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  • WPF UserControl Style results in error message

    - by Didier
    Hi I'm new in WPF so I try to create a WPF UserControl. My problem is about the style of the user control I've Created. On a design time I got this error message Can only base on a Style with target type that is base type 'RichTextBox'. at System.Windows.Style.Seal() at System.Windows.StyleHelper.UpdateStyleCache(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle, Style& styleCache) at System.Windows.FrameworkElement.OnStyleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.TreeWalkHelper.InvalidateStyleAndReferences(DependencyObject d, ResourcesChangeInfo info, Boolean containsTypeOfKey) at System.Windows.TreeWalkHelper.OnResourcesChanged(DependencyObject d, ResourcesChangeInfo info, Boolean raiseResourceChangedEvent) at System.Windows.TreeWalkHelper.OnResourcesChangedCallback(DependencyObject d, ResourcesChangeInfo info) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1.StartWalk(DependencyObject startNode, Boolean skipStartNode) at System.Windows.TreeWalkHelper.InvalidateOnResourcesChange(FrameworkElement fe, FrameworkContentElement fce, ResourcesChangeInfo info) at System.Windows.ResourceDictionary.NotifyOwners(ResourcesChangeInfo info) at System.Windows.ResourceDictionary.EndInit() at MS.Internal.Host.Designer.OnAppResourcesChanged(Object sender, EventArgs e) at MS.Internal.Host.Designer.get_View() at MS.Internal.Designer.VSDesigner.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedView.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedDesignerFactory.Load(IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.Load() at MS.Internal.Designer.DesignerPane.LoadDesignerView() And at a run time An error Message type XamlParseException Occurs and the message is: Cannot create instance of 'RichTextBox' defined in assembly 'PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. Can only base on a Style with target type that is base type 'RichTextBox'. Error at object 'System.Windows.Controls.Grid' in markup file 'NameSpace;component/usercontrols /myusercontrol.xaml' Line 125 Position 14. My user control have 3 richtextboxes 1 textbox and 3 dropdownlist and about 10 buttons. I think The problem is about to define the style of my user control, can anyone help me to do this. Thanks

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Missing Operating System after trying to upgrade to Ubuntu 11

    - by Mauricio
    there! After trying to upgrade from Ubuntu 10.04 to 11, the upgrading process stopped when running and then I got an "out of disk, grub rescue" message when booting. After running Boot Repair, I got this results. Now I get "Missing Operating System" whent trying to boot. Bellow I show some results from some commands I gather from help foruns, but I still reached no solution. Could you please help me? Any enlightment will be very helpful! Disk Utility says "Disk has a few bad sectors". When trying to run the Self-test I get "FAILED (Read)" Here we have what Gparted says about the /dev/sda1 partition (ext4): Flags: boot Status: not mounted Warning: e2label: Attempt to read block from filesystem resulted in short read while trying to open /dev/sda1Couldn`t find valid filesystem superblockUnable to read the contents of this filesystem! From sudo fdisk -lI got: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytesDisk identifier: 0x000e0596 Device Boot Start End Blocks Id System/dev/sda1 * 2048 607428607 303713280 83 Linux/dev/sda2 607430654 625141759 8855553 5 Extended/dev/sda5 607430656 625141759 8855552 82 Linux swap / SolarisDisk /dev/sdb: 320.1 GB, 320072933376 bytes255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c3c41 Device Boot Start End Blocks Id System /dev/sdb1 * 63 625137344 312568641 c W95 FAT32 (LBA) " and fromsudo fdisk /dev/sda1I got fdisk: unable to read /dev/sda1: Inappropriate ioctl for device` From sudo mount /dev/sda1 /mntI got: mount: wrong fs type, bad option, bad superblock on /dev/sda1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so From sudo update-grubI got: error: cannot read from `/dev/sda'. /usr/sbin/grub-probe: error: cannot find a device for / (is /dev mounted?).

