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  • Distortion problem with Creative audio equalizer

    - by e-t172
    Hi, I have a problem with the Creative Console EQ, I don't know if it's fixable or not (is the EQ software or hardware on these cards?). Basically, I have enormous distortion with certain sounds in the 30 - 125 hz range. When this happens I get some sort of "frrzzzz" (sorry, I'm french and don't really know the correct english word for that) on top of the original sound. I have a Sound Blaster Audigy SE. I'm using the Daniel_K drivers, on Windows 7 Profesionnal x64. All the effects are disabled except EQ. Steps to reproduce Put the card in 24bit/96khz mode. The problem is also present with 16bit/48khz but seems to be less audible. In the Creative Console, use the following EQ: (full size) Play this sound at a reasonably high volume. You should hear distortion on the two "booms". Especially the second one. Disable Creative EQ. Play the sound in an application with an integrated EQ (e.g. foobar2000, ffdshow) using the same EQ parameters. There is no distortion. Conclusion: the Creative EQ is broken. Is anyone having the same problem? I'm also interested in the results with other Creative cards or even other brands soundcards with a similar EQ feature.

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  • Installing Epic (Eclipse Plugin) in Pulse Explorer

    - by The Daemons Advocate
    I'm trying to install EPIC using the Pulse Explorer for Eclipse (as I'm rather fond of sharing profiles :). When I go to install the plugin under my account, I get asked for a login into http://e-p-i-c.sf.net. However, the Epic's team documentation doesn't mention anything about a login. Here's what I've done: Gone into Pulse and created a new profile based on Eclipse Classic. Navigated to Software, added the EPIC software site to list of public sites, and chosen to install it. Added Pulse item to profile. Run the installer. The error shows up while it's all downloading/installing. Login boxes start to appear for epic related components, and I don't have credentials to put in so all I can do is hit cancel. If I hit cancel, the process fails at the end with the generic error message: "an unexpected error occurred preparing to install and/or launch the selected profile". Bundles that are failing to download are: org.epic.debug org.epic.doc org.epic.lib org.epic.perleditor org.epic.regxp org.epic.source The component that's exploding is called: org.eclipse.equinox.internal.p2.repository.Credentials$LoginCancelledException I've had the same effect on Pulse 0.5.x and 0.6.x. No clue where to go from here. Might contact the EPIC and Pulse teams and ask them, but thought that I'd get a better response from here. I'm somewhat sure I'm doing something wrong.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • Sound distortion in Ubuntu 14.04

    - by Aditya Shah
    I recently installed Ubuntu 14.04 on my Dell XPS 15 (L502X). Previously I had Ubuntu 12.04 installed on the laptop along with Windows 8.1 dual boot. The sound worked perfectly fine in Ubuntu 12.04 and is working fine in Windows 8.1. Of late, I have been experiencing sound distortion coming from the subwoofer at moderately high volume levels. At the same level I am unable to reproduce the same effect in Windows 8.1. Also, I did a clean install of Ubuntu 14.04 over 12.04. Can anyone please confirm this and help me with this? Thanks

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  • Zelda Adventure is an Epic Legend of Zelda Minecraft Game

    - by Jason Fitzpatrick
    What do you get when you combine a passion for The Legend of Zelda and Minecraft? A playable Zelda epic built entirely within Minecraft. Minecraft enthusiast Gary520 has invested some serious time into an amazing rendition of the Legend of Zelda universe done entirely in Minecraft. Zelda Adventure combines elements from across the Legend of Zelda games including characters, weapons, quests, and more. Watch the trailer above to see it in action. Currently the game is not in public release but you can grab a beta release with the first five dungeons on the Minecraft forums here (the Minecraft site seems to be down for maintenance, if anyone has a mirror to the file throw a link in the comments section). Zelda Adventure Trailer [YouTube via Wired] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • See the Lord of the Rings Epic from the Perspective of Mordor [eBook]

