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  • Column header direction is SSRS Matrix

    - by jestges
    Hi is it possible to change the direction of column header values ? By default header valules displayed in horizontal direction only. But I want to show the values in vertical direction. Is it possible? I tried from the last 3 days. But no where I got any good results. Thanks in advance

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  • Java array of arry [matrix] of an integer partition with fixed term

    - by user335209
    Hello, for my study purpose I need to build an array of array filled with the partitions of an integer with fixed term. That is given an integer, suppose 10 and given the fixed number of terms, suppose 5 I need to populate an array like this 10 0 0 0 0 9 0 0 0 1 8 0 0 0 2 7 0 0 0 3 ............ 9 0 0 1 0 8 0 0 1 1 ............. 7 0 1 1 0 6 0 1 1 1 ............ ........... 0 6 1 1 1 ............. 0 0 0 0 10 am pretty new to Java and am getting confused with all the for loops. Right now my code can do the partition of the integer but unfortunately it is not with fixed term public class Partition { private static int[] riga; private static void printPartition(int[] p, int n) { for (int i= 0; i < n; i++) System.out.print(p[i]+" "); System.out.println(); } private static void partition(int[] p, int n, int m, int i) { if (n == 0) printPartition(p, i); else for (int k= m; k > 0; k--) { p[i]= k; partition(p, n-k, n-k, i+1); } } public static void main(String[] args) { riga = new int[6]; for(int i = 0; i<riga.length; i++){ riga[i] = 0; } partition(riga, 6, 1, 0); } } the output I get it from is like this: 1 5 1 4 1 1 3 2 1 3 1 1 1 2 3 1 2 2 1 1 2 1 2 1 2 1 1 1 what i'm actually trying to understand how to proceed is to have it with a fixed terms which would be the columns of my array. So, am stuck with trying to get a way to make it less dynamic. Any help?

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  • Is there a transformation matrix that can scale the x and/or y axis logarithmically?

    - by Dave M
    I'm using .net WPF geometry classes to graph waveforms. I've been using the matrix transformations to convert from the screen coordinate space to my coordinate space for the waveform. Everything works great and it's really simple to keep track of my window and scaling, etc. I can even use the inverse transform to calculate the mouse position in terms of the coordinate space. I use the built in Scaling and Translation classes and then a custom matrix to do the y-axis flipping (there's not a prefab matrix for flipping). I want to be able to graph these waveforms on a log scale as well (either x axis or y axis or both), but I'm not sure if this is even possible to do with a matrix transformation. Does anyone know if this is possible, and if it is, what is the matrix?

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  • read text files containing binary data as a single matrix in matlab

    - by user1716595
    I have a text file which contains binary data in the following manner: 00000000000000000000000000000000001011111111111111111111111111111111111111111111111111111111110000000000000000000000000000000 00000000000000000000000000000000000000011111111111111111111111111111111111111111111111000111100000000000000000000000000000000 00000000000000000000000000000000000011111111111111111111111111111111111111111111111111111111100000000000000000000000000000000 00000000000000000000000000000000000111111111111111111111111111111111111111111111111111111111100000000000000000000000000000000 00000000000000000000000000000000000011111111111111111111111111111111111111111111111111111111100000000000000000000000000000000 00000000000000000000000000000000000000011111111111111111111111111111111111111111111111111111100000000000000000000000000000000 00000000000000000000000000000000000000011111111111111111111111111111111111111111111111000111110000000000000000000000000000000 00000000000000000000000000000000000000111111111111111111111111111111111111111111111111111111110000000000000000000000000000000 00000000000000000000000000000000000000000000111111111111111111111111111111111111110000000011100000000000000000000000000000000 00000000000000000000000000000000000000011111111111111111111111111111111111111111111111100111110000000000000000000000000000000 00000000000000000000000000000000000111111111111111111111111111111111111111111111111111110111110000000000000000000000000000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111111100000000000000000000000000000000 00000000000000000000000000000000000000001111111111111111111111111111111111111111111111000011100000000000000000000000000000000 00000000000000000000000000000000000000001111111111111111111111111111111111111111111111000011100000000000000000000000000000000 00000000000000000000000000000000000001111111111111111111111111111111111111111111111111111111000000000000000000000000000000000 00000000000000000000000000000000000000011111111111111111111111111111111111111111111110000011100000000000000000000000000000000 00000000000000000000000000000000000000000000011111111111111111111111111111111111100000000011100000000000000000000000000000000 00000000000000000000000000000000000000111111111111111111111111111111111111111111111111110111100000000000000000000000000000000 Plz note that each 1 or 0 is independent i.e the values are not decimal.I need to find the column wise sum of the file.There are 125 columns in all (here it is jumping onto the next line) and there are 840946 rows. I have tried textread,fscanf and a few other matlab commands but the result is that they all read each row in decimal format and create a 840946*1 array.I want to create a 840946*125 array to compute a column wise sum. Kindly help, Thanks!

