarily addresses displaying (mostly) the same information on different screen sizes. In some situations, the mobile use case (context, user goals, info needs) is different enough from the desktop need that a responsive solution forces an unacceptable level compromise for one (or more) sets of users. When this happens, a distinct mobile solution is a better option.

In your case, I would decide first if the use cases are the same, or whether designing distinct experiences is a better fit. If they are the same, then examine the use case of the “tabular” data. If it’s primarily finding item(s), then go with a list based solution and employ sorting/grouping options and potentially collapse/expand list items (perhaps only on mobile) if it helps focus attention on the characteristics of primary interest.

If the use cases are the same, and comparison of multiple items by characteristic(s) is the primary purpose of the data display, then collapsing the table down to fit 320px by removing or hiding data is actually worse for the user than zooming and/or scrolling horizontally over the complete table. In this scenario, fully responsive design is not appropriate.

Sorry for the long-winded response – hope this helps you make a choice.

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html tabla – Datatable footer responsive

Tengo una tabla la cual tiene un footer que se llena con autosuma que calcula con datatable, todo bien hasta ahi. El detalle, es que al utilizar la opcion responsive, toma bien la cabecera y las filas de la tabla, pero el footer no lo toma responsivo y pierdo informacion de los totales. Aqui captura:

introducir la descripción de la imagen aquí

Entonces, lo que necesito es poder tener la misma responsividad que tengo en el body, tambien en el footer.

Dejo mi codigo de datatable que estoy empleando:

var clientes = $(‘#clientes’).DataTable({
“language”: datatableEspanol,
“responsive”: true,
“autoWidth”: false,
“order”: (( 2, “desc” )),
“columnDefs”:(
{
“targets”: ‘dt-formater’,
“render”: $.fn.dataTable.render.number(‘.’, ‘,’, 0, ‘$’)
}
),
“footerCallback”: function(tfoot, data, start, end, display) {
var api = this.api();

        api.columns('.dt-formater').every(function () {
            var sum = api
                .cells( null, this.index() )
                .render()
                .reduce(function (a, b) {
                    total = 0;
                    var x = parseInt(a) || 0;
                    var y = parseInt(b) || 0;
                    total = x + y;
                    return total;
                }, 0);
            var numFormat = $.fn.dataTable.render.number('.', ',', 0, '$').display;
            $(api.column(1).footer()).html('TOTALES:');
            $(api.column( this.index() ).footer()).html(numFormat(sum));
        });

    }
});

He buscado en toda la documentacion e internet y no he podido encontrar nada que me sirva.

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web app – Designing for responsive medium/big screens for SaaS products Best practices

Consider a SaaS web product that has users mostly on medium/big screens – from small laptops and tablets through large screens (15″/17″ laptops and small/medium desktop screens) up to big screens (20″++ inch desktop screens). We are not considering for now mobile apps, vertical tablets or 10 foot user interface experiences. User’s distance from the screen might vary though.

The problem is to keep the proportions of the app layout, elements, text and interaction experience consistent through different sizes of medium/big screens.
Empty spaces and separators may have considerably different effect and function on big screens. Also visual hierarchy may be affected when, for example, a Navigation rail of 48px width looks really small and difficult to use un very big screen.

One solution might be having the UI based on a grid which might scale on three breakpoints:

  • medium screen (>1024 px)
  • large screen (>1660 px)
  • big screen (>1920 px)
  1. Should only base elements scale (base space, base font size) and the rest should be defined in “rem”?
  2. How complex is this for maintenance?
  3. How to manage that some elements scale (font size, buttons) and some do not (borders, paddings)?
  4. Any best practices, documentation, studies, research on this topic?

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