    - by ETC
    Much like the wildly popular book “Wicked” mixed up the good/bad dichotomy in the Wizard of Oz, “The Last Ring-Bearer” shows us the Mordor’s take on the Lord of the Rings. The work of a Russian paleontologist, Kirill Yeskov, “The Last Ring-Bearer” frames the conflict in the Lord of the Rings from the perspective of the citizens of Mordor. Salon magazine offers this summary, as part of their larger review: In Yeskov’s retelling, the wizard Gandalf is a war-monger intent on crushing the scientific and technological initiative of Mordor and its southern allies because science “destroys the harmony of the world and dries up the souls of men!” He’s in cahoots with the elves, who aim to become “masters of the world,” and turn Middle-earth into a “bad copy” of their magical homeland across the sea. Barad-dur, also known as the Dark Tower and Sauron’s citadel, is, by contrast, described as “that amazing city of alchemists and poets, mechanics and astronomers, philosophers and physicians, the heart of the only civilization in Middle-earth to bet on rational knowledge and bravely pitch its barely adolescent technology against ancient magic.” Hit up the link below to grab a PDF of the official English translation of Yeskov’s work. The Last Ring-Bearer [via Salon] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Lucky Kid Gets Playable Angry Birds Cake [Video] See the Lord of the Rings Epic from the Perspective of Mordor [eBook] Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic]

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  • SSAO Distortion

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

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  • Blending Background for Polar Distortion in GIMP

    - by Chris S
    I followed a tutorial to perform a polar distortion on a panoramic image. The instructions are geared for Photoshop but seem to mostly apply to GIMP as well. The only thing I couldn't really figure out was how they were able to automatically fill in the area around the circle by "extending" the border of the circle. e.g. In GIMP, performing the polar distortion leaves a black white canvas around the circle, not the attractive blended background shown in the tutorial. Is there an easy way to implement this? The only way I found was to reserve half of the "square" as blank canvas and then manually copy the image's top row of pixels over this empty portion. Then, after the polar distortion, I crop out the extra area. Although this achieves the effect, it seems a bit awkward. How do you stretch selections? Ideally, I just want to select the top row and stretch it vertically until it fills in half of the canvas. Instead I had to manaully copy, paste, translate, etc.

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  • An Epic Question "How to call a method when the page loads"

    - by Arunkumar Ramamoorthy
    Quite often, there comes a question in OTN, with different subjects, all meaning "How to call a method when my ADF page loads?". More often, people tend to take the approach of ADF Phase Listener by overriding before/afterPhase methods.In this blog, we will go through different options in achieving it.1. Method Call Activity as default activity in Taskflow :If the application is built with taskflows, then this is the best suited approach to take. 1.a. Calling a Data Control Method :To call a Data Control method (ex: A method in AMImpl exposed as client interface), simply Drag and Drop the method as Default Method Call Activity, then draw a control flow case from the method to your page. Once after this, drop the taskflow as region in main page. When we run the main page, the Method Call Activity would be called first, and then the page will be rendered.1.b. Calling a Method in Backing Bean: To call a method in the backing bean before pageload, we can follow the similar approach as above. Instead of binding the Method Call Activity to an action/method binding in pagedef, we bind to the method. Insert a Method Call Activity (and make it as default) from the Component Palette. Double click on to select a method to bind. This approach can also be used, to perform some action in backing bean along with calling a method Data Control (just need to add bindings code in backing bean to execute DC method). 2. Using invokeAction Executable :If the application is built with pages and no taskflows are involved, then this option can be taken into consideration.In the page definition of the page, add an invokeAction Executable and bind it to the method needed to be executed. 3. Using combination of Server and Client Listeners : If the page does not have any page definition, then to call a method in backing bean, this approach can be taken. In this, a serverListener would be added at the document level, which would be calling the method in backing bean. Along with this, a clientListener would be added with "load" type (i.e will be triggered when the page loads), which would queue a serverEvent to trigger the method. 4. Using Page Phase Listener :This should be the last resort. Care should be taken when using this approach since the Phase Listener would be called for each request sent by the client.Zeeshan Baig's blog covers this scenario.