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

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  • 2D mouse coordinates from 3d object projection

    - by user17753
    Not entirely certain of the nomenclature here -- basically, after placing a model in world coordinates and setting up a 3D camera to look at it the model has been projected onto the screen in a 2D fashion. What I'd like to do is determine if the mouse is inside the projected view of the model. Is there a way to "unproject" in the XNA framework? Or what is this process called as, so that I can better search for it?

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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • Matrix Math in SQL

    Relational Datbases have tables as data structures, not arrays. This makes it tricky and slow to do matrix operations, but it doesn't mean it is impossible to do. Joe gives the Celko Slant on how to go about doing Matrix Math in SQL. 12 essential tools for database professionalsThe SQL Developer Bundle contains 12 tools designed with the SQL Server developer and DBA in mind. Try it now.

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  • Android Rotate Matrix

    - by jitm
    Hello, I have matrix. This matrix represents array x and y coordinates. For example float[] src = {7,1,7,2,7,3,7,4}; I need to rotate this coordinates to 90 degrees. I use android.graphics.Matrix like this: float[] src = {7,1,7,2,7,3,7,4}; float[] dist = new float[8]; Matrix matrix = new Matrix(); matrix.preRotate(90.0f); matrix.mapPoints(dist,src); after operation rotate I have array with next values -1.0 7.0 -2.0 7.0 -3.0 7.0 -4.0 7.0 Its is good for area with 360 degrees. And how do rotate in area from 0 to 90? I need set up center of circle in this area but how ? Thanks.

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  • How to browse a Matrix returned by the OpenCV2.0 Canny() function ?

    - by user290613
    Hi all, I've been browsing the web to get an answer but no way to put my hand on it. I call the Canny function that fills me a matrix Canny(src, dst, 220, 299, 3 ); the dst variable is now a Matrix that is according to me of type CV_8UC1, 8bit, 1channel. Now I would like to browse this matrix according to rows and columns, so there was a trick that I've seen on stackoverflow dst.at<uchar*>(3, 5) In my case it crashes. (Assertion Failed, unknown function, cxmat.hpp line 450) My matrix information are myMatrix.width() = 181 myMatrix.height() = 65 One more thing, when I do std::cout << dst.depth() << std::endl; It always retrieves me 0 and not 8 (which I guess Im suppose to get) Thank you very much for all who will reply,

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  • Change Projection in OpenLayers Map

    - by deamon
    I want to set "EPSG:4326" as the projection of an OpenLayers map, but when I try it, I always get "EPSG:900913". function init() { var options = { projection: new OpenLayers.Projection("EPSG:4326") // ignored }; map = new OpenLayers.Map('map', options); var layer = new OpenLayers.Layer.OSM.Osmarender("Osmarender"); map.addLayer(layer); ... alert(map.getProjection()); // returns "EPSG:900913" ... } How can I set the Projection to EPSG:4326?

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  • Use delegate for Projection in Linq to SQL

    - by Redeemed1
    I have code something like this in an IRepository implementation in Linq to Sql: var newlist = from h in list where h.StringProp1 == "1" select new MyBusinessBO{ firstProp = h.StringProp1, secondProp = h.StringProp2 }; The projection into MyBusinessBO is not difificult but when the Business Object has many properties the projection code becomes very lengthy. Also, as the projection can occur in several places in the Repository we break the DRY principle. Is there any way to abstract out the projection or replace it with a delegate? I.e. replace the code firstProp = h.StringProp1, secondProp = h.StringProp2 with something reusable?

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  • Simple matrix example using C++ template class

    - by skyeagle
    I am trying to write a trivial Matrix class, using C++ templates in an attempt to brush up my C++, and also to explain something to a fellow coder. This is what I have som far: template class<T> class Matrix { public: Matrix(const unsigned int rows, const unsigned int cols); Matrix(const Matrix& m); Matrix& operator=(const Matrix& m); ~Matrix(); unsigned int getNumRows() const; unsigned int getNumCols() const; template <class T> T getCellValue(unsigned int row, unsigned col) const; template <class T> void setCellValue(unsigned int row, unsigned col, T value) const; private: // Note: intentionally NOT using smart pointers here ... T * m_values; }; template<class T> inline T Matrix::getCellValue(unsigned int row, unsigned col) const { } template<class T> inline void Matrix::setCellValue(unsigned int row, unsigned col, T value) { } I'm stuck on the ctor, since I need to allocate a new[] T, it seems like it needs to be a template method - however, I'm not sure I have come accross a templated ctor before. How can I implemnt the ctor?

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