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  • SQL SERVER – Validating Spatial Object as NULL using IsNULL

    - by pinaldave
    Follow up questions are the most fun part of writing a blog post. Earlier I wrote about SQL SERVER – Validating Spatial Object with IsValidDetailed Function and today I received a follow up question on the same subject. The question was mainly about how NULL is handled by spatial functions. Well, NULL is NULL. It is very easy to work with NULL. There are two different ways to validate if the passed in the value is NULL or not. 1) Using IsNULL Function IsNULL function validates if the object is null or not, if object is not null it will return you value 0 and if object is NULL it will return you the value NULL. DECLARE @p GEOMETRY = 'Polygon((2 2, 3 3, 4 4, 5 5, 6 6, 2 2))' SELECT @p.ISNULL ObjIsNull GO DECLARE @p GEOMETRY = NULL SELECT @p.ISNULL ObjIsNull GO 2) Using IsValidDetailed Function IsValidateDetails function validates if the object is valid or not. If the object is valid it will return 24400: Valid but if the object is not valid it will give message with the error number. In case object is NULL it will return the value as NULL. DECLARE @p GEOMETRY = 'Polygon((2 2, 3 3, 4 4, 5 5, 6 6, 2 2))' SELECT @p.IsValidDetailed() IsValid GO DECLARE @p GEOMETRY = NULL SELECT @p.IsValidDetailed() IsValid GO When to use what? Now you can see that there are two different ways to validate the NULL values. I personally have no preference about using one over another. However, there is one clear difference between them. In case of the IsValidDetailed Function the return value is nvarchar(max) and it is not always possible to compare the value with nvarchar(max). Whereas the ISNULL function returns the bit value of 0 when the object is null and it is easy to determine if the object is null or not in the case of ISNULL function. Additionally, ISNULL function does not check if the object is valid or not and will return the value 0 if the object is not NULL. Now you know even though either of the function can be used in place of each other both have very specific use case. Use the one which fits your business case. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Spatial Database, SQL Spatial

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  • Create Image Maps with GIMP

    - by SGWellens
    Having a clickable image in a web page is not a big deal. Having an image in a web page with clickable hotspots is a big deal. The powerful GIMP editor has a tool to make creating clickable hotspots much easier. GIMP stands for GNU Image Manipulation Program. Its home page and download links are here: http://www.gimp.org/ (it is completely free). Beware: GIMP is an extraordinarily advanced and powerful image editor. If you wish to use it for general image editing tasks, you have a steep learning curve to climb. FYI: I used it to create the shadows you see on the images below. Fortunately, the tool to make Image Maps is separate from the main program. To start, open an image with GIMP or, drag and drop an image onto the GIMP main window. I'm using the image of a bar graph. Next, we have to find the Image Map tool and launch it (Filters->Web->Image Map…): Why is the Image Map tool under Filters and not Tools? I don't know. It's mystery—much like the Loch Ness Monster, the Bermuda Triangle, or why my socks keep disappearing when I do laundry. I swear I've got twenty single unmatched socks. But I digress… Here is what the Image Map tool looks like: If we click the blue 'I' button, we can add information to the Image Map: Now we'll use the rectangle tool to create some clickable hotspots. Select the Blue Rectangle tool, drag a rectangle, click when done and you'll get something like this: You can also make circle/oval and polygon areas. You can edit all the parameters of an image map area after drawing it. Rectangle settings (for fine tweaking): JavaScript functions (it's up to you to write them): Here is a setup with two rectangles and one polygon area: When you hit save a map file is generated that looks something like this: Paste the contents into a web page and you are almost there. I made some tweaks before it became usable: Replaced &apos; with apostrophes in the javascript functions. Changed the image path so it would find the image in my images directory Tweaked the href urls. Added Title="Some Text" to get tool tips. Cleaned out the comments. Result: The final markup (with JavaScript function): function ImageMapMouseHover(Msg) { $("#Label1").html(Msg); } It may seem like a lot of bother but, the tool does the heavy lifting: i.e. the coordinates. Getting the regions positioned and sized is easy using a visual tool…much better than doing it by hand. This, of course, isn't a full treatise on the tool but it should give you enough information to decide if it's helpful. I hope someone finds this useful Steve Wellens

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  • Map format for 3d open world

    - by Pacha
    I am making an open world 3d platformer in Ogre3D, and I have no idea on what kind of 3d map file format I should use for it. I want to make low-polygon blocky-style objects. Probably rectangles and other geometrical figures that don't have circular edges. Some of those blocks will have properties, like climbable or they might move. I was wondering what would be the best thing to do to make the map (just one level, as it is open).

