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  • Unity JS - simple if statements not behaving as expected?

    - by IHazABone
    I have a simple script (please no remarks on the fact that I'm not using a switch statement or better code, this is the earliest version and written this way by a peer, I am improving it) that takes an object and moves it back and forth. For some reason, the variable time gets stuck at 249. It is probably an obvious bug with this inefficient logic, but I cannot seem to find it. var speed = 1; private var time = 0; function Start() { } function Update() { if(condition == true)moveStuff(); } function moveStuff() { var timeSwitch = false; if(time == 0)timeSwitch = false; if(time == timeSet)timeSwitch = true; if(direction == 1) { if(timeSwitch == false) { transform.Translate(Vector3.up * (Time.deltaTime * speed)); time += 1; Debug.Log(time); }else if(timeSwitch == true) { transform.Translate(Vector3.up * ((Time.deltaTime * speed) * -1)); time -= 1; Debug.Log(time); } } else if(direction == 2) { if(timeSwitch == false) { transform.Translate(Vector3.down * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved down. "); }else if(timeSwitch == true){ transform.Translate(Vector3.down * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 3) { if(timeSwitch == false) { transform.Translate(Vector3.forward * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved forward. "); }else if(timeSwitch == true){ transform.Translate(Vector3.forward * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 4) { if(timeSwitch == false) { transform.Translate(Vector3.back * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved back. "); }else if(timeSwitch == true){ transform.Translate(Vector3.back * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 5) { if(timeSwitch == false) { transform.Translate(Vector3.right * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved right. "); }else if(timeSwitch == true){ transform.Translate(Vector3.right * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 6) { if(timeSwitch == false) { transform.Translate(Vector3.left * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved left. "); }else if(timeSwitch == true){ transform.Translate(Vector3.left * ((Time.deltaTime * speed) * -1)); time -= 1; } } }

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  • Box Collider isn't rotating with Game Object

    - by pek
    I have a method that creates a room by instantiating a prefab, places it in a grid and the re-sizes the collider based on a room definition (location in grid, rotation, width and height). Here is the method: public void CreateRoom(RoomAction action) { GameObject roomGameObject = Instantiate(this.roomPrefab, Vector3.zero, action.RoomPrefab.transform.rotation) as GameObject; roomGameObject.transform.parent = this.transform; roomGameObject.transform.localPosition = new Vector3(action.MansionOffsetX, 0, -action.MansionOffsetY) * this.blockSize; roomGameObject.transform.localPosition += new Vector3((action.Room.Width * this.blockSize) / 2, 0, -((action.Room.Height * this.blockSize) / 2)); BoxCollider roomCollider = roomGameObject.GetComponent<BoxCollider>(); roomCollider.isTrigger = true; roomCollider.center = new Vector3(0, this.height / 2, 0); roomCollider.size = new Vector3(action.Room.Width * this.blockSize, this.height, action.Room.Height * this.blockSize); roomGameObject.transform.RotateAroundLocal(roomGameObject.transform.up, Mathf.Deg2Rad * -90 * action.Rotation); } The problem I'm having is that, while the room rotates correctly, but for some reason, the collider isn't rotating with the game object. Here is a screenshot: Any idea on what am I doing wrong?

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  • How can I parse/ transform text log data before it gets captured in SCOM 2007 R2?

    - by Abs
    I'm pretty much a noob with System Center Operations Manager 2007, and I'm probably missing something pretty basic, but I'm stumped anyway. We're setting up monitoring on some of our servers, and we'd like to capture data from some plain text log files (e.g. DNS debug logs, DHCP logs). It looks to me like I can set up a generic text file monitoring rule and get events captured into the main Ops Manager database, but my understanding is that the whole line of text from the plain text log gets captured as one field. In an ideal world, we'd be able to parse or transform that log file data to make it easier to query later. Is this possible? Is it easy? Do I have to buy expensive 3rd-party software to do it? One more thing: it would be even better if there was a way to stuff this data into the Audit Collection Services (ACS) database instead of the main one, but I'll take what I can get. Any help would be greatly appreciated.

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  • How can I transform XML to invalid XML using XSLT?