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  • Online betting system design [closed]

    - by Rafal
    I am a Computer Science student, preparing for my exam in software engineering. I am strugging with answering one of the sample questions to the scenario below. My understanding is that the system design approach should probably be a mixture of agile and plan driven elements but - since I've no practical experience - it's hard for me to decide on the balance and tolls that should be used. I will appreciate any hints from experienced business analysts who were involved in similar kind of projects. Ray Sing is the owner of “Last Betz", a bookmakers with 7 outlets across Louth and Meath. With the advent of smartphones Ray would now like to allow his clients to place their bets online using their mobile devices. Clients would register for an account and password and would log their credit card details via the Last Betz website. To begin using the facility customers must 'load' their accounts with 100 euros. Any winnings, minus commission, will be placed in the account whilst any losses will be automatically deducted from the account. Assuming you have been selected to develop the above system: How would you approach the design of this system? Discuss the design methods and models you would use.

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  • 11.10 system crashes for no apparent reason [closed]

    - by varanoid
    I'm relatively new to Linux, and while I know a fair amount about computers and programming, it certainly isn't my specialty. I have a dual boot with Windows 7, and it has been working very well for me until recently. Just randomly the computer will freeze. The last time I was smart enough to keep the System Monitor open when it happened, and it looks like at the time of freezing "bash" and a bunch of other processes that I don't recognize seem to have flooded the memory. So it looks like my memory is getting overloaded and this is what is crashing the system, but I honestly have no idea what could be doing it. Generally I have a bunch of programs running, but they don't take much RAM or CPU: Transmission, Libre Office Writer, Firefox, Empathy, and Banshee. Sometimes I also have Text Editor and Terminal open, but it crashes regardless. When it crashes, it seems that all of the programs are working fine but things like windows, the taskbar, and operations like Alt+Tab just stop working properly or at all. Sometimes the mouse and keyboard freeze and I have to power off manually. Other than that I don't know what the problem is. The only irregularity I've experienced is that I can't download "Debian package management system" even though other updates download fine.

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • System reverts to 87Hz refresh rate at every startup after I have installed nvidia drivers

    - by Mohammad Kamil Nadeem
    Every time the system starts the screen's refresh rate reverts to 87Hz which results in a pixelated and flickery screen which I have to manually correct every time by either selecting 60Hz as my refresh rate. I have tried "save to X configuration files" and even tried by making the changes as Root but to no avail as it again reverts to 87Hz on every system startup The Open Source Drivers are Okay for regular Unity but many games don't work on it hence I had to install the nvidia drivers. I have been facing this since the Beta Phase although this is on a fresh installation of 12.04 final release. I am also providing my Xorg.conf file just in case it might help http://paste.ubuntu.com/952196/ Also for some reason Displays shows my CRT monitor as Laptop but on open source drivers it was mentioning it as a 14" CRT only This bug is also present on Edubuntu 12.04 This is not present on Xubuntu 12.04 I had selected to install updates and 3rd party software on the install and was greeted with a correct refresh rate screen on the Boot Up. I like Xubuntu.

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  • Java code optimization on matrix windowing computes in more time

