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  • Basic FreeMat/MATLAB syntax - dimension error

    - by 0x90
    I am using FreeMat, and I have an RGB picture which is a 3D matrix contains the columns and rows of the pictures and the RGB values for each pixel. Since there is not an intrinsic function to convert RGB picture to YIQ, I have implement one. I came up with this code: Assume I have a 3D array, image_rgb: matrix = [0.299 0.587 0.114; 0.596 -0.274 -0.322; 0.211 -0.523 0.312]; row = 1:length(image_rgb(:,1,1)); col = 1:length(image_rgb(1,:,1)); p = image_rgb(row,col,:); %Here I have the problem mage_yiq(row,col,:) = matrix*image_rgb(row,col,:); max_y = max (max(image_yiq(:,:,1))); max_i = max (max(image_yiq(:,:,2))); max_q = max (max(image_yiq(:,:,3))); %Renormalize the image again after the multipication % to [0,1]. image_yiq(:,:,1) = image_yiq(:,:,1)/max_y; image_yiq(:,:,2) = image_yiq(:,:,2)/max_i; image_yiq(:,:,3) = image_yiq(:,:,3)/max_q; I can't understand why the matrix multiplication fails. I want the code to be nice and not just to, multiply the matrix by hand...

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  • Convert Virtual Key Code to unicode string

    - by Joshua Weinberg
    I have some code I've been using to get the current keyboard layout and convert a virtual key code into a string. This works great in most situations, but I'm having trouble with some specific cases. The one that brought this to light is the accent key next to the backspace key on german QWERTZ keyboards. http://en.wikipedia.org/wiki/File:KB_Germany.svg That key generates the VK code I'd expect kVK_ANSI_Equal but when using a QWERTZ keyboard layout I get no description back. Its ending up as a dead key because its supposed to be composed with another key. Is there any way to catch these cases and do the proper conversion? My current code is below. TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource(); CFDataRef uchr = (CFDataRef)TISGetInputSourceProperty(currentKeyboard, kTISPropertyUnicodeKeyLayoutData); const UCKeyboardLayout *keyboardLayout = (const UCKeyboardLayout*)CFDataGetBytePtr(uchr); if(keyboardLayout) { UInt32 deadKeyState = 0; UniCharCount maxStringLength = 255; UniCharCount actualStringLength = 0; UniChar unicodeString[maxStringLength]; OSStatus status = UCKeyTranslate(keyboardLayout, keyCode, kUCKeyActionDown, 0, LMGetKbdType(), kUCKeyTranslateNoDeadKeysBit, &deadKeyState, maxStringLength, &actualStringLength, unicodeString); if(actualStringLength > 0 && status == noErr) return [[NSString stringWithCharacters:unicodeString length:(NSInteger)actualStringLength] uppercaseString]; }

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  • How to accommodate for the different screen resolution of iPhone 4?

    - by mystify
    This is a programming question! Read on before you vote to close! According to Apple, iPhone 4 has a new screen resolution: 3.5-inch (diagonal) widescreen Multi-Touch display 960-by-640-pixel resolution at 326 ppi This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. Edit: It seems Apple has integrated an switch that allows to tell if an app is highRes or not. Nice. When we develop high-resolution apps, probably they won't work on older devices. And if they did, they would suffer a lot from 4-times the size of any image, having to scale them down in memory. This is community wiki. Just add anything that you think is relevant to this huge problem (constant screen res was one of the main reasons why I didn't go for Android!!).

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  • Noise with multi-threaded raytracer

    - by herber88
    This is my first multi-threaded implementation, so it's probably a beginners mistake. The threads handle the rendering of every second row of pixels (so all rendering is handled within each thread). The problem persists if the threads render the upper and lower parts of the screen respectively. Both threads read from the same variables, can this cause any problems? From what I've understood only writing can cause concurrency problems... Can calling the same functions cause any concurrency problems? And again, from what I've understood this shouldn't be a problem... The only time both threads write to the same variable is when saving the calculated pixel color. This is stored in an array, but they never write to the same indices in that array. Can this cause a problem? Multi-threaded rendered image (Spam prevention stops me from posting images directly..) Ps. I use the exactly same implementation in both cases, the ONLY difference is a single vs. two threads created for the rendering.