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  • An Epic Question "How to call a method when the page loads"

    - by Arunkumar Ramamoorthy
    Quite often, there comes a question in OTN, with different subjects, all meaning "How to call a method when my ADF page loads?". More often, people tend to take the approach of ADF Phase Listener by overriding before/afterPhase methods.In this blog, we will go through different options in achieving it.1. Method Call Activity as default activity in Taskflow :If the application is built with taskflows, then this is the best suited approach to take. 1.a. Calling a Data Control Method :To call a Data Control method (ex: A method in AMImpl exposed as client interface), simply Drag and Drop the method as Default Method Call Activity, then draw a control flow case from the method to your page. Once after this, drop the taskflow as region in main page. When we run the main page, the Method Call Activity would be called first, and then the page will be rendered.1.b. Calling a Method in Backing Bean: To call a method in the backing bean before pageload, we can follow the similar approach as above. Instead of binding the Method Call Activity to an action/method binding in pagedef, we bind to the method. Insert a Method Call Activity (and make it as default) from the Component Palette. Double click on to select a method to bind. This approach can also be used, to perform some action in backing bean along with calling a method Data Control (just need to add bindings code in backing bean to execute DC method). 2. Using invokeAction Executable :If the application is built with pages and no taskflows are involved, then this option can be taken into consideration.In the page definition of the page, add an invokeAction Executable and bind it to the method needed to be executed. 3. Using combination of Server and Client Listeners : If the page does not have any page definition, then to call a method in backing bean, this approach can be taken. In this, a serverListener would be added at the document level, which would be calling the method in backing bean. Along with this, a clientListener would be added with "load" type (i.e will be triggered when the page loads), which would queue a serverEvent to trigger the method. 4. Using Page Phase Listener :This should be the last resort. Care should be taken when using this approach since the Phase Listener would be called for each request sent by the client.Zeeshan Baig's blog covers this scenario.

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  • Color distortion with Intel HD4000 over HDMI output - VGA is fine

    - by Simon Möller
    I set up a new system with i5 3570k gigabyte z77 d3h using integrated graphics (HD4000) and I've installed the 64bit Desktop version of 12.04. Connected to my Acer Screen via HDMI, the colors are horribly distorted. I think the biggest issue is that black appears as greenish. Over VGA everything is fine. Interestingly, I once observed that connecting both, the VGA and the HDMI cable at the same time, solved the issue. Ubuntu thought 2 screens were connected, I mirrored the image, and over HDMI the colors looked fine. However, after a reboot I am now unable to reproduce this behavior. I read frequently, that Intel hardware should be supported out of the box by Ubuntu but it doesn't seem to be the case here. Should I upgrade my Kernel? If so, which version would you recommend? Thank you for your answers!

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  • Strange sound distortion using headphones

    - by Luca
    When I use headphones, the sound comes out distorted. Voices sound as if they were far away, while instruments that should be in the background sound enhanced. When I play songs with the laptop's integrated speakers everything is alright, and the headphones work normally when plugged into another computer. I tried reloading ALSA and reinstalling some of the related packages, but nothing worked. I'm using Xubuntu 12.04 32-bit. Thanks to anyone who will suggest me how to solve this problem.