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  • RTS style fog of war woes

    - by Fricken Hamster
    So I'm trying to make a rts style line of sight fog of war style engine for my grid based game. Currently I am getting a set of vertices by raycasting in 360 degree. Then I use that list of vertices to do a graphics style polygon scanline fill to get a list of all points within the polygon. The I compare the new list of seen tiles and compare that with the old one and increment or decrement the world vision array as needed. The polygon scanline function is giving me trouble. I'm mostly following this http://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/PolygonFilling.html So far this is my code without cleaning anything up var edgeMinX:Vector.<int> = new Vector.<int>; var edgeMinY:Vector.<int> = new Vector.<int>; var edgeMaxY:Vector.<int> = new Vector.<int>; var edgeInvSlope:Vector.<Number> = new Vector.<Number>; var ilen:int = outvert.length; var miny:int = -1; var maxy:int = -1; for (i = 0; i < ilen; i++) { var curpoint:Point = outvert[i]; if (i == ilen -1) { var nextpoint:Point = outvert[0]; } else { nextpoint = outvert[i + 1]; } if (nextpoint.y == curpoint.y) { continue; } if (curpoint.y < nextpoint.y) { var curslope:Number = ((nextpoint.y - curpoint.y) / (nextpoint.x - curpoint.x)); edgeMinY.push(curpoint.y); edgeMinX.push(curpoint.x); edgeMaxY.push(nextpoint.y); edgeInvSlope.push(1 / curslope); if (curpoint.y < miny || miny == -1) { miny = curpoint.y; } if (nextpoint.y > maxy) { maxy = nextpoint.y; } } else { curslope = ((curpoint.y - nextpoint.y) / (curpoint.x - nextpoint.x)); edgeMinY.push(nextpoint.y); edgeMinX.push(nextpoint.x); edgeMaxY.push(curpoint.y); edgeInvSlope.push(1 / curslope); if (nextpoint.y < miny || miny == -1) { miny = curpoint.y; } if (curpoint.y > maxy) { maxy = nextpoint.y; } } } var activeMaxY:Vector.<int> = new Vector.<int>; var activeCurX:Vector.<Number> = new Vector.<Number>; var activeInvSlope:Vector.<Number> = new Vector.<Number>; for (var scanline:int = miny; scanline < maxy + 1; scanline++) { ilen = edgeMinY.length; for (i = 0; i < ilen; i++) { if (edgeMinY[i] == scanline) { activeMaxY.push(edgeMaxY[i]); activeCurX.push(edgeMinX[i]); activeInvSlope.push(edgeInvSlope[i]); //trace("added(" + edgeMinX[i]); edgeMaxY.splice(i, 1); edgeMinX.splice(i, 1); edgeMinY.splice(i, 1); edgeInvSlope.splice(i, 1); i--; ilen--; } } ilen = activeCurX.length; for (i = 0; i < ilen - 1; i++) { for (var j:int = i; j < ilen - 1; j++) { if (activeCurX[j] > activeCurX[j + 1]) { var tempint:int = activeMaxY[j]; activeMaxY[j] = activeMaxY[j + 1]; activeMaxY[j + 1] = tempint; var tempnum:Number = activeCurX[j]; activeCurX[j] = activeCurX[j + 1]; activeCurX[j + 1] = tempnum; tempnum = activeInvSlope[j]; activeInvSlope[j] = activeInvSlope[j + 1]; activeInvSlope[j + 1] = tempnum; } } } var prevx:int = -1; var jlen:int = activeCurX.length; for (j = 0; j < jlen; j++) { if (prevx == -1) { prevx = activeCurX[j]; } else { for (var k:int = prevx; k < activeCurX[j]; k++) { graphics.lineStyle(2, 0x124132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 5); if (k == prevx || k > activeCurX[j] - 1) { graphics.lineStyle(3, 0x004132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 2); } prevx = -1; //tileLightList.push(k, scanline); } } } ilen = activeCurX.length; for (i = 0; i < ilen; i++) { if (activeMaxY[i] == scanline + 1) { activeCurX.splice(i, 1); activeMaxY.splice(i, 1); activeInvSlope.splice(i, 1); i--; ilen--; } else { activeCurX[i] += activeInvSlope[i]; } } } It works in some cases but some of the x intersections are skipped, primarily when there are more than 2 x intersections in one scanline I think. Is there a way to fix this, or a better way to do what I described? Thanks