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  • Rails 2.x provide meaningful error message with http basic authentication

    - by randombits
    I'm using basic http authentication in my rails app via the following code: class ApplicationController < ActionController::Base helper :all # include all helpers, all the time before_filter :authenticate private def authenticate authenticate_or_request_with_http_basic do |username, password| if username.nil? || password.nil? render :inline => %(xml.instruct! :xml, :version => "1.0", :encoding => "UTF-8" xml.errors do xml.error('Could not authenticate you.') end), :type => :builder, :status => 401 end end end end The problem is, if you do a curl http://127.0.0.1:3000/foo/1.xml without providing the -u username:password flag, you get a dead beat response like this: HTTP/1.1 401 Unauthorized Cache-Control: no-cache WWW-Authenticate: Basic realm="Foo" X-Runtime: 1 Content-Type: text/html; charset=utf-8 Content-Length: 27 Server: WEBrick/1.3.1 (Ruby/1.9.1/2010-01-10) Date: Thu, 03 Jun 2010 03:09:18 GMT Connection: Keep-Alive HTTP Basic: Access denied. Is it possible at all to render the inline XML I have above in the event a username and password is not provided by the user?

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  • why my customized marker not showing up in openstreet maps

    - by troy
    I have following java script used for showing the customized marker. But for some reasons its showing up the default marker.. function init() { map = new OpenLayers.Map("basicMap"); var mapnik = new OpenLayers.Layer.OSM(); var fromProjection = new OpenLayers.Projection("EPSG:4326"); var toProjection = new OpenLayers.Projection("EPSG:900913"); var position = new OpenLayers.LonLat(-6.242981,53.331201).transform( fromProjection, toProjection); var zoom = 12; map.addLayer(mapnik); var markers = new OpenLayers.Layer.Markers( "Markers" ); map.addLayer(markers); var size = new OpenLayers.Size(16,28); var offset = new OpenLayers.Pixel(-(size.w*0), -(size.h*1)); var icon = new OpenLayers.Icon('http://m.osmtools.de/images/pin_red.png',size,offset); markers.addMarker(new OpenLayers.Marker(position),icon); map.setCenter(position, zoom ); } And here is my html: <body onload="init();"> <div id="basicMap"></div> </body> I dont understand what wrong with my code .... Please help me.. THank You

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  • What is the best approach to embed mp4 for the iPhone without using JavaScript?

    - by usingtechnology
    I am trying to troubleshoot this code and am running into a dead-end, so I thought I would ask my first question here. I have three questions: 1) What is the best approach to embed an mp4 for an iPhone specific view, preferably without using Javascript? 2) Are there any preferred practices to debug code on an iPhone? 3) Can anyone tell me what is wrong with my specific code below? I should mention upfront that the variable $fileName does indeed contain the correct info, I've just omitted that portion of the code. Also, the poster image does flicker for a brief moment before I receive the greyed out, broken QuickTime image so that is an indication that this is partially working. Code: <object width="448" height="335" classid="clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B" codebase="http://www.apple.com/qtactivex/qtplugin.cab"> <param name="src" value="/libraries/images/$fileName.jpg" /> <param name="href" value="/libraries/media/$fileName.mp4" /> <param name="target" value="myself" /> <param name="controller" value="true" /> <param name="autoplay" value="false" /> <param name="scale" value="aspect" /> <embed src="/libraries/images/$fileName.jpg" href="/libraries/media/$fileName.mp4" type="video/mp4" target="myself" width="448" height="335" scale="aspect" controller="false" autoplay="false"> </embed> </object>

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  • Why won't this work; opencv Mat_<float>

