Search Results

Search found 2025 results on 81 pages for 'hough transform'.

Page 12/81 | < Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >

  • UIToolBar and iPhone Interface Orientation Problem

    - by Leo
    I am developing an application in iPhone. One view support orientation in portrait and landscape. I have two separate views for both orientation. This view has a UIToolbar at the top. Problem is when I change view back from landscape to portrait, UIToolbar at the top disappears. I want toolbar to come back in its original position when it is rotated back to portrait. This is what I am doing in my program. - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation duration:(NSTimeInterval)duration { if (interfaceOrientation == UIInterfaceOrientationPortrait) { self.view = self.portrait; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0)); self.view.bounds = CGRectMake(0.0, 0.0, 300.0, 480.0); } else if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft) { self.view = self.landscape; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90)); self.view.bounds = CGRectMake(0.0, 0.0, 460.0, 320.0); } else if (interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) { self.view = self.portrait; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180)); self.view.bounds = CGRectMake(0.0, 0.0, 300.0, 480.0); } else if (interfaceOrientation == UIInterfaceOrientationLandscapeRight) { self.view = self.landscape; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); self.view.bounds = CGRectMake(0.0, 0.0, 460.0, 320.0); } } I don't know what am I missing here? Any help would be really appreciated.

    Read the article

  • ASA 5540 v8.4(3) vpn to ASA 5505 v8.2(5), tunnel up but I cant ping from 5505 to IP on other side

    - by user223833
    I am having problems pinging from a 5505(remote) to IP 10.160.70.10 in the network behind the 5540(HQ side). 5505 inside IP: 10.56.0.1 Out: 71.43.109.226 5540 Inside: 10.1.0.8 out: 64.129.214.27 I Can ping from 5540 to 5505 inside 10.56.0.1. I also ran ASDM packet tracer in both directions, it is ok from 5540 to 5505, but drops the packet from 5505 to 5540. It gets through the ACL and dies at the NAT. Here is the 5505 config, I am sure it is something simple I am missing. ASA Version 8.2(5) ! hostname ASA-CITYSOUTHDEPOT domain-name rngint.net names ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 ! interface Ethernet0/4 ! interface Ethernet0/5 ! interface Ethernet0/6 ! interface Ethernet0/7 ! interface Vlan1 nameif inside security-level 100 ip address 10.56.0.1 255.255.0.0 ! interface Vlan2 nameif outside security-level 0 ip address 71.43.109.226 255.255.255.252 ! banner motd ***ASA-CITYSOUTHDEPOT*** banner asdm CITY SOUTH DEPOT ASA5505 ftp mode passive clock timezone EST -5 clock summer-time EDT recurring dns server-group DefaultDNS domain-name rngint.net access-list outside_1_cryptomap extended permit ip host 71.43.109.226 host 10.1.0.125 access-list outside_1_cryptomap extended permit ip 10.56.0.0 255.255.0.0 10.0.0.0 255.0.0.0 access-list outside_1_cryptomap extended permit ip 10.56.0.0 255.255.0.0 10.106.70.0 255.255.255.0 access-list outside_1_cryptomap extended permit ip 10.56.0.0 255.255.0.0 10.106.130.0 255.255.255.0 access-list outside_1_cryptomap extended permit ip host 71.43.109.226 host 10.160.70.10 access-list inside_nat0_outbound extended permit ip host 71.43.109.226 host 10.1.0.125 access-list inside_nat0_outbound extended permit ip 10.56.0.0 255.255.0.0 10.0.0.0 255.0.0.0 access-list inside_nat0_outbound extended permit ip 10.56.0.0 255.255.0.0 10.106.130.0 255.255.255.0 access-list inside_nat0_outbound extended permit ip 10.56.0.0 255.255.0.0 10.106.70.0 255.255.255.0 access-list inside_nat0_outbound extended permit ip host 71.43.109.226 10.106.70.0 255.255.255.0 pager lines 24 logging enable logging buffer-size 25000 logging buffered informational logging asdm warnings mtu inside 1500 mtu outside 1500 icmp unreachable rate-limit 1 burst-size 1 icmp permit any inside no asdm history enable arp timeout 14400 global (outside) 1 interface nat (inside) 0 access-list inside_nat0_outbound nat (inside) 1 0.0.0.0 0.0.0.0 route outside 0.0.0.0 0.0.0.0 71.43.109.225 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 timeout floating-conn 0:00:00 dynamic-access-policy-record DfltAccessPolicy aaa-server TACACS+ protocol tacacs+ aaa-server TACACS+ (inside) host 10.106.70.36 key ***** aaa authentication http console LOCAL aaa authentication ssh console LOCAL aaa authorization exec authentication-server http server enable http 192.168.1.0 255.255.255.0 inside http 10.0.0.0 255.0.0.0 inside http 0.0.0.0 0.0.0.0 outside snmp-server host inside 10.106.70.7 community ***** no snmp-server location no snmp-server contact snmp-server community ***** snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto ipsec transform-set ESP-AES-128-SHA esp-aes esp-sha-hmac crypto ipsec transform-set ESP-AES-128-MD5 esp-aes esp-md5-hmac crypto ipsec transform-set ESP-AES-192-SHA esp-aes-192 esp-sha-hmac crypto ipsec transform-set ESP-AES-192-MD5 esp-aes-192 esp-md5-hmac crypto ipsec transform-set ESP-AES-256-SHA esp-aes-256 esp-sha-hmac crypto ipsec transform-set ESP-AES-256-MD5 esp-aes-256 esp-md5-hmac crypto ipsec transform-set ESP-3DES-MD5 esp-3des esp-md5-hmac crypto ipsec transform-set ESP-DES-SHA esp-des esp-sha-hmac crypto ipsec transform-set ESP-DES-MD5 esp-des esp-md5-hmac crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 crypto map outside_map 1 match address outside_1_cryptomap crypto map outside_map 1 set pfs group1 crypto map outside_map 1 set peer 64.129.214.27 crypto map outside_map 1 set transform-set ESP-3DES-SHA crypto map outside_map interface outside crypto isakmp enable outside crypto isakmp policy 1 authentication pre-share encryption des hash md5 group 2 lifetime 86400 telnet timeout 5 ssh 10.0.0.0 255.0.0.0 inside ssh 0.0.0.0 0.0.0.0 outside ssh timeout 5 console timeout 0 management-access inside dhcpd auto_config outside ! dhcpd address 10.56.0.100-10.56.0.121 inside dhcpd dns 10.1.0.125 interface inside dhcpd auto_config outside interface inside ! dhcprelay server 10.1.0.125 outside dhcprelay enable inside dhcprelay setroute inside dhcprelay timeout 60 threat-detection basic-threat threat-detection statistics access-list no threat-detection statistics tcp-intercept tftp-server inside 10.1.1.25 CITYSOUTHDEPOT-ASA-Confg webvpn tunnel-group 64.129.214.27 type ipsec-l2l tunnel-group 64.129.214.27 ipsec-attributes pre-shared-key ***** ! ! prompt hostname context