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  • Threads slowing down application and not working properly

    - by Belgin
    I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them work like so: one thread draws each even scanline in a polygon and the other thread draws each odd scanline, and they both start working at the same time, but the main application waits for both of them to finish and then pauses them before continuing with other computations. As this is the first time I'm making a threaded application, I'm not sure if the following method for thread synchronization is correct: First of all, I use two global variables to control the two threads, if a global variable is set to 1, that means the thread can start working, otherwise it must not work. This is checked by the thread running an infinite loop and if it detects that the global variable has changed its value, it does its job and then sets the variable back to 0 again. The main program also uses an empty while to check when both variables become 0 after setting them to 1. Second, each thread is assigned a global structure which contains information about the triangle that is about to be rasterized. The structures are filled in by the main program before setting the global variables to 1. My dilemma is that, while this process works under some conditions, it slows down the program considerably, and also it fails to run properly when compiled for Release in Visual Studio, or when compiled with any sort of -O optimization with gcc (i.e. nothing on screen, even SEGFAULTs). The program isn't much faster by default without threads, which you can see for yourself by commenting out the #define THREADS directive, but if I apply optimizations, it becomes much faster (especially with gcc -Ofast -march=native). N.B. It might not compile with gcc because of fscanf_s calls, but you can replace those with the usual fscanf, if you wish to use gcc. Because there is a lot of code, too much for here or pastebin, I created a git repository where you can view it. My questions are: Why does adding these two threads slow down my application? Why doesn't it work when compiling for Release or with optimizations? Can I speed up the application with threads? If so, how? Thanks in advance.

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  • SDL libraries are missing

    - by user287570
    ~/vidmodel/wvsn-model-omnetpp-v4/geometry/Triangle.o ~/vidmodel/wvsn-model-omnetpp-v4/geometry/Polygon.o ~/vidmodel/wvsn-model-omnetpp-v4/geometry/triangulation.o -Wl,--no-as-needed -Wl,--whole-archive -lSDL -lpng -ljpeg -lz -lSDL_image -Wl,--no-whole-archive -L"/home/sreeram/omnetpp-4.2.2/lib/gcc" -L"/home/sreeram/omnetpp-4.2.2/lib" -loppmain -u _cmdenv_lib -Wl,--no-as-needed -loppcmdenv -loppenvir -loppsim -ldl -lstdc++ /usr/bin/ld: cannot find -lSDL /usr/bin/ld: cannot find -lpng /usr/bin/ld: cannot find -ljpeg /usr/bin/ld: cannot find -lSDL_image collect2: ld returned 1 exit can any one please help me

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  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

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  • How can I make an object's hitbox rotate with its texture?

    - by Matthew Optional Meehan
    In XNA, when you have a rectangular sprite that doesnt rotate, it's easy to get its four corners to make a hitbox. However, when you do a rotation, the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collision examples, but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want.

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • Drawing an outline around an arbitrary group of hexagons

    - by Perky
    Is there an algorithm for drawing an outline around around an arbitrary group of hexagons? The polygon outline drawn may be concave. See the images below, the green line is what I am trying to achieve. The hexagons are stored as vertices and drawn as polygons. Edit: I've uploaded images that should explain more. I want to favour convex hulls because it's conveys an area of control more quickly. Each hexagon is stored in a multidimensional array so they all have x and y coordinates, I can easily find adjacent hexagons and the opposite vertex, i.e. adjacentHexagon = getAdjacentHexagon( someHexagon, NORTHWEST ) if there isn't a hexagon immediately adjacent it will continue to search in that direction until it finds one or hits the map edges.