    - by user1371674
    I can't seem to get this to work. I'm trying to get the pixel value of an image but first need to change the color of the image, but since I cannot use int or just Mat because the values are not whole numbers, I have to use and because of that errors pop up when I try to run this on the cmd. int main(int argc, char **argv) { Mat img = imread(argv[1]); ofstream myfile; Mat_<float> MatBlue = img; int rows1 = MatBlue.rows; int cols1 = MatBlue.cols; for(int x = 0; x < cols1; x++) { for(int y = 0; y < rows1; y++) { float val = MatBlue.at<cv::Vec3b>(y, x)[1]; MatBlue.at<cv::Vec3b>(y, x)[0] = val + 1; } } }

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  • Android: How to do this framing paint?

    - by iDroid Explorer
    I Have Some static images like below: Now, I want is, when i touch on the face or hand, then the selected color should be fill on that skin portion. See below image of result: So how to get the result like above ?? Redo and Undo Functionality Should be also there. I have try with the FloodFill color but doing that i can only able to do color in to the perticular portion. as FloodFill only fill the color till the same pixwl color comes. If the touch place pixel color get change the it will not fill color on it. So Usinf FloodFill i got the result like below image, If i press on the hand, then only hand portion will fill with color, instead of it i want to fill color to the other hand and face also. So Please help me in this case. EDITED After some reply i got the solution like this one. But still there is a memory issue. It consume lots of memory to draw the color. So please can anyone help me for it ?

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  • Prompting for authentication from a wxPython program and passing it along to IIS?

    - by MetaHyperBolic
    I have a client (written in Python, with a wxPython front end in dead-simple wizard style) which communicates a website running IIS. A python script receives requests and does the usual client-server dance. I would have written this as a browser application, but for the requirement that certain things happen on the local PC that the web can't help with (file manipulation, interfacing with certain USB hardware, etc.) Right now, I am simply using the logon credentials, compounded as a string from os.environ['USERDOMAIN'] and os.environ['USERNAME'], to pass along to the server, which connects to Active Directory and enumerates the members of the group, looking for those logon credentials. It's an ugly hack, but it works. Obviously, I could make people log out of the generic helper accounts and log back into Windows using specific accounts. However, I wondered how feasible it would be to provide some kind of logon prompt wherein the user can type in a name and password, then some kind of authorization token could be passed on to IIS. This seems like something I would not want to do myself, given that amateurs almost always make huge security mistakes. Now you can see why I am wishing this was purely web-based. What's a good way to handle this?

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  • Dynamic change .click value Jquery IE issue.

    - by user326100
    Hello guys.. it's i first time i'm asking here. Sorry if the answer is available already. I have a very small jQuery script that canges the paramether for onclick attr on a DIV. IT works like as right and left arrows for some content in the middle. BAsically i set the onclick="foo(1)" then when get clicked sld change the value 1 to 2, and keep changing everytime i click. on jQuery functio i'm using: $("#v_arrow_r").attr('onclick','').unbind().click(newclick_next); it works like a charm on FF and Chrome, but does not work on IE !!!! Argh... here the the code: if (start == 24) { var a = 0; var b = 0; } else { var a = start-6; var b = start+6; } next = "home_featured_videos(" + b + ");"; newclick_next = eval("(function(){"+next+"});"); prev = "home_featured_videos(" + a + ");"; newclick_prev = eval("(function(){"+prev+"});"); $('#video-module').css('background',''); $('#video-module').html(response); $("#v_arrow_l").attr('onclick','').unbind().click(newclick_prev); $("#v_arrow_r").attr('onclick','').unbind().click(newclick_next); The html: //CONTENT So like i said.. i define the attr onclick when page open. It work well on IE. but when i click the arrow and call the function the oncli is set to null and i add the function to .click. IE stop working. the click is dead. If anybody have idea why this is happening. Thanx in advance. Kind Regards Varois

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • How do I fix the alpha value after calling GDI text functions?

