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  • Windows Server 2008: Limit UDP/TCP packets per IP or ban

    - by WBAR
    How I can limit UDP/TCP packets per IP send to my host (or better PORT) per second or minute ? Would be nice to ban that IP for 12/24 hours or even for ever. I got Windows Server 2008 and I'm very poor in Windows administration but quite good in Linux. EDIT: By basic problem is that They sending a lot of rubbish UPD and TCP packets.. TCP packets without SYNCH, fragmented UDP packets so my servers stop responding.. So I need to cut off users (IPs) sending more than X packets per second. I need solution witch provides me, somehow, configurable: X packets of certain type (UDP, TCP or both - lets say parameter named Z ) are allowed to be received by IP on Y port, otherwise this packet should be DROPPED. My virtual hosts are hosted by VirtualBox and I'm able to forward all incoming packets certain type and certain port to the specific Virtual Host, but I need to DROP them before my VirtualBox receive them.

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  • How to load image in correct pixel depth

    - by extropy
    I have a bunch of monochrome (1bpp) PNG images I want to load, and pass to pdfSharp. Using Image.FromFile loads images fine, but it alawys uses 32BPP, regardless of the pixel depth of the file. That results in very large PDF files generated. Is there a way to load images in their native pixel depth?

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  • ripping interlaced video to 60fps (frames per second)

    - by cloneman
    It would appear that Broadcast Television is often 1080i30 (60 fields/s), and non-movie DVDs (example, instructional or TV shows) are 60fields/s as well, at some lower resolution (480i?) However, almost all video that ends up on the internet, whether in x264-encoded content, Youtube, etc. is 30 frames per second, that is to say , it is progressive scan. However, when you watch content on your TV, I'm guessing the TV converts it to progressive for you, but the end result is a very fluid picture that "feels" quite a bit like 60frames/s. What is the best way to obtain this result when ripping interlaced content sourced from TV or DVDs? Can I rip a DVD that is 60 fields per second to 60 frames per second? I would imagine classic deinterlace filters do not do this, they merge fields and create a 30fps output. I'm using handbrake.

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  • Customer Service Experience, Oracle e Cels insieme per innovare le strategie.

    - by Claudia Caramelli-Oracle
    Si è svolto oggi il workshop Oracle "Customer Service Experience. Strategie per progettare un Servizio eccellente e profittevole." che ha visto il contributo del gruppo di ricerca CELS (Research Group on Industrial Engineering, Logistics and Service Operations) e della sezione ASAP SMF dell’Università degli Studi di Bergamo. Giuditta Pezzotta (PhD - Cels) e Roberto Pinto (PhD - Cels) ci hanno presentato la Service Engineering Methodology (SEEM), innovativa piattaforma metodologica che permette di ottimizzare la creazione di valore sia per il cliente finale sia per l’azienda, partendo dalla progettazione del prodotto e arrivando alla progettazione della soluzione prodotto-servizio, e valutando la bontà del prodotto-servizio ipotizzato attraverso strumenti concettuali e di simulazione dei processi. Armando Janigro, CX Strategy Director EMEA - Oracle ha invece parlato di Modern Customer Service, ovvero di come adattarsi in modo agile e veloce alle mutevoli necessità dei clienti, ipotizzando l’adozione in chiave strategica di nuovi strumenti di differenziazione e di leadership come la Customer Experience (CX) e sfruttando le nuove dinamiche di relazione azienda-singolo consumatore per ottimizzare l’esperienza multicanale e per render più efficiente il Customer Service, creando ulteriore valore. A seguire è stata mostrata da PierLuigi Coli, Principal Sales Consultant - Oracle, una demo sui prodotti Service Cloud offerti da Oracle, a supporto di tutti i concetti raccontati nelle sessioni precedenti. Il workshop è stato un’occasione unica per definire i percorsi da intraprendere per sviluppare efficaci strategie di Customer Experience grazie ad approcci e metodologie innovative alla base di uno sviluppo sostenibile del business. Le slide proiettate sono disponibili su richiesta: scrivi a Claudia Caramelli per ogni informazione o chiarimento.