    Read the article

  • Approaching this case with ABDPDF

    - by Younes
    We have ABCPDF 8 available to work with for this case. We need to rebuild an existing PDF with markup and texts in it with text that comes from a CMS. What we basicly want to do is use an existing PDF and replace blocks of text and images with the ones our content editors specify in Sitecore. I have been looking at the documentation of ABCPDF but it's kind of overwelming at this point, cause it's the first time I'm trying to do anything with dynamically building a PDF. I found that it's possible to read text from an existing PDF document using the .GetText(""); method. This Method will accept 4 parameters and I've tried the SVG one (returns xml). When I load the xml in an XmlDocument I find that alot of textblocks which I assumed to be one block of text is split up in different parts. For example: <text xml:space="preserve" x="215.4312" y="48.9478" font-size="9" font-family="Arial-BoldMT" fill="rgb(237, 106, 0)" textLength="94.032" transform="translate(215.4312, 48.9478) translate(-215.4312, -48.9478)">wijkverpleegkundige?</text> <text xml:space="preserve" x="215.4312" y="61.9438" font-size="9" font-family="ArialMT" textLength="5.652" transform="translate(215.4312, 61.9438) translate(-215.4312, -61.9438)">&#8226;&#9;</text> <text xml:space="preserve" x="223.9362" y="61.9438" font-size="9" font-family="ArialMT" textLength="49.509" transform="translate(223.9362, 61.9438) translate(-223.9362, -61.9438)">Lichamelijke</text> <text xml:space="preserve" x="273.4452" y="61.9438" font-size="9" font-family="ArialMT" textLength="2.502" transform="translate(273.4452, 61.9438) translate(-273.4452, -61.9438)">&#9;</text> <text xml:space="preserve" x="275.9472" y="61.9438" font-size="9" font-family="ArialMT" textLength="32.013" transform="translate(275.9472, 61.9438) translate(-275.9472, -61.9438)">controle</text> <text xml:space="preserve" x="307.9602" y="61.9438" font-size="9" font-family="ArialMT" textLength="2.502" transform="translate(307.9602, 61.9438) translate(-307.9602, -61.9438)">&#9;</text> <text xml:space="preserve" x="310.4622" y="61.9438" font-size="9" font-family="ArialMT" textLength="10.008" transform="translate(310.4622, 61.9438) translate(-310.4622, -61.9438)">op</text> <text xml:space="preserve" x="320.4702" y="61.9438" font-size="9" font-family="ArialMT" textLength="2.502" transform="translate(320.4702, 61.9438) translate(-320.4702, -61.9438)">&#9;</text> <text xml:space="preserve" x="322.9722" y="61.9438" font-size="9" font-family="ArialMT" textLength="42.021" transform="translate(322.9722, 61.9438) translate(-322.9722, -61.9438)">bloeddruk,</text> <text xml:space="preserve" x="364.9932" y="61.9438" font-size="9" font-family="ArialMT" textLength="2.502" transform="translate(364.9932, 61.9438) translate(-364.9932, -61.9438)">&#9;</text> <text xml:space="preserve" x="223.9362" y="74.9398" font-size="9" font-family="ArialMT" transform="translate(223.9362, 74.9398) translate(-223.9362, -74.9398)" My first idea was to get all blocks of text and just replace them with my own text that comes from the CMS, but this doesn't seem to be the way to go. I'm now completely lost and don't know how to approach this issue. Is there any way to get the following XML to be accessible in objects in ABCPDF or am I doing things wrong? What will be the best approach on making this happen?