    - by Daniel Stutzbach
    I have a application that uses the Aero glass effect, so each pixel has an alpha value in addition to red, green, and blue values. I have one custom-draw control that has a solid white background (alpha = 255). I would like to draw solid text on the control using the GDI text functions. However, these functions set the alpha value to an arbitrary value, causing the text to translucently show whatever window is beneath my application's. After calling rendering the text, I would like to go through all of the pixels in the control and set their alpha value back to 255. What's the best way to do that? I haven't had any luck with the BitBlt, GetPixel, and SetPixel functions. They appear to be oblivious to the alpha value. Here are other solutions that I have considered and rejected: Draw to a bitmap, then copy the bitmap to the device: With this approach, the text rendering does not make use of the characteristics of the monitor (e.g., ClearText). Use GDI+ for text rendering: This application originally used GDI+ for text rendering (before I started working on Aero support). I switched to GDI because of difficulties I encountered trying to accurately measure strings with GDI+. I'd rather not switch back. Set the Aero region to avoid the control in question: My application's window is actually a child window of a different application running in a different process. I don't have direct control over the Aero settings on the top-level window. The application is written in C# using Windows Forms, though I'm not above using Interop to call Win32 API functions.

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  • Exchange Server 2010: move mailboxes from recoveded and mounted edb to user's mailbox [closed]

    - by Cook
    One of our exchange servers crashed, and I am trying to recover the mailboxes. We had 1 exchange 2003 server named "apex" and 1 exchange 2010 server named "2008Enterprise. the exchange 2010 server named "2008Enterprise" crashed. I created a new exchange 2010 server named "Providence". I ran the command on Providence: New-MailboxDatabase -Recovery -Name JBCMail -Server Providence -EdbFilePath "c:\data\Exchange\Mailbox\Mailbox Database 0579285147\Mailbox Database 0579285147.edb" -LogFolderPath "c:\data\Exchange\Mailbox\Mailbox Database 0579285147" this command executed and finished without error I then ran the command: eseutil /p E00 this command was executed from the below directory: c:\data\Exchange\Mailbox\Mailbox Database 0579285147 I then mounted the JBCMail with the mount command note: I do not have my full typed command. Inside my Exchange Management Console (EMC) I can view the new mailbox database named JBCMail. The JBCMail database is show as mounted on the exchange server named Providence. I can see the crashed Exchange server named 2008Exchange. In the EMC the crashed exchange server states the Copy Status under ServerConfiguration-Mailbox is ServiceDown. From here I need to recover three mailboxes The mail boxes are on the apex server. How do I move the mailboxs from apex to Providence? How do I restore the mailboxes from JBCmail mounted database to the user's mailbox? I do not fully understand how to use the Restore-Mailbox command because when I use this command it tries to restore the mailbox to the dead apex server. Restore-Mailbox -ID 'Jason Young' -RecoveryDatabase JBCMail

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  • Is there a quality, file-size, or other benefit to JPEG sizes being multiples of 8px or 16px?

    - by davebug
    The JPEG compression encoding process splits a given image into blocks of 8x8 pixels, working with these blocks in future lossy and lossless compressions. [source] It is also mentioned that if the image is a multiple 1MCU block (defined as a Minimum Coded Unit, 'usually 16 pixels in both directions') that lossless alterations to a JPEG can be performed. [source] I am working with product images and would like to know both if, and how much benefit can be derived from using multiples of 16 in my final image size (say, using an image with size 480px by 360px) vs. a non-multiple of 16 (such as 484x362). In this example I am not interested in further alterations, editing, or recompression of the final image. To try to get closer to a specific answer where I know there must be largely generalities: Given a 480x360 image that is 64k and saved at maximum quality in Photoshop [example]: Can I expect any quality loss from an image that is 484x362 What amount of file size addition can I expect (for this example, the additional space would be white pixels) Are there any other disadvantages to growing larger than the 8px grid? I know it's arbitrary to use that specific example, but it would still be helpful (for me and potentially any others pondering an image size) to understand what level of compromise I'd be dealing with in breaking the non-8px grid. The key issue here is a debate I've had is whether 8-pixel divisible images are higher quality than images that are not divisible by 8-pixels.