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • Silverlight Cream for March 10, 2011 -- #1058

    - by Dave Campbell
    In this Issue: Ian T. Lackey, Peter Kuhn, WindowsPhoneGeek(-2-), Jesse Liberty(-2-), Martin Krüger, John Papa, Jeremy Likness, Karl Shifflett, and Colin Eberhardt. Above the Fold: Silverlight: "Silverlight TV 65: 3D Graphics" John Papa WP7: "Developing a Windows Phone 7 Jump List Control" Colin Eberhardt Shoutouts: Telerik announced a special sale on their RadControls for WP7... check it out: RadControls for Windows Phone 7 - on Sale from March 16th at a Special Promo Price! From SilverlightCream.com: Prism BootStrapper Load ModuleCatalog Ansyc Ian T. Lackey has a post up about reading the module catalog for Prism from an XML file asynchronously... fun stuff... this is how we kick-started our app... XNA for Silverlight developers: Part 6 - Input (accelerometer) Peter Kuhn has Part 6 of his XNA for Silverlight devs up at SilverlightShow. This post is on the use of the accelerometer... some great diagrams and explanations of it's use along with some code to play with... including a 'problems and pitfalls' section, and some good external links. Getting Started with Unit Testing in Silverlight for WP7 WindowsPhoneGeek has an introduction to Unit Testing in general, and then moves into Unit Testing in Silverlight for WP7, providing 3 options with links to the materials and code demonstrating the concepts. Using DockPanel in WP7 Responding to reader's questions, WindowsPhoneGeek's next post is on the DockPanel from the Silverlight Toolkit, and using it in WP7... defined declaratively and in code. Reactive Extensions–More About Chaining Jesse Liberty has post number 10 on Rx up and is a follow-on to the last one on Chaining. This time he exercises the chaining aspect of SelectMany. Yet Another Podcast #26–Walt Ritscher In his next post, Jesse Liberty has his 26th 'Yet Another Podcast' up and is chatting with my friend Walt Ritscher. If you don't know who Walt is, check out the links Jesse has on the post... I'm sure you've crossed paths. How to: Create A half square from a regular polygon (triangle) Martin Krüger demonstrates the exact placement of a half-square (isosceles right triangle), formed with a regular polygon in Blend... this is much more involved than I've made it sound... check out his post. Silverlight TV 65: 3D Graphics John Papa has Silverlight TV number 65 up and it's all about the 3D graphics stuff we saw at the Firestarter. John is talking with Danny Riddel, the CEO of Archetype, the company that built the awesome 3D demo we all gushed over. Jounce Part 12: Providing History-Based Back Navigation Jeremy Likness has part 12 of his Jounce exploration up... and discussing the stack of navigated pages that Jounce retains and providing a 'go back' functionality... and provides a good example of using it all. Prism 4 Region Navigation with Silverlight Frame Navigation and Unity Karl Shifflett has a post for all us Prism afficianados... Prism, Unity, and the Silverlight Frame Navigation framework. Some great external links for 'required reading' too. Developing a Windows Phone 7 Jump List Control Colin Eberhardt has an awesome tutorial up for creating a JumpList control for WP7... what a bunch of effort... this is a step-by-step description of designing the control he built and blogged about a while back... and it's still cool! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • FBX Importer - Texture Name

    - by CmasterG
    I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can have models with multiple textures. Can anyone tell me how I can get the texture name (file name) for my polygon. My code to read in vertex position and uv coordinates is the following: int i, j, lPolygonCount = pMesh->GetPolygonCount(); FbxVector4* lControlPoints = pMesh->GetControlPoints(); int vertexId = 0; for (i = 0; i < lPolygonCount; i++) { int lPolygonSize = pMesh->GetPolygonSize(i); for (j = 0; j < lPolygonSize; j++) { int lControlPointIndex = pMesh->GetPolygonVertex(i, j); FbxVector4 pos = lControlPoints[lControlPointIndex]; current_model[vertex_index].x = pos.mData[0] - pivot_offset[0]; current_model[vertex_index].y = pos.mData[1] - pivot_offset[1]; current_model[vertex_index].z = pos.mData[2]- pivot_offset[2]; FbxVector4 vertex_normal; pMesh->GetPolygonVertexNormal(i,j, vertex_normal); current_model[vertex_index].nx = vertex_normal.mData[0]; current_model[vertex_index].ny = vertex_normal.mData[1]; current_model[vertex_index].nz = vertex_normal.mData[2]; //read in UV data FbxStringList lUVSetNameList; pMesh->GetUVSetNames(lUVSetNameList); //get lUVSetIndex-th uv set const char* lUVSetName = lUVSetNameList.GetStringAt(0); const FbxGeometryElementUV* lUVElement = pMesh->GetElementUV(lUVSetName); if(!lUVElement) continue; // only support mapping mode eByPolygonVertex and eByControlPoint if( lUVElement->GetMappingMode() != FbxGeometryElement::eByPolygonVertex && lUVElement->GetMappingMode() != FbxGeometryElement::eByControlPoint ) return; //index array, where holds the index referenced to the uv data const bool lUseIndex = lUVElement->GetReferenceMode() != FbxGeometryElement::eDirect; const int lIndexCount= (lUseIndex) ? lUVElement->GetIndexArray().GetCount() : 0; FbxVector2 lUVValue; //get the index of the current vertex in control points array int lPolyVertIndex = pMesh->GetPolygonVertex(i,j); //the UV index depends on the reference mode //int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex; int lUVIndex = pMesh->GetTextureUVIndex(i, j); lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex); current_model[vertex_index].tu = (float)lUVValue.mData[0]; current_model[vertex_index].tv = (float)lUVValue.mData[1]; vertex_index ++; } } float v1[3], v2[3], v3[3]; v1[0] = current_model[vertex_index - 3].x; v1[1] = current_model[vertex_index - 3].y; v1[2] = current_model[vertex_index - 3].z; v2[0] = current_model[vertex_index - 2].x; v2[1] = current_model[vertex_index - 2].y; v2[2] = current_model[vertex_index - 2].z; v3[0] = current_model[vertex_index - 1].x; v3[1] = current_model[vertex_index - 1].y; v3[2] = current_model[vertex_index - 1].z; collision_model->addTriangle(v1,v2,v3);