    - by rano
    I have a matrix which represents an image and I need to cycle over each pixel and for each one of those I have to compute the sum of all its neighbors, ie the pixels that belong to a window of radius rad centered on the pixel. I came up with three alternatives: The simplest way, the one that recomputes the window for each pixel The more optimized way that uses a queue to store the sums of the window columns and cycling through the columns of the matrix updates this queue by adding a new element and removing the oldes The even more optimized way that does not need to recompute the queue for each row but incrementally adjusts a previously saved one I implemented them in c++ using a queue for the second method and a combination of deques for the third (I need to iterate through their elements without destructing them) and scored their times to see if there was an actual improvement. it appears that the third method is indeed faster. Then I tried to port the code to Java (and I must admit that I'm not very comfortable with it). I used ArrayDeque for the second method and LinkedLists for the third resulting in the third being inefficient in time. Here is the simplest method in C++ (I'm not posting the java version since it is almost identical): void normalWindowing(int mat[][MAX], int cols, int rows, int rad){ int i, j; int h = 0; for (i = 0; i < rows; ++i) { for (j = 0; j < cols; j++) { h = 0; for (int ry =- rad; ry <= rad; ry++) { int y = i + ry; if (y >= 0 && y < rows) { for (int rx =- rad; rx <= rad; rx++) { int x = j + rx; if (x >= 0 && x < cols) { h += mat[y][x]; } } } } } } } Here is the second method (the one optimized through columns) in C++: void opt1Windowing(int mat[][MAX], int cols, int rows, int rad){ int i, j, h, y, col; queue<int>* q = NULL; for (i = 0; i < rows; ++i) { if (q != NULL) delete(q); q = new queue<int>(); h = 0; for (int rx = 0; rx <= rad; rx++) { if (rx < cols) { int mem = 0; for (int ry =- rad; ry <= rad; ry++) { y = i + ry; if (y >= 0 && y < rows) { mem += mat[y][rx]; } } q->push(mem); h += mem; } } for (j = 1; j < cols; j++) { col = j + rad; if (j - rad > 0) { h -= q->front(); q->pop(); } if (j + rad < cols) { int mem = 0; for (int ry =- rad; ry <= rad; ry++) { y = i + ry; if (y >= 0 && y < rows) { mem += mat[y][col]; } } q->push(mem); h += mem; } } } } And here is the Java version: public static void opt1Windowing(int [][] mat, int rad){ int i, j = 0, h, y, col; int cols = mat[0].length; int rows = mat.length; ArrayDeque<Integer> q = null; for (i = 0; i < rows; ++i) { q = new ArrayDeque<Integer>(); h = 0; for (int rx = 0; rx <= rad; rx++) { if (rx < cols) { int mem = 0; for (int ry =- rad; ry <= rad; ry++) { y = i + ry; if (y >= 0 && y < rows) { mem += mat[y][rx]; } } q.addLast(mem); h += mem; } } j = 0; for (j = 1; j < cols; j++) { col = j + rad; if (j - rad > 0) { h -= q.peekFirst(); q.pop(); } if (j + rad < cols) { int mem = 0; for (int ry =- rad; ry <= rad; ry++) { y = i + ry; if (y >= 0 && y < rows) { mem += mat[y][col]; } } q.addLast(mem); h += mem; } } } } I recognize this post will be a wall of text. Here is the third method in C++: void opt2Windowing(int mat[][MAX], int cols, int rows, int rad){ int i = 0; int j = 0; int h = 0; int hh = 0; deque< deque<int> *> * M = new deque< deque<int> *>(); for (int ry = 0; ry <= rad; ry++) { if (ry < rows) { deque<int> * q = new deque<int>(); M->push_back(q); for (int rx = 0; rx <= rad; rx++) { if (rx < cols) { int val = mat[ry][rx]; q->push_back(val); h += val; } } } } deque<int> * C = new deque<int>(M->front()->size()); deque<int> * Q = new deque<int>(M->front()->size()); deque<int> * R = new deque<int>(M->size()); deque< deque<int> *>::iterator mit; deque< deque<int> *>::iterator mstart = M->begin(); deque< deque<int> *>::iterator mend = M->end(); deque<int>::iterator rit; deque<int>::iterator rstart = R->begin(); deque<int>::iterator rend = R->end(); deque<int>::iterator cit; deque<int>::iterator cstart = C->begin(); deque<int>::iterator cend = C->end(); for (mit = mstart, rit = rstart; mit != mend, rit != rend; ++mit, ++rit) { deque<int>::iterator