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  • Better way to compare neighboring cells in matrix

    - by HyperCube
    Suppose I have a matrix of size 100x100 and I would like to compare each pixel to its direct neighbor (left, upper, right, lower) and then do some operations on the current matrix or a new one of the same size. A sample code in Python/Numpy could look like the following: (the comparison 0.5 has no meaning, I just want to give a working example for some operation while comparing the neighbors) import numpy as np my_matrix = np.random.rand(100,100) new_matrix = np.array((100,100)) my_range = np.arange(1,99) for i in my_range: for j in my_range: if my_matrix[i,j+1] > 0.5: new_matrix[i,j+1] = 1 if my_matrix[i,j-1] > 0.5: new_matrix[i,j-1] = 1 if my_matrix[i+1,j] > 0.5: new_matrix[i+1,j] = 1 if my_matrix[i-1,j] > 0.5: new_matrix[i-1,j] = 1 if my_matrix[i+1,j+1] > 0.5: new_matrix[i+1,j+1] = 1 if my_matrix[i+1,j-1] > 0.5: new_matrix[i+1,j-1] = 1 if my_matrix[i-1,j+1] > 0.5: new_matrix[i-1,j+1] = 1 This can get really nasty if I want to step into one neighboring cell and start from it to do a similar task... Do you have some suggestions how this can be done in a more efficient manner? Is this even possible?

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  • C# Sql Connection Best Practises 2013

    - by Pete Petersen
    With the new year approaching I'm drawing up a development plan for 2013. I won't bore you with the details but I started thinking about whether the way I do things is actually the 'correct' way. In particular how I'm interfacing with SQL. I create predominantly create WPF desktop applications and often some Silverlight Web Applications. All of my programs are very Data-Centric. When connecting to SQL from WPF I tend to use Stored Procedures stored on the server and fetch them using ADO.NET (e.g. SQLConnection(), .ExecuteQuery()). However with Silverlight I have a WCF service and use LINQ to SQL (and I'm using LINQ much more in WPF). My question is really is am I doing anything wrong in a sense that it's a little old fashioned? I've tried to look this up online but could find anything useful after about 2010 and of those half were 'LINQ is dead!' and the other 'Always use LINQ' Just want to make sure going forward I'm doing the right things the right way, or at least the advised way :). What principles are you using when connecting to SQL? Is it the same for WPF and Silverlight/WCF?

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  • Where to start to create an HTML website with 2 tables read from csv files using anything but php

    - by CodingIsAwesome
    I want to design a website which displays on loading two tables each with it's respective data from a csv file. Then every minute the website automatically refreshes. This problem seems so simple! But yet the solution eludes me. All of the files will be contained in 1 directory, not on a server but on a local machine. Such as sitting on the desktop. I understand if I use javascript I have to use ADO, and I'm still trying to work out how to use ASP. I am new with both languages. So far the only restriction is that I can't use PHP. So the jist so far as I can think right now is: 1. read the file 2. place the file into an array by splitting at the commas 3. write the array into td's ????? 4. then print all this out into a div ???? I have googled my heart out and can't seem to find what I'm looking for. or even piece together what I'm looking for. Everything with javascript and ADO's leads me to dead ends, I can't find anything on ASP that is helpful. Could someone please write up some sample code for a resource? Or have a better solution?

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  • how can I store the current status of the game in cocos2d ?

    - by srikanth rongali
    I am writing a shooting game in cocos2d. And each enemy enters the screen after the current one is dead. I have stores the enemies and their properties in plist. I need to save the current state of the game. If any phone call comes the game should be started from the current state. So, I usedNsUserDefaults in this way, - (void) applicationDidFinishLaunching:(UIApplication*)application { ... NSUserDefaults *myDefaultOptions = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; //tempCount4 is the current Enemy number. It was declared in another class. I am using extern and using the value here. tempCount4 = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; } - (void)applicationWillTerminate:(UIApplication *)application { [[CCDirector sharedDirector] end]; [myDefaultOptions setObject:tempCount4 forKey:@"enemyNumber"]; } The control is not entering in to the (void)applicationWillTerminate:(UIApplication *)application when I pressed the Home button. And when I touched the game icon on the screen the game is running from first screen and in log (terminal )it is not showing any values. And what should I store to resume my game from stored state. Can you explain where I was wrong ? Thank You.