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  • Reading gml in c#

    - by taudorf
    I have a problem with reading some gml files in c#. My files do not have schema or namespaces and looks like file from this question: http://stackoverflow.com/questions/1818147/help-parsing-gml-data-using-c-linq-to-xml only whitout the schema like this: <gml:Polygon srsName='http://www.opengis.net/gml/srs/epsg.xml#4283'> <gml:outerBoundaryIs> <gml:LinearRing> <gml:coord> <gml:X>152.035953</gml:X> <gml:Y>-28.2103190007845</gml:Y> </gml:coord> <gml:coord> <gml:X>152.035957</gml:X> <gml:Y>-28.2102020007845</gml:Y> </gml:coord> <gml:coord> <gml:X>152.034636</gml:X> <gml:Y>-28.2100120007845</gml:Y> </gml:coord> <gml:coord> <gml:X>152.034617</gml:X> <gml:Y>-28.2101390007845</gml:Y> </gml:coord> <gml:coord> <gml:X>152.035953</gml:X> <gml:Y>-28.2103190007845</gml:Y> </gml:coord> </gml:LinearRing> </gml:outerBoundaryIs> </gml:Polygon> When I try to read the document with XDocument.Load method i get an exception saying: 'gml' namespace is not defined. I have a lot of gml files so I do not want to add the schema and namespaces to all my files. Does anybody know how to read my files?

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  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

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  • GeoDjango: Exceptions for basic geographic queries

    - by omat
    I am having problems with geographic queries with GeoDjango running on SpatiaLite on my development environment. from django.contrib.gis.db import models class Test(models.Model): poly = models.PolygonField() point = models.PointField() geom = models.GeometryField() objects = models.GeoManager() Testing via shell: >>> from geotest.models import Test >>> from django.contrib.gis.geos import GEOSGeometry >>> >>> point = GEOSGeometry("POINT(0 0)") >>> point <Point object at 0x105743490> >>> poly = GEOSGeometry("POLYGON((0 0, 0 1, 1 1, 1 0, 0 0))") >>> poly <Polygon object at 0x105743370> >>> With these definitions, lets try some basic geographic queries. First contains: >>> Test.objects.filter(point__within=poly) Assertion failed: (0), function appendGeometryTaggedText, file WKTWriter.cpp, line 228. Abort trap And the django shell dies. And with within: >>> Test.objects.filter(poly__contains=point) GEOS_ERROR: Geometry must be a Point or LineString Traceback (most recent call last): ... GEOSException: Error encountered checking Coordinate Sequence returned from GEOS C function "GEOSGeom_getCoordSeq_r". >>> Other combinations also cause a variety of exceptions. I must be missing something obvious as these are very basic. Any ideas?