    Read the article

  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

    Read the article

  • WPF Blurry Images - Bitmap Class

    - by Luke
    I am using the following sample at http://blogs.msdn.com/dwayneneed/archive/2007/10/05/blurry-bitmaps.aspx within VB.NET. The code is shown below. I am having a problem when my application loads the CPU is pegging 50-70%. I have determined that the problem is with the Bitmap class. The OnLayoutUpdated() method is calling the InvalidateVisual() continously. This is because some points are not returning as equal but rather, Point(0.0,-0.5) Can anyone see any bugs within this code or know a better implmentation for pixel snapping a Bitmap image so it is not blurry? p.s. The sample code was in C#, however I believe that it was converted correctly. Imports System Imports System.Collections.Generic Imports System.Windows Imports System.Windows.Media Imports System.Windows.Media.Imaging Class Bitmap Inherits FrameworkElement ' Use FrameworkElement instead of UIElement so Data Binding works as expected Private _sourceDownloaded As EventHandler Private _sourceFailed As EventHandler(Of ExceptionEventArgs) Private _pixelOffset As Windows.Point Public Sub New() _sourceDownloaded = New EventHandler(AddressOf OnSourceDownloaded) _sourceFailed = New EventHandler(Of ExceptionEventArgs)(AddressOf OnSourceFailed) AddHandler LayoutUpdated, AddressOf OnLayoutUpdated End Sub Public Shared ReadOnly SourceProperty As DependencyProperty = DependencyProperty.Register("Source", GetType(BitmapSource), GetType(Bitmap), New FrameworkPropertyMetadata(Nothing, FrameworkPropertyMetadataOptions.AffectsRender Or FrameworkPropertyMetadataOptions.AffectsMeasure, New PropertyChangedCallback(AddressOf Bitmap.OnSourceChanged))) Public Property Source() As BitmapSource Get Return DirectCast(GetValue(SourceProperty), BitmapSource) End Get Set(ByVal value As BitmapSource) SetValue(SourceProperty, value) End Set End Property Public Shared Function FindParentWindow(ByVal child As DependencyObject) As Window Dim parent As DependencyObject = VisualTreeHelper.GetParent(child) 'Check if this is the end of the tree If parent Is Nothing Then Return Nothing End If Dim parentWindow As Window = TryCast(parent, Window) If parentWindow IsNot Nothing Then Return parentWindow Else ' Use recursion until it reaches a Window Return FindParentWindow(parent) End If End Function Public Event BitmapFailed As EventHandler(Of ExceptionEventArgs) ' Return our measure size to be the size needed to display the bitmap pixels. ' ' Use MeasureOverride instead of MeasureCore so Data Binding works as expected. ' Protected Overloads Overrides Function MeasureCore(ByVal availableSize As Size) As Size Protected Overloads Overrides Function MeasureOverride(ByVal availableSize As Size) As Size Dim measureSize As New Size() Dim bitmapSource As BitmapSource = Source If bitmapSource IsNot Nothing Then Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If Me.VisualParent IsNot Nothing Then Dim window As Window = window.GetWindow(Me.VisualParent) If window IsNot Nothing Then ps = PresentationSource.FromVisual(window.GetWindow(Me.VisualParent)) ElseIf FindParentWindow(Me) IsNot Nothing Then ps = PresentationSource.FromVisual(FindParentWindow(Me)) End If End If ' If ps IsNot Nothing Then Dim fromDevice As Matrix = ps.CompositionTarget.TransformFromDevice Dim pixelSize As New Vector(bitmapSource.PixelWidth, bitmapSource.PixelHeight) Dim measureSizeV As Vector = fromDevice.Transform(pixelSize) measureSize = New Size(measureSizeV.X, measureSizeV.Y) Else measureSize = New Size(bitmapSource.PixelWidth, bitmapSource.PixelHeight) End If End If Return measureSize End Function Protected Overloads Overrides Sub OnRender(ByVal dc As DrawingContext) Dim bitmapSource As BitmapSource = Me.Source If bitmapSource IsNot Nothing Then _pixelOffset = GetPixelOffset() ' Render the bitmap offset by the needed amount to align to pixels. dc.DrawImage(bitmapSource, New Rect(_pixelOffset, DesiredSize)) End If End Sub Private Shared Sub OnSourceChanged(ByVal d As DependencyObject, ByVal e As DependencyPropertyChangedEventArgs) Dim bitmap As Bitmap = DirectCast(d, Bitmap) Dim oldValue As BitmapSource = DirectCast(e.OldValue, BitmapSource) Dim newValue As BitmapSource = DirectCast(e.NewValue, BitmapSource) If ((oldValue IsNot Nothing) AndAlso (bitmap._sourceDownloaded IsNot Nothing)) AndAlso (Not oldValue.IsFrozen AndAlso (TypeOf oldValue Is BitmapSource)) Then RemoveHandler DirectCast(oldValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded RemoveHandler DirectCast(oldValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed -= bitmap._sourceFailed; // 3.5 End If If ((newValue IsNot Nothing) AndAlso (TypeOf newValue Is BitmapSource)) AndAlso Not newValue.IsFrozen Then AddHandler DirectCast(newValue, BitmapSource).DownloadCompleted, bitmap._sourceDownloaded AddHandler DirectCast(newValue, BitmapSource).DownloadFailed, bitmap._sourceFailed ' ((BitmapSource)newValue).DecodeFailed += bitmap._sourceFailed; // 3.5 End If End Sub Private Sub OnSourceDownloaded(ByVal sender As Object, ByVal e As EventArgs) InvalidateMeasure() InvalidateVisual() End Sub Private Sub OnSourceFailed(ByVal sender As Object, ByVal e As ExceptionEventArgs) Source = Nothing ' setting a local value seems scetchy... RaiseEvent BitmapFailed(Me, e) End Sub Private Sub OnLayoutUpdated(ByVal sender As Object, ByVal e As EventArgs) ' This event just means that layout happened somewhere. However, this is ' what we need since layout anywhere could affect our pixel positioning. Dim pixelOffset As Windows.Point = GetPixelOffset() If Not AreClose(pixelOffset, _pixelOffset) Then InvalidateVisual() End If End Sub ' Gets the matrix that will convert a Windows.Point from "above" the ' coordinate space of a visual into the the coordinate space ' "below" the visual. Private Function GetVisualTransform(ByVal v As Visual) As Matrix If v IsNot Nothing Then Dim m As Matrix = Matrix.Identity Dim transform As Transform = VisualTreeHelper.GetTransform(v) If transform IsNot Nothing Then Dim cm As Matrix = transform.Value m = Matrix.Multiply(m, cm) End If Dim offset As Vector = VisualTreeHelper.GetOffset(v) m.Translate(offset.X, offset.Y) Return m End If Return Matrix.Identity End Function Private Function TryApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean, ByVal throwOnError As Boolean, ByRef success As Boolean) As Windows.Point success = True If v IsNot Nothing Then Dim visualTransform As Matrix = GetVisualTransform(v) If inverse Then If Not throwOnError AndAlso Not visualTransform.HasInverse Then success = False Return New Windows.Point(0, 0) End If visualTransform.Invert() End If Point = visualTransform.Transform(Point) End If Return Point End Function Private Function ApplyVisualTransform(ByVal Point As Windows.Point, ByVal v As Visual, ByVal inverse As Boolean) As Windows.Point Dim success As Boolean = True Return TryApplyVisualTransform(Point, v, inverse, True, success) End Function Private Function GetPixelOffset() As Windows.Point Dim pixelOffset As New Windows.Point() Dim ps As PresentationSource = PresentationSource.FromVisual(Me) If ps IsNot Nothing Then Dim rootVisual As Visual = ps.RootVisual ' Transform (0,0) from this element up to pixels. pixelOffset = Me.TransformToAncestor(rootVisual).Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, False) pixelOffset = ps.CompositionTarget.TransformToDevice.Transform(pixelOffset) ' Round the origin to the nearest whole pixel. pixelOffset.X = Math.Round(pixelOffset.X) pixelOffset.Y = Math.Round(pixelOffset.Y) ' Transform the whole-pixel back to this element. pixelOffset = ps.CompositionTarget.TransformFromDevice.Transform(pixelOffset) pixelOffset = ApplyVisualTransform(pixelOffset, rootVisual, True) pixelOffset = rootVisual.TransformToDescendant(Me).Transform(pixelOffset) End If Return pixelOffset End Function Private Function AreClose(ByVal Point1 As Windows.Point, ByVal Point2 As Windows.Point) As Boolean Return AreClose(Point1.X, Point2.X) AndAlso AreClose(Point1.Y, Point2.Y) End Function Private Function AreClose(ByVal value1 As Double, ByVal value2 As Double) As Boolean If value1 = value2 Then Return True End If Dim delta As Double = value1 - value2 Return ((delta < 0.00000153) AndAlso (delta > -0.00000153)) End Function End Class

    Read the article

  • How do I use the gravity vector to correctly transform scene for augmented reality?