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  • OpenCV compare two images and get different pixels

    - by Richard Knop
    For some reason the code bellow is not working. I have two 640*480 images which are very similar but not the same (at least few hundred/thousand pixels should be different). This is how I am comparing them and counting different pixels: unsigned char* row; unsigned char* row2; int count = 0; // this happens in a loop // fIplImageHeader is current image // lastFIplImageHeader is image from previous iteration if ( NULL != lastFIplImageHeader->imageData ) { for( int y = 0; y < fIplImageHeader->height; y++ ) { row = &CV_IMAGE_ELEM( fIplImageHeader, unsigned char, y, 0 ); row2 = &CV_IMAGE_ELEM( lastFIplImageHeader, unsigned char, y, 0 ); for( int x = 0; x < fIplImageHeader->width*fIplImageHeader->nChannels; x += fIplImageHeader->nChannels ) { if (row[x] == row2[x]) // the pixel in the first channel (usually G) { count++; } if (row[x+1] == row2[x+1]) // ... second channel (usually B) { count++; } if (row[x+2] == row2[x+2]) // ... third channel (usually R) { count++; } } } } Now at the end I get number 3626 which would seem alright. But, I tried opening one of the images in MS Paint and drawing thick red lines all over it which should increase the number of different pixels substantially. I got the same number again: 3626. Obviously I am doing something wrong here. I am comparing these images in a loop. This line is before the loop: IplImage* lastFIplImageHeader = cvCreateImageHeader(cvSize(640, 480), 8, 3); Then inside the loop I load images like this: IplImage* fIplImageHeader = cvLoadImage( filePath.c_str() ); // here I compare the pixels (the first code snippet) lastFIplImageHeader->imageData = fIplImageHeader->imageData; So lastFIplImageHeader is storing the image from the previous iteration and fIplImageHeader is storing the current image.

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  • Collision Detection (Ground & Slopes) in 2D Platform Game using Pygame Rects

    - by RedCap
    Hi, First off, I am not after any instructions on logic for collision detection; I get it. What I am trying to work out is the least complicated way to do this with Pygame using Sprites & Rects. I want to be able to check collisions for the Player against ground, walls & slopes. In theory it is quite straight forward, but I'm having difficulty because it seems like you cannot do this with one Rect. One Rect is simple enough to get you collisions in the X plane against walls. The same Rect could be used also be used in the Y plane against solids, but not with slopes - since with the collision routines in Pygame it checks the whole Rect (or mask), rather than perhaps just the bottom middle of the Rect. It seems in addition you need to have a number of "sprites" to check collisions with, that are 1x1 pixel in various places around the Player. What's the easiest way to do this, without having a bunch of 3, 4, or more separate "collision pixels" to check against slopes? Geoff

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  • HTML5: Rendering absolute images using canvas

    - by Mark
    I am experimenting with canvas as part of my HTML5 introduction. This constitutes as assignment work, but I am not asking for any help on the actual coursework at all. I am trying to write a rendering engine, but having no luck because once the image is drawn on canvas it looks very distorted, and not at the right dimensions of the image itself. I have made a animation engine that loads images into an array, and then iterates through them at a certain speed. This is not the problem, and I assume is not causing the issue as this was happening when I drawn an image to the canvas. I think this is natural behaviour for images to be scaled/skewed when the window is resized, so I conquered that by simply redrawing the whole thing once the window is resized. The images I am using are isometric, and drawn at a pixel level. Would this cause the distortion? It seems setting the dimensions on the drawImage() function are not working are all. I am using JavaScript for the manipulation and rendering of the canvas. I would normally try and work it out myself, but I do not have any time to ponder why because I have no idea why it is even scaling/skewing the image once it is drawn on the canvas. I cannot share the code for obvious reasons. I should also mention, the canvas's dimension is the total width of the viewport, as I am developing a game. My question is: Has anyone encountered this and how would I correct it? Thanks for your help.