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  • Draw multiple circles in Google Maps

    - by snorpey
    Hi. I want to draw multiple circles on a map, using the Google Maps API anj jQuery. The following code works as long as the line with drawMapCircle() is commented out (The markers are positioned correctly). What's wrong with my code? $.getJSON( "ajax/show.php", function(data) { $.each(data.points, function(i, point) { map.addOverlay(new GMarker(new GLatLng(point.lat, point.lng))); drawMapCircle(point.lat, point.lng, 0.01, '#0066ff', 2, 0.8, '#0cf', 0.1); }); } ); function drawMapCircle(lat, lng, radius, strokeColor, strokeWidth, strokeOpacity, fillColor, fillOpacity) { var d2r = Math.PI / 180; var r2d = 180 / Math.PI; var Clat = radius * 0.014483; // statute miles into degrees latitude conversion var Clng = Clat/Math.cos(lat * d2r); var Cpoints = []; for (var i = 0; i < 33; i++) { var theta = Math.PI * (i / 16); Cy = lat + (Clat * Math.sin(theta)); Cx = lng + (Clng * Math.cos(theta)); var P = new GLatLng(Cy, Cx); Cpoints.push(P); } var polygon = new GPolygon(Cpoints, strokeColor, strokeWidth, strokeOpacity, fillColor, fillOpacity); map.addOverlay(polygon); }

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  • [Google Maps] Trouble with invalid argument when switching jQueryUI based tabs

    - by Chad
    Here's a page with the issue To reproduce the error, using IE - click the directions tab, then any of the others. What I'm trying to do is this: On page load, do nothing really. However, when the directions tab loads - setup the map. Like so: $('#tabs').bind('tabsshow', function(event, ui) { if (ui.panel.id == "tabs-5") { // get map for directions var dirMap = new GMap2($("div#dirMap").get(0)); dirMap.setCenter(new GLatLng(35.79648921414565,139.40663874149323), 12); dirMap.enableScrollWheelZoom(); dirMap.addControl(new PanoMapTypeControl()); geocoder = new GClientGeocoder(); $("#dirMap").resizable({ stop: function() { dirMap.checkResize(); } }); // clear dirText $("div#dirMapText").html(""); dirMap.clearOverlays(); var polygon = new GPolygon([new GLatLng(35.724496338474104,139.3444061279297),new GLatLng(35.74748750802863,139.3363380432129),new GLatLng(35.75765724051559,139.34303283691406),new GLatLng(35.76545779822543,139.3418312072754),new GLatLng(35.767547103447725,139.3476676940918),new GLatLng(35.75835374997911,139.34955596923828),new GLatLng(35.755149755962755,139.3567657470703),new GLatLng(35.74679090345495,139.35796737670898),new GLatLng(35.74762682821177,139.36294555664062),new GLatLng(35.744422402303826,139.36346054077148),new GLatLng(35.74860206266584,139.36946868896484),new GLatLng(35.735644401200986,139.36843872070312),new GLatLng(35.73843117306677,139.36174392700195),new GLatLng(35.73592308277646,139.3531608581543),new GLatLng(35.72686543236113,139.35298919677734),new GLatLng(35.724496338474104,139.3444061279297)], "#f33f00", 5, 1, "#ff0000", 0.2);dirMap.addOverlay(polygon); // load directions directions = new GDirections(dirMap, $("div#dirMapText").get(0)); directions.load("from: [email protected],139.37083393335342 to: Ruby [email protected],139.40663874149323"); } }); What the heck is causing the error? The IE javascript debugger claims the error lies in main.js, line 139 character 28. (the google maps api file). Which is this line: function zf(a,b){a=a.style;a.width=b.getWidthString();a.height=b.getHeightString()} Any ideas? Thanks in advance!

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  • How to setup OpenGL camera for a racing game

    - by vian
    I need the view to show the road polygon (a rectangle 3.f * 100.f) with a vanishing point for a road being at 3/4 height of the viewport and the nearest road edge as a viewport's bottom side. See Crazy Taxi game for an example of what I wish to do. I'm using iPhone SDK 3.1.2 default OpenGL ES project template. I setup the projection matrix as follows: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustumf(-2.25f, 2.25f, -1.5f, 1.5f, 0.1f, 1000.0f); Then I use glRotatef to adjust for landscape mode and setup camera. glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(-90, 0.0f, 0.0f, 1.0f); const float cameraAngle = 45.0f * M_PI / 180.0f; gluLookAt(0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 100.0f, 0.0f, cos(cameraAngle), sin(cameraAngle)); My road polygon triangle strip is like this: static const GLfloat roadVertices[] = { -1.5f, 0.0f, 0.0f, 1.5f, 0.0f, 0.0f, -1.5f, 0.0f, 100.0f, 1.5f, 0.0f, 100.0f, }; And I can't seem to find the right parameters for gluLookAt. My vanishing point is always at the center of the screen.

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  • Is it possible to execute a function in Mongo that accepts any parameters?

    - by joshua.clayton
    I'm looking to write a function to do a custom query on a collection in Mongo. Problem is, I want to reuse that function. My thought was this (obviously contrived): var awesome = function(count) { return function() { return this.size == parseInt(count); }; } So then I could do something along the lines of: db.collection.find(awesome(5)); However, I get this error: error: { "$err" : "error on invocation of $where function: JS Error: ReferenceError: count is not defined nofile_b:1" } So, it looks like Mongo isn't honoring scope, but I'm really not sure why. Any insight would be appreciated. To go into more depth of what I'd like to do: A collection of documents has lat/lng values, and I want to find all documents within a concave or convex polygon. I have the function written but would ideally be able to reuse the function, so I want to pass in an array of points composing my polygon to the function I execute on Mongo's end. I've looked at Mongo's geospatial querying and it currently on supports circle and box queries - I need something more complex.

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  • How to keep Java Frame from waiting?

    - by pypmannetjies
    I am writing a genetic algorithm that approximates an image with a polygon. While going through the different generations, I'd like to output the progress to a JFrame. However, it seems like the JFrame waits until the GA's while loop finishes to display something. I don't believe it's a problem like repainting, since it eventually does display everything once the while loop exits. I want to GUI to update dynamically even when the while loop is running. Here is my code: while (some conditions) { //do some other stuff gui.displayPolygon(best); gui.displayFitness(fitness); gui.setVisible(true); } public void displayPolygon(Polygon poly) { BufferedImage bpoly = ImageProcessor.createImageFromPoly(poly); ImageProcessor.displayImage(bpoly, polyPanel); this.setVisible(true); } public static void displayImage(BufferedImage bimg, JPanel panel) { panel.removeAll(); panel.setBounds(0, 0, bimg.getWidth(), bimg.getHeight()); JImagePanel innerPanel = new JImagePanel(bimg, 25, 25); panel.add(innerPanel); innerPanel.setLocation(25, 25); innerPanel.setVisible(true); panel.setVisible(true); }

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  • Database/Object Mapping

    - by Eric
    Hello everyone, This is a beginner question, but it's been frustrating me... I am using C#, by the way. I'd like to make a few classes, each with their own properties and methods. I would also like to have a database to store certain instances of these classes in case I would ever need to look at them again. So, for example... class Polygon { String name; Double perimiter; int numSides; public Double GetArea() { // ... } } class Circle { String name; Double radius; public void PrintName() { // ... } } Say I've got these classes. I also want a database that has the TABLES "Polygon" and "Circle" with the COLUMNS "name" "perimeter" "radius" etc. And I want an easy way to save a class instance into the database, or pull a class instance out of the database. I have previously been using MS Access for my database stuff, which I don't mind using, but I would prefer if nothing other than .NET need to be installed. I've been researching online a bit, but I wanted to get some opinions on here. I have looked at Linq-to-Sql, but it seems you need Sql-Server. Is this true? If so, I'd really rather not use it because I don't want to have to have it installed everywhere. Anway, I'm just fishing for some ideas/insights/suggestions/etc. so please help me out if you can. Thanks.

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  • Cuboid inside generic polyhedron

    - by DOFHandler
    I am searching for an efficient algorithm to find if a cuboid is completely inside or completely outside or (not-inside and not-outside) a generic (concave or convex) polyhedron. The polyhedron is defined by a list of 3D points and a list of facets. Each facet is defined by the subset of the contour points ordinated such as the right-hand normal points outward the solid. Any suggestion? Thank you

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  • Drawing connected lines with OpenGL

    - by user146780
    I'm drawing convex polygons with OpenGL. I then do the same thing but use GL_LINE_LOOP. The problem I have is the lines are not always connected. How could I ensure that the lines are always connected? In the photo below, Iv highlighted in green, the corners that are connected and in red, those that are not. I would like for them to be all like the green ones. http://img249.imageshack.us/i/notconnected.png/ Thanks

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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