pit; deque<int>::iterator pstart = (* mit)->begin(); deque<int>::iterator pend = (* mit)->end(); for(cit = cstart, pit = pstart; cit != cend && pit != pend; ++cit, ++pit) { (* cit) += (* pit); (* rit) += (* pit); } } for (i = 0; i < rows; ++i) { j = 0; if (i - rad > 0) { deque<int>::iterator cit; deque<int>::iterator cstart = C->begin(); deque<int>::iterator cend = C->end(); deque<int>::iterator pit; deque<int>::iterator pstart = (M->front())->begin(); deque<int>::iterator pend = (M->front())->end(); for(cit = cstart, pit = pstart; cit != cend; ++cit, ++pit) { (* cit) -= (* pit); } deque<int> * k = M->front(); M->pop_front(); delete k; h -= R->front(); R->pop_front(); } int row = i + rad; if (row < rows && i > 0) { deque<int> * newQ = new deque<int>(); M->push_back(newQ); deque<int>::iterator cit; deque<int>::iterator cstart = C->begin(); deque<int>::iterator cend = C->end(); int rx; int tot = 0; for (rx = 0, cit = cstart; rx <= rad; rx++, ++cit) { if (rx < cols) { int val = mat[row][rx]; newQ->push_back(val); (* cit) += val; tot += val; } } R->push_back(tot); h += tot; } hh = h; copy(C->begin(), C->end(), Q->begin()); for (j = 1; j < cols; j++) { int col = j + rad; if (j - rad > 0) { hh -= Q->front(); Q->pop_front(); } if (j + rad < cols) { int val = 0; for (int ry =- rad; ry <= rad; ry++) { int y = i + ry; if (y >= 0 && y < rows) { val += mat[y][col]; } } hh += val; Q->push_back(val); } } } } And finally its Java version: public static void opt2Windowing(int [][] mat, int rad){ int cols = mat[0].length; int rows = mat.length; int i = 0; int j = 0; int h = 0; int hh = 0; LinkedList<LinkedList<Integer>> M = new LinkedList<LinkedList<Integer>>(); for (int ry = 0; ry <= rad; ry++) { if (ry < rows) { LinkedList<Integer> q = new LinkedList<Integer>(); M.addLast(q); for (int rx = 0; rx <= rad; rx++) { if (rx < cols) { int val = mat[ry][rx]; q.addLast(val); h += val; } } } } int firstSize = M.getFirst().size(); int mSize = M.size(); LinkedList<Integer> C = new LinkedList<Integer>(); LinkedList<Integer> Q = null; LinkedList<Integer> R = new LinkedList<Integer>(); for (int k = 0; k < firstSize; k++) { C.add(0); } for (int k = 0; k < mSize; k++) { R.add(0); } ListIterator<LinkedList<Integer>> mit; ListIterator<Integer> rit; ListIterator<Integer> cit; ListIterator<Integer> pit; for (mit = M.listIterator(), rit = R.listIterator(); mit.hasNext();) { Integer r = rit.next(); int rsum = 0; for (cit = C.listIterator(), pit = (mit.next()).listIterator(); cit.hasNext();) { Integer c = cit.next(); Integer p = pit.next(); rsum += p; cit.set(c + p); } rit.set(r + rsum); } for (i = 0; i < rows; ++i) { j = 0; if (i - rad > 0) { for(cit = C.listIterator(), pit = M.getFirst().listIterator(); cit.hasNext();) { Integer c = cit.next(); Integer p = pit.next(); cit.set(c - p); } M.removeFirst(); h -= R.getFirst(); R.removeFirst(); } int row = i + rad; if (row < rows && i > 0) { LinkedList<Integer> newQ = new LinkedList<Integer>(); M.addLast(newQ); int rx; int tot = 0; for (rx = 0, cit = C.listIterator(); rx <= rad; rx++) { if (rx < cols) { Integer c = cit.next(); int val = mat[row][rx]; newQ.addLast(val); cit.set(c + val); tot += val; } } R.addLast(tot); h += tot; } hh = h; Q = new LinkedList<Integer>(); Q.addAll(C); for (j = 1; j < cols; j++) { int col = j + rad; if (j - rad > 0) { hh -= Q.getFirst(); Q.pop(); } if (j + rad < cols) { int val = 0; for (int ry =- rad; ry <= rad; ry++) { int y = i + ry; if (y >= 0 && y < rows) { val += mat[y][col]; } } hh += val; Q.addLast(val); } } } } I guess that most is due to the poor choice of the LinkedList in Java and to the lack of an efficient (not shallow) copy method between two LinkedList. How can I improve the third Java method? Am I doing some conceptual error? As always, any criticisms is welcome. UPDATE Even if it does not solve the issue, using ArrayLists, as being suggested, instead of LinkedList improves the third method. The second one performs still better (but when the number of rows and columns of the matrix is lower than 300 and the window radius is small the first unoptimized method is the fastest in Java)