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  • sometimes, strange audio distortion(peeping, scratching), ubuntu 12.04

    - by richi902
    i have a problem with my sound in ubuntu 12.04. the problem is, that sometimes out of nowhere, when switching songs, or playing youtube videos, changing volume with my keyboard buttons, that the sound gets distorted(peeping, scratching). i dont know if it is related, but when i skip through music in rythmbox, there is also a little scratching noise. i can sometimes temporarly fix it: for youtube videos, i refresh the page, and sometimes it works agian normal, mostly not. for audio playback with rythmbox, i have to pause the song for sometime, and resume it, and hope that it works. before all that,i have changed my soundcard to "Analog Surround 5.1" in the sound settings from ubuntu, but i also used alsamixer to change it from 2 channels to 6 channels, since changing in ubuntu sound settings alone wasnt enough to make the other speaks work. i use a ASUS P8-H61-M LE B3 Revision Motherboard. which has a built in surround soundcard.

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  • UDK : Epic met à jour la beta de son kit de développement de jeu, avec un upgrade mensuel majeur

    UDK : Epic met à jour la beta de son kit de développement de jeu Avec un upgrade mensuel majeur MAJ du 10/03/2011 par ArKam [IMG]http://www.udk.com/elements/img/news_samaritan.jpg[/IMG] Je vous en parlé lors de mon précèdent poste, Epic upgrade souvent son moteur afin que celui-ci reste compétitif. Mais là, un niveau d'upgrade aussi important que celui du mois de mars ça frise le changement de version. En effet, non content d'avoir fait sensation avec sa présentation de l'Unreal-Engine Version 3.975, Epic réitère avec la sortie de l'upgrade mensuel de...

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  • dell u2410 3dMark Benchmark distortion problems

    - by Scanningcrew
    Ive been doing burn in testing for a new system I have put together and I am running into some video distortion problems with running the 3DMark benchmark tools (Both 06 and Vantage). The graphics will be fine, then sometimes during a test switch the screen will light up with thin horizontal ranibow lines (Something that looks very "glitchy") If i turn the monitor off and back on it clears up. All the tests "pass" and my system gets good marks but it concerns me if I might have problems with games (The screen returns to normal if I dont resest monitor and just let tests pass). I want to return a problem component now before its too late if it is something with the new hardware. Also, I am monitoring temp with thermal laser gun and the card itself is not going above 65c. Any ideas? System: Asrock x58 Xtreme - Last BIOS (1.80) EVGA Geforce GTX 285 w/ latest nvidia drivers (Connect via DVI1) Dell U2410(Set to 59hz refresh 1900x1202 -although I believe benchmarks run 1200x1024) Windows 7 Ultimate 64 12Gb DDR3 1600 RAM

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  • Graphics artifacts/distortion with Win7 and nVidia

    - by Gepard
    Problem I encounter is rather hard to describe, so I provide a screenshot: http://dl.dropbox.com/u/1732760/video-distortion.png As you can see there are some horizontal stripes in random colors. These stripes appear sometimes in all windowed apps, games and on the desktop too. They tend to stay in place until I refresh window (or force it to to redraw by for example minimizing and maximizing again). They also tend to appear in the same place and shape multiple times, even if they disappear, it's very likely they will be again in the same place after a while. These artifacts do not blink or change if computer is idling. If I don't touch anything, do not use mouse, they will stay in place forever (unless some app redraws its window on its own). I first encountered this problem some weeks ago. Back then I thought it might be cooling problem, so I took out the graphics card, removed dust from the radiator and fan and put it into PC back. I also ran some stress test using Furmark (peak tempearature was ~65C) to see if the problem becomes more intense if the card gets hotter, but suprisingly no artifacts whatsoever appear during the stress test. Graphic card is Galaxy GeForce 7300 GT with DDR3 memory, was never overclocked. Drivers are the latest, from Nvidia site. OS is Windows 7 64-bit, updated. AMD64 3000+, 2GB RAM. I'm running a dual monitor setup with 2 19'' Samsung LCDs and problem is on both, so I assume it's not a monitor or cable issue.