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  • Pixels - A cry for some insight

    - by CarrotFile
    I'm pretty new to web developing and I'd love some clarification. Although reading more than one book on the topic, I cannot seem to wrap my head around the pixel concept. I encounter problems with this issue when trying to use CSS and pixel units for design that fits different screen sizes. To my understanding a pixel is the most basic unit used by a monitor in order to compose an image on the screen. So if me resolution is 800 by 600, everything on my screen is rendered using those 800*600 basic building blocks. If I were to enlarge my screen resolution, 3 things would accrue: A. The basic image building block(the pixel) would shrink in size B. The pixels would move close together C. Well, more pixels would now be available All these combined lead to a sharper(depending on the viewing distance) and more detail enabling image. Well so far so good. Here is were I start getting lost: To my knowledge a pixel is not a physical, real object. Monitors are not embedded with a few thousand pixels. I am drawn to this conclusion because anyone can change his screen's resolution, making a pixel on his screen bigger or smaller, and adding or subtracting the amount of total pixels on screen. Adding to that, I have herd that different monitors have different pixel densities. For example Apple's retina monitors. Taking all of the above as my knowledge base, These are my questions: If a pixel has no real world constant size, what does comparing different pixel densities matter? Each screen company can define it's own pixel concept and declare the higher density. What does a bigger pixel density mean? Say we take two screens with the same physical dimensions, but with a different pixel density, am I to assert that the main difference would be the larger density screen being able to display a higher max resolution? Or am I to assert that given the same resolution on both monitors, the higher density one would display a sharper, smaller image? If a pixel is not a fixed size within one monitor, is it a fixed size between the same resolution on two different monitors? For example, would two different monitors, set to the same resolution, be comprised of same size, same quantity pixels? I'd love some help (:

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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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  • Come sfruttare le nuove dinamiche di relazione azienda-consumatore per ottimizzare l’esperienza multicanale e per rendere più efficiente il Customer Service creando e mantenendo la "brand promise"?

    - by Silvia Valgoi
    Scoprilo il prossimo 4 luglio a Milano! Oracle ha organizzato un workshop per condividere esperienze e casi sul tema Service Excellence. 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:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} In un mondo costantemente connesso dove le aspettative dei consumatori aumentano sempre di più un’area in cui le aziende possono veramente differenziarsi, mantenendo leadership e quote di mercato, è la Customer Service Experience che possono fornire. Ma come sfruttare queste nuove dinamiche di relazione azienda-singolo consumatore per ottimizzare l’esperienza multicanale e per render più efficiente il Customer Service creando valore e mantenendo la “brand promise”? Con il contributo di ASAP Service Management Forum, osservatorio privilegiato per le tematiche di Service, e con il contributo di testimonianze andremo a definire i percorsi da intraprendere o già intrapresi per sviluppare efficaci strategie di Customer Experience che tengano conto del ruolo cruciale che il consumatore ricopre quando interagisce con l’azienda. Non perdere questo appuntamento!  

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  • What does transactions per seconds for a load balancer mean

    - by Anurag
    I was looking at the product matrix of webmux 592G(load balancer). It says maximum connections per sec = 2.8M Maximum number of transactions = 100,000 What does the above numbers mean. Does above means that load balancer can have 2.8M connections open but only 100K of them will be active per seconds. Also incase any one has used webmux 592G do you guys know in practice how many connections it can have open and what qps it can serve

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  • vmware esx licensing limit on vCPUs per VM

    - by maruti
    when a server has more than 8 cores per CPU (total 16 logical procs) and ESX standard license is applied, what does it mean for VM performance? Since each VM on host is allowed only 4 vCPUs max VMWare ESX/ESXi limits the no of vCPUs per guest VM depending on the license: standard Lic = 4 vCPU Advanced Lic = 4 since i dont know exact number is there need to upgrade to Advanced version for any perf benefits if none of VMs have workloads that need more than 4 vCPUs?

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  • Free space on SSD (over provisioning) per disk or per partition?

    - by Horst Walter
    It is recommended to keep some percentage of an SSD free for relocation ( Is free space required on a SSD for performance? ). However, is this rule meant per partition or per disk (whole SSD)? So, if I want to keep 20% free for performance reasons, is it acceptable if one partition is 95% filled, while another is almost empty and the overall empty disk space still is 20. Or does each partition has to fulfill the rule of 20% empty space?