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  • System and active partitions, and "System Reserved"

    - by a2h
    Upon trying a 3rd party bootloader (loaded from a disc), and trying to boot into my partition "Windows 7", I get "BOOTMGR is missing, Press Ctrl+Alt+Del to restart". But ordinary booting works fine. So I'm thinking, that perhaps it's because of my partitions. Upon opening "Disk Management", I notice out of my partitions, "System Reserved", "Windows 7" and "Documents", "Documents" is marked as both System and Active. I've looked into what an active partition is, and what "System Reserved" is for, so I'm thinking - should I mark "System Reserved" as active? The problem is, all images of Disk Management depicting "System Reserved" have it with both System and Active attributes, and so I am unsure on what to do, and also on why my "Documents" partition even is marked with System and Active.

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  • Matrix Pattern Recognition Algorithm

    - by Andres
    I am designing a logic analyzer and I would like to implement some Matrix Algorithm. I have several channels each one represented by a row in the matrix and every element in the column would be the state, for example: Channel 1 1 0 0 1 0 1 1 0 1 Channel 2 1 1 0 1 1 0 0 1 1 Channel 3 0 1 0 1 1 0 1 0 0 Channel 4 0 0 1 0 0 1 0 0 1 I would like to detect a pattern inside my matrix for example, detect if exist and where the sub-matrix or pattern: 1 0 1 1 I think it can be accomplished testing element by element but I think there should be a better way of doing it. Is there any Java API or any way to do it ? If there is a API ARM optimized for NEON instructions would be great also but not mandatory. Thank you very much in advance.

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  • MATLAB: Convert two array to a sparse matrix

    - by CziX
    I'm looking for an a command or trick to convert two arrays to a sparse matrix. The two arrays contain x-values and y-values, which gives a coordinate in the cartesian coordinate system. I want to group the coordinates, which if the value is between some value on the x-axes and the y-axes. % MATLAB x_i = find(x > 0.1 & x < 0.9); y_i = find(y > 0.4 & y < 0.8); %Then I want to find indicies which are located in both x_i and y_i Is there an easy way to this little trick?

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  • Scipy sparse... arrays?

    - by spitzanator
    Hey, folks. So, I'm doing some Kmeans classification using numpy arrays that are quite sparse-- lots and lots of zeroes. I figured that I'd use scipy's 'sparse' package to reduce the storage overhead, but I'm a little confused about how to create arrays, not matrices. I've gone through this tutorial on how to create sparse matrices: http://www.scipy.org/SciPy_Tutorial#head-c60163f2fd2bab79edd94be43682414f18b90df7 To mimic an array, I just create a 1xN matrix, but as you may guess, Asp.dot(Bsp) doesn't quite work because you can't multiply two 1xN matrices. I'd have to transpose each array to Nx1, and that's pretty lame, since I'd be doing it for every dot-product calculation. Next up, I tried to create an NxN matrix where column 1 == row 1 (such that you can multiply two matrices and just take the top-left corner as the dot product), but that turned out to be really inefficient. I'd love to use scipy's sparse package as a magic replacement for numpy's array(), but as yet, I'm not really sure what to do. Any advice? Thank you very much!