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  • Perl EPIC Not recognising installed CPAN modules

    - by Recc
    Eclipse on a mac, was working fine adding new modules until I Installed Text::CSV_XS which Eclips doesn't recognise as added to @INC For instance use strict; use SOAP::Transport::HTTP; SOAP::Transport::HTTP::CGI->dispatch_to('C2FService')->handle; BEGIN { package C2FService; use vars qw(@ISA); @ISA = qw(Exporter SOAP::Server::Parameters); use SOAP::Lite; sub c2f { my $self = shift; my $envelope = pop; my $temp = $envelope->dataof("//c2f/temperature"); return SOAP::Data->name( 'convertedTemp' => ( ( ( 9 / 5 ) * ( $temp->value ) ) + 32 ) ); } } use SOAP::Transport::HTTP; is marked as error if I comment it out use SOAP::Lite; is in turn marked as an error, not found etc the usual if a module is not installed. Both are installed with CPAN and $ perl -c soap-test.pl post-code-check.pl syntax OK Perl is fine CPAN tests are all pass, the code works, only EPIC lags behind. $ pwd && ls /opt/local/lib/perl5/site_perl/5.12.4/SOAP Client.pod Lite Server.pod Constants.pm Lite.pm Test.pm Data.pod Packager.pm Trace.pod Deserializer.pod SOM.pod Transport Fault.pod Schema.pod Transport.pod Header.pod Serializer.pod Utils.pod And if I have use errors in the start of my files the rest of the source is not error checked..

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  • Distortion in format of data in wordpad file when shifted from windows XP to winows 2007

    - by Harpreet
    I have many data files which were set to open in wordpad file in windows XP. Those files have a particular format for data, like following: Name of Data file No. of data columns Name of data in column_1 Name of data in column_2 . . . Name of data in column_n column_1 column_2 column_3 ... column_n Now my computer has been formatted and OS is changed to windows 2007, however when I open my data files in wordpad the above format of data is no more present. The format in wordpad in windows 2007 seems to be distorted. Does anyone knows what to do to restore the format as shown above, which is what the data used to look like in XP? I have attached the snap shot of the new distorted format of data as seen in wordpad in windows 2007. The snap shot shows 100 column names, however the data columns present are only 5 when it should be actually 100 data columns.

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  • PythonMagickWand Shepards Distortion (ctypes LP_c_double problem)

    - by betamax
    I am trying to use PythonMagickWand to use a Shepards distortion on an image. You can also see the source of distort.c that is used by ImageMagick. I have the following code (snippet): from PythonMagickWand import * arrayType = c_double * 8 pointsNew = arrayType() pointsNew[0] = c_double(eyeLeft[0]) pointsNew[1] = c_double(eyeLeft[1]) pointsNew[2] = c_double(eyeLeftDest[0]) pointsNew[3] = c_double(eyeLeftDest[1]) pointsNew[4] = c_double(eyeRight[0]) pointsNew[5] = c_double(eyeRight[1]) pointsNew[6] = c_double(eyeRightDest[0]) pointsNew[7] = c_double(eyeRightDest[1]) MagickWandGenesis() wand = NewMagickWand() MagickReadImage(wand,path_to_image+'image_mod.jpg') MagickDistortImage(wand,ShepardsDistortion, 8, pointsNew, False) MagickWriteImage(wand,path_to_image+'image_mod22.jpg') I get the following error: MagickDistortImage(wand,ShepardsDistortion, 8, pointsNew, False) ctypes.ArgumentError: argument 4: <type 'exceptions.TypeError'>: expected LP_c_double instance instead of list I am aware that pointsNew is the wrong way of providing the arguments.. But I just don't know what is the right format. This is an example distort command that works when run in Terminal: convert image.jpg -virtual-pixel Black -distort Shepards 121.523809524,317.79638009 141,275 346.158730159,312.628959276 319,275 239.365079365,421.14479638 232,376 158.349206349,483.153846154 165,455 313.015873016,483.153846154 300,455 0,0 0,0 0,571.0 0,571.0 464.0,571.0 464.0,571.0 0,571.0 0,571.0 image_out.jpg So I guess the question is: How do I create a list of c_doubles that will be accepted by PythonMagickWand? I basically need to re-create the terminal command. I have got it working by using subprocess to run the command from Python but that is not how I want to do it.