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  • Picture.writeToStream() not writing out all bitmaps

    - by quickdraw mcgraw
    I'm using webview.capturePicture() to create a Picture object that contains all the drawing objects for a webpage. I can successfully render this Picture object to a bitmap using the canvas.drawPicture(picture, dst) with no problems. However when I use picture.writeToStream(fos) to serialize the picture object out to file, and then Picture.createFromStream(fis) to read the data back in and create a new picture object, the resultant bitmap when rendered as above is missing any larger images (anything over around 20KB! by observation). This occurs on all the Android OS platforms that I have tested 1.5, 1.6 and 2.1. Looking at the native code for Skia which is the underlying Android graphics library and the output file produced from the picture.writeToStream() I can see how the file format is constructed. I can see that some of the images in this Skia spool file are not being written out (the larger ones), the code that appears to be the problem is in skBitmap.cpp in the method void SkBitmap::flatten(SkFlattenableWriteBuffer& buffer) const; It writes out the bitmap fWidth, fHeight, fRowBytes, FConfig and isOpaque values but then just writes out SERIALIZE_PIXELTYPE_NONE (0). This means that the spool file does not contain any pixel information about the actual image and therefore cannot restore the picture object correctly. Effectively this renders the writeToStream and createFromStream() APIs useless as they do not reliably store and recreate the picture data. Has anybody else seen this behaviour and if so am I using the API incorrectly, can it be worked around, is there an explanation i.e. incomplete API / bug and if so are there any plans for a fix in a future release of Android? Thanks in advance.

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  • Ignore all folders with a certain name in SVN (subversion), how to?

    - by Roeland
    I am fairly new to Subversion and was wondering how exactly to ignore all folders by a specific name. From what I have read, I think I need to use the svn:ignore function, but I have no clue on how to actually do this. Some places mention a config file.. some say command prompt. I have my subversion repo set up on a windows 2008 server. I tried to go to command prompt and type svn:ignore name but that didnt work. The tutorial I used to set up my repo (with apache 2.2) had me create an etc folder in c:/. There I have subversion.conf, svn-acl and svn-auth-file. My subversion.conf file includes this: <Location /btp> DAV svn SVNPath C:/Files/Work/Repositories/btp AuthType Basic AuthName "By The Pixel Repo" AuthUserFile c:/etc/svn-auth-file Require valid-user AuthzSVNAccessFile c:/etc/svn-acl </Location> The client I use for my development machines is tortoisesvn. Im a bit of a noob so any help is appreciated it! Thanks.

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  • Detecting TCP dropout over an unreliable network

    - by yx
    I am doing some experimentation over an unreliable radio network (home brewed) using very rudimentary java socket programming to transfer messages back and forth between the end nodes. The setup is as follows: Node A --- Relay Node --- Node B One problem I am constantly running into is that somehow the connection drops out and neither Node A or B knows that the link is dead, and yet continues to transmit data. The TCP connection does not time out either. I have added in a heartbeat message that causes a timeout after a while, but I still would like to know what is the underlying cause of why TCP does not time out. Here are the options I am enabling when setting up a socket: channel.socket().setKeepAlive(false); channel.socket().setTrafficClass(0x08); // for max throughput This behavior is strange since it is totally different than when I have a wired network. On a wired network, I can simulate a disconnected connection by pulling out the ethernet cord, however, once I plug the cord back in, the connection becomes restablished and messages begin to be passed through once more. On the radio network, the connection is never reestablished and once it silently dies, the messages never resume. Is there some other unknown java implentation or setting for a socket that I can use, also, why am I seeing this behavior in the first place? And yes, before anyone says anything, I know TCP is not the preffered choice over an unreliable network, but in this case I wanted to ensure no packet loss.

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