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  • converting a matrix to a list

    - by andrewj
    Suppose I have a matrix foo as follows: foo <- cbind(c(1,2,3), c(15,16,17)) > foo [,1] [,2] [1,] 1 15 [2,] 2 16 [3,] 3 17 I'd like to turn it into a list that looks like [[1]] [1] 1 15 [[2]] [1] 2 16 [[3]] [1] 3 17 You can do it as follows: lapply(apply(foo, 1, function(x) list(c(x[1], x[2]))), function(y) unlist(y)) I'm interested in an alternative method that isn't as complicated. Note, if you just do apply(foo, 1, function(x) list(c(x[1], x[2]))), it returns a list within a list, which I'm hoping to avoid.

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  • Save matrix of double values in OpenCV

    - by Christian
    I have an OpenCV matrix of double (CV_32F) values. I'd like to save it to the disk. I know, I could convert it to an 1-Channel 8-bit IplImage and save it. But that way, I loose precision. Is there a way to save it directly in the 32-bit format, without having to convert it first? It also would be nice, if the resulting file would have an image format, so I can view the result as an image.

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  • Run the Windows .net Application in System Tray on System Startup

    - by Rajneesh Verma
    Hi, Today i have created a .net windows application which has following key points. 1. Run only one instance of the project: to achieve this i have change the code of Program.cs as: Code Snippet static class Program { /// <summary> /// The main entry point for the application. /// </summary> [ STAThread ] static void Main() { bool instanceCountOne = false ; using ( Mutex mtex = new Mutex ( true , "MyRunningApp" , out instanceCountOne)) { if (instanceCountOne) { Application ...(read more)

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Rotate a 2d matrix to the right

    - by adam
    I want a 2d matrix to rotate to the right, it compiles fine but when I try to the run it freezes. For example I want {{10,20,30},{40,50,60}} to rotate into {{40,10},{50,20},{60,30}} import java.util.*; public class Rotate{ public static int[][] rotate(int[][] m) { int [][] rotateM = new int[m[0].length][m.length]; for (int i= 0; i< m.length; i= i++){ for (int j= 0; j< m[0].length; j= j++){ rotateM[i][j] = m[j][m.length-i-1]; } } return rotateM; } public static void main(String[]args){ int[][]m = {{10,20,30}, {40,50,60}}; System.out.println(Arrays.toString(rotate(m))); } }

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  • System Error Report /usr/bin/Xorg

    - by jimirings
    I have recently begun getting a System Error Report message when I start up my computer. I haven't installed anything recently other than the usual updates or done anything else out of the ordinary. The details for the report just say "/usr/bin/Xorg". It doesn't seem to be causing me any problems beyond the annoying error message. I saw these questions regarding this problem: System Error Report - Xorg How do I enable or disable Apport? That's all dandy for getting the message to go away, but I'd rather fix the problem. Any ideas how I can make that happen? I'm running Ubuntu 12.04 on a Toshiba NB505. I am, of course, happy to provide any other relevant information that may be needed. Thanks in advance.

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  • How attach a model with another model on a specific bone?

    - by Mehdi Bugnard
    I meet a difficulty attached to a model to another model on a "bone" accurate. I searched several forums but no result. I saw that many people have asked the same question but no real result see no response. Thread found : How to attach two XNA models together? How can I attach a model to the bone of another model? http://stackoverflow.com/questions/11391852/attach-model-xna But I think it is possible. Here is my code example attached a "cube" of the hand of my player private void draw_itemActionAttached(Model modelInUse) { Matrix[] Model1TransfoMatrix = new Matrix[this.player.Model.Bones.Count]; this.player.Model.CopyAbsoluteBoneTransformsTo(Model1TransfoMatrix); foreach (ModelMesh mesh in modelInUse.Meshes) { foreach (BasicEffect effect in mesh.Effects) { Matrix model2Transform = Matrix.CreateScale(1f) * Matrix.CreateFromYawPitchRoll(0, 0, 0); effect.World = model2Transform * Model1TransfoMatrix[0]; //root bone index effect.View = arcadia.camera.View; effect.Projection = arcadia.camera.Projection; } mesh.Draw(); } }