    - by gpdawson
    I'm trying figure out how to get an OpenGL specified object to be displayed correctly according to the device orientation (ie. according to the gravity vector from the accelerometer, and heading from compass). The GLGravity sample project has an example which is almost like this (despite ignoring heading), but it has some glitches. For example, the teapot jumps 180deg as the device viewing angle crosses the horizon, and it also rotates spuriously if you tilt the device from portrait into landscape. This is fine for the context of this app, as it just shows off an object and it doesn't matter that it does these things. But it means that the code just doesn't work when you attempt to emulate real life viewing of an OpenGL object according to the device's orientation. What happens is that it almost works, but the heading rotation you apply from the compass gets "corrupted" by the spurious additional rotations seen in the GLGravity example project. Can anyone provide sample code that shows how to adjust correctly for the device orientation (ie. gravity vector), or to fix the GLGravity example so that it doesn't include spurious heading changes? //Clear matrix to be used to rotate from the current referential to one based on the gravity vector bzero(matrix, sizeof(matrix)); matrix[3][3] = 1.0; //Setup first matrix column as gravity vector matrix[0][0] = accel[0] / length; matrix[0][1] = accel[1] / length; matrix[0][2] = accel[2] / length; //Setup second matrix column as an arbitrary vector in the plane perpendicular to the gravity vector {Gx, Gy, Gz} defined by by the equation "Gx * x + Gy * y + Gz * z = 0" in which we arbitrarily set x=0 and y=1 matrix[1][0] = 0.0; matrix[1][1] = 1.0; matrix[1][2] = -accel[1] / accel[2]; length = sqrtf(matrix[1][0] * matrix[1][0] + matrix[1][1] * matrix[1][1] + matrix[1][2] * matrix[1][2]); matrix[1][0] /= length; matrix[1][1] /= length; matrix[1][2] /= length; //Setup third matrix column as the cross product of the first two matrix[2][0] = matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]; matrix[2][1] = matrix[1][0] * matrix[0][2] - matrix[1][2] * matrix[0][0]; matrix[2][2] = matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]; //Finally load matrix glMultMatrixf((GLfloat*)matrix);

    Read the article

  • How do I perform an HSL transform on a texture?

    - by Mason Wheeler
    If I have an OpenGL texture, and I need to perform HSL modifications on it before rendering the texture, from what I've heard I need a shader. Problem is, I know nothing about shaders. Does anyone know where I would need to look? I want to write a function where I can pass in a texture and three values, a hue shift in degrees, and saturation and lightness multipliers between 0 and 2, and then have it call a shader that will apply these transformations to the texture before it renders. The interface would look something like this: procedure HSLTransform(texture: GLuint; hShift: integer; sMult, lMult: GLfloat); I have no idea what's supposed to go inside the routine, though. I understand the basic math involved in HSL/RGB conversions, but I don't know how to write a shader or how to apply it. Can someone point me in the right direction? Delphi examples preferred, but I can also read C if I have to.

    Read the article

  • Reusing xalan transformer causing its extension functions break

    - by Leslie Norman
    I am using xalan 2.7.1 to validate my xml docs with xslt style sheet. It works fine for the first document and returns error message in case of error along with correct line and column number of xml source by making use of NodeInfo.lineNumber and NodeInfo.columnNumber extensions. The problem is when I try to reuse transformer to validate other xml docs, it successfully transforms the document but always returns lineNumber=columnNumber=-1 for all errors. Any idea? Here is my code: TransformerFactory tFactory = TransformerFactory.newInstance("org.apache.xalan.processor.TransformerFactoryImpl", null); tFactory.setAttribute(TransformerFactoryImpl.FEATURE_SOURCE_LOCATION, Boolean.TRUE); StreamSource xsltStreamSource = new StreamSource(new File("E:\\Temp\\Test\\myXslt.xsl")); Transformer transformer=null; try { transformer = tFactory.newTransformer(xsltStreamSource); ByteArrayOutputStream outStream = new ByteArrayOutputStream(); File srcFolder = new File("E:\\Temp\\Test"); for (File file :srcFolder.listFiles()) { if (file.getName().endsWith("xml")) { transformer.transform(new StreamSource(file), new StreamResult(outStream)); transformer.reset(); } } System.out.println(outStream.toString()); } catch (TransformerException e) { e.printStackTrace(); } Edit: New code after implementing @rsp suggestions: package mycompany; import java.io.File; import javax.xml.transform.ErrorListener; import javax.xml.transform.Source; import javax.xml.transform.Transformer; import javax.xml.transform.TransformerException; import javax.xml.transform.TransformerFactory; import javax.xml.transform.stream.StreamResult; import javax.xml.transform.stream.StreamSource; import org.apache.xalan.processor.TransformerFactoryImpl; public class XsltTransformer { public static void main(String[] args) { TransformerFactory tFactory = TransformerFactory.newInstance("org.apache.xalan.processor.TransformerFactoryImpl", null); tFactory.setAttribute(TransformerFactoryImpl.FEATURE_SOURCE_LOCATION, Boolean.TRUE); StreamSource xsltStreamSource = new StreamSource(new File("E:\\Temp\\Test\\myXslt.xsl")); try { Transformer transformer = tFactory.newTransformer(xsltStreamSource); File srcFolder = new File("E:\\Temp\\Test"); for (File file : srcFolder.listFiles()) { if (file.getName().endsWith("xml")) { Source source = new StreamSource(file); StreamResult result = new StreamResult(System.out); XsltTransformer xsltTransformer = new XsltTransformer(); ErrorListenerImpl errorHandler = xsltTransformer.new ErrorListenerImpl(); transformer.setErrorListener(errorHandler); transformer.transform(source, result); if (errorHandler.e != null) { System.out.println("Transformation Exception: " + errorHandler.e.getMessage()); } transformer.reset(); } } } catch (TransformerException e) { e.printStackTrace(); } } private class ErrorListenerImpl implements ErrorListener { public TransformerException e = null; public void error(TransformerException exception) { this.e = exception; } public void fatalError(TransformerException exception) { this.e = exception; } public void warning(TransformerException exception) { this.e = exception; } } }

    Read the article

  • iPhone: CPU power to do DSP/Fourier transform/frequency domain?