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  • correct fisheye distortion

    - by Will
    I have some points that describe positions in a picture taken with a fisheye lens. I've found this description of how to generate a fisheye effect, but not how to reverse it. How do you calculate the radial distance from the centre to go from fisheye to rectilinear? My function stub looks like this: Point correct_fisheye(const Point& p,const Size& img) { // to polar const Point centre = {img.width/2,img.height/2}; const Point rel = {p.x-centre.x,p.y-centre.y}; const double theta = atan2(rel.y,rel.x); double R = sqrt((rel.x*rel.x)+(rel.y*rel.y)); // fisheye undistortion in here please //... change R ... // back to rectangular const Point ret = Point(centre.x+R*cos(theta),centre.y+R*sin(theta)); fprintf(stderr,"(%d,%d) in (%d,%d) = %f,%f = (%d,%d)\n",p.x,p.y,img.width,img.height,theta,R,ret.x,ret.y); return ret; }

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  • iPhone image distortion

    - by Corey Floyd
    Are there any reasons why the simulator will display UIImageViews properly, but incorrectly on the iPhone? My Process: An image in a PNG file Start a UIGraphicsBeginImageContext() Draw the PNG in a CGrect Draw text in the CGRect Create an UIImage from the context Set the image of a UIImaveView to the UIImage Set the frame of the UIImageView to the size of the PNG Add as a subview Outcome: The image does not display correctly. The rightmost 1-3 pixels of the image is just a vertical white line. This occurs only on the device and not on the simulator. I can fix the problem, but only by increasing the size of the UIImageView. If I increase the size.height of the UIImageView by 1 pixel, it displays the UIImage correctly. Of course, these leaves the iPhone to scale my image before drawing it on screen which is not desirable. Any ideas why this occurs or any fixes for it? (I will post my code if needed)

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  • How do I get code coverage of Perl cgi script when executed by Selenium?

    - by Kurt W. Leucht
    I'm using Eclipse EPIC IDE to write some Perl cgi scripts which call some Perl modules that I have also written. The EPIC IDE lets me configure a Perl CGI "run configuration" which runs my CGI script. And then I've got Selenium set up and one of my unit test files runs some Selenium commands to run my cgi script through its paces. But the coverage report from Module::Build dispatch 'testcover' doesn't show that any of my module code has been executed. It's been executed by my cgi script, but I guess the CGI script was run manually and was not executed directly by my unit test file, so maybe that's why the coverage isn't being recognized. Is there a way to do this right so I can integrate Selenium and unit test files and code coverage all together somehow?

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  • correcting fisheye distortion programmatically

    - by Will
    I have some points that describe positions in a picture taken with a fisheye lens. I've found this description of how to generate a fisheye effect, but not how to reverse it. How do you calculate the radial distance from the centre to go from fisheye to rectilinear? My function stub looks like this: Point correct_fisheye(const Point& p,const Size& img) { // to polar const Point centre = {img.width/2,img.height/2}; const Point rel = {p.x-centre.x,p.y-centre.y}; const double theta = atan2(rel.y,rel.x); double R = sqrt((rel.x*rel.x)+(rel.y*rel.y)); // fisheye undistortion in here please //... change R ... // back to rectangular const Point ret = Point(centre.x+R*cos(theta),centre.y+R*sin(theta)); fprintf(stderr,"(%d,%d) in (%d,%d) = %f,%f = (%d,%d)\n",p.x,p.y,img.width,img.height,theta,R,ret.x,ret.y); return ret; } Alternatively, I could somehow convert the image from fisheye to rectilinear before finding the points, but I'm completely befuddled by the OpenCV documentation. Is there a straightforward way to do it in OpenCV, and does it perform well enough to do it to a live video feed?

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