    - by Damovisa
    I need to transform a valid XML document to the OFX v1.0.2 format. This format is more or less XML, but it's technically invalid and therefore cannot be parsed as XML. I'm having trouble getting my Xml transformation working because the .Net XslCompiledTransform object insists on interpreting the XSL as an XML document (which is fair enough). If I escape the xml-ish tags using &lt; and &gt, they get removed when I download the file. Here's the start of my XSLT: <xsl:stylesheet xmlns:xsl="http://www.w3.org/1999/XSL/Transform" version="1.0"> <xsl:output method="text"></xsl:output> <xsl:param name="currentdate"></xsl:param> <xsl:template match="Transactions"> OFXHEADER:100 DATA:OFXSGML VERSION:102 SECURITY:NONE ENCODING:USASCII CHARSET:1252 COMPRESSION:NONE OLDFILEUID:NONE NEWFILEUID:NONE <OFX> <SIGNONMSGSRSV1> <SONRS> <STATUS> <CODE>0 <SEVERITY>INFO </STATUS> <DTSERVER><xsl:value-of select="$currentdate" /> <LANGUAGE>ENG Any suggestions?

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  • Rotating UIWebView with transform, content partially off screen, how to get it to stick on screen?

    - by jarmod
    I have a 320x416 portrait-shaped UIWebView filling a UIViewController's view. I also have a 90 degree rotate button that will transform the UIWebView through 90 degrees each time the button is touched. The code is basically: webView.transform = CGAffineTransformMakeRotation(touches%4 * M_PI/2.0); After rotation through 90 degrees, the now-landscape transformed UIWebView extends beyond both the left and right edges of the screen. In the process of applying the transformation, iPhone OS has changed the UIWebView's frame from {{0,0}, {320,416}} to {{-48,48}, {416,320}}. Don't have a problem with that. I then tweak the UIWebView's frame origin to (0,0) so that it starts top-left, but extends a little further beyond the right edge of the screen. Now, I can touch the UIWebView and pull it left to view the hidden information on the right but I cannot get the right-hand end to to stay on the screen -- the moment I untouch it, the right side bounces back off the screen. What is it that causes the view to bounce back off-screen? In other words, what is it that I need to tweak to allow either the left edge or the right edge to stick on the screen and remain visible (only one at a time, obviously)? Thanks.

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  • How to use boost::fusion::transform on heterogeneous containers?

    - by Kyle
    Boost.org's example given for fusion::transform is as follows: struct triple { typedef int result_type; int operator()(int t) const { return t * 3; }; }; // ... assert(transform(make_vector(1,2,3), triple()) == make_vector(3,6,9)); Yet I'm not "getting it." The vector in their example contains elements all of the same type, but a major point of using fusion is containers of heterogeneous types. What if they had used make_vector(1, 'a', "howdy") instead? int operator()(int t) would need to become template<typename T> T& operator()(T& const t) But how would I write the result_type? template<typename T> typedef T& result_type certainly isn't valid syntax, and it wouldn't make sense even if it was, because it's not tied to the function.

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  • How to transform multiple line into one line in bash stdout ?

    - by Samantha
    Hello, I sometimes do this in my shell : sam@sam-laptop:~/shell$ ps aux | grep firefox | awk '{print $2}' 2681 2685 2689 4645 $ kill -9 2681 2685 2689 4645 Is there a way I can transform the multiple lines containing the PIDs into one line separated by spaces ? (It's a little bit annoying to type the PIDs every time and I really would like to learn :) ) Thanks a lot.

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  • How do I transform "é" to &#233; in php?

    - by Itay Moav
    I have an XML ISO-8859-1 page, in which I have to output symbols like é. If I output &eacute; it errors out. &#233; works just fine. So, what PHP function should I use to transform é to &#233; I can't move to utf-8 (as I assume some will suggest and rightfully so) This is a huge, legacy code.

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • CGAffineTransform does not rotate subview - MKAnnotationView, CGAffineTransformMakeRotation

    - by ZeroDiv
    I have a view that does 1 simple thing: draws an image. I can rotate the image like this: CGAffineTransform transform = CGAffineTransformMakeRotation((CGFloat)radians); self.transform = transform; // WORKS: DRAWS, ROTATES But if I delegate the image-drawing function to a subview, and apply the rotation transform to the subview: CGAffineTransform transform = CGAffineTransformMakeRotation((CGFloat)radians); self.imageView.transform = transform; // DOESN'T WORK: DRAWS, BUT NO ROTATE I get the image drawn, but no rotation. Why? FWIW the "self" view is an MKAnnotationView.

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  • transform:translateX vs transition on left property. Which has better performance? CSS

    - by JackMahoney
    I'm making a slide out menu with HTML and CSS3 - especially transitions. I would like to know what is best practice / best performance to slide a relatively positioned div horizontally. When i click a button it adds a class to my div. Which class is better? (Note I can add all the browser prefixes later and this site only targets modern browsers). //option 1 .animate{ -webkit-transition:all ease 0.3s; -webkit-transform:translateZ(200px); } //option 2 .animate{ -webkit-transition:all ease 0.3s; left:200px; } Thanks

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  • How to transform a csv to combine matching rows?