    - by mahboudz
    I want to analyze MIC audio on an ongoing basis (not just a snipper or prerecorded sample), and display frequency graph and filter out certain aspects of the audio. Is the iPhone powerful enough for that? I suspect the answer is a yes, given the Google and iPhone voice recognition, Shazaam and other music recognition apps, and guitar tuner apps out there. However, I don't know what limitations I'll have to deal with. Anyone play around with this area?

    Read the article

  • How can I transform this haml into a table?

    - by mmr
    I have the following haml code: - @theLinks.each_index do |x| %br %form{:action=>'/Download', :method=>"post",:enctype=>"multipart/form-data"} %input{:type=>"submit", :name=>"#{@theLinks[x].url}", :value=>"Name: #{@theLinks[x].Name} Study Time: #{@theLinks[x].studyTime} Comments: #{@theLinks[x].comments}"} Basically, for each person, list the time they participated in a study and the comments on the study. Right now, this renders as a set of buttons. I'd like to render it as a table, with each row clickable in the same way (ie, using the 'post' method, so that only the haml file has to be edited without touching the rest of the files). Ideally, I'd also like to be able to sort the table by name, time, or comments, but that might be getting ahead of myself. So how can I change this list of buttons into a table with clickable rows?

    Read the article

  • How to transform a vector<int> into a string?

    - by Legend
    I am trying to pass a value from C++ to TCL. As I cannot pass pointers without the use of some complicated modules, I was thinking of converting a vector to a char array and then passing this as a null terminated string (which is relatively easy). I have a vector as follows: 12, 32, 42, 84 which I want to convert into something like: "12 32 42 48" The approach I am thinking of is to use an iterator to iterate through the vector and then convert each integer into its string representation and then add it into a char array (which is dynamically created initially by passing the size of the vector). Is this the right way or is there a function that already does this?

    Read the article

  • How do I compete the transformation matrix needed to transform a rectangle into a trapezium?

    - by Rich Bradshaw
    I'm playing around with css transforms and the equivalent filters in IE, and want to simulate perspective by transforming a 2d rectangle into a trapezium. Specifically, I want the right hand side of the rectangle to stay the same height, and the left hand side to be say 80% of the height, so that the mid points of both sides are horizontally in line with each other. I'm familiar with matrix algebra, but can't think how to determine what matrix will do that.

    Read the article

  • Get node content from xml file and transform it into php array?

    - by Kirzilla
    Hello, I'm looking for solution to extract some node from large xml file (using xmlstarlet http://xmlstar.sourceforge.net/) and then parse this node to php array. elements.xml <?xml version="1.0"?> <elements> <element id="1" par1="val1_1" par2="val1_2" par3="val1_3"> <title>element 1 title</title> <description>element 1 description</description> </element> <element id="2" par1="val2_1" par2="val2_2" par3="val2_3"> <title>element 2 title</title> <description>element 2 description</description> </element> </elements> To extract element tag with id="1" using xmlstarlet I'm executing this shell command... xmlstarlet sel -t -c "/elements/element[id=1]" elements.xml This shell command outputs something like this... <element id="1" par1="val1_1" par2="val1_2" par3="val1_3"> <title>element 1 title</title> <description>element 1 description</description> </element> How could I parse this shell output into php array? Thank you.

    Read the article

  • Upon doing a XSL Transform to XML how do I remove white space from a Node's attribute or data?

    - by Randy
    I have a part's list built out in XML and each part is labeled as such: <division> <parts> <part number="123456 " drawing="123456 " cad="y"> <attribute> <header>Header</header> <list>2</list> </attribute> </part> And I need to get the data behind the number and drawing attributes without the white space. I tried xsl:strip-space on the specific elements, and across the board, but that only strips the content in between the tags. I unfortunately have no access to the back-end that's producing the XML, so removing the spaces there doesn't look like an option.