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  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

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  • using PixelBender to double the size of a bitmap

    - by jedierikb
    I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machines, I get great comparative performance out of many pixel bender demonstrations. To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds to do 3000 scalings vs .5 seconds! I expected to get at least the same performance as as3. What am I doing wrong? I got the straightforward pixel bender code here (and it is included below for easy reference). package { import aCore.aUtil.timingUtils; import flash.display.BitmapData; import flash.display.Shader; import flash.display.ShaderJob; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Matrix; public class flashFlash extends Sprite { [Embed ( source="pixelbender/bilinearresample.pbj", mimeType="application/octet-stream" ) ] private static var BilinearScaling:Class; public function flashFlash( ):void { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; addEventListener( Event.ENTER_FRAME, efCb, false, 0, true ); } private function efCb( evt:Event ):void { removeEventListener( Event.ENTER_FRAME, efCb, false ); traceTime( "init" ); var srcBmd:BitmapData = new BitmapData( 80, 120, false, 0 ); var destBmd:BitmapData = new BitmapData( 160, 240, false, 0 ); var mx:Matrix = new Matrix( ); mx.scale( 2, 2 ); for (var i:uint = 0; i < 3000; i++) { destBmd.draw( srcBmd, mx ); } traceTime( "scaled with as3" ); // create and configure a Shader object var shader:Shader = new Shader( ); shader.byteCode = new BilinearScaling( ); shader.data.scale.value = [2]; shader.data.src.input = srcBmd; for (var j:uint = 0; j < 3000; j++) { var shaderJob:ShaderJob = new ShaderJob( ); shaderJob.shader = shader; shaderJob.target = destBmd; shaderJob.start( true ); } traceTime( "scaled with pixel bender bilinearresample.pbj" ); } private static var _lastTraceTime:Number = new Date().getTime(); public static function traceTime( note:String ):Number { var nowTime:Number = new Date().getTime(); var diff:Number = (nowTime-_lastTraceTime); trace( "[t" + diff + "] " + note ); _lastTraceTime = nowTime; return diff; } } } And the pixel bender code: <languageVersion : 1.0;> kernel BilinearResample < namespace : "com.brooksandrus.pixelbender"; vendor : "Brooks Andrus"; version : 1; description : "Resizes an image using bilinear resampling. Constrains aspect ratio - divide Math.max( input.width / output.width, input.height / output.height ) and pass in to the scale parameter"; > { parameter float scale < minValue: 0.0; maxValue: 1000.0; defaultValue: 1.0; >; input image4 src; output pixel4 dst; void evaluatePixel() { // scale should be Math.max( src.width / output.width, src.height / output.height ) dst = sampleLinear( src, outCoord() * scale ); // bilinear scaling } }

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  • Per connection bandwidth limit

    - by Kyr
    Apparently, our server box running Windows Server 2008 R2 has a per connection bandwidth limit of 0.2 MB/s. Meaning, while one TCP connection can pull at max 0.2 MB/s, 60 parallel connections can pull 12 MB/s. We first noticed this when trying to checkout large SVN repository from this server. I used a simple Java application to test this, transferring data from server to workstation using variable number of threads (one connection per thread). Server part of the application simply writes 1 MB memory buffer to socket 100 times, so there is no disk involvement. Each connection topped at 0.2 MB/s. Same per connection limit was for only one as was for 60 parallel connections. The problem is that I have no idea from where this limit comes from. I have very little experience administrating Windows Server, so I was mostly trying to find something by googling. I have checked the following: Local Computer Policy QoS Packet Scheduler Limit reservable bandwidth: it's Not configured; Group Policy Management Console: we have two GOPs, but neiher has any Policy-based QoS defined; There isn't any bandwidth limiter program installed, as far as I can tell. We're using standard Windows Firewall. I can update this question with any additional information if needed.

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  • Requests per second slower when using nginx for load balancing

    - by Ed Eliot
    I've set up nginx as a load balancer that reverse proxies requests to 2 Apache servers. I've benchmarked the setup with ab and am getting approx 35 requests per second with requests distributed between the 2 backend servers (not using ip_hash). What is confusing me is that if I query either of the backend servers directly via ab I get around 50 requests per second. I've experimented with a number of different values in ab the most common being 1000 requests with 100 concurrent connections. Any idea why traffic distributed across 2 servers would result in fewer requests per second than hitting either directly? Additional info: I've experimented with worker_processes values of between 1 and 8, worker_connections between 1024 and 8092 and have also tried keepalive 0 and 65. My main conf currently looks like this: user www-data; worker_processes 1; error_log /var/log/nginx/error.log; pid /var/run/nginx.pid; worker_rlimit_nofile 8192; events { worker_connections 2048; use epoll; } http { include /etc/nginx/mime.types; sendfile on; keepalive_timeout 0; tcp_nodelay on; gzip on; gzip_disable "MSIE [1-6]\.(?!.*SV1)"; include /etc/nginx/conf.d/*.conf; include /etc/nginx/sites-enabled/*; } I've got one virtual host (in sites available) that redirects everything under / to 2 backends across a local network.

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  • amazon ec2-medium apache requests per second terrible

    - by TheDayIsDone
    EDITED -- test running from localhost now to rule out network... i have a c1.medium using EBS. when i do an apache benchmark and i'm just printing a "hello" for the test from localhost - no database hits, it's very slow. i can repeat this test many times with the same results. any thoughts? thanks in advance. ab -n 1000 -c 100 http://localhost/home/test/ Benchmarking localhost (be patient) Completed 100 requests Completed 200 requests Completed 300 requests Completed 400 requests Completed 500 requests Completed 600 requests Completed 700 requests Completed 800 requests Completed 900 requests Completed 1000 requests Finished 1000 requests Server Software: Apache/2.2.23 Server Hostname: localhost Server Port: 80 Document Path: /home/test/ Document Length: 5 bytes Concurrency Level: 100 Time taken for tests: 25.300 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 816000 bytes HTML transferred: 5000 bytes Requests per second: 39.53 [#/sec] (mean) Time per request: 2530.037 [ms] (mean) Time per request: 25.300 [ms] (mean, across all concurrent requests) Transfer rate: 31.50 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 7 21.0 0 73 Processing: 81 2489 665.7 2500 4057 Waiting: 80 2443 654.0 2445 4057 Total: 85 2496 653.5 2500 4057 Percentage of the requests served within a certain time (ms) 50% 2500 66% 2651 75% 2842 80% 2932 90% 3301 95% 3506 98% 3762 99% 3838 100% 4057 (longest request)

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  • Using SWFObject, the flash moves 1 pixel to the right on Firefox

    - by jeffkee
    Please check this page: http://islandhideaway.weebly.com/ For whatever reason, the flash slideshow moves over 1 pixel when opened in Firefox on my Mac. All other browsers render it fine, but only on Firefox it leaves a 1 pixel white gap on the left! I am using the most recent version of SWFObject. This unfortunately is a garbage Weebly site and I cannot use jQuery in the system so I can't do a real gallery... so let's save the whole "don't use Flash for that" pep talk. It's a favour for a friend and I am already aware of better ways to do it. :)

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  • HTML 5 Canvas - Get pixel data for a path

    - by Mikey S.
    I wonder if is there any way I can get pixel data for the currently drawn path in the canvas tag. I can calculate the pixel data on my own when drawing simple shapes like square or a line, but things get messy with more complicated shapes like ellipse or even a simple circle. The reason i'm asking this is because I'm working on a web application which involves sending canvas pixels data to the server when I add a path to the canvas. The server needs to keep it's own copy of the entire canvas, and I really don't want to send the ENTIRE canvas image every single change, but only the delta for efficiency reasons... Thanks.

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  • How do I draw an ellipse with arbitrary orientation pixel by pixel?

    - by amc
    Hi, I have to draw an ellipse of arbitrary size and orientation pixel by pixel. It seems pretty easy to draw an ellipse whose major and minor axes align with the x and y axes, but rotating the ellipse by an arbitrary angle seems trickier. Initially I though it might work to draw the unrotated ellipse and apply a rotation matrix to each point, but it seems as though that could cause errors do to rounding, and I need rather high precision. Is my suspicion about this method correct? How could I accomplish this task more precisely? I'm programming in C++ (although that shouldn't really matter since this is a more algorithm-oriented question).

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  • Chrome vs Safari - CSS the mystery pixel

    - by Aji
    I have an issue of the mysterious pixel in CSS. Site in question: http://www.lymphcareri.com/about/ The idea is that under the menu is a line, which gets highlighted upon hover and blends in with the line under the header. However, Safari and Chrome both interpret the CSS different in such a way, that I cannot get those lines to line up in both browsers (no pun intended). It is either on the mark, or off. Chrome shaves off one pixel on the bottom margin of the nav link, making the line appear just above. Any idea why that is?

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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