    - by Christian Wolf
    I have a CSV file with some transaction data. Let's say date, volume, price and direction (sell/buy). Additionally there is a ID for each transaction and on each closing transaction (the newer one) there is a reference to the corresponding transaction. Classical database referencing. Now I want to do some statistics and draw some plots. This could be done via Octave, LaTeX/TikZ, Gnuplot or whatever. To do this I need both buy and sell price in one row. My thought was to preprocess the CSV to get another CSV containing the needed information and then to do the statistics. In the end I'd like to have a solution based on scripts and not on a spreadsheet as data might change often (exported from online DB). My actual solution (see http://paste.ubuntu.com/6262822/ ) is a bash script that parses the CSV line by line and checks if there exists a corresponding transaction. If found, a new row is written to the destination CSV. If not a warning is printed. The bad news: For each row in the source file I have to read the whole file a few times. This causes long running times of 10sec for 300 lines. As the line number might rise soon (10k lines), this is not perfect. I am aware, that there are many shells to be opened in the script which might cause the performance problems. Now my questions: Is bash/awk/sed/.... a good way to do things? Should I first import all data into a "real" local database to use SQL? Is there an easy way to achieve the desired results?

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  • How do I transform a LAN subnet to another? (VPN)

    - by Krishath
    I've set up a VPN with a LAN behind it. VPN : 10.2.1.X LAN : 192.168.1.X When I connect from outside where the router via DHCP assigns me a similar IP to my "original LAN" (192.168.1.X) everything starts to be messed up. I can't route my traffic through the VPN and (obviosly) I can't reach my "real" LAN behind my VPN. How can I always reach my LAN? I thought that I can fake my LAN subnet to something like "10.2.2.X" to those PCs out of my VPN but in this way my VPN server should translate 10.2.2.X to 192.168.1.X (locally).[Is this S/D-NAT?] Is this possible? How can I accomplish that? Thank you very much!

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine

    - by Vlad1k
    I am making a small project in Unity, and whenever I walk with the gun and shoot at the same time, the bullets seem to curve and shoot off 2-3 CMs from the center. When I stand still this doesn't happen. This is my main Javascript code: @script RequireComponent(AudioSource) var projectile : Rigidbody; var speed = 500; var ammo = 30; var fireRate = 0.1; private var nextFire = 0.0; function Update() { if(Input.GetButton ("Fire1") && Time.time > nextFire) { if(ammo != 0) { nextFire = Time.time + fireRate; var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); ammo = ammo - 1; audio.Play(); } else { } } } I assume that these two lines need to be tweaked: var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); Thanks in advanced, and please remember that I just started Unity, and I might have a difficult time understanding some things. Thanks!

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • How to create a script for moving a 3rd person controller in an iOS device by using Javascript in Unity3D?

    - by user36563
    I've a code but I'm not sure about the steps, so what I should do after the script? pragma strict public var horizontalSpeed : float = 1.0; public var verticalSpeed : float = 1.0; private var h : float = 0.0; private var v : float = 0.0; private var lastPos : Vector3 = Vector3.zero; function Update() { if UNITY_EDITOR if ( Input.GetMouseButtonDown(0) ) { lastPos = Input.mousePosition; } else if ( Input.GetMouseButton(0) ) { var delta = Input.mousePosition - lastPos; h = horizontalSpeed * delta.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * delta.y ; transform.position += transform.forward * v * Time.deltaTime; lastPos = Input.mousePosition; } else if (Input.touchCount == 1) { var touch : Touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Moved) { h = horizontalSpeed * touch.deltaPosition.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * touch.deltaPosition.y ; transform.position += transform.forward * v * Time.deltaTime; } } endif }

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  • How to write an XSLT to transform following XML in the following HTML?

    - by Taz
    Hi I have an XML as below <result> <binding name="PropertyURI"> <uri>http://dbpedia.org/ontology/motto</uri> </binding> <binding name="Property"> <literal xml:lang="en">motto</literal> </binding> <binding name="ValueURI"> <uri>http://dbpedia.org/ontology/motto</uri> </binding> <binding name="Value"> <literal>Ittehad, Tanzim, Yaqeen-e-Muhkam(Urdu)</literal> </binding> </result> I want to transform it like <a href=PropertyURI>Property</a> <a href=ValueURI>Value</a> Problem is that number of binding tags can different. Sometimes we may have only URIs or ony Values. How can I know in XSLT that if binding with @name=PropertyURI is available. If yes then what is the name of next binding @name attribute?

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