    Read the article

  • Google maps spatial reference system

    - by JavaRocky
    What is Google map's spatial reference system using when you enter a lat, long into the maps search bar? I've found hints that it might be WGS84 but after converting to that coordinate system, nothing shows up when i paste the coordinates into the google maps search box. I am converting from GDA MGA 56. Sample: Input MGA56 coords: 336301, 6253363 Expected WGS86 coords: -33.8473340793201, 151.230631835944 I get: 16834916.928327594 -4008321.1020318186 Spatial coord systems: EPSG:28356 for MGA56 EPSG:900913 for WGS86 (google maps) I am using geotools to do the transform: CoordinateReferenceSystem crsMga56 = CRS.parseWKT(mga56); CoordinateReferenceSystem crsGmaps = CRS.parseWKT(gmaps); Coordinate coordinate = new Coordinate(336301, 6253363); Point point = new GeometryFactory().createPoint(coordinate); MathTransform transform = CRS.findMathTransform(crsMga56, crsGmaps); Geometry geometry = JTS.transform(point, transform); I know the transform is not correct, as when i use an online tool it gives me the correct coords. http://www.environment.gov.au/cgi-bin/transform/mga2geo%5Fgda.pl?east=336301&north=6253363&zone=56

    Read the article

  • How can you transform a set of numbers into mostly whole ones?

    - by Alice
    Small amount of background: I am working on a converter that bridges between a map maker (Tiled) that outputs in XML, and an engine (Angel2D) that inputs lua tables. Most of this is straight forward However, Tiled outputs in pixel offsets (integers of absolute values), while Angel2D inputs OpenGL units (floats of relative values); a conversion factor between these two is needed (for example, 32px = 1gu). Since OpenGL units are abstract, and the camera can zoom in or out if the objects are too small or big, the actual conversion factor isn't important; I could use a random number, and the user would merely have to zoom in or out. But it would be best if the conversion factor was selected such that most numbers outputted were small and whole (or fractions of small whole numbers), because that makes it easier to work with (and the whole point of the OpenGL units is that they are easy to work with). How would I find such a conversion factor reliably? My first attempt was to use the smallest number given; this resulted in no fractions below 1, but often lead to lots of decimal places where the factors didn't line up. Then I tried the mode of the sequence, which lead to the largest number of 1's possible, but often lead to very long floats for background images. My current approach gets the GCD of the whole sequence, which, when it works, works great, but can easily be thrown off course by a single bad apple. Note that while I could easily just pass the numbers I am given along, or pick some fixed factor, or use one of the conversions I specified above, I am looking for a method to reliably scale this list of integers to small, whole numbers or simple fractions, because this would most likely be unsurprising to the end user; this is not a one off conversion. The end users tend to use 1.0 as their "base" for manipulations (because it's simple and obvious), so it would make more sense for the sizes of entities to cluster around this.

    Read the article

  • How can I transform a DataTable in a group-by date DataTable with LINQ?

    - by alex
    I have a untyped DataTable that looks like this (srcTbl): date col_1 col_2 ... col_n 1.3.2010 00:00 12.5 0 ... 100 1.3.2010 01:00 0 0 ... 100 1.3.2010 22:00 0 0 ... 100 1.3.2010 23:00 12.5 0 ... 100 ... 31.3.2010 00:00 2 0 ... 100 31.3.2010 01:00 2 0 ... 200 I need to sum up the rows grouped by dates to get a DataTable like that (dstTbl): date, col_1 col_2 ... col_n 1.3.2010 15 0 ... 400 ... 31.3.2010 4 0 ... 300 Is this possible by using LINQ and if then how?

    Read the article

  • Is there a programmatic way to transform a sequence of image files into a PDF?

    - by Salim Fadhley
    I have a sequence of JPG images. Each of the scans is already cropped to the exact size of one page. They are sequential pages of a valuable and out of print book. The publishing application requires that these pages be submitted as a single PDF file. I could take each of these images and just past them into a word-processor (e.g. OpenOffice) - unfortunately the problem here is that it's a very big book and I've got quite a few of these books to get through. It would obviously be time-consuming. This is volunteer work! My second idea was to use LaTeX - I could make a very simple document that consists of nothing more than a series of in-line image includes. I'm sure that this approach could be made to work, it's just a little on the complex side for something which seems like a very simple job. It occurred to me that there must be a simpler way - so any suggestions? I'm on Ubuntu 9.10, my primary programming language is Python, but if the solution is super-simple I'd happily adopt any technology that works.

    Read the article

  • Multiple XML/XSLT files in PHP, transform one with XSLT and add others but process it first with PHP

    - by ipalaus
    I am processing XML files transformations with XSLT in PHP correctly. Actually I use this code: $xml = new DOMDocument; $xml->LoadXML($xml_contents); $xsl = new DOMDocument; $xsl->load($xsl_file); $proc = new XSLTProcesoor; $proc->importStyleSheet($xsl); echo $proc->transformToXml($xml); $xml_contents is the XML processed with PHP, this is done by including the XML file first and then assigning $xml_contents = ob_get_contents(); ob_end_clean();. This forces to process the PHP code on the XML, and it works perfectly. My problem is that I use more than one XML file and this XML files has PHP code on it that need to be processed AND have a XSLT file associated to process the data. Actually I'm including this files in XSLT with the next code: <!-- First I add the XML file --> <xsl:param name="menu" select="document('menu.xml')" /> <!-- Next I add the transformations for menu.xml file --> <xsl:include href="menu.xsl" /> <!-- Finally, I process it on the actual ("parent") XML --> <xsl:apply-templates select="$menu/menu" /> My questiion is how I can handle this. I need to add mutiple XML(+XSLT) files to my first XML file that will containt PHP so it needs to be processed. Thank you in advance!