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  • Getting "System program problem detected" pops up regularly after upgrade from 11.10 to 12.04

    - by Mixhael
    This started to happen immediately after I had rebooted the first time after doing a system upgrade to 12.04 from 11.10. It first starts with a dialogue that says "System program problem detected". Then when I try to hit 'report problem' not much happens. I am led through a dialogue that always ends up the problem cannot be solved. I am running a MacBook1,1 I am aware this is not a lot of information, however I'm not sure which information I need to publish and how should I obtain it to debug this problem. Here's a screenshot!

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  • Matrix multiplication using Matrix Template library (MTL 4)

    - by Lxc
    The program is as following: #include <iostream> #include <boost/numeric/mtl/mtl.hpp> using namespace mtl; int main(int argc, char* argv[]) { dense_vector<double> a(5,1.0); dense_vector<double> b(5,2.0); a * trans(b); } I want to calculate a * trans(b), but there is a compling error :C2893. Will someone help me? Thanks a lot!

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • Changing size of a dynamically allocated matrix

    - by user1309174
    Trying to re-size the shape matrix dynamically. This is part of a drawing program where _capacity is the number of shapes drawn on a frame. Get the error in new Shape about _capacity saying expression needs to have a constant value. void ShapeStore::Grow(int minimumCapacity) { _capacity = max (minimumCapacity, 2 * _capacity); if (_capacity) { Shape ***newData = new Shape[_frames][_capacity]; //figure out this int i; for (int k = 0; k < _frames; k++) for (i=0;i<_count;i++) newData[k][i] = _data[k][i]; delete [] _data; _data = newData; } //*/ }

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  • matlab: simple matrix filtering - group size

    - by Art
    I have a huuuge matrix storing information about X and Y coordinates of multiple particle trajectories , which in simplified version looks like that: col 1- track number; col 2- frame number; col 2- coordinate X; col 3- coordinate Y for example: A = 1 1 5.14832 3.36128 1 2 5.02768 3.60944 1 3 4.85856 3.81616 1 4 5.17424 4.08384 2 1 2.02928 18.47536 2 2 2.064 18.5464 3 1 8.19648 5.31056 3 2 8.04848 5.33568 3 3 7.82016 5.29088 3 4 7.80464 5.31632 3 5 7.68256 5.4624 3 6 7.62592 5.572 Now I want to filter out trajectories shorter than lets say 2 and keep remaining stuff like (note renumbering of trajectories): B = 1 1 5.14832 3.36128 1 2 5.02768 3.60944 1 3 4.85856 3.81616 1 4 5.17424 4.08384 2 1 8.19648 5.31056 2 2 8.04848 5.33568 2 3 7.82016 5.29088 2 4 7.80464 5.31632 2 5 7.68256 5.4624 2 6 7.62592 5.572 How to do it efficiently? I can think about some ideas using for loop and vertcat, but its the slowest solution ever :/ Thanks!

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  • Why does Windows 7 have three system partitions?

    - by Ben
    I am using Windows 7, and I wanted to make a System image (using Windows 7), but Windows 7 checked three partitions as System (100 MB + C (install partition) + D (my partition for my files, all programs are installed at C)). I don't want to backup my D partition, but that is not really the point. I don't want Windows messing with my other partitions and making them system. Is there a way to limit Windows 7 just to partition C (install partition)? If there is no way to stop Windows from making other partitions system, can I at least delete the files that make partition D system? PS: All these three partitions are on one physical disk, partitions from other disks aren't treated as System. FACTS: desktop PC, no OEM partitions, I personally have installed Windows 7 (many times) on the C partition. Why is my D partition checked as System partition when I try to create a System Image (using Windows 7 Ultimate built in tool), even though Windows (and all the software) are installed on the C partition? Is there a way to make D "normal" or non-system partition? Here is a picture of how it looks like if I try to create a system image. Once again, why is D also a system partition?

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