    Read the article

  • Writing a template for XSLT Copy-Of to transform a message with differences. How?

    - by Emanuel Schuster
    I have an xml message that is in the older schema (xsd) format. My new schema is exactly the same but I embedded an element inside the older one. For example : My old schema had an element : <exclude> MyRestriction </exclude> but my new schema is like this : <exclude> <restriction> MyRestriction </restriction> </exclude> and the entire message is the same as before. Last time I used to do a copy-of but now I need to have a template that copy-of everything but move the value of the exclude to the restriction tag. Anyone can help me please ? Thanks

    Read the article

  • Is there a way of providing a final transform method when chaining operations (like map reduce) in underscore.js?

    - by latentflip
    (Really strugging to title this question, so if anyone has suggestions feel free.) Say I wanted to do an operation like: take an array [1,2,3] multiply each element by 2 (map): [2,4,6] add the elements together (reduce): 12 multiply the result by 10: 120 I can do this pretty cleanly in underscore using chaining, like so: arr = [1,2,3] map = (el) -> 2*el reduce = (s,n) -> s+n out = (r) -> 10*r reduced = _.chain(arr).map(map).reduce(reduce).value() result = out(reduced) However, it would be even nicer if I could chain the 'out' method too, like this: result = _.chain(arr).map(map).reduce(reduce).out(out).value() Now this would be a fairly simple addition to a library like underscore. But my questions are: Does this 'out' method have a name in functional programming? Does this already exist in underscore (tap comes close, but not quite).

    Read the article

  • Sys. engineer has decided to dynamically transform all XSLs into DLLs on website build process. DLL

    - by John Sullivan
    Hello, OS: Win XP. Here is my situation. I have a browser based application. It is "wrapped" in a Visual Basic application. Our "Systems Engineer Senior" has decided to spawn DLL files from all of our XSL pages (many of which have duplicate names) upon building a new instance of the website and have the active server pages (ASPX) use the DLL instead. This has created a "known issue" in which ~200 DLL naming conflicts occur and, thus, half of our application is broken. I think a solution to this problem is that, thankfully, we're generating the names of the DLLs and linking them up with our application dynamically. Therefore we can do something kludgy like generate a hash and append it to the end of the DLL file name when we build our website, then always reference the DLL that had some kind of random string / hash appended to its name. Aside from outright renaming the DLLs, is there another way to have multiple DLLs with the same name register for one application? I think the answer is "No, only between different applications using a special technique." Please confirm. Another question I have on my mind is whether this whole idea is a good practice -- converting our XSL pages (which we use in mass -- every time a response from our web app occurs) into DLL functions that call a "function" to do what the XSL page did via an active server page (ASPX), when we were before just sending an XML response to an XSL page via aspx.

    Read the article

  • XSLT: For each node transform, if A =2 and A=1 were both found do this else do that

    - by Larry
    Example 1: <time> <timestamp>01:00</timestamp> <event>arrived<event> </time> <time> <timestamp>02:00</timestamp> <event>left<event> </time> Example 2: <time> <timestamp>02:00</timestamp> <event>left<event> </time> The XSLT needs to do: FOR EACH node DO: IF event=arrived THEN set eventtype=atdestination IF event=left is found AND event=arrived is found THEN set new node type=leftdestination ELSE set type=left XSLT applied to example 1: <event> <time>01:00</time> <type>atdestination</type> <event> <event> <time>02:00</time> <type>leftdestination</type> <event> XSLT applied to example 2: <event> <time>02:00</time> <type>left</type> <event>

    Read the article

  • How do I transform a single colmn list to item matrix in R?

    - by Indy
    I currently have data that is in the following format (note, this is 1 column, 4 row matrix): aa|bb bb|cc|ee|ee cc cc|ee and I want it displayed so that the column names are: aa, bb, cc, dd, and ee. And I want there to be 4 row such that each row counts the number of times each string was present in the matching row above. ie) aa bb cc dd ee 1 1 0 0 0 0 1 1 0 2 0 0 1 0 0 0 0 1 0 1 Does anyone know how to do this in R? I would post my attempt, but it is just getting ugly and complicated. Any help would be much appreciated. Thanks in advance.

    Read the article

  • SQL SERVER – Integration Services Balanced Data Distributor – SSIS Balanced Data Distributor

    - by pinaldave
    Microsoft SSIS Balanced Data Distributor (BDD) is a new SSIS transform. This transform takes a single input and distributes the incoming rows to one or more outputs uniformly via multithreading. The transform takes one pipeline buffer worth of rows at a time and moves it to the next output in a round robin fashion. It’s balanced and synchronous so if one of the downstream transforms or destinations is slower than the others, the rest of the pipeline will stall so this transform works best if all of the outputs have identical transforms and destinations. Download SQL Server Integration Services Balanced Data Distributor Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

< Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >